Create Train Physics Reloaded

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Create Train Physics Reloaded

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Deeper physics for Create trains: gravity, rolling resistance, fuel use, mass, tractive effort, curve-safe speeds, and multi-engine power.

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About

Project Details

Type
Mod
License
GNU General Public License v2.0 only
Latest Version
create_train_physics-0.2.0-beta.2.jar
Authors
CurseForge
Modrinth

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Description

Fuel, signals, and parking

  • The “require fuel” option now works: ordinary engines cannot provide traction without fuel when the option is enabled.
  • Fueled engine power has its own working configuration value.
  • Automated trains once again respect signals and stop for a red signal.
  • An optional automatic handbrake prevents unattended trains from rolling away and holds scheduled trains while they are waiting.
  • Steam 'n' Rails handcars keep their intended hand-powered behaviour instead of being restricted like ordinary locomotives.

Correct Create: Electro Energetics integration

  • C:EE electric motors provide traction only when the train has real usable power from an energized catenary connection, charged accumulators, or a creative train power source.
  • Disconnected and unpowered electric trains no longer receive free traction.
  • All colour variants of C:EE train motors are supported, not only the red one.
  • Mixed electric and combustion trains correctly keep their two power systems separate, preventing free fuel and incorrect power sharing.

Quieter C:EE train audio

When Create: Electro Energetics is installed, Reloaded automatically enables a small built-in resource pack that silences four unusually loud and repetitive default GTO traction layers. The general rolling wind ambience remains enabled.

Exact C:EE sound events changed by the built-in pack

Silenced:

  • electroenergetics:train/gto/async
  • electroenergetics:train/gto/async_decay
  • electroenergetics:train/gto/async_rise
  • electroenergetics:train/gto/p15

Left unchanged:

  • electroenergetics:train/background/wind_static
  • electroenergetics:train/background/wind_rise

A higher-priority user resource pack can still replace these sounds.

</details>

Supported engines and add-ons

Mod Recognized engines or compatibility
Create Steam Engine
Create: Electro Energetics All colour variants of train electric motors, live catenary power, accumulators, and creative train power
Create: Crafts & Additions Electric Motor
Create: Diesel Generators Diesel Engine, Large Diesel Engine, and Huge Diesel Engine
Create: Power Grid Electric Motor and Constant Speed Motor
The Factory Must Grow Turbine, regular, radial, large, simple large, electric, and heavy electric engines
Steam 'n' Rails Handcars retain their original special behaviour

Modpack authors can add more engine blocks through the create_train_physics:train_motor block tag.

Compatibility limitation for non-C:EE electric motors

Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Engines from other add-ons are recognized and contribute configured train power, but their stationary energy network cannot be checked after the blocks become part of a moving train.

This means that only C:EE motors are guaranteed to require a live electrical supply. Support can be improved when another add-on exposes a suitable train power API.

Configuration

The common configuration is created at config/create_train_physics-common.toml.

Option What it does Default
requireFuel Requires ordinary engines to have fuel before they can provide traction false
enginePower Base power of each recognized engine 200 kW
fueledEnginePower Power of each ordinary engine while real fuel is available 200 kW
automaticHandbrake Brakes unattended trains and holds automated trains at a requested stop true

Adding more engines increases total available power, but it does not bypass Create's configured top-speed limit or the safe speed of a tight curve.

Installation

  1. Install NeoForge 21.1.x for Minecraft 1.21.1.
  2. Install Create 6.0.8–6.0.x and its required dependencies.
  3. Place the Create Train Physics Reloaded JAR in the mods folder.
  4. Install any supported optional add-ons you want to use.

For multiplayer, install Reloaded on both the server and participating clients. The server runs the train simulation, while clients also receive the bundled C:EE sound adjustment.

Frequently asked questions

Why will my train not move?

Make sure the train contains a recognized engine. If fuel is required, load a valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source.

Do additional engines help?

Yes. Engines throughout the full consist contribute power, improving the acceleration and hauling ability of heavy trains. Top speed is still limited by available power, drag, Create's server settings, and track curvature.

Can I restore the muted C:EE sounds?

Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is not required just to customize audio.

Beta status and reporting problems

Reloaded contains substantial changes compared with the original mod. Back up important worlds before testing a beta build and report reproducible problems on the GitHub issue tracker.

When reporting a problem, include the Minecraft, NeoForge, Create, Reloaded, and optional add-on versions, along with a short description of the train involved.

License and acknowledgements

Create and all named add-ons belong to their respective authors. Their names are used only to describe compatibility.

Fuel, signals, and parking

  • The “require fuel” option now works: ordinary engines cannot provide traction without fuel when the option is enabled.
  • Fueled engine power has its own working configuration value.
  • Automated trains once again respect signals and stop for a red signal.
  • An optional automatic handbrake prevents unattended trains from rolling away and holds scheduled trains while they are waiting.
  • Steam 'n' Rails handcars keep their intended hand-powered behaviour instead of being restricted like ordinary locomotives.

Correct Create: Electro Energetics integration

  • C:EE electric motors provide traction only when the train has real usable power from an energized catenary connection, charged accumulators, or a creative train power source.
  • Disconnected and unpowered electric trains no longer receive free traction.
  • All colour variants of C:EE train motors are supported, not only the red one.
  • Mixed electric and combustion trains correctly keep their two power systems separate, preventing free fuel and incorrect power sharing.

Quieter C:EE train audio

When Create: Electro Energetics is installed, Reloaded automatically enables a small built-in resource pack that silences four unusually loud and repetitive default GTO traction layers. The general rolling wind ambience remains enabled.

Exact C:EE sound events changed by the built-in pack

Silenced:

  • electroenergetics:train/gto/async
  • electroenergetics:train/gto/async_decay
  • electroenergetics:train/gto/async_rise
  • electroenergetics:train/gto/p15

Left unchanged:

  • electroenergetics:train/background/wind_static
  • electroenergetics:train/background/wind_rise

A higher-priority user resource pack can still replace these sounds.

Supported engines and add-ons

Mod Recognized engines or compatibility
Create Steam Engine
Create: Electro Energetics All colour variants of train electric motors, live catenary power, accumulators, and creative train power
Create: Crafts & Additions Electric Motor
Create: Diesel Generators Diesel Engine, Large Diesel Engine, and Huge Diesel Engine
Create: Power Grid Electric Motor and Constant Speed Motor
The Factory Must Grow Turbine, regular, radial, large, simple large, electric, and heavy electric engines
Steam 'n' Rails Handcars retain their original special behaviour

Modpack authors can add more engine blocks through the create_train_physics:train_motor block tag.

Compatibility limitation for non-C:EE electric motors

Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Engines from other add-ons are recognized and contribute configured train power, but their stationary energy network cannot be checked after the blocks become part of a moving train.

This means that only C:EE motors are guaranteed to require a live electrical supply. Support can be improved when another add-on exposes a suitable train power API.

Configuration

The common configuration is created at config/create_train_physics-common.toml.

Option What it does Default
requireFuel Requires ordinary engines to have fuel before they can provide traction false
enginePower Base power of each recognized engine 200 kW
fueledEnginePower Power of each ordinary engine while real fuel is available 200 kW
automaticHandbrake Brakes unattended trains and holds automated trains at a requested stop true

Adding more engines increases total available power, but it does not bypass Create's configured top-speed limit or the safe speed of a tight curve.

Installation

  1. Install NeoForge 21.1.x for Minecraft 1.21.1.
  2. Install Create 6.0.8–6.0.x and its required dependencies.
  3. Place the Create Train Physics Reloaded JAR in the mods folder.
  4. Install any supported optional add-ons you want to use.

For multiplayer, install Reloaded on both the server and participating clients. The server runs the train simulation, while clients also receive the bundled C:EE sound adjustment.

Frequently asked questions

Why will my train not move?

Make sure the train contains a recognized engine. If fuel is required, load a valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source.

Do additional engines help?

Yes. Engines throughout the full consist contribute power, improving the acceleration and hauling ability of heavy trains. Top speed is still limited by available power, drag, Create's server settings, and track curvature.

Can I restore the muted C:EE sounds?

Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is not required just to customize audio.

Beta status and reporting problems

Reloaded contains substantial changes compared with the original mod. Back up important worlds before testing a beta build and report reproducible problems on the GitHub issue tracker.

When reporting a problem, include the Minecraft, NeoForge, Create, Reloaded, and optional add-on versions, along with a short description of the train involved.

License and acknowledgements

Create and all named add-ons belong to their respective authors. Their names are used only to describe compatibility.

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