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 Jan 3, 2013Thanks, lenis. - - - I'd like to ask for a clarification about the way TrainCarts reads the signs which control it: I'm planning to do something which requires really dense design - in practise, stuff which would require for example parallel tracks which run with zero blocks space between them. So, does TrainCarts really only read the blocks below each track, ie. can I do such a design, have each track with its own signs to control them, and the signs won't start disturbing each other?
I'm asking this since MinecartMania used a far larger search radius for the signs, which in practise prevented me from doing such dense designs.
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Posted Jan 3, 2013@Etsija
Im on it
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Posted Jan 2, 2013@lenis: created one new error and one improvement idea to Tickets section.
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Posted Jan 2, 2013@alfonsojon
Just Glue Them Together
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Posted Jan 2, 2013How can I prevent my trains from falling apart so easily?
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Posted Jan 2, 2013@timstans
Nope, it's not EssentialsAntiBuild (as stated below).
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Posted Jan 2, 2013@alfonsojon Do you have essentialsAntibuild installed its like modifyworld
Try remove that part of essentials
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Posted Jan 2, 2013Oops, you nailed it, Leá - been testing this morning behind a lousy wireless connection. So that's probably what caused the effects being so severe. Have to test more when I get back to my superdouper-PC.:) Thanks for clarification!
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Posted Jan 2, 2013@Etsija
Some months ago I patched my own build of MinecartMania Reborn for this same issue.
What the patch did, was to issue an entity and player teleport after each plugin handled minecart move.
I agree it is very hackish for a client net protocol glitch work-around.
Though, anyone somehow, a bit involved with Minecraft plugins and its recurrent client/server out-of-sync issues, can or already hinted how poor and brittle the network protocol is.
Anytime a network packet is lost, such glitches occurs.
How many times have I seen players hover 1 block over the ground after teleporting to them.
How many times have I seen players jump over large distances (even suspected some hack or fly mode). Only to see the player is behind a poor connection with high latency and packets loss.
In train carts, mine carts moving away from the track may very likely be the same issue with packet loss. It is not hard to guess how it could be more critical with higher speed or happens even at normal speed while (for example: client is behind a lousy WIFI) or the server becomes busy and start skipping ticks (TPS <= 20).
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Posted Jan 2, 2013@alfonsojon
But then it means even vanilla Minecraft is not quite up to it, when it comes to minecart movement? This is what I suspected. But anyway, good to know it's definitely not TrainCarts.
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Posted Jan 2, 2013@Etsija
It happens, even without the plugin
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Posted Jan 2, 2013@alfonsojon
OK good to know. Our metro is not going especially fast (just the default speed), but still the effects are sometimes terrible.
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Posted Jan 2, 2013@Etsija
This is not a bug with TrainCarts, it's just that minecarts don't like going faster than they normally would in vanilla Minecraft. There's just not a proper method to speed them up smoothly aside from speeding up packet transfer.
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Posted Jan 2, 2013GroupManager is just great, but I don't understand how it would conflict with TrainCarts if it's just a perms plugin. I checked WorldGuard too and that's not it. I'll see what happens if I mess with EssentialsAntiBuild
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Posted Jan 2, 2013No it's not Vault - we have it as well. For a reference, we are still using PEX, although considering moving on to GroupManager. It would be interesting to know if that is what's causing trouble for you - GroupManager is generally regarded much better than PEX!
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Posted Jan 2, 2013I'm using Vault and GroupManager. I'll try removing Vault and seeing what that does.
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Posted Jan 2, 2013Guys, you shouldn't be needing any nodes set for normal operation with TrainCarts carts and trains. We don't have them, and all of our players are able to put carts on rails, destroy them and use the system normally.
Maybe there is a conflicting plugin?
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Posted Jan 2, 2013What's with the "warping" minecarts, anyone know where we are with them? The minecarts tend to travel, depending on the location in the world, anywhere between "on the track" and "10-20 blocks away from the track". This can be any direction: over the track, under it (even inside rock), or left/right from the track.
I do remember that this used to be a vanilla bug, which for some weird reason no one at Mojang seems to find good grounds to fix. But is it so - or is it actually the methods used by TrainCarts that cause this?
Although the player luckily doesn't anymore take damage while riding off the track, the bug is still very annoying; sometimes I have to break rocks around me to get off the cart, after which I am teleported back "on the track".
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Posted Jan 2, 2013But now my users aren't able to DESTROY minecarts, and there doesn't seem to be a node for it. Any help?
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Posted Jan 2, 2013@pitoucc
You're missing the permission "train.place.minecart". Try adding that and it should work :)
I had the same problem as you and with a little investigating I found the proper node :D