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.
hi. i maybe have a good suggestion for the next update. how about a sign thats sends a redstone signal when a cart with a specific destination or tag?
@ColorYeti Try downloading WinRar or 7Zip, maybe that is able to open it.
I cant unzip the file
@ColorYeti Do use the latest beta versions! Doubt the older version will even load on 1938...
@darkmyre Yeah I've heard that a lot, though I have no idea what is going wrong. Will have to look at it at some point.
Do you need to do something specific to have this plugin reload trains? I'm pretty sure it used to work pre-R4, but since updating to R4 and using the latest beta versions of this plugin, none of my minecarts exist after a server reload. I've even tried deleting the entire plugin and its files, re-setting my stations and placing new carts, they work fine until the next scheduled server restart then they're MIA.
! C:\Users\Yeti\Downloads\TrainCarts_v1.54.zip: The archive is either in unknown format or damaged
Seems the zip file is damaged....s
You need to update you change log i would like to know what has changed!
@Sulf3r
Hi ive a problem that my minecarts slowdown even when slowdown is off, i have a poweredrail like enough its all in shape, however the carts sometimes slowdown when someone jumps out, and also when the trains drive up, I have powered rails however it sometimes get stuck, and other times doesnt. This is very buggy, also sometimes my trains fall apart even when the track is just straight forward. :) its a pretty logn track however. What setting is wrong?
This is my config: http://pastebin.com/DK88kJiR
Default train props: http://pastebin.com/S7R6Aq4G
Thanks! Please let me know I really love this plugin!
ok.. i log in and i try to place a minecart for the first time and i get a bunch of SEVERE java lang messages. in my server we are trying to build an EXTREMELY large subway so most of our plugins are focused on minecarts but forr some reason i cant get this to work. any ideas?
I seem to be running into the same problme as disciple218
@uncovery Yes, that was the initial idea. But right now I am implementing all of MM's features instead, since I need both a [train] and [cart] variant of all sign types. So far pretty much all features have been added, even the 'drive on top of pressure plate' feature.
Of course, I added a lot of new features too, such as path finding and train tags.
@disciple218 Did you hot-swap the plugin while the server was running? Looks to me like the jar file got changed while the server was running...
Got this console error. Only one player online, and they weren't interacting with any carts or traincart signs.
http://pastie.org/3463352
I says "Supports Minecart Mania's features " - what does that mean? Only that it works with MM in parallel?
@bergerkiller
Do you have documentation about the use of the new functions, such as sorting and all of that new goodness in the 1.60 beta versions?
@GrimmSpector I have no idea, first ask them what the cause could be. I have no idea how MineFactory is coded...what it needs to detect a storage minecart...
What keeps you from using the internal item transferring functionality? It is far more powerful IMO.
New beta version is up: - Fixes errors when smelt is used with an empty sign - Added; Crafter sign - craft items (workbench nearby needed) - Item animations improved to be less buggy. Not yet added the teleport support, not time for it yet...
hey bergerkiller, running this and trying to also use minefactory reloaded, but whether it's an individual cart or a train I can't seem to open storage minecarts manually, and the minefactory pickup/dropoff cargo rails can't address the carts either...I'm thinking it may be something to do with the way you've coded the transfer functionality, anyway we can get a way to disable that in the config?
@bergerkiller
I spoke to the Nethrar dev and he could tell me there already is a teleport event. I hope this is what you need!
Akrieger's forum post.
@Skrufbajs Use the teleportation signs instead, but that requires MyWorlds for the portals. I can't really add support for Nethrar from within TrainCarts unless they add some sort of teleport event I can handle.
Any chance of having TrainCarts and Nethrar working together? Nethrar allows for mine carts to go through nether portals and keep moving on the other side, and also supports riderless vehicles. However, when using the two plugins together, Nethrar stops working and your cart will be stopped on the other side of the nether portal, ejected from the vehicle.
Thanks for a great plugin.
@Devinish Mhh you can send me a PM and I'll quickly come and look at the server. The destroy sign appears to work here, both using [!train] and all possible ways the sign can be powered...
And AFAIK the path finding didn't get changed, you may need to use /train reroute to clean something up internally.