TC Coasters Tutorial
C r e a t i v e
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TrainCarts allows you to perform actions on trains or single cars using signs. TC Coasters (found below) allows you to create custom vehicles for coasters and more!
Structure and Behaviour
A sign is always structured the same way. The first line contains either *cart* or *train* depending on if you want to target each cart separately or the train as a whole. It is worth to note, that not every sign allows targeting of a single cart.
Signs can either be powered by or activate Redstone themself.
Some signs may require you to power them using Redstone. Some common examples are stations or spawners. In order to power them will you just need to put a power source next to the sign. A power source can be Redstone dust (Doesn’t require to point into the sign), levers, buttons, etc.
If you want to have the sign to be always active without the usage of Redstone can you either add an exclamation mark (!) or a plus (+) in front of train or cart, becoming [!train] and [!cart] respectively. Note that both will alter how the sign may output a Redstone signal itself. For the exclamation mark will the input and output be inverted and for plus will it be constantly active while ignoring any outside Redstone input.
In addition, may a sign also power Redstone, by having a lever attached to the block they are attached to themself. When a specific action is performed (i.e. a Trains stops on top of a station sign) will the lever be activated, allowing the Redstone or Redstone Component to get powered. As mentioned above, would using an exclamation mark before train or cart invert the Redstone state it would give. An active state would not give out any Redstone signal while an inactive will.
You may further change what cart/train is targeted, by adding a colon (:) after either cart or train, followed by one or multiple direction(s). For example, [train:lr] on a switcher sign would activate a lever when a train enters from either the left or right direction and doesn’t for the remaining ones.
Depending on the sign can you add further customisation to target specific carts/trains or to perform certain things based on conditions. Please check the sign’s specific page to check if it allows such further customisation.
A few sign systems support remote control: the ability to control trains by name. You then use the [train ] format, or the shorter alias [t ]. Remotely controlled signs only respond to redstone changes, thus where you place them is not important. So far the property, destination, destroy, eject and setblock sign systems support remote control.
Remote control can also affect multiple trains. Just like the tag system, remote control uses *-signs to identify the trains to affect. For example, the following remote control sign will set the destination to home for all intercity trains:
the setblock sign works too!
You can use this to recall all your trains easily. If you use tags to navigate trains, you can also add a tag saying that the train should return. Remote control signs only respond to redstone changes.
Each sign targets a certain track piece above. Signs attached to walls take the block they are attached to and look up until they find a piece of track. That track is then used for that sign. Sign posts look up until they find a piece of track. There may not be blocks without signs between the bottom sign and the tracks.
You can make a pillar of blocks below a single track piece and attach signs to it, to make a bundle of actions on a single track piece. Trains look down when they enter a new track piece to check for signs, so make sure you put the output signs above the signs that use this output for correct results.
A noticeable exception would be add-ons for the TrainCart plugin, which may change the (relative) position a sign would need to be placed on in order to work for the track. For example, would the TC Hang Rail add-on require you to add the signs above the Hang rail track to work, while the TCC (TrainCarts Coasters) add-on uses the block of a node for the sign, which can be moved to any other block.
For most signs the sign direction influences what happens:
- The train has to face the text on the sign to make the sign respond
- Signs with the same alignment as the tracks (faces to or away from the tracks) always respond
- The train is spawned in the direction the sign faces
- Animator – play an animation configured in the train’s attachments
- Announce – sends a message to players in the cart and/or train above
- Blocker – blocks trains coming from a certain direction
- Block Changer – change the block types displayed in a minecart
- Crafter – crafts items inside the storage minecarts of a train using a nearby workbench
- Destination – marks a destination for the path finding and sets the next destination for the train
- Destroyer – destroy trains
- Detector – detect trains on a set region of rails
- Effect – plays a particle or sound effect at the minecart, train or sign
- Ejector – eject trains (let passengers exit)
- Elevator – teleports trains including passengers up and down to another elevator
- Enter – lets nearby players and/or mobs enter the train
- Launcher – launch or brake trains to start moving at a desired speed
- Mutex – acts as a cuboid barrier in which only a single train is ever allowed to be
- Property – set properties on the train such as tags, destinations and owners
- Skip – skips execution of signs up ahead based on statements
- Sound – plays a named sound effect
- Spawner – spawn an entire train, cart types can be set
- Station – stop and launch trains
- Switcher – switch levers and rails based on properties on the train
- Teleporter – teleport trains including passengers (requires MyWorlds)
- Transfer – transfer items between trains and chests/furnaces/dispensers
- Trigger – display train information and a countdown of the arrival time of trains on signs (requires SignLink)
- Ticket – let passengers pay for a ride (requires Vault)
- Waiter – waits the train until the track is clear of other trains
Each sign has a separate build permission. Below the permission nodes for the above sign types:
- /tcc give – Gives an interactive Map editor for creating, adjusting and removing coaster tracks
- /tcc undo/redo – Undo or redo last changes you made
- /tcc copy – Copies the selected nodes to the player’s clipboard
- /tcc paste – Pastes the contents of the clipboard at the player’s position, aligned by block, rotated based on how the player looks
- /tcc cut – Copies and deletes the selected nodes
- /tcc delete – Deletes all selected nodes
- /tcc lock – Locks the selected coasters so that no more changes can be made to it, unless unlocked. Requires permission.
- /tcc unlock – Unlocks the selected coasters so that they can be modified again by players. Requires permission.
- /tcc export – Exports all selected nodes as a coaster CSV file, and uploads it to a Hastebin server ( https://paste.traincarts.net by default)
- /tcc export nl2 – Exports in NoLimits2 CSV format instead
- /tcc import – Imports the coaster by downloading from a Hastebin server. Supports TCC CSV format and NoLimits2 CSV format)
- /tcc export (nl2) [filename] – Exports the coaster to file, saved to the plugins/TCCoasters/export directory.
- /tcc import [filename] – Imports the coaster from file. Place the .csv file to import in the plugins/TCCoasters/import directory. It is possible to import from the export directory as well.
- /tcc posx [value] – Sets the x-coordinate of all selected nodes
- /tcc posy [value] – Sets the y-coordinate of all selected nodes
- /tcc posz [value] – Sets the z-coordinate of all selected nodes
- /tcc posx add [value] – Adds a value to the x-coordinate of all selected nodes (moves it). Works for posy/posz too.
- /tcc posx align [value] – Sets the x-coordinate of all selected nodes relative to the current position block
- /tcc posx average – Sets the x-coordinate of all selected nodes to the average value of all selected nodes. Works for posy/posz too.
- /tcc orientation [x] [y] [z] – Sets the orientation (up-direction) of all selected nodes
- /tcc orientation (up/down/north/etc.) – Sets the orientation (up-direction) of all selected nodes to a given face
- /tcc rail [x] [y] [z] – Sets the rail block of all selected nodes to the coordinates specified
- /tcc rail (up/down/north/etc.) – Moves the rail block by one block
- /tcc railx (add/average) ([value]) – Similar to posx/y/z, but for the rail block position of all selected nodes
- /tcc rail reset – Resets the rail block to the default position (where the node is located)
- /tcc animation select [name] – Selects an animation, so that all future changes to nodes that have this animation will be saved under this name
- /tcc animation play [name] [time] – Plays an animation by name for all selected nodes, with a time duration in seconds
- /tcc animation add [name] – Creates a new animation with the given name for all selected nodes, overwriting previous ones
- /tcc animation remove [name] – Removes an animation from all selected nodes
- /tcc animation clear – Removes all animations in all selected nodes
- Switch to the Track Objects menu in the editor
- Navigate down to the big button showing a block/item
- You can press left/right to change the type of track object
- You can press spacebar to change the type of block/item displayed
- Now you can right-click on wires to place down the configured object
- Left click them to select/deselect, similar behavior as track nodes is supported
- Right-click drag to move the object
- While dragging, left-click once to duplicate the track object
- Select two or more track objects, drag them, then left-click once to make a duplicating ‘train’ of objects
- You can use the delete button or /tcc delete to remove selected objects
- The object position relative to the wire can be configured by entering the position button
- Width changes how the track object is oriented on curved track. Use this to place objects end-to-end
- Object may be quite laggy, custom track models are recommended