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 Oct 12, 2012I think I know a way to properly deal with all of this. I am going to introduce 'collision handlers'. They define what happens when a minecart collides with a mob, player or misc (other). You can use:
This also allows other plugins to implement new ways to handle collisions. Someone requested teleporting the player to spawn, for example. This also gets around the pushmobs/misc/player setting that should be 'genericified'.
One issue is, though, that old push away settings have to be supported too. So I will have to come up with ways to add backwards support...
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Posted Oct 12, 2012@BlancoLanda You have to power the trigger sign.
@CrystalNoir Actually, I just tried it out, but it is blank. I fear that the entire display name system for trains went berserk on me. I'll try to fix this in .8 (which fixes some other stuff, too)
Couldn't verify it earlier because I was away from my testing server...
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Posted Oct 12, 2012I don't know what I'm doing wrong. But I tried a million time making a "trigger" sign and it only worked once (Idk what I made different). Situation: Below a rail of yellow wool I set a sign like this:
http://i.imgur.com/NKkw3.png (Click to see the image)
But it does not work when a train goes above it. I tried all directions... D: The chat says the trigger is successfully created, and I have the last SignLink version correctly installed (I repeat, I cought make trigger sign work once) I also have LWC, which autoprotects the signs when I create them.
Wth I'm doing wrong? thank you!
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Posted Oct 12, 2012@bergerkiller
I'm sure others would appreciate it if what it killed was configurable, but I only need mobs and players. Having it kill items too would make sense, though.
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Posted Oct 12, 2012Thank's Berger ;) I will try it !
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Posted Oct 12, 2012@Blake380 I can quite easily add it, question is does it kill items and such? Or only mobs and players?
@rcth Still working on it, I do know about it.
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Posted Oct 11, 2012Hi berger, When do you think you've fixed the "leverbug"?
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Posted Oct 11, 2012Do you think it would be possible to give certain carts the ability to kill mobs or players (when ran over at a configurable speed possibly) in a future update of your mod?
I know carts/trains can be set to just go right through any entities in the way, but I thought it would be interesting to have some kind of danger for using the tracks as a road. And maybe for that extra level of detail/realism.
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Posted Oct 11, 2012@CrystalNoir That's the problem; it's not the same. On the trigger sign you use trigger1 and on the sign %trigger1N%.
You can actually continue the statements of switcher signs onto multiple signs:
Sign1 - top
Sign2 - below top
Example on Minecraft WIKI
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Posted Oct 11, 2012No, I wrote the same each time I tested trigger1N on the trigger sign and %trigger1N% on the sign.
Other things, it seems that the switcher sign let us make the direction change but only to the right or left. On some situations, it would be nice to be able to switch "front" because in some case we have two direction but if we look at the switcher there is right (or left) and foward, I try several things with it but it seems that we have only right or left with switchers.
Thank you for this plug, it's very very useful.
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Posted Oct 10, 2012@CrystalNoir Did you name the trigger sign 'trigger1' and the variable on the sign '%trigger1N'? Because the default '%trigger1%' is for the duration, too.
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Posted Oct 10, 2012When I powered them with redstone the trigger doesn't seems to give me the right info. I didn't try with +train
For example trigger1N should give me the name of the train. When I powered the sign with redstone it simply write a time value instead on this variable.
I really don't understand how I should use triggers.
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Posted Oct 10, 2012@CrystalNoir Yeah there seem to be some slight issues with the saving. I fixed it locally, but I suspect there are more issues to be fixed. About the trigger signs: did you power them or used [+train]?
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Posted Oct 10, 2012Hi, I can't get the trigger sign work. I try to use the trigger1N variable to have the name of my train but nothing. I don't understand how does trigger work. Could you try to explain to me ? I have the SignLink plugin of course.
Also, when I stop the server and restart it, trains are lost (I have to delete them and rebuild them), because they don't work anymore.
Thank you :) (I use the last bukkit release and the 1.71.7 traincarts version
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Posted Oct 7, 2012Thanks so much.
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Posted Oct 7, 2012@Newpoman You should use the command for that. First, make sure that the 'cactus' block is added to the config.yml as an allowed block break type. (this is to prevent regular people from using minecarts to mine diamond and such)
After that, just click/enter the train you want to make break blocks (or the minecart) and use /train break cactus. It will then add the cactus as a breakable material.
To set it as a default, the node is a 'list' node. So it looks like this:
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Posted Oct 7, 2012@bergerkiller
yup that worked. thanks for your help
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Posted Oct 7, 2012Thanks for the dev build link... works great. I just have 1 question in the DefaultTrainProperties.yml how do I set this line to auto break blocks such as cactus and sugarcane blockBreakTypes: [] how do I enter it in there?
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Posted Oct 6, 2012@sambot1115 Hmmm I thought it was just my laptop at the time, clearly it wasn't. I too noticed some problems with the linking logic. Not sure what it could be, can you check if this also happens on older versions? (1.71.6 or 7) You can keep using the latest BKCommonLib for those versions.
@CDS8814 Did you power the sign? Not sure if it was displayed in the video, but these trigger signs have to be powered to respond, like all signs have to. Use [+train] instead of [train] to force-power them. (or just put a torch underneath)
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Posted Oct 5, 2012@bergerkiller
@bergerkiller
yeah.....i do what the video says that is posted and yet it i can't get it to work