Coasters: Engineered

Create-style additions for Create: Coasters Simulated — magnetic launch track and more.
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coastersengineered-1.21.1-0.4.0.jar

File namecoastersengineered-1.21.1-0.4.0.jar
Uploader
jwaterfalljwaterfall
Uploaded
Aug 8, 2026
Downloads
160
Size
187.8 KB
Mod Loaders
NeoForge
File ID
8604554
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:coasters-engineered-1643631:8604554"

Learn more about Curse Maven

What's new

Added

  • Bidirectional launches. The launch slider now has three rows. Pick the middle one and the run drives a cart whichever way it is already travelling, still up to the set speed - so one launcher can catch a shuttle on the way back and send it out again. A stationary train sits still until something else gets it rolling.

Changed

  • Launch and brake runs are now placed like a chain lift. Use an anchorpoint with the applicator to start a run, aim along the track, and use it again to set how far it reaches. A run can stop partway along a curve and can cross as many curves as you like.
  • One run, one input. Redstone, the speed slider and the status lamp all live on the anchorpoint the run starts at, instead of being shared across every joined curve.
  • Runs are removed with a Wrench, the way the base mod takes a chain lift off. Sneak-right-click any part of a run.
  • A stretch of track carries one modification. A run cannot be placed over another run or over a chain lift, and runs use the same maximum length as a chain lift.
  • Ponder scenes updated for the new placement flow, and they now show the fins and status lamp appearing on the track.
  • Launch direction is now picked with arrows on the slider - away from the starting anchorpoint, back toward it, or either way - replacing the compass letters, which could not describe a run that bends through junctions.

Fixed

  • Runs no longer stick to the old shape of a curve. Placing a curve re-smooths its neighbour, and runs crossing that neighbour kept drawing - and driving - along the shape it used to have.
  • Reshaping a curve no longer leaves a run measuring its old length.
  • A curve rebuilt with its two ends the other way round is recognised as the same curve, instead of silently dropping any run crossing it.

Note

  • Launch track and brake fins from 0.3.0 and earlier are not carried over. Re-apply them with a Redstone Magnet or an Iron Sheet.
  • Every speed slider resets to its default, including Max Speed on existing Trackside Sensors - re-set any you had tuned. Sensors keep working, and their Display Link bindings are unaffected; a board reads 0 until the next cart crosses the beam.