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 Dec 3, 2012Wow, I see from GitHub that you have already added the support for multi-sign announcements. Working already?
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Posted Dec 3, 2012@leagris I'll add it as a ticket so I won't forget to check this for the next version.
@Etsija It doesn't and can't delete carts in unloaded chunks. But I think it's a good idea to include a method of removal for those carts.
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Posted Dec 3, 2012@leagris: I myself seem to have issues with /train removeall: it does not seem to ever delete any carts from our server. Even after issuing the command, I still meet empty carts here and there driving on their own, when I ride a cart on the server. Could this be related to chunk loading somehow? The only parameter I found from our config.yml which could be related is
keepChunksLoadedOnlyWhenMoving: false
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Posted Dec 3, 2012@bergerkiller
Please, fix the carts loosing properties and groups disbanding at server start bug.
It is a very problematic issue.
My Minecraft Hosting does start/stop the server every day, and every day I have to issue /train removeall sometimes several times to cleanup the mess and performance drop due to stuck carts.
I even had to put a command block and button with (/train removeall) to ease the boring job for our moderators.
This prevent anyone from having meaningful permanent carts placed. This cause the server to get suspended by the hosting service due to CPU over-use on early hours, where no one is online to cure the mess.
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Posted Dec 3, 2012@toolbum This is a reported known bug of MC 1.4.5. Happens in vanilla solo mode as well.
MC-3490: Minecarts and falling entities flickering / jittering (updated 1.4.5)
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Posted Dec 2, 2012@Reddragon94
You are misreading the instructions, then - probably missing the initial speed after the word "spawn". This sign should work:
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Posted Dec 2, 2012@Ujima What CraftBukkit build are you using and what version of TrainCarts? There were some compatibility updates in the past related to coal and powered minecarts.
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Posted Dec 2, 2012@Etsija
Sorry but i am german, i have had only two years english lessons in school. Thanks for the tipp for the train spawning, but it does not work. When i let spawn trains he don´t drive anywhere.
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Posted Dec 2, 2012Hiyas! I used to use this plugin on a server of mine. once installed, all i would have done is place coal in the furnace to get it running like a coaster. now it doesn't do it... i dun know what went wrong... is anyone else having this issue...?
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Posted Dec 2, 2012Hi, What would cause the Train Carts to be jittery, wobbly?
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Posted Dec 1, 2012bergerkiller, can you please give us some kind of info on fixing the broken pathfinding? This great plugin is severy broken until it is fixed.
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Posted Nov 30, 2012@Reddragon94 @Etsija I think what he means is that the trains always move into one direction. To fix this, put a forced direction on the sign, (or place the sign facing the direction to spawn in)
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Posted Nov 29, 2012Reddragon, I would consider finding someone to help you with your English, because I simply cannot grasp what you mean by your question.
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Posted Nov 29, 2012@Etsija
When the trains are spawning they are only drive one side, when i place a curve the trains are drive reward when he are driving in a certain dircetion. What can i do?
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Posted Nov 28, 2012@Reddragon94
With commands? I don't think you can at the moment.
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Posted Nov 28, 2012@bergerkiller
Have you looked at using Vault to handle permissions for all of those various packages? It seems to be always updated quickly.
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Posted Nov 28, 2012i have a problem with the trains. When i let drive the trains, it are driving only one side. How can i change the direction of trains?
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Posted Nov 28, 2012@bergerkiller: Is there maybe a bug with powered and with fuel filled trains? I spawn a pmp and let it drive direct into a station 5m away. Station-Refill is on. Then I jump into the mincart and hit the station release button (without using coal) and the train starts moving. Around 50m later, the train stops. The train still has fuel but doesn't move. Now I need to click the powered minecart (without coal) to start moving again.
My target is to make a automated pmp train for player transportation over nonpowered rails, but I would like that the players do not need to use coal or need to click the powered minecart first. Using 1.72.2 Test from last(?) dropbox link.
@lagoboss: Thx for that hint. That works well.
BR Rob
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Posted Nov 28, 2012@bergerkiller
What about then the quick fix you thought about - to just restrict pathfinding calculations to something like a node per tick? The plugin anyway needs a solution pretty quickly.
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Posted Nov 28, 2012@bergerkiller
Alright thanks hopeful you can add it in next version.
And yeah i know there are others that want help and i know that other things probably have a higher priority.
But yeah as i said before i have been asking for about 2 months.
Anyway thanks a lot if you gonna add it in next version and sorry to keep bugging you about it.