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 20, 2012@eddieash
There are 1.3.1 versions on the github download page...
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Posted Aug 19, 2012Do you have an estimate for 1.3.1 update?
Thanks for this nice plugin
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Posted Aug 19, 2012Hmm, waiter signs could work. Thanks for that idea.
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Posted Aug 19, 2012@Matz0811 I feel kinda silly now. I have gone through the wiki, but there is just some stuff I'm confused about, and I don't have a way to test anything out. I haven't actually used the plugin yet so the only way I can learn about it is through the wiki. I actually did know about most of that, but made the mistake of posting that at 4am. What I'm worried about with the collisions isn't so much that trains will connect to each other, but more that I'll have trains/carts coming from point A and point B at the same time and they can't pass each other. I do know about detector signs. I'm worried, though, that I'll end up with trains/carts coming from both directions and the timing will be just slightly off, so one will pass the switch off point BEFORE the other one enters the detection zone. So eject sings actually kick the player out and don't give them a choice. Going back I do see that playerexit property, thank you for pointing it out, guess I missed it.
@daikenkaiking That sounds quite like what I was thinking of setting up, but now I'm worried. You said there are still ways to have trains come down the same track. At this point I'm not quite sure exactly how heavily the trains will be used, but it is looking like they will be fairly heavily used. I'm waffling between two different ways of having the carts run. One would be to have it set-up like a real rapid area transit system and just have several trains that go around in loops. The other is to have each station have a request cart button and have the track set up more like a spider web or wagon wheel. Quick clarification there, we use Towny on the server and we have had at least up to 25 people on the server at once and we are at about 30 different towns right now. I'm looking for a way to hook up the different towns to each other and the Grand Bazaar we have set up, but still keep it fluid enough to add in more towns as they grow.
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Posted Aug 19, 2012You can also use "Waiter-Signs" eg.: [+train] waiter 10
second line is for the waiter, third line sets up how far in front of the sign the train will look for other trains and will wait then. If the Track is clear, the Train will ignore the sign or continue its way. i'm usign this to hold my junctions clean.
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Posted Aug 19, 2012@FirgofRaina
I have a multi-train setup using one rail. I have sections, like in the picture below, where the trains will go separate ways, and if a section of rail is in use, the train will wait at that section until the other train/cart comes by or leaves the section. There are still a few ways for trains to collide if you have a bunch of people on the rail, but for 2 trains on a not busy rail, it will avoid collisions quite nicely. I do this using detector regions and station signs (I also use the wireless redstone mod "MagicTorches" to set up my rail stuff), and then blocker signs to make it so the trains can only go to the right rail from each direction to do the station stuff per-direction. I have the lights set up so they come on when the section of rail is in use as well.
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Posted Aug 19, 2012@Daikenkaiking
Thanks a lot :)
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Posted Aug 19, 2012Do eject signs kick people out of the train? Yes, the do! you can also set the location, where the player stands after eject, so the don't stand on the Track after eject. Are they spots you can get out of the train? Yes, if you lcok the Train (property playerexit false) the will be ejected by the sign, but can't leave the train themselves. Also, a problem I'm trying to work around with laying out track is how to keep carts from colliding. You can set up, the train collision to false. I was thinking of doing a side track where carts/trains can pull off and let the other one pass, but I'm not sure how to set it up. You can use detector signs, they send a redstone signal if a train is on the track watched.
Please read the entire Wiki, all those signs and properties are written down there.
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Posted Aug 18, 2012Hi y'all! I'm looking to make a huge train system for the server I am on. The admin is waiting for the working update though, so I can't test stuff yet. I was wondering about a couple things. Do eject signs kick people out of the train? Are they spots you can get out of the train? Also, a problem I'm trying to work around with laying out track is how to keep carts from colliding. Does anyone have any tips for making a two way track without having to lay down two whole strips of track? I was thinking of doing a side track where carts/trains can pull off and let the other one pass, but I'm not sure how to set it up. Any tips or tricks would be greatly appreciated.
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Posted Aug 18, 2012@Dinastya Did you put where to eject them at on the sign?
The third line being how far to send them right, middle is up, and third is forward, relative to the position of the cart the player is in.
As far as I'm aware, if you just put eject and no positions, it drops you in place like you're getting.
@kritdse
There are 1.3.1 versions on the github download page...
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Posted Aug 18, 2012@bergerkiller
For the leaving carts offset.
When you leave a cart it works all fine.
But for ejecting signs it just eject you on the track.
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Posted Aug 18, 2012Please update to 1.3.1 R1.0!!!!
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Posted Aug 17, 2012Now, on Test3 it seems, the Trains don't glitch anymore thrue walls. Switcher Signs now switching the Tracks but the Carts are loosing all their Momentum, so they stand on the Block before the switcher-Sign.My fault. I'm using paralel Craftbook (including Vehicles). I have covered all my switches with Red-Wool (to see them faster) and Craftbook is using id 35 (wool) for reverse Blocks.
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Posted Aug 16, 2012<<reply 881365="">>
That is odd, it shouldn't drop the old contents upon teleportation. I'll look into it real quick.
EDIT
I tested it, but it properly teleported everything. Did you place the portal sign underneath the tracks? (teleporting by letting the train fall into the portal block doesn't work!)
EDIT
Uploaded a new test version. It should eliminate all problems with the ghost carts blocking other carts - it will now destroy these carts upon collision.
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Posted Aug 16, 2012Hi Guys
short question ... after a few hours the myworlds implementation is running again (no - don't know what up/down/whatever grade my problem solved) but now i face one that i'm not able to figure out...
i built a storage building for all users on my server. with 13* we decided to start a new world
everytime a train enters the portal all contents of the storage cart are dropped out (really dropped, users can collect them while walking over them)
i tryed the multi-world inventories and so on - for players all fine, but not for the trains also giving the train a "user stamp" doesnt work.
Is it somehow possible to move a fully loaded storagecart from one world to another (using traincarts + myworlds) ? alternativly - is it possible to use a enderchest as "workaround" ?
Berger, guys - very usefull comments and of course a pretty cool plugin (at least for me as train-enthusiastiv)
pls. excuse my bad english, not a native speaker - also it's my first post in this forum ...)
btw. using 13* - newest beta, also traincarts/myworlds (+dependencies) from github
regards and have a nice weekend ;)
Woddi
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Posted Aug 16, 2012I'm using Testversion2 and have Big Problems with the tag and switcher Signs. If a Train (SingleCart) arrives a [train] tag Sign, it stops and is pushed away slighly from the Sign in the opposite Direction it was driven. Sam at the [train] switcher Sign. The Destinations are set correct, cause it rans great under the Bukkit 1.2.5 Server-Version. Maybe Trouble with Path-finding?
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Posted Aug 15, 2012with the latest test build, trains are standing still after a server restart. everything else, like glitching into walls, seems to be better now. still glitch sometimes, but not as many as in the previous build.
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Posted Aug 15, 2012I'll just go and put a big notice at the top of the page just so people can see it...putting it as a comment was my mistake. :)
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Posted Aug 15, 2012@Daikenkaiking
Lets not get crazy and start asking people to do a little "research" or even read a page before blindly saying "it dont work." Thats a little bit of a high expectation isn't it?
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Posted Aug 15, 2012hi, i'm using the testversion2: The announcersign works only when somebody is in the first cart of a train or there is a line of people in a row in the train. maybe you should connect the announcer with signlink! :) and pls add "/train" commands for all propertys of a train thx