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 May 7, 2012@Nightsaver341
You can... ;) Use a property sign and set "slowdown" to false.
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Posted May 7, 2012Thanks for the announcer sign but I was wounding if I could trouble you with one more thing.
In the plugin minecartmania when you pushed a cart it went on forever without needing to be powered by anything. That would be great for this plugin if you don't mind.
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Posted May 7, 2012@bergerkiller
Awesome man, big thanks! And big thanks for the announce sign as well, I was going to ask for it before but kept forgetting to post about it. Cool stuff :)
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Posted May 7, 2012New version is up. As requested, I added an announcer sign. Second line announce, third/fourth lines the message. You can use message shortcuts to fix longer message. Signlink variables are active, so you can use 'Welcome %playername%' to show 'Welcome bergerkiller'. (example)
Also fixed several bugs, including the one reported by @Daikenkaiking (mobs not entering).
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Posted May 7, 2012@theask What version did you use? 1.67 fixes a crash caused by faulty chunk loading.
@Daikenkaiking Dang I forgot about that bug, and yeah, this entering thing still needs a fix.
@Nightsaver341 Can easily make that possible, I'll make it for you. I'll also make it signlink compatible, so it will replace %test% with the actual value of this variable.
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Posted May 6, 2012I have a request. I would like you to add a Announce sign to this plugin on the sign it you will write First line - [Announce] Second line - Your message. The message will appear to the people in the train when they ride over it. Thanks if you can make this possible.
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Posted May 6, 2012So it seems that with 1.67, even with Collision true, Mobenter true, pushmobs false, pushing false, it doesn't let mobs get in still. I had a village transplanter I made the worked fine on 1.64, and it goes right through mobs in 1.67.
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Posted May 6, 2012Annndddddd its crashes my Server. Thx.
- 24 GB Ram -
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Posted May 6, 2012@Daikenkaiking
Nope... Its stuck... I think its the Chunk loading because if I go to the Train (and push it) its working...
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Posted May 6, 2012Tried to kill empty trains by doing this as per tutorial:
Why this no work ?!? Trains ALWAYS get destroyed ;/
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Posted May 6, 2012@Daikenkaiking I test it again the next hours... I have delete all Configs...
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Posted May 6, 2012@theask
Are you sure it's not just your server? I'm rocking the newest version (1.67) on our world since it's came out, and we have a quite large and complex 2-way rail network, and have had no problems what-so-ever thus far. The only time that there is ever lag is after a reroute and it has to calculate everything, which takes about 4 or 5 minutes for our railway network on my server (Ubuntu server 12.04 64bit 4GB RAM). It actually seems to work a bit faster than before if you ask me, but perhaps thats just me being optimistic about the new release. :D
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Posted May 6, 2012Its buggy Again... Its freezing again and the trains cuttet sometimes
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Posted May 5, 2012<copy-paste> New 1.67 is up which fixes this freeze problem. If you didn't have a 'problem' do check your world region data folder and remove a possible 'bugged' region file. It is called this:
r.-4194304.-4194304.mca
It was caused by TrainCarts getting a block (and thus chunk) at an infinitely far away position in the world.
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Posted May 5, 2012Please help me fix this lock-up problem. Install ThreadLockNotifier in plugins and run it alongside TrainCarts.
https://github.com/bergerkiller/ThreadLockNotifier/downloads
Put it in plugins and run it alongside TrainCarts. You'll know when the thread is locked once it starts spamming stack traces of the current thread. Send me ALL of these traces so I can fix this bug apparently only others have...
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Posted May 4, 2012@falsechicken Right now working on NoLagg, and since this is obviously a bug, I will work on this later on in the day.
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Posted May 4, 2012I am just gonna use the bukkit port of railcraft until this gets sorted out :/
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Posted May 2, 2012It seems setting the property of a train to keepchunksloaded stops the train. If I restart the server the train resumes.
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Posted May 2, 2012@Czy_Horse
Same problem =) Also if your trains wont save, try deleting SimpleSave plugin if you have it =)
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Posted May 1, 2012First off let me say awesome plugin. Slowly learning to use all the available functions
I tried to updating to 1.66, was able to put down 1 mine cart but was unable to move it or destroy it.
So I went back to 1.63 which deletes all the mine carts on server restart.
Server is running 1.2.5, with min. permissions, everyone is an OP.
Thanks CzY Horse