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 17, 2012Could you implement some type of catcher block/sign like MinecratMania? catching a person/mob standing nearby the sign and put into the cart
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Posted Apr 16, 2012@CommanderGizmo
Sorry, I indeed do have them set up as [!train] switcher
I simply just didn't type it out here online. As I stated in my post, the system was working before the upgrade.
However, perhaps it's something to do with blockers? Because some of my switches work, and some don't. Most don't even operate at all, see pic: Your text to link here...
That was working with 1.63, and now no matter what, it goes to that position. I have one destination that works (though it takes funky side routes, but it gets there), but most either get stuck, fly off the tracks at an intersection where there isn't even track, or they go the wrong way... :(
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Posted Apr 16, 2012@Daikenkaiking
What do you mean !switchers? That it says:
or can you put the ! in front of the second line to mean something?
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Posted Apr 16, 2012I updated to 1.64 from 1.63, and had a working railway system going. And now, with no changes, trains always just go whatever way the switch is facing, and don't follow the switchers. They are !switcher signs, did something change? Nothing is working :(
EDIT: Yeah, they're completely ignoring what was working destinations and !switchers that I had since I started this map
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Posted Apr 16, 2012Another bug for ya:
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Posted Apr 16, 2012@CommanderGizmo No.
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Posted Apr 16, 2012Do stations automatically launch the direction of open track if one direction is blocked?
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Posted Apr 16, 2012@CommanderGizmo If you want to stop the train like that, use a cart station, not a train station. Then the first cart will stop above the station, and it will center there. My guess is too that it fails to center the train properly.
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Posted Apr 16, 2012Hrmm... more station trouble. I have another east-west track. I have added one track piece past the end of the line, but when two carts roll over it as a train, they do not stop at the station (no hiss, drift too far). If I put one cart it does work, if I put three it does sometimes.
If I change the sign to say [cart] it works fine. Could these issues have to do with centering?
Here's the screenshot.
Also, if you link cars to a train that is held at the station, the train drifts off the station and will no longer launch. You then have to break all the carts and put the train together away from the station before rolling the entire train over the station.
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Posted Apr 16, 2012@CommanderGizmo The limit is already in the configuration (something with radius limit or max radius)
Again, item spreading is a pretty difficult task. It can result in a laggy operation that stalls the server for several seconds. (Having to transfer every item one by one)
The station bug is truly weird, I don't even know why it happens. I'll try to fix this now.
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Posted Apr 16, 2012The screenshot you asked for (bug report):
Three more ideas:
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Posted Apr 16, 2012@CommanderGizmo Yeah I didn't include dyes in the material name matching, I'll have to add those in BKCommonLib then. Same fix the fix for the NPE that happened as a result. (shouldn't happen anyway) The logs weren't in the original source code of CraftBukkit either, so I didn't accept those as fuel source. I'll update this if it got added now. 6.) I'll look into that, though not sure what happened here.
Requests:
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Posted Apr 15, 2012Thanks for this great plugin! I think I'm starting to get the hang of it.
Here's a few bug reports for ya (the forums are down atm):
Some useful (maybe) information:
You can see my shortcut section of the config.yml here if anyone wants to use some of it. I have added lots of what I consider to be useful shortcuts.
I didn't see it mentioned anywhere, but this plugin awesomely computes how much fuel is actually needed to complete the furnace task and only puts in enough for the job.
And a few feature requests:
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Posted Apr 15, 2012@xXFrederik94Xx This is no longer an issue, as train storage is now fixed. If you still want to know this, get a multiworld plugin that can change it for you. (they have documentation that tell what they can)
@dTrekkie These signs only function in one column. The left sign only works on furnace 1 and the right one only on furnace 3. To perform tasks on all furnaces at once, either make a vertical stack of furnaces, or place the same sign at all three spots. You can place multiple signs under one track piece, to have this in/out result.
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Posted Apr 15, 2012Hello I have a problem with the item transfer, it doesn't work good. In the picure only the right sign work withe the left furance. And the right sign doesn't work. In the Storage minecart is coal and cobblestone, more stacks of each. Picture: http://dev.bukkit.org/media/attachments/26/341/2012-04-14_20.19.17.png
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Posted Apr 15, 2012Please eplain how i can change the keep spawn loaded in memory. :)
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Posted Apr 15, 2012@ToddVee Ow it isn't even on there..strange. Anyway, it is this:
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Posted Apr 15, 2012I checked out the wiki pages but can't find the "example" for this kind of property. tried some, didn't work out. could you please example what to write in the lines? 1. [train] 2. property 3. what, admin? or the rank I use in pex? 4. ?
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Posted Apr 15, 2012@ToddVee You can use the property signs to force a default on the train.
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Posted Apr 15, 2012actually there's one question in addition. Is it possible to choose which properties a train should have when spawned per sign? Since 1.62, I tried to have some kind of workaround to make it easy for me to spawn trains after a restart. Now, if I spawn them per sign, which is the easiest way, they would have default, not admin properties. That forces me to set the default properties to keepchunksloaded: true, e.g. That means, every player, placing a minecart somewhere, has the ability to own trains with these properties only admins should have... I hope that in 1.65, everything will work fine, so I don't need that kind of workaround. However, it is maybe a good addition.