Inactive [MECH] TrainCarts v1.71.2 - Link minecarts of different types together to form trains [2222]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Aug 3, 2011.

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    After a request from Marius A. Winsjansen I started to work on linked Minecarts. On the first day I already managed to make multiple carts move with the same speed, but a long list of bugs was to be expected. After fixing lots of bugs, adding lots of (complicated) Minecart handling functions and after hours of testing on my local server, this plugin is finally ready for a stable release! :D

    Also, special thanks go to @Shamebot for helping me out several times. :)

    For a lot of information about TrainCarts see the WIKI page!

    Configuration and permissions

    All configuration nodes can be found in config.yml and contains a description with it. Permissions can be found in PermissionDefaults.yml, combined with a description.


    Early development video (Photobucket)

    Video displaying version 0.6 of this plugin (YouTube)

    Video displaying version 1.0 of this plugin (YouTube)

    Video displaying version 1.1 of this plugin (YouTube)

    Video displaying version 1.2 of this plugin (holy...)

    A tutorial video in German explaining various sign-circuitry of TrainCarts

    PhotoBucket Sign system tutorial videos (also linked in the WIKI pages)
    Train spawner / Stations / Stations2 / Arrival signs / Train teleportation / Track switcher based on tags / Destinations / Blocker
    Video of how the switcher, station and destination signs work together

    Side information:

    It works best on straight lines with not too much elevation changes followed up by sharp corners. As long the cart gap can be adjusted, everything goes fine. It had some collision issues in the past, but I fixed all of that by manipulating the actual Minecraft server native code. I added links in the source where this was appropriate. Sharp 'U'-turns cause individual carts to lose perceptive of their direction. Keep at least one piece of track in between corner sections! Trains are stored on-disk when reloading and stopping the server, so expect trains to be there when you return.

    Important when updating: do one reload to save all trains, then replace traincarts.jar, and then do another reload. This next reload will probably cause a noClassDefFound exception (since the old jar got replaced), this is why a pre-reload is required. Replacing the jar without reloading is a very bad idea: it will cause a lot of runtime exceptions. Best is of course to stop the server and start again, but this is not always possible.

    This plugin is made compatible with Minecart Mania. If you notice a certain feature of Minecart Mania is not compatible with TrainCarts, notify me and I'll fix it. :)

    Known bugs:
    - None.

    - Train-sign message handling using SignLink (low priority)
    - Minecart use permissions (for individual carts?) such as Storage Minecarts


    If you encountered a bug, post exactly what you had done and in what order. Even a slight wobble can help fixing bugs. When posting (long) errors I recommend you to post everything, don't cut it off. I work with native methods, so in my case these lines are important. For comments on the media content see YouTube, it also contains a description with the music name when music is used.

    Bug reporting (extend)

    1. Post the Craftbukkit version you are using (the first info message in the console)
    2. Post the log from where the first plugin gets enabled to the 'done'.
    3. Post possible errors in this log too (don't cut them short)
    4. No error? Still post the log. Also explain how I can reproduce it, you can use screenshots
    5. Before reporting, remove ALL plugins other than TrainCarts and try again. If it works then, find out what plugin is interfering and post that here. I can add support.
    6. ALWAYS use the latest recommended Craftbukkit build with this, or my methods may just fail because of renamed functions.

    Important links:

    Request thread
    TrainCarts on BukkitDev for download and more
    TrainCarts source and more on GitHub
    TrainCartsBlocks add-on source and more on GitHub
    SignLink Bukkit page (required to use Arrival signs)
    MyWorlds Bukkit page (required to use Portal train teleportation)

    notice: try to keep SignLink/MyWorlds up-to-date to prevent compatibility issues.

    Installation for those that don't know how

    1. Download and install the latest craftbukkit version
    2. Download the latest TrainCarts version
    3. ^ Save the archive (zip file) to your computer
    4. ^ Open the archive you just downloaded
    5. In the folder your server sits in, create the plugins folder if it doesn't exist
    6. Open the plugins folder
    7. Move the TrainCarts.jar file found in the archive into the plugins folder
    8. Run your craftbukkit server and look in the console/log for possible errors, and/or if the plugin is enabled.


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    it works but if you dont have powered rails every few blocks. expect to slow and stop-
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    Don't forget the CB version in the title and your changelog, not having them will get in the way of being in releases.
  4. OMG YEAH! :) I also requested this a while ago but nobody replied to my thread, this is exactly what I was looking for <3
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    @NuclearW I shall update craftbukkit to the latest version & put the version in the title. :)
    @chickengod I had to limit the amount of force a train can hold. The maximum speed limit of 0.4 is in the way, and I can't change the distance between carts when all carts go with a speed higher than that value. Did try to store a "remainder", but that failed horribly. (couldn't stop the train anymore, lol)
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    Grammar Troll

    Wow, impressive!
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    Looking good. But in the movie you see without any power you just ride?
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    @Tster thanks, first submission so I have no idea of what goes where. :p

    @Kardocraft nope, in the video you will see a lot of booster tracks, powered by torches underneath. It even caused the carts to slow down too fast, which I am currently fixing. ;)
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    Oops. I didn't saw that.
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    Perfectly fine, been there, done that, been raged @ by mods(Plague), but yeh :D
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    BK this is amazing.
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    Ow you guys... :)
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    Celtic Minstrel

    Wow, that looks nice... :O
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    awesome. watched/downloaded.
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    This guy is a fucking legend
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    I fucking Love it! but Can u make It That its less glitchy Thanks a wholelot :D
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    I am working at it. Currently minecart updates are done in a scheduled repeating task. I added the update task in a Minecart vehicle update listener, and it works better now. Still fixing some "directional" flaws, then I"ll publish a 0.7. :)
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    Dude i just fucking love you no homo Lol,i love ideas like this with trains ect. im also trying to make a boom gate idea its hard like lights flash and like gates close when minecart goes past confusing :S lol
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    Nice work! I could never figure out how to get this to work on corners. Seems like you figured it out!
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    He's part of our team he's a amazing programer!
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    @Afforess It took me yaw adjustment for individual minecart members in the group, sin/cos functions to get and set the forward force and lots of physics calculations to order the carts from head to tail. And it still needs improvement; I am going to calculate the yaw manually by reading the velocity (straight tracks) and by reading the rails underneath. (corners) The yaw of minecarts is completely messed only uses a 45-degree angle... :rolleyes:
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    See, that's about where I gave up. ;)

    I'm familiar with most of Newtonian physics, etc, but I'm rarely in the mind-frame to exhaust myself by figuring out exactly what needs to be changed for trains to work. There were/are also so many little wtf's when dealing with minecarts.

    I'm really pleased you figured it out though.
    ledhead900 and Redyugi like this.
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    Hehe well it is very near to a 0.7, only thing bugging me now is different masses of minecarts. Some preliminary changelog information:
    It was quite a pain to fix everything. Mostly because of faulty forward force functions. Trains stop when colliding with a block and reverse when hitting an entity. (this was added without me knowing how I added it)

    Only thing I have to fix right now is occupied carts bumping into other carts due to a higher ground resistance and slower de acceleration. (hurray :rolleyes:)
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    This is awesome! your description of how you made it work just melted my brain, though :p
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    Then don't bother looking at the source, your brain will :)
    I already have an (awesome) 1.0 release but I want to put it up on github. Takes some time to branch off into the right location on there, got tomorrow for it.

    Just to give some very basic impression of v1.0:
    How it differs from 0.6:
    Simply put: it is a completely organized city of which the carts are 100% managed by the group they are in.

    Ok published v1.0. Not on Github, since it already took me a full day to adjust the default settings in such a manner that occupied carts don't collide with surrounding members. I do not want to let you wait for too much longer. :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Sorry for the delay in submission approvals, I've been away for a while.

    changelog has to show last two versions without a spoiler
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    Will change that then. Added a spoiler because of a (possibly) long list.
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    First of all: Nice plugin!

    I do have one issue however, if I try to hop on a rolling train (fully powerd track) the train instantly stops.
    if i hop on a single rolling cart it keeps on rolling, like you try top get on (when on a powerd track.)
    place the cart > Push it forward > Hop on.

    maybe an improvement for the next version? :)

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