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Create Coasters Extras

An addon for Create: Coasters Simulated — 16 balloons, 55 track materials, and five tracks that boost, brake, station, sense and slick your coaster.
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coasters_extras-neoforge-1.21.1-1.2.jar

File namecoasters_extras-neoforge-1.21.1-1.2.jar
Uploader
NotZyvexNotZyvex
Uploaded
Aug 23, 2026
Downloads
3.5K
Size
7.4 MB
Mod Loaders
NeoForge
File ID
8718286
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-coasters-extras-1649197:8718286"

Learn more about Curse Maven

What's new

chane Five new functional tracks, 232 new materials, and a stack of fixes for things that were quietly breaking rides people had already built.

New tracks Splash Track. Water rails. A coaster crossing at speed throws spray from both side rails and sheets water down beneath the track, with a splash on the way in. The rails are animated, so light moves across the water and bubbles surface and pop.

Water slows a ride down, which meant a splash section long enough to look convincing was long enough to strand a coaster in the middle of it. The Water Boost dial handles that: set a speed and the section drives the ride at it instead of only taking from it, so a flume runs continuously. Left at zero it is pure drag, as before.

Launch Track. A hydraulic-style launch that accelerates a cart far harder than a boost, with fire and smoke behind it. Unlike a boost it will start a ride that has stopped completely.

It also has a Powered dial, shared with Boost and Brake. Left on Always it fires on contact; set to On Redstone it holds the train until a circuit releases it, which is what you want as soon as there is a station in front of it.

Reverse Track. Reverses a cart's direction as it crosses, once per pass so it does not oscillate in place. This turns a dead end into a shuttle. The Reverse Boost dial sets how hard it sends the ride back out, which matters because a boomerang that cannot climb its own return hill just leaves the cart in the valley.

Powered Boost Track. A boost that only pushes while its anchorpoint has redstone. An ordinary boost runs constantly, which makes it something you design around rather than something you operate; gating it on a signal means a circuit can drive the ride. Its speed and acceleration are separate config values from the plain boost, so a signal-driven launch can be aggressive without affecting every boost on the map.

Bobsled Track. Leans the cart into corners, up to 35 degrees by default. The lean is calculated rather than animated: the track measures how tight the curve is and how fast the cart is going, converts that to the sideways force a rider would feel, and rolls the cart to the angle that cancels it. Coming out of the corner it settles upright on its own.

232 more materials The track list went from 55 to 287. Every wood with its planks, logs and stripped logs; all sixteen wools, concretes and concrete powders; the ores in both overworld and deepslate form; every stage of copper oxidation; terracotta, prismarine, quartz, froglights, sculk and netherite.

Tracks are now built from the actual block rather than a metal rail tinted to approximately the right colour, which is why wool and concrete used to be indistinguishable from each other.

Any track can also be crafted into any other, so picking the wrong one is no longer a trip back to the mine.

Fixes Carts fell through plain track. Every one of our track IDs compares equal to the base mod's, which is deliberate and is how the tracks stay compatible. The bobsled check used that comparison, so ordinary coaster track was being handed the bobsled's loosened rail guide and carts slid off it. The same bug was breaking two other things silently: painting a track and converting a section to a Brake both refused with "Already that material" when they were nothing of the kind.

Speed could not be set above 60. The dial is drawn 0 to 200 and was clamping at 60. That cap was only ever meant for a station's dwell time in seconds, and now applies only there.

Pick-block returned the wrong track. Middle-clicking one of these tracks gave you the base mod's plain track instead of the one you were looking at.

The splash sound looped for as long as a cart was on the track. It now plays once per pass.

Track items showed their raw translation key, and Splash, Launch and Reverse all described themselves as "Cosmetic" in the tooltip.

Dial labels had a blank square where an icon should have been, because the glyph is not in Minecraft's font. Every dial now names its own setting, and a dial nobody has touched reads "Default" rather than a clipped "config default".

Splash, Launch, Reverse and Powered Boost had no crafting recipes at all and were obtainable only in creative. All four are craftable now, as is the Bobsled Track.

A redstone-held station froze every coaster that arrived afterwards. The arrest flag a station sets when a ride reaches the platform is only cleared by its dispatch, and a station held by redstone never reaches that dispatch. So the flag stayed set forever, and from then on any cart touching that track was pinned where it stood instead of rolling to the end. The station now records when each cart turned up, so a coaster that arrives after the hold still drives to the platform end and joins the train there. Trains still stop together. Reported by a new bacteria may Hi.

Anchorpoints that carry a dial are marked. Three small brass pips, so you can see which anchorpoints have settings without opening each one. Only the seven tracks that actually have dials are marked.

The three dials sit side by side across the anchorpoint face rather than stacked down it. An anchorpoint is half a block tall and a full block wide, so stacking them ran out of room.

The Rainbow Track's chime has somewhere to go. It was six notes inside one octave, so a cart could cross most of a rainbow section without the tune moving enough to hear. It is now eleven notes across two, and the colour and pitch travel about two and a half times faster along the track. Both are one config value.

Other changes The Send dial is its own control now, a small three-way picker like the one on a Mechanical Bearing, rather than a row on the speed board. It had to move to be small at all: a value board shares one width across every row, so sitting next to a 0-200 speed forced a three-way choice onto a two-hundred-notch slider. Anything already built keeps its direction.

Brake wheels turn red while braking.

The Tracks tab header is now a scrolling strip of track: every wood species with its planks, logs and stripped logs, then all sixteen wools. A full lap takes about a minute and a half.

The Functional Tracks section is labelled in purple so it does not read as another row of Create.

52 config options, covering every speed, rate, threshold, particle spread and sound cooldown in the mod. One worth knowing about is bobsled.invertBank: which way the lean should go depends on the base mod's handedness, so if carts lean out of corners rather than into them, set it true.

Ponder scenes for the new tracks.

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