TrainCarts
TrainCarts Development has moved to SpigotMC.
You can get the new versions at the following URL:
https://www.spigotmc.org/resources/traincarts.39592/
This page is no longer being actively monitored, please seek for support on SpigotMC.
Plugin: TrainCarts - Linked Minecarts, sign-redstone systems, easy to use and realistic
Version: v1.73.0
Build: 1.7.2 R0.1/R0.2
Incompatible with: RailCraft
Description
This plugin looks for suitable Minecarts and links them together if possible. When two Minecarts are being "linked", the Minecarts will act as one single moving train.
Once carts are successfully linked, an effect is played and their velocity is shared in combination with an individual factor for each Minecart, which is used to remain a steady gap between carts. This gap is adjustable, the force at which this happens as well.
End result: a train! You can move it, make a roller-coaster out of it, split it in half, watch trains collide, whatever you want to do with trains. :)
As for 1.21, it is also possible to safely exit your train by setting an exit offset with a (sideways) push factor for the train. This feature is disabled by default. (only affects dropped items). If you want to display arrival times on signs (see redstone circuit part) you need SignLink, see the downloads on the bottom of the page.
As for 1.35 you can set train properties to make 'special' trains, or to 'finalize' a train

Links
For configuration, permissions and how-to's, see the Wikipedia page (it is rather long):
Note that I would prefer having comments, bug reports and others in the main Bukkit page, since I visit that site the most. :)
Addons
Special Addons for TrainCarts
Features
- Link minecarts using collision: no commands needed to make a train
- Move trains as easily as you would with single Minecarts
- Store trains to file for persistence during reloads and server restarts
- Use sign-redstone circuits for subway systems, complete railroads and much more
- Station to gracefully stop and launch trains
- Spawn
- Teleport
- Property setters
- Tag systems to switch certain tracks based on tags on the train
- Destination systems to make your train travel to far-away lands all on it's own
- Supports Minecart Mania's features
- Infinite minecart speeds are possible
- Push-away: Push mobs, players and items away from your trains to keep them running
- Everything is configurable, if something proves not to be, I will make it that way
FAQ
When players are near, trains reach their destinations. With no one near, they don't. What do I do?
By default trains do not keep chunks loaded, and they will unload once they move into unloaded chunks. To make trains keep the chunk area (and themselves) around them loaded, set the 'keepchunksloaded' property to True. This can be done using the /train keepchunksloaded true command, using a property sign or by changing it to true in the DefaultTrainProperties.yml file. For more information about train properties, see here.
Why not boats?!?!
Incompatibilities
If you have another plugin that performs similar Minecart replacement techniques, it is likely that TrainCarts will not function or function poorly. For the 'chunk persistence' part of this plugin, other plugins that unload chunks without firing events result in this feature failing. Minebackup is known for having this problem.
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.







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Posted May 12, 2013@Daikenkaiking Yeah, I recommend having a proper flushing system during server stop. On server stop it doesn't untoggle/toggle the levers I believe, so it might end up stuck in a certain position, or act weirdly. I haven't found a good way to preserve full detector/normal state yet on server restart...esp. that the loaded chunks affect this is an issue...
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Posted May 12, 2013Using dev build #96, it seems detector signs aren't working correctly. My chicken farm system wasn't even on, yet the detector was detecting something in an area of track with no carts on it, and then I have it so it doesn't spawn another cart if there is a cart in the start section, yet it still spawns the cart even if another is in the section.
I went and manually flipped the lever and it rolled through once, but then once again was stuck on.
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Posted May 12, 2013@pnndzwdz That doesn't appear to be caused by TrainCarts at all, looks like the server just stopped responding after loading a chunk from file. Maybe file access issues? Maybe it just had to load a huge amount of chunks far away? I dunno...
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Posted May 12, 2013http://pastebin.com/AhCLT4ct
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Posted May 12, 2013@bergerkiller
Thanks!!!!!!!!!
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Posted May 12, 2013Using newest build (#96) -> sorting works now! Yay! Kudos to bergerkiller, once again.
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Posted May 12, 2013@Etsija The project is back up on GitHub, and I couldn't find the XZ info anymore. I probably forgot to rebuild before sending it to you. The development build on CI should fix it.
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Posted May 11, 2013You left a debug message on, which spams the console full of XZ values. Please remove them; the plugin cannot be used as such.
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Posted May 11, 2013EDIT
Build server is back up. (but github server is down so build is outdated) Link to latest builds (use at own risk): http:dev.bukkit.org/server-mods/bkcommonlib/pages/unsafe-development-builds/
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Posted May 11, 2013@Etsija Latest found on the build server...which is down. I'll send a PM with a link. Format is width:height. (radius)
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Posted May 11, 2013So, what version should I use now, and which way are the coordinates?
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Posted May 11, 2013@leagris Pushed my changes, latest build has per-cart/train owner permissions. Commands: [/traincart] [add/set][owner][perm/permission/permissions] [perm nodes]
Property: [add/set]ownerperm
@Etsija I'll look into that now.
EDIT
Uhm I tested it out, but 4:1 didn't transfer to 2 below and 2 above or more. So...maybe using a version that was broken or outdated version? Note that previously 4:1 would be parsed as 4, Integer parsing ignores all text characters (like :) around the first number found.
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Posted May 11, 2013@bergerkiller
Nope, "chest in 4:1" yields the same results. The whole thing still sees a radius-4 circle around the cart. From looking at your code, I couldn't find out what's wrong.
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Posted May 11, 2013@Etsija Hmn yeah I know, I just have this feeling that people aren't looking on that WIKI, as a result I've been neglecting it. People continuously asking about 'how to do X' makes you believe they don't look at the WIKI...
I actually prefer having some good tutorial videos (with voice) for all sorts of features where they explained, because I feel that a lot of people are illiterate or just don't get the terminology used on the WIKI.
Just in case I mixed the width and height around: does it work with chest in 4:1? I'll look into it once I have the permissions properly tested.
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Posted May 11, 2013Hmm, also is 0:0 the track level for the sorter?
EDIT: OK gave it a test - the feature simply doesn't work. "chest in 1:4" still finds a chest 4 blocks away in horizontal direction. It should find only the chests beside the track, vertically 4 to -4.
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Posted May 11, 2013@bergerkiller: will try out the new sorted item transfer now. It's not exactly what I asked for, since "asymmetric" usage is not possible. With your implementation, it will always also look from under the rails as well as over them. I understand however the limitation in sign text. As it is, this is going to be a very useful feature!
BTW, You have a very nice wiki; why don't you use it? I really feel that the usability of TrainCarts suffers a bit from outdated documentation. I see timstans'es name, under which there seems to be "Tester, Documenter". What I don't see is a lot of updates to the wiki.
This has been bugging me for a while now.
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Posted May 11, 2013@bergerkiller
If it could distinguish a permission to interact chess cart inventories, ride, push and a broader admin permission for owner (break|alter properties), then it's perfect. This would secure chest cart access and other breaking thefts while it is riding between worldguard protected areas.
Until now, I sure could use the global region to protect minecarts on their way.
For the next MC 1.6: I imagine hordes of horse riding bandits attacking a train in a desert biome area, placing blocks or breaking rails to stop it, breaking the chess carts apart and stealing the precious diamond blocks cargo ;o)
That's why, I plan an underground TC-powered delivery service and have some minimum protection for the transported merchandises.
Well, I am not requesting all this right now. Though adding an array/list of members asside owners in the future seems like a fine addition for evolving your plugin in the future.
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Posted May 11, 2013@leagris All right I may have a solution but then I need your approval of course :)
Instead of owners, you can also specify permission nodes to define owners. For example:
Now you can assign such permissions to groups/players, and they will have then ownership over the carts. It would also solve the fictitious 'nobody' owner.
One downside to this approach is that players can join the server with the name similar as a permission node, and override permissions this way. But I guess it should be fairly obvious when a player joins named 'train.owner.citymajor' :)
Also, I just pushed changes so that track altering is now possible by right-clicking rails holding the same type of rails. Got to say: it's pretty dang useful! Everything is possible, from slopes to curves.
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Posted May 11, 2013@bergerkiller
Use cases for Enhanced ownership:
Having cart owners and members would be much like LWC/Worldguard owners members Depending on cart/train properties/flags, owners and members woudl be allowed/barred certain interactions.
Here we have cities permission groups. Various area specific permissions depend on these group permissions.
We have WorldGuard areas with g:cityname as member which makes all cityname group members also members of the WorldGuard area, and mayorname as owner.
We have LWC protections with g:cityname as member and it allow city members restricted access to chests/doors/buttons even where these LWC protected blocks are outside the city region. (like in our shared resource world).
On the other side, we have TrainCart as metro and tramway systems. These constitute an utility service. Only moderators/admins are allowed to do some maintenance.
But, for now, these utility TC trains have to be assigned a fictitious nobody owner because there is only one owner. The consequence is, only OP for now can override these trains ownerships. (example: avoid being killed by train collision while doing maintenance work).
I have disallowed TrainCart placement for everyone but moderators and above. This, because, if a player/city member were to use TC, he would become the sole owner of the cart/train and this ownership would not be shared with other members of the city or overridden by the city mayor.
Let say a city want to use an utility rail link with another city to send and receive TC chess carts. There is currently no reliable permission/restriction on: chess carts access (LWC is phony on entities), so I think TC could handle cart membership and ownership, control access/interaction with these chess carts traveling in the wild between cities, preventing break/thefts from non members/owners.
In this case, I would make g:cityname1 and g:cityname2 as members of these chess carts, mayor1 and mayor2 as owners. It would ensure both cities members would be allowed to interact with the chess carts, and only both cities mayors would be allowed to do some maintenance (break/place/push...)
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Posted May 10, 2013@bergerkiller
Nice, it works! :) Thank's a lot!