coastersengineered-1.21.1-1.0.0-beta.1.jar
Curse Maven Snippet
What's new
The 1.0 rework. Names, data shapes and mechanics are settled here and will not break again after this release.
Added
- Coaster Casing, with connected textures. The shared body of both machines, and a building block in its own right.
- Linear Motor Controller. Point it at the anchorpoint a motor starts from, place it within 16 blocks, and right-click for a sequencer laid out like Create's Sequenced Gearshift: Launch up to a speed, Trim down to one, Stop until a redstone pulse, End. Steps are never timed - each one ends when the cart has cleared the motor, so a step can wait out a whole circuit.
- Coaster Observer, a full block placed by pointing at a spot on the track. It reports cart speed as an analog redstone signal and draws a marker on the track it watches, the way a Train Station does.
- Crafting in Create's train grammar. Industrial Iron and a copper plate make the casing; the casing plus a Speedometer or a Precision Mechanism makes each machine.
- Display Links for Current Step and Cart Speed, on both machines.
- Optional Forge Energy, off by default and one server config option away. Turn it on and every anchorpoint that starts a run offers an energy buffer any FE cable can plug into, from any energy mod. Runs are billed for the work they actually do, so a heavy cart launched hard draws more than a light one nudged along; a run short of power pulls weaker rather than dropping a cart halfway up the launch; and braking feeds a share of what it sheds back into the same buffer. Now metered against the new force rule, so an overweight cart costs what it actually takes to move. Forge Energy is part of NeoForge itself, so no particular energy mod is needed.
Changed
- One piece of track hardware, not two. Launch track and brake fins are now a single linear motor, fitted with a Redstone Magnet. What it does at any moment is whatever its controller's current step asks for, so the same run launches, trims and holds.
- Heavy carts are handled properly. A motor now has a rated mass: at or below it a cart launches and brakes at exactly the configured rate, and past it the rate falls off with the square root of the excess. A cart five times overweight needs a run about twice as long, not five times. The old thrust cap made ordinary loaded carts feel dead.
- Launches are shorter. Reaching 50 B/S now takes about 36 blocks of launch track rather than 52, and stopping from it takes 25 - a brake run is always shorter than the launch run that made the speed.
- One placement system. Both machines are aimed and then placed within 16 blocks, using Create's own track-targeting gestures and messages. A stretch of track carries one thing: motors, observers and chain lifts all refuse each other.
- Every readout says the same thing. Goggles, Display Links and the console agree on the step and on cart speed, in one unit, B/S. A speed stays on show for ten seconds after the cart has gone, then reads
-rather than a misleading zero. - Settings simplified. Launch rate, brake rate and rated mass, in one
linear_motorsection, replacing the four interacting thrust and acceleration options.
Removed
- The cart upgrade. Carts no longer need a Precision Mechanism; motors grip anything.
- The Trackside Sensor, replaced by the Coaster Observer.
- Brake runs and the Iron Sheet applicator, folded into the linear motor.
Note
- This release does not carry over. Existing runs, sensors, controllers and cart upgrades are gone; re-fit hardware after updating. Server settings reset to defaults.
This mod has no additional files