MineCoasters

Build realistic-physics roller coasters: off-grid track, momentum-driven trains, lifts, launches, loops, and more.
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MineCoasters 1.8.3

File namemccoasters-1.8.3.jar
Uploader
SchixopodSchixopod
Uploaded
Aug 9, 2026
Downloads
516
Size
3.4 MB
Mod Loaders
NeoForge
File ID
8609963
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minecoasters-1599516:8609963"

Learn more about Curse Maven

What's new

1.8.3 — 2026-08-09 (Crashes)

Crashes now throw the cars off the track

Derail a train — into a wall at speed, into another train, or off the end of unfinished track — and the cars fly off, tumble, bounce and come to rest, instead of puffing smoke and dropping an item.

  • A wreck carries the momentum and the attitude it had on the rails. Come off the top of a drop at speed and the car flies on and lands where its momentum takes it, banked and pitched exactly as it was through the last piece of track. Gravity, air drag and ground friction are the mod's own, so the arc continues the physics the ride was already obeying. Run off a dead end and the car noses over the lip as the track stops carrying its front, harder the faster it was going.
  • You stay aboard. Riders ride the wreck down rather than being thrown clear the instant it leaves the rails, and the view turns with the car through every roll. You can climb into a settled one afterwards: right-click rides it, sneak-right-click or a plain hit picks the car back up. A wreck with someone in it refuses both, so a stray swing can't delete someone's car mid-crash.
  • Wrecks are solid, and their collision turns with them. A car lying on its side is collided as a car lying on its side — so it can't sink into the ground while rolling, it comes to rest sitting on its own collision box, and a fast one can't punch through a thin wall.
  • They collide with everything the mod builds — track of every style, steel beams, wooden planks, structure platforms, track sensors, wooden supports and machine blocks — plus parked trains, which a flying wreck shunts along their rails with real momentum. A wreck can land on your track and rest there.
  • Physics keeps working after it stops. Break the blocks under one side of a settled wreck and it tips that way; hollow it out and it drops and tumbles again. Run a train into it and the train shunts it, conserving momentum — so a pile-up is a real hazard and a blocked circuit needs clearing. Wrecks knock each other around and stack rather than overlapping.
  • Tipping off a ledge is a real lever. A car just past the lip creeps over; one hanging most of the way off swings, and the tip accelerates as it goes, exactly as gravity would have it. Support is measured across the car's whole footprint at its own scale, so a wide car spanning three blocks doesn't tip when a block it isn't standing on is removed — and a single-rail pod is judged just as finely.
  • A flying wreck hurts what it hits, by the same damage formula a train on the track uses — heavier and faster hurts more, whoever was riding gets the kill credit, and it sheds speed on every body it strikes rather than scything through a crowd.
  • They crash with a sound — one of six real recordings, picked at random and never the same one twice running, louder and deeper the harder the hit. Settling bounces stay quiet.
  • Water slows a wreck — a splash on entry scaled to how hard it arrives, then a slow sink to the bottom rather than dropping like a stone.
  • Wrecks persist and stay out of your way. A resting pose survives a world reload, climbing out picks a spot with room instead of stranding you inside a wall, and your coaster tools click straight through a wreck to the track underneath — so debris never blocks the repair.
  • Only a real crash throws a wreck. Deleting track under a parked car, breaking a car by hand, a car losing track of its train, or easing off the end of an unfinished spur at a crawl all still drop the item quietly — editing your park never sprays debris.

New settings, in Settings → Mods → MineCoasters → Config:

  • Wrecks on Crash — turn the whole thing off and derails drop items as before.
  • Wreck Tumble Intensity — one dial for how hard wrecks tumble, 0 (rigid) to 5 (wild), default 1. Editable live, so you can find your sweet spot in-game. Settling flat and tipping off ledges happen regardless of the setting.
  • Max Wrecks (default 48) and Wreck Lifetime (default 5 minutes, 0 = forever). Past the cap, further derailing cars drop their item instead. The lifetime clock pauses while someone is sitting in the wreck.

Known limits of this first pass: a wreck won't push you around, and one that has already settled isn't displaced by a block placed inside it (break the ground under it and it reacts immediately).

Train crashes: new physics, and a damage bug fixed

  • Crash severity is now measured as an impact impulse rather than an absolute combined momentum. Two things were wrong with the old measure. It stayed high for as long as two trains were merely touching, and it scaled with cart mass — so a heavy train resting against another on a slope quietly took continuous damage (a wide 8-car train managed about 100 damage per second). An impulse is near zero when trains rest or push against each other and only spikes on a real impact, so resting contact is now silent and a crash still hurts.
    • Two settings are replaced, because their units changed: crashDerailMomentum → crashDerailImpulse (default 15) and cartCrashTrainDamage → crashTrainDamagePerImpulse (default 0.55, chosen so a given crash deals the damage it always did). They are new keys rather than new defaults on purpose — a changed default doesn't reach a config file that already has the key, so every existing world would have quietly kept the old numbers against the new basis. If you had customised either, set the new one to roughly half the old value.
    • A head-on crash also used to damage every rider twice, because both trains resolved the same contact in the same tick. It now resolves once.
    • Carts no longer bounce apart forever where they rest against each other. Two cars touching would be flung apart by the gap between a cart's collision box and its coupling distance — two numbers the Cart Workstation tunes separately — and on a slope gravity rolled them back for another go, indefinitely. Most visible on wide carts in a steep trough, where the gap is largest. Contact now uses the coupling distance for both, so a pair settles bumper to bumper and stays there.
    • Two carts meeting on opposite slopes no longer bounce apart forever. Where two cars met at an angle — the two sides of a dip, or across a curve — the game measured how far apart they were along the rail one of them was on, which reads as almost nothing when they're facing across each other. It concluded they were fully overlapping and threw one back a full car length; gravity rolled it down again, and the pair ping-ponged indefinitely, costing riders half a heart a bounce. Distance is now measured straight between the cars, so they settle against each other and stay put.

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