Difference between revisions of "TrainCarts/Signs/Property"
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Revision as of 21:36, 17 November 2020
Introduction
Property signs can perform the same tasks as you can do through commands, but then automated. They require redstone power to function and ignore cart ownership, so if you only want it to target trains you own, combine it with a switcher sign checking for owners.
Syntax
Second line: property
Third line: the property name to change
Fourth line: the value to set the property to
Remote Control
Remote Control You can remotely set properties on trains. Say your train is called train01, then you use the following on the sign:
Properties
The following properties can be set using both [cart] and [train]:
Property | Value example | Meaning |
---|---|---|
addtag |
tag1 |
Add a single tag |
settag |
taga |
Set to a single tag |
remtag | a | Remove a single tag |
addowner |
Maxxue |
Add an owner to the train |
setowner |
Maxxue |
Clear all owners and set to this owner |
remowner | Maxxue | Remove a single owner from the train |
destination | station2 | Set the destination |
mobenter | false | Set if mobs can enter |
playerenter | true | Set if players can enter |
playerexit | yes | Set if players can exit |
spawnitemdrops spawndrops killdrops |
true | Sets whether carts drop items when destroyed. When disabled, also disables contents of chest/hopper minecarts dropping. |
The following properties can only be set using [train]:
Property | Value example | Meaning |
---|---|---|
name setname rename |
Intercity#A | Sets a new name on the train. The #-sign is replaced with a number 1 to infinity. |
dname setdname displayname setdisplayname |
Trainname | Sets the display name used with trigger signs (%triggernameN%) |
exitoffset exityaw exitpitch exitrotation |
2/0/0 30 0 90 |
Change player exit offset, yaw, pitch and rotation. |
speedlimit maxspeed |
0.6 | The maximum allowed speed the train can go |
false | Set if the train pushes mobs, players, trains and misc | |
true | Set if the train pushes mobs | |
no | Set if the train pushes players | |
yes | Set if the train pushes misc (items, boats, etc.) | |
playercollision mobcollision traincollision misccollision |
default cancel kill killnodrops push enter link |
Set a collision mode for the train against players, mobs, trains or other types of entities. |
slowdown | false | Set if the train slows down, either by gravity or by friction |
slowfriction | false | Set if the train slows down due to friction |
slowgravity | false | Set if the train slows down, or speeds up, due to gravity |
gravity | 1.0 | Changes the acceleration and deceleration due to gravity (multiplier, 1.0 is default) |
linking | deny | Set if the train can link with other trains |
collision | allow | Set if the train can collide with other entities |
keepcloaded loadchunks keeploaded |
true | Set if the train keeps nearby chunks loaded |
default setdefault |
stat1def | Load one of the default train properties found in DefaultTrainProperties.yml into this train |
banking | 1 0 | Change the banking (First number: Strength, Second number: Smoothness) |
godmode
invincible |
true | Makes a train invincible, so that players cannot destroy it by hitting it.
Players with the train.break.any permission (default: OP) can break trains anyway. |
waitdistance | 2.0 | Configures a wait distance, which causes a train to keep distance to other trains up ahead.
This works similar to the waiter sign. |
waitdelay | 3.0 | When a train is stopped completely by the waitdistance property, waits this number of seconds after the train can move again. |
waitacceleration | 0.3 20kmh/s 1.2 1.3 |
When a train has to slow down or speed up while maintaining distance using the waitdistance property, uses this configured acceleration.
When two values are specified separated by a space, then the first value is acceleration (speed up) and the second is deceleration (brake). For more information about the supported acceleration syntax, see TrainCarts/Acceleration. |
Set name
The name property alters the name of the train. To account for multiple trains being renamed, and because every train needs a unique name, the # value is added as a counter-based replacement. For example, the first train passing over the property sign with name value: Intercity#A would be named Intercity1A and the second Intercity2A, and so on. You can use this in conjunction with the spawner sign to spawn trains with a fixed naming system. This naming system can then be used for remote control to control all trains of a certain spawner or category.