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 16, 2013-
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Posted May 16, 2013@bergerkiller We fixed the issue. Keep chunks loaded only while the train is moving was set to true instead of false.
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Posted May 16, 2013Curious if anyone has tried this 1.5.1?
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Posted May 15, 2013@lvlercenary Time for a screenshot of your set-up I guess. I do know of people reporting that stations wait trains indefinitely when no players are near, but I've been unable to reproduce that locally. I did see it happen on another server. If this is your issue, then it's at least not that random...just annoying that I can't get it to happen so I can debug it properly...
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Posted May 14, 2013@bergerkiller
Well the issue with the detector always being on was a magictorch issue it seems, edited and re-saved the array and it's fine now. Whateva, haha. But I will definitely have my Minecraft server service script issue a train removeall command before each shutdown to avoid those problems. Thanks! :)
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Posted May 14, 2013you dont seem to understand lagoboss....
after it reaches its first station it doesnt launch again....i want a fully automated system where the trains stop at the stations and then relaunch without players being near the train so if a player is at point E and the train is at point B it stops at stations C and D then E
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Posted May 14, 2013@bergerkiller Yes i was using latest build of TrainCarts and BKCommonLib. Thanks for the reply.
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Posted May 14, 2013@lvlercenary
Well, you could remove the station signs and then change the speed of the trains to like 0.3-0.5 ticks before it reaches the station; after it reaches the station, the train could resume to your desired speed.
That way, it keeps moving and its slow enough that people could get on. You could also setup local and express trains. The express trains could travel down the middle of the track, bypass the local stops, and only stop/slow down at the desired stations.
Beyond this suggestion and a redstone device, I'm not sure if its possible with this plugin.
Minecart Mania Reborn has a function where it can suck players into minecarts from the platform.
"Platform [platform] or [platform:00] Searches around the minecart and sucks in any players or mobs. The range can be specified or it will use the server default"
http://dev.bukkit.org/server-mods/minecartmania-reborn/pages/control-blocks/
I think these plugins are compatible with each other, but I would test it first on a test server.
I hope that this helps.
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Posted May 14, 2013@stanneman99 Already possible
You can define constants just like with transfer signs. The types set are applied cart by cart to the train, so first cart is blocktype1, second blocktype2, and etc. Cart 5 has blocktype1 again. (looped around). You can also put multiplyers to use one type for multiple carts. (2xwood)
@SilverBlood92 Latest build? Could have to do with ownership checks, because I did change something I believe.
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Posted May 14, 2013Hi !
I recently had some issues with property : playercollision. It worked well before, but not anymore :/
Here is the content of my signs :
[train] property playercollision killnodrops
Also, i tried to replace [train] by [+train], but no result... mobs are killed by trains but not players... Redstone is powering the sign...
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Posted May 14, 2013Could there maybe something being implemented in traincarts so you can chance a block inside a cart? like [train] chanceblock or something? so there can be like an enderchest inside?
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Posted May 13, 2013Nvmnd, I think I tried to oversimplify the solution. Found a working one, by complicating my intersections just a teeny bit (one turn at a time) & creative usage of train tags and "switcher / f:t01 / r:!t01" type of compact switchers. Working perfectly now!
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Posted May 13, 2013I've got a "mechanics" question for a change: I would like to implement the following system. https://dl.dropboxusercontent.com/u/6411310/2013-05-13_20.42.14.png
The carts all have their own "hometrack" (the three track endings on the right). When powered, they leave from the right, go to the other end of the rail (on the left). When powered again, they would go back to the original track where they left from.
Now I can do the first part with a simple destination set. So the carts can navigate from their own track to the leftmost end easily. But I cannot figure out how they would "remember" where they left from and be able to return back to their own track.
I think the solution must be something very easy, but this slips my mind and bugs me.
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Posted May 13, 2013@bergerkiller
I think i fixed the problem... my redstone circuit was interfering with the system... thanks anyways
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Posted May 13, 2013@bergerkiller
the trains keep the chunks loaded but they dont take off from the station. let me try to explain this better.
i go to station 1, train leaves empty. i warp to station 3 to see how long it takes for the train to get there. but the train stops at station 2 and never departs unless there is a player near the train.
keepchunksloaded is set to true, even tried using destinations......the trains will not continueously travel across the map....
also the reload the storage carts at the station does not seem to work...
@Lagoboss
i am trying to avoid heavy redstone use...pressure plates are messy.... and im making an MMO style server.....so a lot of people will be using the stations...
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Posted May 13, 2013@Silverwolv If you aren't using the latest TC build, update first. I vaguely remember this bug. If that doesn't solve it, I will need a screenshot of the set-up so I can test it out locally.
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Posted May 13, 2013Hey, i am having a problem..... I placed a sign underneath the track with a activated lever on the right "[Train] station 15" However, after a train stops at a station... when departing, the trains move about 2 to 4 blocks to the right, then reverses back to the left and stops at the station again... and the process just repeats again and again... any idea why is is happening and how to fix it?
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Posted May 13, 2013@lvlercenary Trains can unload when no players are near it. If you wish to let these trains keep nearby chunks loaded, set that property to true:
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Posted May 12, 2013@lvlercenary
They could stand on a pressure plate that activates the station sign underneath the rail thus stopping the train when it approaches.
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Posted May 12, 2013I have a quick question...How would i get 1 train to travel from station to station without stopping completely at the station until someone comes near it? i have a 5000x5000 map and have a cross continental railroad but my empty trains only travel from one station to the next and then stop.