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.
@bergerkiller
Yessir, my destroy signs are still not working, I even went ahead and replaced it.
@Devinish Did you try the v2 version on GitHub? I can vaguely remember fixing something with redstone...
@bergerkiller
I was placing redstone torches next to the signs for power. They still do not appear to be working using RB4, beta 24 and bklib 1.08. I can show you our intersection setup in more detail if you'd like to hop on our server at some point. I'm not sure if this is a local issue or what, but my server has been pretty dead due to the lack of a working rail system :-/
EDIT: Is there anything else you changed, such as signs needing to face a certain direction, or routes not calculating if there are rails dumping onto other rails via a 1 way intersection?
@Devinish These signs no longer work when the block is powered, already working on a fix for it.
EDIT
See beta version 24 on GitHub, which is compatible with the newest build. It also brings back signs being powered when the attached block is powered. (was removed due to lever issues)
You can now also use [cart] station to make trains stop instantly (at the first cart), useful for end-point stations. It also fixed an error when the transfer signs were used without a rails block nearby.
http://pastie.org/3409044
This is what I'm getting I have the latest beta build 23 I had this also in beta 20
@bergerkiller
Tag Signs do not seem to be working with R4 and Beta v23. This is the intersection we were using before, and now does not work.
http://i1143.photobucket.com/albums/n630/Devin-esque/2012-02-17_161119.png
As you can see, the Tagged Tracks underneath the Orange and Yellow Lines seem to be spitting out players into the middle of the intersection. I imagine the other tag signs would do the same, but I didn't test them. The blue arrows indicate the flow of traffic, as those intersections are default.
Edit: It would also seem that destroy signs do not work :-/
anyone able to tell me how these "wait" signs work, they're not in the wiki :(
@bergerkiller
Its giving a warning... but seems to operate.
------------------------------------------------------
16:03:57 [INFO] [Train Carts] Loading Train Carts v1.6.
16:03:57 [WARNING] Plugin 'Train Carts' v1.6 is too old to run on CraftBukkit build 1938
16:03:57 [WARNING] Update Train Carts to a newer version or look for an older build of CraftBukkit
16:03:58 [INFO] [Train Carts] 0 Trains have been loaded in 0 worlds. (0 Minecarts)
16:03:58 [INFO] [Train Carts] 0 detector rail regions loaded covering 0 blocks
16:03:58 [INFO] Train Carts version 1.6 enabled!
---------------------------------------------------------
I could have sworn it was disabled that last few times I started it though. Hmm. Well, seems to run now with only that warning.
@Devinish See the new beta build on GitHub. I increased the version cap to 1940 (it's the last version I tested, and it did work so far)
If you do notice incompatibilities with 1940, feel free to post a ticket or comment.
@bergerkiller
http://dev.bukkit.org/paste/4733/
Here's a startup of the most recent version.
@MachetePanda Not running or just a warning? Errors, etc.?
Sadly Traincarts isn't running on CB 1.1-R4. Will there be an update soon?
@Dragon9112 I don't really understand what you mean, storage minecarts and trains stop at the brake booster rails just fine. Can I join the server to see for myself what you mean? (you can send a PM)
@bergerkiller
i want single minecarts with chests to slow down a bit faster, because now they overshoot the boosters when they are in brake modus.
@Dragon9112 It is possible to do that, but trains become terribly slow then. (it's almost impossible to keep them going; trains slow down after 10 blocks of unpowered tracks)
When do you want these trains to slow down so fast?
@Dragon9112 I had to remove it because carts were getting bouncy, but I'll check if it's possible to do.
is it possible to change the friction of empty carts back to default without removing this mod ? the empty cart on my server have the same amount of friction as carts with someone in it.
Hello bergerkiller!
Thanks for a great mod! I have noticed some things breaking with the latest recommended CB build 1.1-R4. It seems that a simple "station" brake circuit will only work for the first train that passes through. Subsequent trains will brake but they will not resume when redstone change occurs. There is usually no error on the console although TrainCarts did throw an exception at one point. I noticed also that there is a message at server startup from the plugin that is WARNING level. It says something about TrainCarts being too old for the current version of CB. I would have captured more data for you but I am about to leave on vacation. Just wanted to pass the info along before I left. So far, Spawners work fine as far as I can tell- oh and "destinations." ...Thank!! (TrainCarts 1.60 BETA 20)
@IamTheAppLeNaToR The author (or someone else) already sent a pull request, which I pulled. That should restore compatibility with Modloader. (MinecraftForge) You can download a compatible version from the GitHub download page.
@skullonroses Still working on that, had to fix some redstone related issues first. I'll see if I can fix the slowdown and/or keep chunks loaded. Note that 'slow down' does not set if trains are bounced back when it hits a mob or player; it sets if it slows down over time. Even so, it may be broken, so I'll check that tomorrow.
@bergerkiller
Slowdown does nothing in latest build....