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 23, 2012@bergerkiller: Yes, I am using latest version :) In the config I have push set to none for all 3 types, and mobs can enter set to true. Setting /cart mobenter or /cart mobsenter to true does not change the outcome. Also, /train mobenter (or mobsenter) is not a valid command (error message: "Unknown cart command: 'mobenter'!" (tried mobsenter too)).
I spawn sheep, pigs, zombies... you name it, I've tried it... even built a room with a single block missing that they fall 1 block down onto empty minecarts, nothing works. Placing the minecart under them, having them jump in, or fall in... nothing.
I take TrainCart jar files out of plugins and restart the server.. voila, works like a charm.. it's hard to keep mobs OUT of my minecarts at that point ;)
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Posted Apr 23, 2012I need a possibility to switch intersections based on the direction of incoming trains. is there a feature I can use?
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Posted Apr 21, 2012@bergerkiller
no coal needed at all. currently I'm using 1.62 because it's the only version running and runnig best. I click on the cart and it moves (usually). I got used to it, but I hope the issue is being resolved asap. ... Because spawning trains after restart costs sooo much time =)
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Posted Apr 21, 2012When I stop or restart the server, all the trains or dissapear or they mess up, why?
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Posted Apr 21, 2012@ToddVee You did place coal into the powered minecart before clicking? Because in earlier versions it appeared to ignore the coal in the powered minecart and worked all the time.
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Posted Apr 20, 2012@bergerkiller
in 1.62, a powered minecart moves if you click on it. I got used to it. I don't 7reload, but /stop. the server's world is being saved, then it shuts down. Whats wrong with that? I can't use /reload because of multiverse, it fails to work properly then.
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Posted Apr 20, 2012@batlham Use a station sign and power the side you want to launch to.
@ToddVee I don't see why a minecart would move if you click on them, unless you mean powered minecarts of course. Even then, they need fuel. Question: does it function if you use /reload once? All trains still function? (of course, I expect you used /stop instead of killing the server another way...)
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Posted Apr 19, 2012@bergerkiller
tried a complete restart, removed all trains. I really don't know whats going on there, it makes me crazy anyways xD I mean I now have some kind of workaround I mentioned before... As long as trains are launched by signs, they would move and do what I've told them. Another thing is, if I place some carts and klick on them, they should, but won't move at all. Don't know if its related issues... I just want it to woooooork :(
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Posted Apr 19, 2012New to this plugin. Got a question. I am trying to make a cart auto reverse at the end of a piece of track. In MinecartMania is was just white wool. How can i achieve the same result with this plugin?
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Posted Apr 19, 2012awesome plugin! good work!
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Posted Apr 19, 2012@inergy I used '/cart mobenter true' and sheep were able to enter the cart. (/train mobenter true works too, to affect the entire train at once)
Sidenote: using the latest version?
@ToddVee No issues here, still happens after a complete restart? (kill all trains using /train destroyall)
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Posted Apr 19, 2012@bergerkiller: I'm having an issue with mobs entering the trains/carts. As soon as I restart the server without traincarts plugin, mobs hop right into carts as normal.
I have tried every setting in the configs and manually setting them by using /cart ... still the mob stands on the tracks and never enters the cart.
Any ideas?
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Posted Apr 18, 2012again, and after a complete reinstallation, also in the latest version, trains vanish after restart.
19.04 00:50:56 [Server] WARNING [Train Carts] 1 carts of group 'train2' are missing! (externally edited?) 19.04 00:50:56 [Server] WARNING [Train Carts] 1 carts of group 'train1' are missing! (externally edited?) 19.04 00:50:56 [Server] WARNING [Train Carts] 4 carts of group 'train0' are missing! (externally edited?) 19.04 00:50:56 [Server] INFO [Train Carts] 0 detector rail regions loaded covering 0 blocks 19.04 00:50:56 [Server] INFO [Train Carts] 3 Trains have been loaded in 1 world. (6 Minecarts) 19.04 00:50:56 [Server] INFO [Train Carts] Enabling Train Carts v1.65
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Posted Apr 18, 2012Updated to the new version (1.65) and all is well so far! Thanks so much for the work you've done with this Bergerkiller, building railways is my obsession in our world. :)
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Posted Apr 18, 2012@CommanderGizmo Uploaded and updated the WIKI. As already said before, it also has remote control. You can remotely set properties on trains by name, or destroy/eject them. Wanted to add the switcher too, but it had some directional issues which made that impossible.
And yeah, I work on it fairly much, though not too much. :) Experience taught me to be a swift coder and handle issues one by one. You can somewhat trace this back by the commits I made on GitHub.
Edit ow and you can now set the slow down multipliers in the configuration, believe it was you that wanted to alter this slightly to make trains have more mass. :)
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Posted Apr 18, 2012@bergerkiller
Yay! Thanks for the hard work. With all of your awesome mods (which I am suggesting additions to all of the), you must be working full time on just coding.
Thanks1
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Posted Apr 18, 2012@CommanderGizmo Crafter no longer ignores redstone, station at the end of the track works again, path finding has been fixed and detector signs now detect single minecarts properly again. Since there are a lot of changes, I am pushing out 1.65 without a loader sign. Will have to wait for 1.66.
Before all of this: adding the needed 'continue' mode for the blocker sign, to automatically restore train movement after the blocker loses power. (grip)
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Posted Apr 17, 2012@bergerkiller
How about "Loader"? Load/Eject makes sense; and you could make it able to load more than just players. It could grab items like a collect sign. Or you could just extend the collect and deposit signs to include a new character for dumping it on the ground or picking it up off the ground.
Is there any word on an ETA for a fix on the crafter ignoring redstone? I can work around most of the stuff, but that one seems pretty hard to deal with.
Also, how do I control how quickly minecarts lose speed? They feel too light and fluffy rather than heavy carts. Could you expand set it up so that (optionally) a train/minecart can push entities away from the tracks with damage as if it got hit. Maybe even force in the direction of the hit based on the speed of the train/cart and the mass of the hit? I wouldn't mind if it took a bit of effort to get them going too. Maybe you had to push for xx seconds before they got going? That's probably more of a client code issue though. They just feel like 2D wafers I'm tossing around like toys.
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Posted Apr 17, 2012@bergerkiller
Yeah, I changed back to 1.63 and it seemed to still happen. Then after a few removealls and messing with a few things, all is fine and working again. Thanks :)
Also, perhaps "grabber"? I dunno. Lol
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Posted Apr 17, 2012@Daikenkaiking I had the same issues before when I did some routine tests, but after a while they magically disappeared again. Was never able to find out what was really going on at the time...
You can use 1.63 for now. All I changed so far is the directional minecart calculation (it had a pretty nasty bug, I wonder how it ever worked in the first place). After this fix something else broke for some reason.
@Voidi1 Yeah I want to add something like that. I can call it catcher as a name for the opposite of 'ejector', but it sounds a bit odd. If anyone knows a good name, I'll change it easily.
Also note that the blocker sign will get a 'wait' system too now. I decided to add an option to continue train movement when power is revoked, this way allowing redstone-based waiter systems. Other than that, since the waiter sign requires a block region, I will try to add a 'block select' mode for detector and waiter signs. This way you can select what blocks to affect, after which you place the sign. The waiter sign works as a 'only one train in region' handler, which waits entering trains until the area is clear.
Why not use two waiter signs at a crossing? Well, it often happens that it lets both trains through at the same time. Therefore both need to be one sign that handles a region of blocks. This way you can also make a 2-way track crossing which only lets 1 train in at a time.