MineCoasters

Build realistic-physics roller coasters: off-grid track, momentum-driven trains, lifts, launches, loops, and more.
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MineCoasters 1.10

File namemccoasters-1.10.jar
Uploader
SchixopodSchixopod
Uploaded
Sep 5, 2026
Downloads
389
Size
3.6 MB
Mod Loaders
NeoForge
File ID
8815928
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minecoasters-1599516:8815928"

Learn more about Curse Maven

What's new

MineCoasters 1.10 — Cart designs & switch angles

For Minecraft 1.21.1 / NeoForge 21.1.x. Drop-in over 1.9 — existing worlds, rides, trains and switches are unchanged.


Run several cart designs on one layout

Until now a layout had one look: every car on that track used the design assigned in the anchor's Cart tab. Now the design can belong to the car.

The Cart Workstation has a slot. Drop in the Coaster Cars you want, load or build a design, and press Stamp Cars. Those cars will place that design wherever they land — so one track can run a red train, an orange one and a green one at the same time.

  • No second picker: it stamps the design you already have open, saving it first if you've been editing. Closing the workbench hands your cars back.
  • Stamped cars don't stack with unstamped ones or with a different design, so a hotbar of liveries stays sorted — and the tooltip names the design.
  • Right-click a placed car with a Coaster Car item to re-skin it where it stands; an unstamped one clears it back to following the layout. Nothing is consumed, so you can walk down a train changing one car at a time.
  • The design follows the car: break it, crash it, or reclaim the wreck, and the item you get back is still stamped.
  • Stamping is free — it's a label, not a craft.

Mixed-size trains now space themselves properly. Each pair of cars sits at the gap their own two lengths ask for, so a long nose car pushes the rest of the train back instead of overlapping it. That gap is the same distance two uncoupled cars rest at, so coupling a train doesn't shuffle it.

One change to know about: a Coaster Car in your hand now always sets a car's design rather than seating you. Put it away when you want to ride. Sneak-right-click still places a car facing backwards.

Switch tracks bend both ways

Both legs of a Switch Track now have their own angle. Leg A and Leg B each get a slider, so a switch can be the classic straight-and-curve, a symmetric Y with both legs curving away, or two curves of different sharpness — straight is simply an angle of zero.

The label shows the angle each setting actually produces, so you're picking a shape rather than a number of blocks. Changing a leg rebuilds the switch, so leave room around it — if the new shape is obstructed, the old one is kept and you're told. The two legs have to differ; identical angles would put both exits on the same block.

Existing switches load as exactly the shape they were built with.

Fixes

  • Placing a car next to one of a different design could be refused at distances that were perfectly legal, leaving a gap too wide to couple across.
  • The Switch Track's support frame rendered as a parallelogram when its first leg was angled.
  • Track Sensors set to Train Length could miscount a train built from unusually long cars.
  • The Cart Workstation's saved indicator showed a raw %s placeholder instead of "Saved".

Multiplayer: fully supported — physics runs on the server. Modpacks: permitted; see the licence.

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