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 Jul 1, 2012@bergerkiller
Ive found that a Timechange can cause Minecart Dieing:
But do you know a solution to dont let them die on this way...?
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Posted Jul 1, 2012<<reply 787677="">>
You can set default train properties for both admins and normal users. Permission nodes set what type of permissions you use. Use this to tweak the carts to act like normal carts (set linking to false and etc.)
<<reply 786398="">>
Waiter signs really never got implemented, what was there was poorly written and/or cut up in tiny bits. I am still clueless to what the perfect system would be, because it should handle both a single straight track AND handle a complicated 2-track cross junction. (4 switcher signs) The sign would have to look in all directions and check all possible connections a train can come from. I consider using the detector region system and simply keep track of trains.
<<reply 785309="">>
Well portals are somewhat possible, but I rely on the permissions in MyWorlds and of course the storage of portals is important. I couldn't figure out why TrainCarts fails to keep chunks loaded. The last cart in the train is used to check for nearby chunks, so even if it fails to detect it in time, it would still trigger once and load all the chunks. Tests all proved positive and I had no problems. (I used an announce sign + redstone to log the movement)
Finally, I updated to 1.70, fixing that detector sign issue, adding global 'remote control' to affect multiple trains and added a rename feature in the property sign. This should make it pretty easy to globally recall all trains, simply by using a name.
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Posted Jul 1, 2012I found a Reason why Carts die...
But why time changes? Without the Plugin it dont do it I think...
After that (2 sec):
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Posted Jul 1, 2012Can you pls add a permission node to create Trains so that only Admins can create Trains and normal users have the normal minecart behavior?
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Posted Jun 30, 2012hi,
with the latest version, trains keep halting on waiter signs, although there arew no trains in the following part/segment. if I then destroy the track right in front of the train, it continues, but halts then somewhere (and somewhere means really somewhere, no sign there, no special track or whatsoever).
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Posted Jun 29, 2012@svekenElkora
RollingMinecarts does what I need, though I had to use Chunkload to keep the stations loaded if they're far away from people.
With the addition of those 2, I had to get 5 plugins to make my rail system work: Traincarts, Signlink, Myworlds, RollingMinecarts, Chunkload
Any chance we could get a fix for the Chunk Loading issues? I suppose it's too much to ask to have the arrival sign features and the portal signs directly incorporated into Traincarts.
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Posted Jun 29, 2012So are wait signs useable then? And if so, how do I go about using them? The wiki page has no info. :(
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Posted Jun 27, 2012I was off for a while, but I spent some days updating this plugin again. I tried to handle all the tickets reported thus far, in the process added some new features too. (see changelog once the download becomes available)
@zanginator actually, every minecart has a set of owners. You can set yourself as a single owner of a single cart (using the /cart claim command) or ask the original owner to do it for you. You then own that cart, and you are the only one able to open and destroy it.
Portal signs also fixed btw. Part of the changelog.
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Posted Jun 26, 2012@JoneKone
Do you know what it is? I tried ChunkEnforcer but it doesn't work for me
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Posted Jun 24, 2012Don't suppose there's any chance that we can get lockable Storage Carts (for freight trains) or does a simple chest lock plugin do this? (can't test atm i'm on the road, just a passing thought really)
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Posted Jun 23, 2012hey my portal signs aren't working... any help? I have myworlds. I put [portal] on the first line, t1 on the second, then t2 on the third. did the same for the second portal, but with t2 before t1. both are powered. It told me I'd made the signs and whatnot, but the carts just kept going on by... help please!
EDIT: forgot to mention standard myworlds stuff works fine.
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Posted Jun 22, 2012when will the error with chunk loading be fixed?
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Posted Jun 21, 2012hey, I really like this plugin! :) I'm building railway on my server, and I'm using this plugin. My plan is spawn trains every ten minutes, and destroy them at the end of the railway. Is there any functions that spawns train every ten minutes using spawn sign or something? I tried to use repeaters to count 10 minutes, but it takes too many repeaters and it doesn't work if there is no people...
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Posted Jun 15, 2012Loving this plugin, however having problems with players jumping out between stations and stopping the train mid-track. Slightly averted using the [train]property/playerexit signs however for the life of me can't get the collision sign working or collision variable in the default-train config file. Anyone found a fix for this? or is this a current bug.
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Posted Jun 14, 2012Where can I find the permissions, since the wiki page about permissions is deleted?
I will post this on at the forum topic too.
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Posted Jun 14, 2012@ioxon
There is a plugin that makes all track baring chunks loaded + keeps them loaded in memory. Every junk that has a track..
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Posted Jun 14, 2012@ToddVee
Yees permissions + other wiki stuff has vanished... :(
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Posted Jun 14, 2012I'm looking for some Minecart Mania farm replacement, is it possible?
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Posted Jun 13, 2012I think he do a new build of it...
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Posted Jun 13, 2012If we type /train info, we should get coordinates so we know, where it is right now. this helps recovering broken trains (we can teleport ourselfes there) and prevents us from using /train destroyall too often and then spawn all new. Furthermore, if we set up a train, we should get the train numer in written in chat, so we can /train destroy trainx do more efficiently. What do you guys think about it? Also wrote a ticket.