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 Jun 12, 2012Where are the Permissions the permission page is deleted
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Posted Jun 12, 2012Why have the wiki pages been deleted?
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Posted Jun 11, 2012UPDATE: I spent a significant amount of time in my server yesterday evening and have confirmed it is actually an issue with chunks going inactive even while players are in the server. I'm still not sure if it's happening while the trains are running or when they are stopped at the station in the deactivated chunk.
So the ultimate question now is can we have a setting that makes all rail connecting one or more "stations" keep their respective chunks loaded and active at all times? Again, maybe that's not the problem and I'm still asking the wrong question. If so, someone please help me out. Thanks! :)
Hi. Having issues with stations and/or trains not staying active on my server. Though I'm not entirely sure when they stop being active, it is apparent when I've logged in to check things when nobody has been actively in the server or at least in the vicinity of the trains.
I do have 2 trains going right now, each in an automated loop in order to act as station-to-station trains running on a set schedule.
Everything is working just fine when I'm logged in and have seemingly "activated" the appropriate chunks but the %station#% signlink signs that show how much time until arrival are usually at 00:00:00 until the train comes and triggers the countdown again. It works like this on my server currently: station1 sends off the train 30 secs after it has stopped there, train trigger countdown is set a couple blocks out from the furthest cart so when the cart is sent on its way, it triggers a countdown of 2:06 (the length of time it takes to get to station2 and back again). I have a sign at station1 that gives the next arrival countdown (provided by station1 trigger using signlink) so players can see how long it will take for the next train to arrive.
I have speculated that maybe the train is just en route to one of the stations and it is the signlink or "[train] trigger" timer that aren't running or something. I have the keepChunksLoadedOnlyWhenMoving config setting set to "false" because I want chunks to always stay loaded where the tracks between each station are instead of just when trains are moving to make sure trains that have stopped at stations for 30 seconds don't cause the chunk to unload. So, I know that's not the problem. Maybe there is a setting that I can add to the config that tells it to more specifically keep all chunks loaded at all times where track is connected between stations?
Any ideas or help on the matter would be greatly appreciated.
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Posted Jun 11, 2012with cb 1.2.5 r4.0 things seem to not work properly. and with sign link, its even worse. trains get stuck in the middle of a track although they keep the chunks loaded and worked for the past weeks. other trains seem to be like visually there, but not physically. you can see them, but not interact with. and then I get those erros in the console saying that traincarts are stored in wrong locations after a restart, that errors have not been threre 2-3 weeks ago. had to disable sign link, it threw even more errors. and although there are waiter signs, trains collide all the time. and if they don't and move correctly, creepers explode and destroy the trains... but that just by the way...
please consider updating this plugin, with all those errors I cannot maintain the tracks and trains and have to stop using this very good plugin.
@znerox
you need to have a sign below a track: first line "[!train]" second "trigger" third "track1" (or track2 or 3 or...). then have a 2nd sign on your plattform, e.g. first line: empty, second "%track1%" of course, you need the "sign link" plugin BUT as I said, on my server, sign link throws endless errors so be careful and watch your console.
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Posted Jun 9, 2012I'm trying to set up a sign to show the arrival of the next train, but the documentation is very unclear on how to do this. Does anyone know exactly how you do it? And how do you actually name a station?
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Posted Jun 9, 2012this plugin is really cool, but it's mostly automatic. I'd like to see some features where you can have a guy who's the engineer of the train; like maybe using spout the guy right behind the engine of the train can use W and S to control the speed and stop at stations and stuff... using the current versions, the stations always seem to last either too long or not long enough, but since it's automatic I can't stop the train to wait for people left behind...
I'm not trying to diss your plugin. I think it's the best thing that's happened to minecarts since they were invented. but I'd also really like to see this feature :)
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Posted Jun 8, 2012With this mod, would it be possible for occupied carts to destroy empty carts in their collision path? This would be helpful to alleviate the problem with people leaving (teleporting, etc) their carts mid-travel, and people currently traveling crashing into their carts and stopping.
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Posted Jun 8, 2012@bergerkiller
i even found a plugin that can handle it (morephysics), but I would like to see the feature implemented and the problem the other plugin has is, if a player enters a train and the train begins to move, passengers will die instantly because they are "run over by a train" (interesting enough it is of importance if you sit next to the head of the train or if you sit next to the tail. the more to the tail, the less likely to be killed).
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Posted Jun 7, 2012Do you think you could add train selection with a command like
/train select <trainname>
or /cart select <cartname>
Thanks!
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Posted Jun 7, 2012<<reply 742341="">>
I guess I could allow you to set a collision damage plus a speed threshold at which this becomes active. Only afraid the setting this through commands will be hard to do.
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Posted Jun 6, 2012what about... a train hits you because your'e walking on tracks.. so it runs you over, at least damages you?
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Posted May 28, 2012Loving this plug-in!
Having some problems with permission, though. I'm using bPermissions, and I've tried to give a group the ability to train.build permissions (tried * and individually specifying each permission).
Right now, I can't get anyone but OP to work.
The permissions file for TrainCarts says that any applied permissions will override their permission file.
any permission help here? I've been reading all the docs and chats and I'm still stuck after a couple of hours.
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Posted May 26, 2012hi,
some trains collide although there are waiter signs. I really don't know how they do it, they shouldn't be able to.
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Posted May 22, 2012Can you set it up so we can auto update with http://dev.bukkit.org/server-mods/craftbukkituptodate/
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Posted May 20, 2012so if you set exitoffset to, say, x: 2, a player will spawn +2 in x direction when leaving the train. unfortunately, all the train stations (I mean the built structures, not sth plugin specific) have to be built the same way, because the direction that the train enters the station is important. I mean, the plattforms all have to be on the same side or the player will spawn in a wall or on other rails, depending on what is on the opposite side.
would it be possible, like in train spawn sign, to choose the direction depending on the direction of the station sign? that would mean, you just have to face the plattform when you place the sign and the player will spawn on the plattform, no matter if it would be x:2 or x:-2
IMPORTANT EDIT:
There's an issue with the trains. I created 4 trains. when I stop the server and start again, it says there have been loaded 3 trains with 30 carts into the world "world". Number of carts match the actual spawning number, but... as you guess... 2 trains become 1. As if they collided or so, but this should be impossible because of all the "waiter" signs.
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Posted May 18, 2012<<reply 707820="">>
And others with blocker sign issues. A new syntax is to blame:
[train:DIRECTION_TO_BLOCK_FROM_HERE]
blocker
And the last two lines are kept empty. The third (or fourth?) line is used to set an action 'after' the blocker sign loses grip, for example, continue train motion using 'continue'. You will most likely have to change some signs to make it work correctly.
Also note that I have a deadline to finish off the Vanilla plugin for Spout, so development will be halted till that is completely done. Then I'll see what plugins I have to update. (MyWorlds awaits an update for a while now...)
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Posted May 18, 2012@dockter
At german it not sounds so unfriendy like this... But sorry if you think that :D
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Posted May 17, 2012@w208142002
No, because I'm jusing [train] blocker and it still does it.
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Posted May 17, 2012<<reply 711238="">>
Be sure to send a donation along with your demand that he fix his free software already....
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Posted May 17, 2012After Delete all Configs and Clear the Track some Carts going to Phantom-Carts.... Please fix it already...