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 17, 2012@andrewvpo Yes! I used this command. Did the problem come from this syntax?
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Posted May 16, 2012@w208142002
Are you using the syntax:
[train:left] OR [train:right]
blocker
?
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Posted May 15, 2012@w208142002
Okay, that problem I get as well. But the signs themselves work, it's just the launching thats super slow.
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Posted May 15, 2012I ENCOUNTER a problen with the "blocker" sign after 1.68 update too.... I used the "blocker" sign to "block" a train,but when I turn off the "blocker" sign's power,the train moves sloooooooowly ,like get stuck by something,though it backs to normal after few seconds...
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Posted May 14, 2012BUG: the minecarts get cloned! i use a simple [train] station sign.. when i active ir to launcn the minecart (only 1) gets cloned hundred times untiul server collapses... i use 1.2.5 and cb r1.0
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Posted May 13, 2012@Anonymous777
I have a large railway network that uses quite a few blockers, all working correctly on 1.68.
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Posted May 12, 2012Hey, after the v1.68 Update works the "blocker"-signs in all directions of the rails... can you please fix it ?
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Posted May 12, 2012By the way: After Server restarts the Carts crashed again...
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Posted May 11, 2012This is a great plugin. But I am still having a hard time figuring out how trigger signs work.
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Posted May 10, 2012@jmcgee611
Line 4 only sets the destination of the train if line 3 is the currently set destination on the train or cart going over it. For example, if you test "stop1" as the destination on the train/cart, it gets there, and that destinations line 4 says "stop2", it will set the train/carts destination to stop2. But if a train/cart with "stop3" as it's destination passes over, it won't set it, because it's not meant for that train/destination. Thats probably why you're having that problem, I tried doing that myself when I first started with the plugin and got similar results.
Also, if that -still- doesn't work, do a /train reroute just to make sure and force a reroute of the trains route.
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Posted May 10, 2012@Daikenkaiking
I've tried it by setting the destination with a / command, I've tried it by setting it with the destination signs (line 4 is supposed to set the next destination in the train's route) I haven't tried the property sign, though. I'll try that next.
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Posted May 10, 2012@jmcgee611
Did you set the destination on the train that you want it to go to? You have to have set the destination sign down somewhere on the line, and also set the destination you want to travel to on the train you're in.
[train] property destination <yourdestination> Unless you're using a command. But from what you're saying, from what I've seen, thats from not having a destination set on the train, or having a wrong/invalid destination set.
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Posted May 10, 2012@AkiraShirou
It's very possible I haven't set up the destination signs correctly, though they look like they should work with my set up
For instance: [train] destination homepoint1 endpoint1
[train] destination endpoint1 homepoint2
With this, the train should find it's path through from where I have it set at the first home, to the first end, then to the second home. Unfortunately, it just goes to where the tracks are already laid out, no switching with the switcher signs.
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Posted May 9, 2012@bergerkiller
nice!
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Posted May 9, 2012Hey there, I've been working on a large system based on this plugin on a server, and it would be really useful to be able to charge people to use it!
Aside from that, great work on the plugin! The trains are pretty smooth, few bugs every now and again, but could be worse.
Also, when will you update the wiki, as I'm having some trouble figuring out the announcer signs?
Thanks in advance.
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Posted May 9, 2012@jmcgee611
are you sure that you have set the destination for that train before it reached the switcher? the switcher only changes the rail so that the train will reach its destination.... or have you not set up the destination signs correctly?
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Posted May 8, 2012Is it possible to get a tutorial video for each of the signs? I've been trying to understand the supposed destination path finding. But my switcher rails never actually change to route the train to the destination.
Unfortunately since neither the wiki page, nor any youtube video I found gave any details on the cart's path finding abilities. Even a basic tutorial would be helpful.
Thanks much
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Posted May 8, 2012so if you've looked at the trains and zeppelin mod (kind of the singleplayer counterpart to your plugin) the engines are controlled by the W and S keys. is there any way you could do this with TrainCarts? as an option? like, have the cart directly behind the powercart be the "engineer cart" and have the person in it control the engine speed with the W and S keys? I'm thinking doing this would be similar to MineCars plugin's controls. Idk if you have to have spout to do this, but if you do then it could be an optional spout-only feature. Only asking this because sometimes automated stations and whatever don't work for what you need (sometimes i need to wait for less time than the delay, sometimes longer) and I'd like to be able to stop my engine on the mainline sometimes, rather than just waiting for it to run out of coal...
Just checked, it seems that MineCars doesn't require Spout. so it seems that it must be possible to do keyboard controls to minecarts using vanilla bukkit
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Posted May 8, 2012<<reply 694205="">>
Is part of my TODO list yes. I want to use maps to enter a train, and only then you can enter the train. You can then use switcher signs to check if the train is completely full, and if so, power a station sign to launch the train. You can use an alternative diode-delay to launch after 1 minute regardless.
Never got around making it though. Problem is that you have to make the map 'valid in a region', possibly only for certain trains. I guess the best would be to place a ticket detector under the rails, defining the ticket 'type' that is allowed to be used here.
Then, of course, tickets should have multiple destinations. So, I will be automatically exited when I reach my destination ticket location. In short: it requires a lot of logic to function without people abusing the system.
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Posted May 7, 2012what about if it goes on a station it stands there for 1 min and requires a ticket to get in
(a paper that bought wiht a sign)