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.







-
View User Profile
-
Send Message
Posted Nov 12, 2013Hello everyone,
i have a big problem with the detector Signs... I have build few stations. On it is the first detector around the station sign to detect the cart on the station and delete all other who will spawn. 5 blocks after the station sign , i' use a second detector to detect empy carts to delete on empty.
Now the second detector will not taken after 5 blocks. it detect the carts after the end sign of detecor 1. It's ignore the second sign on detector 2.
The Sign face is ever to the right other detecor sign. It's will detect to the backside. What can i do?
Thank you
-
View User Profile
-
Send Message
Posted Nov 11, 2013@bergerkiller i mean a sign that launches the carts into the air!?
-
View User Profile
-
Send Message
Posted Nov 10, 2013This plugin would be even better for me if you could allow me to use specially named paper as a currency defined in a config; "Train Ticket" for example, so that my RPG server would be, more realistic...
Thanks
Shaythegoon
-
View User Profile
-
Send Message
Posted Nov 9, 2013Hi, can you fix that wenn I restart my server without stopping the trains, the trains disapears.... or they are stopping on the track...
-
View User Profile
-
Send Message
Posted Nov 8, 2013@maxlehot1234 Do other IDs work? It could be you placed the sign incorrectly or forgot to power it with redstone (or use [+train]).
@NorbuGames There is a launcher sign already, besides the station.
-
View User Profile
-
Send Message
Posted Nov 6, 2013Why dont make a launch sign?
-
View User Profile
-
Send Message
Posted Nov 4, 2013@timstans
It is not working... Trapdoor doesnt appear when i put the 96 id on the third line of the sign :( any solution please?
-
View User Profile
-
Send Message
Posted Nov 3, 2013@maxlehot1234
Hi Use the ID of the item
-
View User Profile
-
Send Message
Posted Nov 3, 2013How can make trapdoor disappear in a tation and reappear at the end of the station...
I try this picture, but nothing working :( is it normal?
http:i.imgur.com/EFF1D6q.png
-
View User Profile
-
Send Message
Posted Nov 3, 2013Hey,
awesome Plugin! We build on our server a big underground system with train carts. But there is one problem: The trains won't start from stations, wich are not loaded by players. I set the function "keepchunksloaded" to true but it will not work. Is there an other possibility to keep the chunks loaded? Maybe with Players from Citizens?
Thank you
Yours fbs :)
-
View User Profile
-
Send Message
Posted Nov 2, 2013@Farbmond Maybe it is better to look for a plugin that can schedule and run commands automatically, I know it is possible to do so, and this plugin <should> exist by now.
-
View User Profile
-
Send Message
Posted Oct 30, 2013Hello!
Is there an option in the settings so that all Minecarts be cleared (deleted) after starting the server? Or is there another way, the command "train removeall" automatically run after a server start?
Farbmond
-
View User Profile
-
Send Message
Posted Oct 29, 2013@bergerkiller ok i understeand
-
View User Profile
-
Send Message
Posted Oct 29, 2013@Markymow Yes, it keeps a 5x5 chunk area (80x80 block area) around each train loaded.
-
View User Profile
-
Send Message
Posted Oct 28, 2013Hello!
I have a question : Do the property "keepcloaded" load all redstone nearby the train?
-
View User Profile
-
Send Message
Posted Oct 28, 2013@NorbuGames This is not really a place to ask this...go to Bukkit.org forums. I can give some suggestions but not here, it would spam too much for being off topic.
-
View User Profile
-
Send Message
Posted Oct 27, 2013Hello! Im Norbu10! Dutch :) Im 11 years old And i want to program plugins for my server! And i dont know where to start! Could you help me with learning? Im totally new with Java Script and Bukkit Language
PS. Ik vraag dit aan jullie omdat ik dit echt een gave plugin vindt en jullie ook nederlands zijn! :D
-
View User Profile
-
Send Message
Posted Oct 25, 2013@Jacold There's also a development build though, which is a bit more stable and fixes the problem related to the curves more than likely. I recommend testing that one out first, as that is the version I will eventually upload.
-
View User Profile
-
Send Message
Posted Oct 25, 2013I use latest recommended version for 1.6.2 (v1.72.9).
-
View User Profile
-
Send Message
Posted Oct 25, 2013@Jacold I have time now, so go ahead and send me a PM. I dedicated time on friday and this weekend to finish this off in preparation for the 1.7 onslaught.
What build of TrainCarts are you experiencing these bugs on? None of the ones you report I could reproduce, so I'll really have to see it myself to properly fix it.
Minecarts which are in unloaded chunks are disconnected, freezed and unable to interact
Unloaded trains can not be interacted with at all - this is for a reason. Not doing so would cause all loads of trouble when the train is restored. (it is considered unloaded when one of the minecarts in the train are in unloaded chunk area). Keepchunksloaded ensures that it keeps the train loaded, and it may be a requirement for very long trains.
However, falling apart they definitely shouldn't: physics are frozen entirely.