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 Apr 30, 2012@SVoyagerr
Oh good. I am not crazy lol. Cool, at least I got the confirmation I needed xD.
-
View User Profile
-
Send Message
Posted Apr 30, 2012falsechicken, you are not the only one. I have something similar over here.
I'm setting the first leg of a complex network and the trains usually manage to get stuck. Last night it seemed to get stuck on the trigger sign for signlink but have not tested further as it was late. Will test again tonight.
Usually, they get stuck on some waiting areas. My network is the usual 2 track wide, one for each direction but at some places, I deliberately made the tracks single, thus they have to handle traffic in both directions. I use detector signs that provide power to a blocker sign. Whenever a train is detected in the 1 track wide area, the blocker sign is powered and any oncoming train gets blocked until the train clears the area. Then the blocker will lose power and resume the train in the forward direction and to make sure the train doesn't get jammed in some way, I put a powered rail right after the blocker sign, just in case. Well, the train gets stuck, it will often move forward about 3-4 blocks and then jam there, right in the middle of the blocker sign and the booster rail. The detector sign is still a few blocks away so its not the detector that got triggered again, blocking its own train, there is no power on the blocker sign when it happens. Yet the train is stuck.
Can't figure out why its happening and last night it was the triggers for signlink that were broken. The trains were getting stuck on them and signlink was not working. Very weired. Gonna have to do some more testing tonight. That did not happen prior to 1.66 . The train getting stuck on blocker signs did happen prior to 1.66 tho. keeping chunks loaded in the config is always on.
I got some other weired things happening since 1.66, sometimes breaking a furnace cart / powered cart makes it split into 2 items even tho in the config its said not to do that. At some point I even had a cart I couldn't destroy, relogging did not fix the problem, server reboot was the only way. That is new of 1.66 .
The new switcher signs however are pretty damn awesome! This made things a thousand times easyer, nice work on that! I have to say that this plugin is the best for minecarts I have ever seen. It needs a bit of work but this has so much potential, kudos for a job well done!!
-
View User Profile
-
Send Message
Posted Apr 29, 2012Man this train lockup thing is driving me bonkers lol. I have removed every plugin including permissions, Updated to 1.66 and generated a new map. I have enabled chunk loading in the default cart settings to test that out as well. Either it still doesn't work or something else is going wrong. I would send a six car train up my track and wait. It takes 2 minutes 30 seconds for the round trip. I waited 3 and started to chase it. It now regularly freezes in the middle of the track (And at stations sometimes too still). And the freeze is still the same. I cant push it or set any properties or use any commands, I just get the message about selecting a train when I try. But I can get in and pick it up. But after I do so at a server restart Traincarts complains about missing trains. Man I CANNOT be the only person this is happening to lol. Plus the signlink issue. Obviously I must be insane O_0.
Video of it happening on a fresh map with minimal plugins: http://dl.dropbox.com/u/9159394/traincarts166stuckcarts.ogv
I know your probably tired of hearing from me lol but this is one of my favourite plugins and I would really like to give you as much information as possible so hopefully It can get fixed and become even better.
-
View User Profile
-
Send Message
Posted Apr 29, 20121.66 seems to have a fatal bug in it. I deleted the old bkcommonlib but kept NoLagg, as the library is supposed to be backwards compatible. Also deleted the old traincarts folder and jar. Even so, when I start the server and place a cart, the cart does not interact with anything and cannot be interacted with. Server commands for all plugins and the server itself stop functioning. CPU usage goes up slightly, and after about 20 seconds or so I get kicked. Closing the cmd.exe window is necessary to stop the server process.
Also, noticed that defaulttrainproperties is not generated until this lockup happens once. I'm not sure if this is because it isn't generated until the first cart is placed, or if this is some bug with the installation.
EDIT: Have deleted traincarts and the server functions again without it, though the CPU usage history graph has a slightly different shape than before. I suspect this is something different that NoLagg is doing with the new bkcommonlib, but doesn't appear to be seriously affecting performance.
-
View User Profile
-
Send Message
Posted Apr 29, 2012Thank you very mutch for this plugin!
-
View User Profile
-
Send Message
Posted Apr 29, 2012It also appears signlink triggers no longer function with 1.66. Along with the carts stopping I noticed that the signs no longer trigger. Thinking it was a conflict with another plugin I started a fresh server and only put traincarts and signlink. I noticed the signs still didn't work so I downgraded to 1.65 and they work with the fresh server.
http://dl.dropbox.com/u/9159394/2012-04-29_10.23.43.png
This setup works with 1.65 but doesn't trigger with 1.66. My output sign just sits there saying %trigger1% on 1.66.
EDIT: Ill file a ticket. Thats what they are for right? lol.
-
View User Profile
-
Send Message
Posted Apr 29, 2012I had just updated to 1.66 from 1.64 along with putting bpermissions and magicspells on the server but then my server kept locking up (everything froze, it kicked users off and when i typed something in console nothing happened) but when i took traincarts off the server it worked fine. suggestions? (it did the same thing when i had "miner" on the server" pressed for time atm or i would give more details. say something if you need other info.
-
View User Profile
-
Send Message
Posted Apr 29, 2012@bergerkiller
I just updated. Even purged all the settings and such to start fresh. Still gets stuck. I have put together a video showing what happens when it gets stuck. Its stops at the station as usual but just never takes off. And while it is stuck I cannot interact with it other than pick the carts up and get in. I continue to walk right through them like they where at a station. And when I introduce another cart to them it goes right through them and the carts move but seem to come apart. As if they are not a train any more. And after that I still cannot interact. How odd. Sorry I have not gotten around to testing the chunk loading yet. This issue is more of a priority to me since RollingMinecarts already fills that need and this problem stops my system completely :(. I am going to test it soon though.
Video: http://dl.dropbox.com/u/9159394/out-3.ogv
-
View User Profile
-
Send Message
Posted Apr 29, 2012as I have posted so many issues, I feel like I have to thank you now (again) for the plugin. With 1.66, no trains disappear after a restart and I can find no other issues of whatsoever. So, nice work! thx for fixing things!
-
View User Profile
-
Send Message
Posted Apr 29, 2012@bergerkiller
Ok. Ill give it a shot. But when it does get stuck traincarts cannot see it. I cannot select it to use the commands. Idk if that helps but its happening right now. Ill update soon and get back to you. Thanks for the reply.
-
View User Profile
-
Send Message
Posted Apr 28, 2012Hey this is a great plugin. long in use on my server, its quite excellent. One thing though-if you look at the popular singleplayer mod "trains and zeppelin mod", the locomotives are controlled with the forward and back movement keys. this allows for easy control. I was wondering if this could be an option for traincarts? I don't know much about plugin writing, but if this is possible as an option that would be great!
-
View User Profile
-
Send Message
Posted Apr 28, 2012@falsechicken Uploaded 1.66. (see GitHub). Please give keepchunksloaded another try, as I did have to change something. (other than that, a crazy amount of other fixes, improvements and others, still updating the WIKI for all of them ... )
Kind of strange, but just in case, first check if 1.66 resolves this problem. Can't figure out by reading it all where it goes wrong. All that pops to mind is a never ending wait period, but even then, by toggling redstone you should be able to stop that.
-
View User Profile
-
Send Message
Posted Apr 28, 2012Hm. This is odd. Sometimes my train gets stuck at a station. Any suggestions? It works for a few round trips to my two stations but after about 3 trips without interruption it just stops. I cant move it. I destroy the sign but the carts will not move. I have to pick them all up.
Server log:
http://pastebin.com/e6323fX6
EDIT: I just left the carts alone after they got stuck and restarted my server and got this:
13:22:02 [INFO] [Train Carts] Enabling Train Carts v1.65 13:22:02 [INFO] [Train Carts] 4 Trains have been loaded in 1 world. (18 Minecarts) 13:22:02 [INFO] [Train Carts] 0 detector rail regions loaded covering 0 blocks 13:22:02 [WARNING] [Train Carts] 5 carts of group 'train2' are missing! (externally edited?) 13:22:02 [WARNING] [Train Carts] 5 carts of group 'train0' are missing! (externally edited?) 13:22:02 [WARNING] [Train Carts] 4 carts of group 'train3' are missing! (externally edited?) 13:22:02 [INFO] [Train Carts] SignLink detected, support for arrival signs added! 13:22:02 [INFO] Train Carts version 1.65 enabled!
That is about how many times they got stuck and had to remove them. It appears that when they get stuck and I pick them up the plugin doesn't register me destroying them maybe?
-
View User Profile
-
Send Message
Posted Apr 28, 2012@diggormortis
Id suggest trying RollingMinecarts. I for whatever reason didn't have much luck with the chunk loading included with Traincarts. I don't know why, everything else works fine. When I added RollingMinecarts I had instant success sending my carts to unloaded chunks. I am quite satisfied with the two in conjunction :).
http://dev.bukkit.org/server-mods/rollingminecarts/
-
View User Profile
-
Send Message
Posted Apr 28, 2012@diggormortis Not that I know of, once true it is supposed to keep it loaded at all times. Though there is very little room for mistakes, if it fails to spot unloaded chunks too late, it will fail to load them.
-
View User Profile
-
Send Message
Posted Apr 27, 2012Bergerkiller,
Keepchunksloaded does not seem to function very consistently; I have it set to true in default properties and have verified it as true for individual carts and trains, and yet sometimes the carts never make it to their destination until someone goes looking for them. Is there something I need to do in addition to setting the flag to true?
-
View User Profile
-
Send Message
Posted Apr 24, 2012@bergerkiller
I'm also having an issue where clicking on destination signs is not giving any feedback, or setting any destinations. It also says I "haven't selected any trains to edit yet" after placing a train and trying to run a command.
Also, as previously mentioned, when the server is restarted all of the carts disappear. This is particularly troublesome for people with minecart elevators.
-
View User Profile
-
Send Message
Posted Apr 24, 2012@Voidi1 The 'facing' of the sign sets this, actually. As all signs, the train has to 'look at' the switcher sign to make it function. In the next version you can set exactly what direction to take. For all 3/4 directions you have to place on switcher sign, I'll add a screenshot about it on the WIKI to help you understand how simple this actually is.
@Devinish Yeah I revoked that as the derailed system was causing more bad than good. (mostly related to the bends in logic I had to take and the large chances of random derailment)
Though the command functions here, I'll see if I can test it out some more. I don't use a permissions plugin on my server, but I guess it's time to learn the basics of this at once...then I can properly test all nodes again.
@inergy I understand the frustration, I actually added manual mob 'collecting' coding to make sure they DO enter the cart, I'll see what is going wrong where. (strangely, they do enter on my server when I last tested...)
-
View User Profile
-
Send Message
Posted Apr 24, 2012Your wiki is fantastic! Keep up the good work. :D
-
View User Profile
-
Send Message
Posted Apr 23, 2012@JM120897
I am also having this issue. It looks like the "removeDerailedCarts" node was removed from the config.
@bergerkiller
My users are unable to destroy carts that don't belong to them, even though they are set as 'public" This was not an issue in previous versions, and I don't see any permission nodes documented that I can give them to be able to break minecarts.
Also what does "pickUp" do in the properties file?