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 Apr 3, 2012Hey, i use your amazing plugin since ever, and today i found another called SimpleCarts. That give control of the rail to the player, with some action blocks. WOULD BE RLY AMAZING IF YOU GUYS SUPPORT EACH OTHER. Please, take a look and rly think about it.
SimpleCarts in dev: http://dev.bukkit.org/server-mods/simplecarts/
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Posted Apr 3, 2012Great plugin btw, but I think I have come across what seems to be a bug though.
When using a switcher, I can happily switch routes of carts using [!cart] with the !passenger & passenger statements, but this doesn't seem work for trains of linked carts using [!train]. This also seems to be the same for using empty & !empty statements.
I didnt use the plugin prior to 1.2.4, so I am unaware if this is something thats just popped up in the recent versions.
Using bukkit 1.2.4 and Traincart v1.61
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Posted Apr 2, 2012@ToddVee
What version of bukkit are you running? Paste the full version string output of "/version" from the console. What version of traincarts are you running? Paste the full output of "/train" from the console.
With that information, you can be assisted better; make sure you're running the latest version of traincarts (Click here to download latest version) and the latest recommended bukkit build (Click here to download it).
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Posted Apr 2, 2012i have a little problem with the latest update (v1.61)... the eject signs works incorrect by certain numbers of block range, can you please test this problem ? :/
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Posted Apr 2, 2012hi there I really like the plugin, however I can not use it on my server because of the following bug?! I tried to destroy my minecarts. whats wrong there, could you fix it? Or is it me?^^
2012-04-03 00:54:37 [SEVERE] java.lang.NoSuchMethodError: org.bukkit.event.vehicle.VehicleDestroyEvent.<init>(Lorg/bukkit/entity/Vehicle;Lorg/bukkit/entity/Entity;)V 2012-04-03 00:54:37 [SEVERE] at com.bergerkiller.bukkit.tc.NativeMinecartMember.damageEntity(NativeMinecartMember.java:181) [...] 2012-04-03 00:54:37 [SEVERE] Unexpected exception
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Posted Apr 2, 2012@game_stailer94 Ok I really wonder how that ever came to be...lol. I'll look at fixing this really weird bug...looks like gravity is failing or something. :/
EDIT
Ok that was just plain stupid...I dropped the Y-motion in the move function...sigh :/
EDIT
Ok see v1.61, it fixes that bug (fortunately it wasn't too hard). Also restores the ability to power the block a sign is attached to, as that was failing due to Bukkit changing.
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Posted Apr 2, 2012@silentnight18
You can use a property sign and set "slowdown" to "false" on a per-train basis, as it's disabled by default. http://www.minecraftwiki.net/wiki/Bukkit/TrainCarts/Signs/Property
You can also set it globally enabled on all trains by default via the configuration files.
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Posted Apr 1, 2012Quick question, nice plugin btw. Is there a way to make it so Trains never lose velocity? I may just be missing a config option for this but from what I see, I don't see a way to do this w/o having another plugin manipulate the carts.
lmk
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Posted Mar 30, 2012@g_BonE
Lol no...
@game_stailer94
This happens to me too, and I -think- figured out the cause. If you put a track that just randomly ends, with no "destroy" sign at the end, the carts will fly off a lot of times, and then just fall down as if they slid off the track. I have repeated it multiple times with multiple track locations and it did it every time. If you place a block at the end, blocking the end, the cart will just stop. If there is noting blocking it, it flys off...
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Posted Mar 30, 2012@g_BonE : I use both of the plugins and there's no conflicts for me :)
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Posted Mar 29, 2012is this going to work with minecart revolution ?
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Posted Mar 29, 2012Hey found another bug,
minecarts are flying ... but no error in the console.
maby you take a look here:
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Posted Mar 29, 2012@bergerkiller
Awesome Cheers.
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Posted Mar 29, 2012Decided to push out official releases now. All bugs seem to be fixed now, as I can't find any other bugs. The bug mentioned below is fixed in the first official build (1.60)
It supports the latest CraftBukkit build (1.2.4 R1.0)
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Posted Mar 29, 2012@TheCrafter2012 Error verified, I'll look into it...
EDIT
Also, it is intended to only check between two detector signs. Otherwise the plugin has no idea what blocks to check, or even what direction to check.
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Posted Mar 27, 2012I noticed that detector signs don't work reliable in your latest release for 1.2.4. (They only detect minecarts placed between the detector signs). Another thing I noticed is that it gives me errors when I place a detector sign and there are minecarts between the two detector signs.
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Posted Mar 25, 2012@TheCrafter2012 There is a 'break block' part to harvest crops, but planting them still is a bit of an issue. I honestly don't want to harvest a 10x10 area from one minecart...it not only is unrealistic, it can also cause lots of annoying griefing if done wrong...
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Posted Mar 24, 2012@bergerkiller
Could you add an auto farming feature?
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Posted Mar 24, 2012@bergkiller: works fine thx!
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Posted Mar 23, 2012@DragonByte79 See the new version found on GitHub (build 39)