create_train_functionality-0.1.22.jar
Curse Maven Snippet
What's new
0.1.22 — 2026-10-14
Drive a buildable train from a DashPanels dashboard, trains that keep their build wherever they go, a Chunk Anchor Lever, Sable Cleanup support, and a stack of fixes. Everything since 0.1.12, in one go. (There is no public 0.1.17: that release candidate was replaced before upload by this one. There is no public 0.1.16 either - see 0.1.17.)
- NEW — the Dashboard Controller (needs DashPanels; DashPanels Expanded adds the gearshift and brake lever). Put it on a buildable train's deck and (Shift-Click) a DashPanels control panel on top of it, and the panel drives the train. A panel without a controller under it is just a panel. A joystick drives (up forward, down back) and steers at junctions (hold it left or right through a switch); a control lever is the throttle, and how far it is pushed sets the speed; a gearshift picks forward, neutral or reverse; a brake lever stops the train even with the throttle open; and any lever, knob or switch renamed throttle, reverse, left, right or brake does that job. Place the panel standing where you will drive, looking the way you want to go - a cab at each end of a train drives its own way - and right-click the controller to see which way pushing up drives. It drives as Create's own train controls do (same top speed and fuel use). While every control is at rest it leaves the train alone, so a train carrying a dashboard still runs its schedule; touching a control pauses the schedule, as sitting at Create's controls does, until a schedule is handed over again. Recipe: any Create casing + electron tube + 2 redstone.
- NEW — a buildable train keeps its build when it runs where nobody is. Until now a train on a schedule that ran out of loaded chunks left its build behind. While a buildable train moves (and for ten seconds after it stops), the chunks around it now stay loaded, so the build - and anything on it, waystones included - goes where the train goes. Parked, it unloads as a plain Create train does.
- NEW — the Chunk Anchor Lever (lever + ender pearl + brass sheet). Flip it ON anywhere on a buildable train and the whole train stays loaded even when parked: machines keep running and crops keep growing while you are away. Only your hand flips it; it ignores redstone and gives none out. Servers:
chunkAnchorLeverin the config turns it off, andmaxTrainsHoldingChunks(default 32) caps how many buildable trains keep chunks loaded at once. - NEW — Sable Cleanup Tools works with buildable trains. Its Delete refused every buildable train ("1 active Create contraption", because it counted the train's own carriage). Now deleting a buildable train's build there removes the whole train, the way Create's
/c train removedoes, and drops its blocks - machines on the deck included - where it stood. Other sub-levels are untouched, and Sable Cleanup's safeguard still applies. - CHANGED — deleting a buildable train's build with any other cleanup tool removes the whole train too. The train used to stay on the track and come back as it was when it was assembled, with anything taken off it since back on it.
- CHANGED — a buildable train stops at a nether portal track (for now), the way Create stops a train at a blocked portal, and players near it are told why. Taking the build through a portal is not reliable yet. A buildable train already on the other side can still come home, and if one gets through anyway it is locked there (storage sealed, cannot be disassembled) until it is back with its build - nothing is lost or duplicated.
- FIXED — mobs on a parked buildable train fell through the deck when you went away and came back. A mob that was aboard is now held where it stood while the train's build is away, and put back on the deck when it is back.
- FIXED — rain and snow fell through a buildable train's roof. They now stop at the top of the train, round curves too, with no splashes inside.
- FIXED — handing a schedule to a mob on a seat you built on the train did nothing. A mob on a seat beside train controls facing it is now the conductor, as in plain Create: it takes the schedule, gives it back to an empty hand, and the train drives. A conductor built on the train (a mob or a blaze burner) also counted for the wrong end of the train, so a train with a cab at one end only could take a schedule and not move - fixed.
- FIXED — couplings ("bungees") were not drawn between buildable carriages.
- FIXED — four ways to duplicate or lose items: putting a stranded piece down with the wrench where part of it would not fit kept a copy in both places (now all or nothing); a fluid tank put down beside one of yours could empty yours; a dropper or dispenser on a train dropped from a copy (10 cobblestone became 18); and a modified client could empty a deck chest twice. All closed.
- FIXED — station mail could duplicate packages from a parked buildable train nobody was near. Create keeps swapping packages with a train standing at a station even when it is unloaded, and it did so from its own copy of the cargo, frozen when the train was assembled: a package was delivered while the real one stayed in your chest. A parked buildable train now swaps no mail while it is unloaded; as soon as it is loaded again (or all the time, with a Chunk Anchor Lever on) mail flows from the real chests. The same lock means fuel and "wait for cargo" schedule conditions see an empty train while it is unloaded.
- FIXED — the wrench could put part of a piece where you may not build (spawn protection, the world border, a claim). Every block is checked first now.
- FIXED — a copy of a buildable carriage could take over the original's build (from a schematic saved with only part of the train, or another mod's copy). A copy is now a new train.
- FIXED — with AeroPortals installed, a buildable train at a portal was wrecked; AeroPortals now leaves a train's build to the train.
- Smaller: each ordinary Create carriage is checked for a Fob once instead of every tick; the quick save after a train change no longer waits for a timer left from the previous world; and a possible server crash with a future Steam 'n' Rails is avoided.
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