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 Apr 14, 2012@ToddVee Ugh fail on my part, my attempt to make the collision function more secure only made it LESS secure...you'll have to wait for 1.65 I'm afraid. (which will probably be tomorrow (in a few hours) then...)
Anyway, preview of 1.65:
If you have any other suggestions of additions or improvements, tell them now so I can implement them more quickly.
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Posted Apr 14, 2012nice u fixed the restart problem, but:
15.04 01:50:46 [Server] SEVERE at net.minecraft.server.EntityMinecart.F_(EntityMinecart.java:615) 15.04 01:50:46 [Server] SEVERE at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:459) 15.04 01:50:46 [Server] SEVERE at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) 15.04 01:50:46 [Server] SEVERE at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:301) 15.04 01:50:46 [Server] SEVERE at java.lang.reflect.Method.invoke(Method.java:597) 15.04 01:50:46 [Server] SEVERE at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) 15.04 01:50:46 [Server] SEVERE at sun.reflect.GeneratedMethodAccessor120.invoke(Unknown Source) 15.04 01:50:46 [Server] SEVERE at com.bergerkiller.bukkit.tc.TCListener.onVehicleEntityCollision(TCListener.java:223) 15.04 01:50:46 [Server] SEVERE java.lang.NullPointerException 15.04 01:50:46 [Server] WARNING Can't keep up! Did the system time change, or is the server overloaded?
I don't know what to add, because I didnt change anything at all in the config or elsewhere. Its just not working with 1.64(even after deleting the plugin and reinstalling it)
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Posted Apr 14, 2012@CommanderGizmo and not likely to reconnect any time soon on their own.
Unfortunately this is not true, they are very likely to reconnect. Not only because of curves making distances smaller, but also longer trains slowing down less fast than smaller trains. The switcher sign can easily break trains apart AND make sure they don't reconnect, so it's a win-win to me. You could even use a regular junction and change track while the train is ontop, de-links then as well.
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Posted Apr 14, 2012Would it be difficult to add a train unlink command? You could simply push the cart that you are looking at away from the user slightly. Thus, on a stopped train, the unlink would break the cart you are looking at and push it away from the user (in the direction you are looking) by a configurable xx force. They would then be disconnected, separated with a space, and not likely to reconnect any time soon on their own.
This would work on moving trains too, since the opposing force applied would slow the detached carts slightly and let them fall away. Obviously, if the user tried to unlink a train while they were being pushed from behind, while looking at the back of a train from behind, or if the path behind the cart was blocked, the unlink would fail. However, that just makes sense imo, so no issue there.
You could also create an unlink sign which would simply break the connection on certain conditions. The break would always push the carts away from the direction of travel.
Alternatively, you could apply half the force to each side rather than all to one side of the link.
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Posted Apr 14, 2012@CommanderGizmo You can use cart switcher signs to split carts up into carts. For example, use the 1:1 switcher to divide a train onto multiple tracks. (see the WIKI of the switcher to see how this works)
Not sure about the permissions, as I don't use them myself...I can only hope that calling player.hasPermission does it's job.
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Posted Apr 14, 2012Can someone tell me how to unlink train carts? I did a google and forum search to no avail. It must be painfully obvious, but I just don't see how. Thanks!
Also, I cannot seem to get the permissions to work. I'm using PEX, but that doesn't seem like it should make a difference. I have confirmed the permissions are enabled (copied and pasted right from the wiki) as PEX properly prints them for my user. Any ideas? I'm not usually this daft, I promise!
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Posted Apr 13, 2012Updated. Other than fixing the storage bugs (missing carts spam and other related issues), also added the elevator sign system and block action version as requested. Other than that several bug fixes and improvements regarding the visuals. (teleportation no longer 'smooths' through the ground)
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Posted Apr 13, 2012@inergy Ow the more the merrier, I don't assign folks to make tutorial video's for me, I like the focus on development and the WIKI better. Also, elevator sign system is alive and kickin'. :)
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Posted Apr 13, 2012@bergerkiller: Alright, well just know I'm waiting, ever so patiently, for the waiter :)
Also, I am working up a nerve to make some tutorial videos (with voice narration) to help out. For newcomers who are lazy (like me) and want to understand exactly and how it works, the documentation and other videos online don't really do it justice. Mainly, I'd like to see more support for the plugin to inspire you to continue making it even better.
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Posted Apr 13, 2012@inergy Well it is already working (somewhat), but it isn't optimal. I need to work out how I can prevent it from colliding with other trains while waiting there...
Also, I just fixed all the storage issues (including the missing carts). First going to work out a teleport sign system + Block action, then I'll upload 1.64. It took me 2 days of non-stop debugging to fix it, but in the end it did pay off. There were multiple causes, for one invalid comparison between trains, and for the other the group storage mapping was overcomplicated and hard to debug properly. Both things fixed, so if something like this happens again, I can fix it more easily.
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Posted Apr 13, 2012@bergerkiller: Amazing Plugin! I am addicted and can't stop playing with this plugin :) I would like to know when the "Waiter" sign is going to be available? I am really trying to make train stations that support multiple trains running on single lines, and upon coming to the main station they will wait for an open path before crashing into everything and causing all kinds of issues. My station has a few terminals and to prevent huge networks of tracks, it would be nice to let trains use *bypass* areas to avoid collisions. The collisions property doesn't seem to do much for me... trains that touch seem to have carts break away at random.
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Posted Apr 12, 2012Trains are removed after restart... Help?
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Posted Apr 9, 2012@bergerkiller
Sorry but i don't know how to change this. :D Please explain it to me. :)
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Posted Apr 9, 2012somehow nice to know that its not only me, thought I'm gonna report myself and the server to a psychiatrist =). however, keepspawninmemory is enabled and "true" for our main world and nether. there's a creative world and the end, there it is set to "false". does it mean it's disabled at all? However, on my test server, with your mod version 1.62, everything works. there I have only one world, no nether etc. BUT if I upgrade to 1.63, minecarts do the hissing sound when linked, but would not move. Let me say how glad I am that you deal with these problems and - again, it is a really nice mod. I would not nag so much if it was replacable without disadvantages =) In fact, its one of the best mods ever.
edit: I tested the changes on my test server: made nether and end keepspawninmemory set to false, world true. it works, so this may not be the problem.
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Posted Apr 9, 2012@xXFrederik94Xx @ToddVee Important: Do not disable the 'keep spawn loaded in memory' for your worlds! An internal bug can cause trains to be glitched, the same way as it can cause your player character to be cloned for no reason.
First check if this works out. It is the only cause I could find so far.
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Posted Apr 9, 2012perhaps for a version for single player posted on PMC or similar? jeb would prob add this when modding api comes out :)
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Posted Apr 9, 2012@ToddVee
Same bug at my server. :(
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Posted Apr 9, 2012@ToddVee Ah that famous bug...what plugins do you use?
EDIT
Woooow wut? I managed to reproduce this once, but the actual bug is even odder? I disabled the worlds' 'keep spawn in memory' and right after changing it all trains nearby froze...I rejoined and saw a clone of myself and all minecarts were cloned. This is obviously more than just this warning...
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Posted Apr 9, 2012it's craftbukkit 1.2.5R1.0 and there's only some information about "x carts in train x are missing" info in the log. I think I stop the server properly: Have a button for that and before the world stops, the world is being saved so.... weired isn't it.
2012-04-09 02:22:55 [WARNING] [Train Carts] 10 carts of group 'train38' are missing! (externally edited?)
and just in case someone's asking: no, I did not externally edit anything.
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Posted Apr 9, 2012@ToddVee Which CraftBukkit version are you using? And nothing in the log that could help? Most importantly: do you properly stop the server?