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 Aug 3, 2012@timstans
Chill man, you've already asked twice in the past day. Berger is usually great with getting stuff out, just wait it out. Hes doing this in his free time, hes not being paid. He has no obligation to give you anything.
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Posted Aug 2, 2012http://pastie.org/4377165
Uh =) everything else seemed to work...
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Posted Jul 31, 2012hello, are there chance for the option, that I am putting some carts and they ones are not controlled by traincarts? (this cart will have the behavior from the vanilla).
I often using the / train destroyall command, and all the trains disappears, even those that are for decoration or Redstone mechanism.
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Posted Jul 29, 2012Can this work with the extra tekkit carts?
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Posted Jul 29, 2012doesn't check this page very often
I uploaded a new version (1.71.2) which could very well fix the problems with the carts stopping. There was a bug in the internal logic which caused minecarts partially stored. (stored in the chunk, not in the world), which resulted in minecarts getting blocked by invisible minecarts. (collisions check entities in the chunks)
Also fixed that NPE when placing a sign. (and some other less noticeable changes and fixes)
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Posted Jul 28, 2012ONe of the best plugins I have ever seen. Very effective and opens so many possibilities. I appreciate all the work you put into it. Long live TrainCarts!
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Posted Jul 24, 2012Does the new Announce signs require a premission node to get the messages? I am recieving them but no other players are on the server, I have Op obviously so im assuming im getting a perm node defaulted to me to see these.
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Posted Jul 24, 2012good work, but i can have only about 3 automatic trains (keepchunksloaded) on the server, all other stuck after a few rounds in a chunk. sometimes the other trains stuck too... very bad for the arivaltimes... -.- could be there an problem with traincarts and nolagg (which is also installed on my server)? thx
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Posted Jul 21, 2012So the plugin is awesome, but running into an issue. For some reason when placing a minecart on the rails, two spawn instead.
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Posted Jul 20, 2012with 1.71.1, the good old "trains just stop working because they just stand still somewhere" bug comes back. The bug was in 1.71 also, but not that intense. Now, they stop everytime.
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Posted Jul 19, 2012hey i've got a problem:
I have an automatic railroad set up between 2 stations about 2000 blocks apart. the train is supposed to run between stations using trigger signs to display when the train will arrive. the stations have signs with [train]/station 5/10/reverse on them and are powered from both sides.
my problem is that if I stop the server while the train isn't in a loaded chunk, which is most of the time given the length of the line, the train doesn't move until the chunk is loaded. after you load its chunk it starts moving and functions normally until the server is shut down again.
I also have RollingMInecarts plugin, I don't know if that affects anything. Yes, I know it's redundant, but in the past the keepchunksloaded feature hasn't worked. thus the backup.
I love traincarts and it's a great addition to my server, but it's severely limited by this. Please help me!
EDIT: I also put in a Ticket. idk which gets to you faster, so I did both :)
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Posted Jul 19, 2012<<reply 820385="">>
You place the trigger sign itself under the rails, or attached to a block underneath the rails. It differs from the 'sensor' in MM you may be familiar with.
Also, uploaded 1.71.1 because I noticed that destinations weren't being read (for a very long time, should have been reported in the past, but nope...but now it's fixed)
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Posted Jul 19, 2012http://kuningaskunta.fi/~jonekone/trigger_signs.png
like this?
I'm more confused.. I tought it was only one sign to rule them all..
Ouh, and please change the directory of config files from "Train Carts" "TrainCarts" so i don't have to use " " "" " ""
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Posted Jul 19, 2012<<reply 820339="">>
Not sure, but use [train] and not [Train]. Check if that works out. Also, name it 'trigger1' and not '%trigger1%'. '%trigger1%' is what you put on another sign later on to display.
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Posted Jul 19, 2012I can't get the trigger signs to work..
I have the following writen in sign
[Train]
trigger
%trigger1%
-empty-
It just displays that.. after it tells me that "You made a sign linking to variable: trigger1
Any help?
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Posted Jul 18, 2012I published a new version with several bugfixes. For one, it now loads chunks around trains before starting up, this way (apparently) fixing the screw-ups people were having. Also fixed the detector sign reading issue, switcher sign that ignored the power state, added display names for trigger signs to use (with command and property setting) and added a 'velocity' statement to use.
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Posted Jul 18, 2012For some reason, even tough I own the train i can't push it forward.. when I have pushAway: mobs: true players: true misc: true
I can't get it to start moving.. I would like to see someone actually using this plugin in a server As I cannot understand some of its inner workings even tough I have tried to read..
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Posted Jul 14, 2012@Daikenkaiking
I think the wiki has it backwards. I set it up with the destination signs backward and it finally worked right. the lines 3 and 4 for a destination sign are backward.
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Posted Jul 14, 2012Im using the most recent version of TrainCarts and a Tekkit server 3.0.3
I dont seem to be able to link the carts....
they just bounce off each other. any ideas?
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Posted Jul 10, 2012@xJoshJx
Thanks JoshJ that fixed it for me