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Wayendos Rollercoaster

Build real roller coasters in Minecraft: loops, corkscrews, launches, switches, transfer tables and turntables, several trains per ride, real sounds – ride along yourself and run a theme park with villager visitors who rate your rides.
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wayendos-rollercoaster-1.3.0.jar

File namewayendos-rollercoaster-1.3.0.jar
Uploaded
Oct 5, 2026
Downloads
788
Size
2.7 MB
Mod Loaders
Fabric
File ID
9071653
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:wayendos-rollercoaster-1713349:9071653"

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What's new

Wayendos Rollercoaster 1.3.0 – The Wild Mouse Update

A wild mouse comes to the park – and with it a whole family of track pieces that move together with the car.

New: wild mouse elements

A new group Wild mouse in the build menu (key B):

  • Elevator – the car rolls onto a short piece of track that rises straight up, tilts forward during the second half of the way while it still holds the car, and then lets go down a steep drop. Height, tilt angle, piece length and drop are adjustable.
  • Tilt track – up a ramp, hold (you look into the sky), then the piece snaps forward and down and releases the car.
  • Side tilt – the piece leans sideways with the car and releases it into a banked curve.
  • Drop track – the piece falls a few metres with the car; the ride continues on the lower level.
  • Seesaw – the car crawls across at walking pace; the seesaw lifts its nose, tips over underneath it, swings out and locks level again before the car reaches the end.
  • Hairpin turn – a flat, tight 180° turn. Several of them with straights in between make the classic mouse deck.
  • Spin lock / spin release – markers on the track: behind the red one spinning cars run locked straight ahead, behind the green one they whirl freely. (Elevator, tilt track and brakes always lock.)

Each moving piece comes with its own structure – elevator tower with machine house, pivot stands, guide columns – and returns to its home position by itself once the car has left.

New: mouse car

  • New car style Mouse: a single car with ears, eyes, pink nose, whiskers and tail – as a classic wild mouse car (sit-down) or round on a turntable (spinning). A mouse always runs as one car.
  • The classic mouse steers late: in hairpins the nose swings out over the edge before the car turns.
  • New train option back to back: in cars with two rows the rear row faces backwards.
  • Pick your seat: look at the seat you want while boarding – that is how you get onto the backward-facing seats.
  • A station on a slope now holds its train instead of letting it roll back.

New ride in the park: Whirl Mouse

Ride no. 8, in a cheese dairy between the jungle and Croatia:

  • An elevator inside a cheese tower lifts the car 22 m, tilts it over the edge and drops it down a steep dive.
  • The mouse deck: seven tight hairpins, left and right in turn, with parallel straights – the cars already whirl.
  • The big drop: 16 m steep down and straight back up, then a rising banked turn.
  • The tilt track, a second drop, an airtime hill and a fast S-bend.
  • The seesaw, then through two giant cheese wheels back into the station.
  • 498 m, 65 km/h, four mouse cars with back-to-back seats; dairy hall with a cat on the roof, cheese wedges, mouse traps, milk churns and a cheese stall.
  • The ride is also available as a template in the blueprint book.

New in the park: hedge maze and a real dragon fortress

  • Hedge maze between the entrance, the jungle and the cheese dairy: 33 × 12 cells of three-block-high hedges, more than 400 blocks of walking from the entrance to the golden trophy and the bell in the middle. The goal sits on an "island", so following one wall will not get you there. Dead ends hide scarecrows, grinning pumpkins, cheeky signs, pressure plates that puff fog or sparks, a bee garden, benches and empty treasure barrels; a lookout tower stands next to the goal.
  • Dragon Castle is now a complete fortress around Dragon Flight, paved in stone throughout: a ring wall with a walkable wall-walk, stairs, corner and flank towers with ladders, a gatehouse with portcullis and a moat. In its heart stands a core castle in the style of Eltz Castle – eight tall tower houses of different heights crowded around a narrow courtyard, rough stone below, jettied half-timbering above, steep slate roofs with spires, oriels, several floors with ladders inside and wooden bridges from tower to tower. Around it: market stalls, well, smithy, stable, chapel, a great hall with throne, long table and gallery, and a keep with the dragon's hoard in its cellar.
  • Electron station is now a closed, dim hall, and the first launch starts in a dark lightning tunnel. The Tesla coils already fire when the train pulls out, so you see the lightning ahead of you.

Smoother track

  • Curves, helices, overbanked turns and curved hills now ease their curvature, banking and descent in and out – like long handles on a spline – instead of snapping from straight track into a circular arc.
  • The overbanked turn no longer arrives at an angle and kinks into the level at its end (the visible kink near the end of Electron).
  • Woodworm: the abrupt changes of banking are gone (twist rate halved).
  • Chain lifts: the chain now returns underneath the track over sprocket wheels instead of appearing from nowhere.

Moving pieces, effects and redstone

  • Turntable, transfer table and all new moving pieces now move smoothly instead of in small jerks, and car and camera no longer jump back to the old position for a moment when a piece locks in.
  • Train sensor: sneak + right-click sets its reach (3, 10, 18 or 26 blocks) – effects can start before the train arrives.
  • Lightning from the effect nozzle now has a glowing core and is clearly visible in the dark (tunnel, night).

Sounds

  • Compressed air everywhere it belongs: an air blast when a piece starts to move, when the elevator begins to tilt, when a piece locks in and at the very moment the holding claw releases the car. Spinning cars hiss every time they switch between locked and free spinning, and the seesaw hisses when it lifts, tips and locks level again.
  • The elevator hums while it travels – up with the car and down again empty.
  • Countdown beeps and the dispatch bell only sound in a real station, not after a transfer table, turntable, elevator or tilt track.
  • Visitors hold their breath on the elevator and the tilt track.

Fixes

  • Trains stop about 2.5 m before the end of the station instead of right at the edge; on an elevator or tilt track the car stands in the middle of the piece.
  • A train waiting on a brake with a slight incline no longer gets stuck there.
  • On-ride photo: the picture no longer freezes for a moment and ride sounds no longer cut out when the photo is taken.
  • Riding a spinning or looping car: the landscape behind your previous field of view no longer disappears until you move your head.
  • The height display while riding now measures down to the ground below you – it no longer shows 0 m under a roof.
  • The departure countdown only appears in the station, not on moving pieces.
  • Woodworm station: a roof pillar that lost two blocks to the train clearance now stands clear of the track.

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