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.
@Gixrider Well the 'miss it' was more directed towards the green banner with 'Development builds'. There have been 1.6.2 builds for weeks now, yet people keep asking about it. In-development is in-development, I'm not going to send out an official build with even a single known bug.
@bergerkiller
The answer is easy: The girls want the horses, the boys want a working trainsystem. ;)
Tks.
Edit: And I don't want too much difficulties.
@Gixrider
I really don't get why so many people miss it...
For everyone, READ THIS.
Dear Bergerkiller,
first I would like to thank you very much for this great plugin. I'm administrating a small (private) Minecraftserver for my three kids, some of their friends and me. We really enjoy building a railway system, using TrainCarts.
I'm sure, you and your team are working hard, to bring TrainCarts up to 1.6.x and you know, a lot of people are waiting for this update. I can tell you, it's hard for me, not being very familiar with administrating a server and every update produces new problems for me, but I enjoy the fun, the children have, playing Minecraft on my server.
Since a lot of days my players ask for updating the server to 1.6., like the others here. For someone like me, who doesn't have much experience in administrating a server, it's not easy to decide, when the right moment is come to update. I think, it's the right way for you to refer to the development builds, when the people are asking for the update. But for people like me it's a problem, because we don't know, what difficulties we have to expect.
A lot of plugins we use are transferred to 1.6.. Would it be possible for you to publish sometimes the status quo of the development builds so that we can see, what difficulties are not resolved. For exemple: If the blocker sign is the only problem that is not resolved, I would install the actual development build immediately because we don't use this sign. I understand, you can't give any guarantees but this would help the users to decide to update or not. I think a lot of users are not able to downgrade the server (like me).
Another helpful information would be a hint of the time period you expect to release a recommended build (of course with no guarantee).
I would really appreciate any information about the actual status quo and the time you expect to the next recommended build.
Thank you very much in advance, Gix
@jimmyrosser1997 @gekkegerid15 @Dragon_12dk [>Development Builds<]
plzzzzzz udate this to 1.6.2 i need this plugin
PLEEEEEEEEESSSSSSEEEE Update this to 1.6.2!!!!! I want it for my server sooooooo bad!
Hello, when do you think this will be updated to 1.6? I can't wait to start using it my subway system :)
It works, thank's!
@exfabianex This must be the umpteenth time this is asked, so I added some instructions on the main page.
i really need this plugin pls update for 1.6.2 :D
Hi! I have a problem, if a train runs between for example 3 stations, and nobody is near the train the train stops but runs wen i is near the train. What is wrong?
@bergerkiller
Works fine with 1.6.2! Hahahahahaha
I think I'm going to update to 1.6.2 because I really need this plugin...
pls update for 1.6.2
@bergerkiller
Yeah, I've used blockers extensively. The strangest thing is that sometimes trains will attempt to take the blocked route anyway and then get forcefully stopped, despite there being a viable route right next to it. This usually happens in cases where we have 2 tracks side-by-side, one for outgoing and one for incoming trains.
I didn't really think about the reroute command clearing the entire routing table though... that would explain why it forgets paths that i've already forced it to successfully take. I might have just over-estimated how smart the path finding is when you have a very large train network.
@Xikage You can block some routes from being used by using blocker signs, have you tried that?
And place it while facing the direction you want to block. Optionally, you can set these directions on the first line ([+train left]) Destinations are fixed once generated, but once you force a reroute all your nodes are gone, so providing an editor (although possible) is not a good idea. If it is unable to 'find' a path then go along the entire route and see if 'it makes sense as a minecart to follow it'. All routing logic takes in account minecart rules, including the SOUTH-WEST (or NORTH-EAST?) rule.
Of course, if all else fails you can use tags instead of destinations where needed. Then you basically manage the path finding manually. The path finding logic is a simple 'find nearest node' kind of logic, and if you need to categorize carts or want to force alternative routes, path finding may be a bit too dumb to do that.
Would you consider adding a way to edit the routing table for the path finding manually? Perhaps naming switches somehow and setting up static routing tables?
Lately the pathing on my server has just stopped working most of the time now that our train network is getting larger, and trains seem to just forget the proper path and go where-ever they want to. I've tried forcing them on the right paths by breaking and replacing tracks and that works for a while, but it eventually just... forgets again. Have tried checking for breaks in tracks, misplaced signs, anything I can think of, it just won't calculate the right path. /train reroute doesn't appear to do anything either.
Sorry Creators.. But I Updated It............. You can test it.
@MineCraftGuyNL I am actively working on pushing back an enormous amount of tasks, don't worry about your tasks not being on the list. BKCommonLib needs to be finalized first though, since it is the main dependency everywhere. Then I can actively look into TrainCarts.
@P1G0M I will repair the bug once I find out why this happens then, it will be for 1.6.2 though. Just in advance: check up that this feature is also broken on 1.6.2 (if you are able to update), could be I fixed it along the way.
Eh bergerkiller, could you look at the tickets, i'm waiting for an answer for more than a week and my players are raging....