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 6, 2013Lenis0012: we are still having issues with "Keepchunksloaded" not functioning and we are getting "CoCurrentModification" errors @ the console.
Let me know if you are available and can hope onto #SpoutDev, I can give you pastie links.
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Posted Jan 6, 2013@leagris
i will put a saving code on the ChunkUnloadEvent
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Posted Jan 6, 2013Hello,
First time user on Traincarts, and while experimenting i found that the detector sign was acting up when using the "i@wood" statement. exact sign:
[train]
detector
i@wood
It threw nullpointers in the console, (even if i somehow got the command wrong, it shouldn't :) ) pasteo of the console log can be found here: http://pastebin.com/F3PzyqpV
EDIT: had it reproduced on another server, so filed it as a proper ticket.
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Posted Jan 5, 2013Regression,old bug re-surfacing:
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Posted Jan 5, 2013Hello,
Lens,
Today I installed the latest 1.4.6 dev.bukkit provided builds of TrainCarts v1.72.3 and BKCommonLib v1.42, and dropped entirely the old "Train Carts" folder from plugins to start it all plain blank and with the default settings.
The bug with server restart causing stalled minecarts and group lost properties is still there :(
It look like, as the server restart, the plugin cannot deal with unloaded chunks containing minecarts from groups data saved at server stop.
Here you can see I had train (groups) named "tram#" who where composed of "mmm" each and train groups named "vert#" composed of "pmmmmmp"/
The server restart logs show how it fails to retrieve the minecarts from the corresponding groups, despite all the data files are new, never externally edited (answering the plugin question), and the server was properly shut-down.
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Posted Jan 5, 2013hi guys,
I have a similar problem, even with moving trains. I have a long train driving an outer circle at the back of a huge "warehouse" (chest in). While the train is IN my chunk everything is fine. The moment the train is leaving my chunk the framerate is falling near 0. The warehouse is mostly not visited so it isnt a big problem for me, now. But its boring. The problem is reproduceble if someone needs to see it. ;-)
Regards
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Posted Jan 5, 2013@Tissueslayer991
Does not happend for me though
when i did this with a long train i still had 180fps
wich i normaly have to
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Posted Jan 5, 2013@Tissueslayer991
I can confirm that we see exactly the same behaviour, as of two latest releases. When an empty cart arrives at a station, it is often stopping already before the station block and slowly crawling towards the right block. Sometimes it almost stops, then leaps forward to the block, so this seems to be related to lag caused by the implementation, not intentional.
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Posted Jan 5, 2013Can you please help me? Everytime an empty train comes to a station it makes mc lag ALOT. I have video footage. http://www.youtube.com/watch?v=XbkI3bCeZKc
NOTE: SKIP TO 6:20 FOR FOOTAGE. CAMTASIA MESSED UP
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Posted Jan 3, 2013@lenis0012
Well, that sort of explains it all I think ;)
I think the Vault dependency should be in the opening message.
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Posted Jan 3, 2013@Jacold
You know that the permissions depend on vault right?
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Posted Jan 3, 2013From this file I gain permission nodes because it's the only place that I can find them.
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Posted Jan 3, 2013Well it could be, since most of the commands you want your players to be able to use are defaulted to true in plugin's config. See PermissionDefaults.yml for a reference.
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Posted Jan 3, 2013Without these permissions plugin works only for op. Maybe it's a problem that I don't have vault because it's useless for me.
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Posted Jan 3, 2013Well, we do not define any traincarts.* nodes to our players at all, since all the usual nodes related to train handling are set to "true" by default in the plugin's config.
I'd suggest you to delete all TrainCarts related nodes from your normal players and see if they still can do what you want them to. As I said, it is working just fine for us.
EDIT: Don't know about the commands, though. Our players do not use any of those. Have to test with them tonight.
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Posted Jan 3, 2013Wow, now it works. I don't know what is broken before but after massive count of restarts it's now working. But - what I must delete from here? I will that players can create trains and administrate them and have ability to break other trains (not owned). But I won't give them admins commands/abilities.
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Posted Jan 3, 2013@Jacold
Well we've never had any problems like yours on our server & TrainCarts. Ever. So it must be something wrong with the permissions you've set up. Can you pastebin your permissions file?
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Posted Jan 3, 2013I wait for this impatiently. My users complain that they don't have any way to travel because they cannot place or destroy minecarts.
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Posted Jan 3, 2013@Jacold
I will redo the permissions page soon
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Posted Jan 3, 2013"you can control"
Nope, I can't control as player. As Admin ofc.
I completely misunderstand the permissions.