Coasters: Engineered

Create-style additions for Create: Coasters Simulated — magnetic launch track and more.
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coastersengineered-1.21.1-0.2.0.jar

File namecoastersengineered-1.21.1-0.2.0.jar
Uploader
jwaterfalljwaterfall
Uploaded
Aug 8, 2026
Downloads
408
Size
145.5 KB
Mod Loaders
NeoForge
File ID
8600737
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:coasters-engineered-1643631:8600737"

Learn more about Curse Maven

What's new

Added

  • Magnetic brake fins. Right-click a coaster curve with an Iron Sheet to line it with steel brake fins. They drag passing carts down to the run's Brake Speed from either direction.
  • Block brakes. At the default Brake Speed of 0 the fins bring a train to a stop and hold it.
  • Fail-safe braking. Brakes work like a powered rail in reverse: they brake when unpowered, and redstone at any anchorpoint releases the whole run. A brake run, a sensor and a redstone pulse make a station stop with no station block.
  • Brake runs. Joined brake curves act as one run sharing a single Brake Speed, set from any anchorpoint on the run.
  • Brake fin sound, status lamps for brake runs, and Ponder scenes for the new hardware.

Changed

  • Launch track is now applied with a Redstone Magnet only. Carts are upgraded separately with a Precision Mechanism, and brake fins are applied with an Iron Sheet — one item per job.
  • Launch and brake physics retuned: launches and stops now need realistic run lengths instead of happening in a couple of blocks, and heavier carts accelerate and stop more slowly.
  • Redstone now energizes an entire launch run rather than a single curve.
  • New config options for brake force and deceleration.

Note

  • Carts upgraded in an existing world need re-applying after this update — right-click each one with a Precision Mechanism.