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 30, 2014I've been using TrainCarts for the last few weeks. It's doing a great job spawning trains, launching, routing and destroying at the end of the journey.
The only issue I have is getting the Blocker sign to work in conjunction with path finding.
I have a dual track setup, northbound should use one track, southbound the other. Path finding is routing my trains on the "wrong" line. When I add a blocker sign to stop path finding from selecting the wrong line the blocker sign is ignored by the path finder algorithm. The train gets switched to the wrong line and on crossing the blocker sign stops. Therefore the blocker sign itself is working ok but it is not being taken into account by the path finder.
I'm running bukkit 1.7.2 R0.3 and TrainCarts v1.73.0 that was uploaded on 2nd Jan 2014.
Apologies if this issue has been raised before. Unless I'm missing something searching this thread is tricky at best!
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Posted Jan 30, 2014@lenis:
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Posted Jan 30, 2014@amoKona
Is the BKCommonLib up to date on your server?
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Posted Jan 30, 2014@Abstracter
This could possibly require quite a bit of work, but I'd start by changing in DefaultTrainProperties.yml:
Then the minecarts will require (a lot of) powered rails to keep moving.
We have in our server a (survival) world where we do not use almost any of the TrainCarts properties, and we have been building our metro system quite happily by using vanilla properties in that world.
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Posted Jan 29, 2014Is it possible to configure the mine carts to act like the default carts but have the keepChunksLoadedOnlyWhenMoving functionality functional? If so, how?
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Posted Jan 29, 2014Hello ! I'm having an issue with the Traincarts plugin, i downloaded the latest version, and all i get when i start my server is a message in the console telling me that the plugin Traincarts could not be loaded, i read that using other plugins that "performs similar Minecart replacement techniques" may cause issues, I use craftbook wich i believe to modify minecarts physics ? i'm not sure, i could use some help please :)
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Posted Jan 27, 2014@Benie76
I have tested automated, periodically moving trains with TrainCarts on our server. Using a combination of a spawner sign in the beginning of the route (set up to spawn trains periodically) and destroyer sign at the end of the route - stations in between - did work reasonably well and it simulates closely enough (if not perfectly) periodically moving trains.
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Posted Jan 27, 2014@lenis: OK, I have installed the new dev version of the plugin on our server. Will report today if the fix helped in destroying the minecarts.
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Meanwhile, I have another bug to report: chests which transfer items to or from storage minecarts via "chest in/out" signs do not change the status of the comparator next to the chest anymore.
Here's a figure to clarify. The bug is very easy to reproduce: https://dl.dropboxusercontent.com/u/6411310/comparator_not_working.png
The chest is initiallly empty. I load up some stone on my storage minecart and ride under the chest. The items get transferred from the storage minecart into the chest but no transferring animation is seen (like before). Result: the items are in the chest, which is not empty anymore, but still the comparator next to the chest does NOT activate. This screws up our warehouse design!
The same happens also with "chest out" signs - the stuff gets taken out from the chest and loaded into the storage minecart, but no animation is seen and if the chest is left empty after the transfer, the comparator signal (if it was on) does not get deactivated.
Seems to me you have changed something in your code which handles the item transfer between chests and storage minecarts. Probably you are handling the inventories of both correctly but something does not get registered as it should be, since the comparator status does not get changed after the transfer.
Earlier on, animations were seen both with "chest in" and "chest out" operations, and the comparator did get updated.
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Posted Jan 27, 2014@woeterman94
Make sure you don't have any lag-prevention plugins removing empty minecarts.
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Posted Jan 27, 2014Hi. What would be a good plugin to make trains automated? Tried TimerSigns, but it only sends one pulse instead of continuously sending pulses.
Have the latest version of TrainCarts and BKCommonLib, and using CB 1.7.2-R0-2.
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Posted Jan 26, 2014My train carts seem to disappear after a while in the station...
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Posted Jan 25, 2014Hello, Creator I have tried to install this plugin and the hang rail one as well and both do not work, come up in red, and have no help section can you please fix this. Also while I am here are you able to make the carts go straight up with ladders if not please tell me which plugin can.
Thanks, jg13
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Posted Jan 25, 2014Anorther change in latest dev build (#49):
train.break.any can now break invincible carts.
train.break.orther can break carts owned by anyone that are not invincible
train.break.self can break only your own carts.
Invincible sign format:
[+train]
property
invincible (or godmode)
allow
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Posted Jan 25, 2014@Etsija
Ok solution.
In the latest dev biuld that i released today.
I sightly changed how destroying carts works.
First of all, there is a new 'invincible' property, wich makes it so carts can ONLY be destroyed using /train removeall and destroy signs.
I made this property due to unknown reasons for carts being destroyed.
Next, there is new cart breake permissions:
train.break.self: Allowed breaking your own carts (all players should have this)
train.break.any: Allows breaking any carts except for invincible ones.
So if you have rollercoasters or metro systems.
Make sure these have invincible carts.
And then give your players train.break.any
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Posted Jan 24, 2014@Etsija
I think there is a permissions for this :)
IM not really sure though, id have to check.
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Posted Jan 24, 2014Anyone? We really need to fix this.
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Posted Jan 23, 2014On our server, no other player than the minecart owner can destroy the minecarts from the rails. If there are empty carts left on the rails by some users, this blocks our system.
What are the settings in the TrainCarts settings files I need to fix to enable everyone to break other's minecarts as well as their own?
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Posted Jan 22, 2014@hellphish
Ahh, I see now. When I looked at the file it didn't make sense to me, because I thought it was some sort of internal permissions thing that wasn't going to hook into PEX. Thank you Hellphish! :)
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Posted Jan 22, 2014@Mattrock607
It is compatible with any of the popular permissions managers.
From the wiki: "Like in all plugins that use BKCommonLib as base, all permissions can be found in PermissionDefaults.yml in the plugin folder. There they are all listed together with a description and permission default, which you can alter as well."
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Posted Jan 22, 2014Is this compatible at all with permissionsex? Is there a list someplace of permissions to add to my PEX file? I don't really understand how that works.