Make Create trains feel heavy, powerful, and believable.
Create Train Physics Reloaded adds mass, engine power, traction, gravity, fuel use, rolling resistance, safer curve speeds, and improved train collisions to Create's railway system. Long and heavy trains need enough engines, steep slopes matter, and tight track layouts reward careful driving.
Minecraft 1.21.1 · NeoForge 21.1.x · Requires Create 6.0.8–6.0.x
Source code · Issue tracker · Changelog
Important: fork notice, authorship, and credits
This is an unofficial community-maintained fork of Szedann/CreateTrainPhysics.
The original concept and foundation were created by Szedann. This Reloaded fork keeps that work, fixes outstanding gameplay problems, expands compatibility, and maintains the mod for the supported Minecraft version.
Create Train Physics Reloaded is not an official Create add-on and is not affiliated with the developers of Create, Create: Electro Energetics, or the other supported add-ons. Please report problems caused by this fork to the Reloaded issue tracker, not to those projects.
The project remains available under the GNU LGPL 3.0 license used by the source repository. Full source code and modification history are publicly available.
The original Create Train Physics introduced the main simulation features:
- train mass and engine power;
- gravity on slopes;
- aerodynamic drag and rolling resistance;
- traction limits for acceleration;
- fuel use based on train movement;
- dynamic safe speeds through curves;
- more physical train collisions.
Reloaded preserves this idea and focuses on making it reliable in normal worlds, large modpacks, and automated railway networks.
- Engines across the entire train are counted. Multiple locomotives now provide more usable power and help heavy trains accelerate.
- Acceleration, braking, coasting, slopes, and low-speed movement behave more consistently.
- Fuel consumption follows the work actually performed by the train.
- Safe curve speed has been corrected, including track layouts with S-bends.
- Trains no longer become speed-locked on certain S-shaped tracks.
- Saved trains correctly refresh their engine count after relevant mod or modpack changes.
- The “require fuel” option now works: steam and combustion engines cannot provide traction without fuel when the option is enabled.
- Fueled engine power has its own working configuration value.
- With Steam 'n' Rails installed, each refill uses exactly one source: the first suitable liquid-fuel carriage, or one solid item when no liquid fuel is available. Liquid and solid fuel are no longer consumed together.
- Different combustion-engine types keep separate fuel supplies. Fuel accepted by one engine can no longer provide power to an incompatible engine elsewhere on the same train.
- Item fuel can optionally be limited to mounted storage with one exact custom name, including while an automated train is in an unloaded chunk.
- Automated trains once again respect signals and stop for a red signal.
- An optional automatic handbrake prevents unattended trains from rolling away and holds scheduled trains while they are waiting.
- Steam 'n' Rails handcars keep their intended hand-powered behaviour instead of being restricted like ordinary locomotives.
- C:EE electric motors provide traction only when the train has real usable power from an energized catenary connection, charged accumulators, or a creative train power source.
- Disconnected and unpowered electric trains no longer receive free traction.
- All colour variants of C:EE train motors are supported, not only the red one.
- Mixed electric and combustion trains correctly keep their two power systems separate, preventing free fuel and incorrect power sharing.
When Create: Electro Energetics is installed, Reloaded automatically enables a small built-in resource pack that silences four unusually loud and repetitive default GTO traction layers. The general rolling wind ambience remains enabled.
Exact C:EE sound events changed by the built-in pack
Silenced:
electroenergetics:train/gto/asyncelectroenergetics:train/gto/async_decayelectroenergetics:train/gto/async_riseelectroenergetics:train/gto/p15
Left unchanged:
electroenergetics:train/background/wind_staticelectroenergetics:train/background/wind_rise
A higher-priority user resource pack can still replace these sounds.
| Mod | Recognized engines or compatibility |
|---|---|
| Create | Steam Engine |
| Create: Electro Energetics | All colour variants of train electric motors, live catenary power, accumulators, and creative train power |
| Create: Crafts & Additions | Electric Motor |
| Create: Diesel Generators | Diesel Engine, Large Diesel Engine, and Huge Diesel Engine |
| Create: Power Grid | Electric Motor and Constant Speed Motor |
| The Factory Must Grow | Turbine, regular, radial, large, simple large, electric, and heavy electric engines |
| Petrochem | Gasoline and Diesel Engines, with their matching liquid fuels kept separate |
| Steam 'n' Rails | Handcars retain their original behaviour; liquid fuel has priority without double-consuming solid fuel or draining several carriages; Create steam engines can be mounted directly on S&R fuel tanks when building a locomotive |
Modpack authors can add more engine blocks through the
create_train_physics:train_motor block tag. Custom electric motors without a
live power API should also be added to
create_train_physics:unverified_electric_train_motor so they never consume
solid or liquid fuel.
Modpack authors can restrict each combustion-engine block to an ordered list of
accepted fluids and items with the NeoForge block data map
create_train_physics:engine_fuels. Put it at
data/create_train_physics/data_maps/block/engine_fuels.json in a data pack.
A copyable example
shows exact IDs, tags, priorities, and the final "*" fallback.
Each engine entry supports:
fluids: ordered fluid IDs,#fluid_tags, or"*";items: ordered item IDs,#item_tags, or"*";priority: engines with a higher number try to refill first.
A missing or empty fluids/items list accepts no fuel of that kind. An engine
without an entry remains unrestricted for backward compatibility. If "*" is
used, it must be the last value in its list. When a higher-priority data pack
defines the same engine block, its whole entry replaces the lower pack's entry;
copy any lower-pack values you still want to keep.
Petrochem support is included by default: its Gasoline Engine accepts gasoline or kerosene, while its Diesel Engine accepts diesel, fuel oil, or petroleum. Those fluids are also registered as Steam 'n' Rails liquid train fuel when both add-ons are installed.
Compatibility limitation for non-C:EE electric motors
Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Electric motors from Crafts & Additions, Power Grid, and TFMG are kept separate from combustion engines: they contribute configured train power and never consume coal or liquid fuel.
Those add-ons do not expose a way to check their stationary energy network after the blocks become part of a moving train, so Reloaded treats those motors as presumed powered. C:EE remains the only integration with live power validation.
This means that only C:EE motors are guaranteed to require a live electrical supply. Support can be improved when another add-on exposes a suitable train power API.
The common configuration is created at
config/create_train_physics-common.toml.
| Option | What it does | Default |
|---|---|---|
requireFuel |
Requires steam and combustion engines to have fuel before they can provide traction | false |
enginePower |
Base power of each recognized engine | 200 kW |
fueledEnginePower |
Power of each ordinary engine while real fuel is available | 200 kW |
automaticHandbrake |
Brakes unattended trains and holds automated trains at a requested stop | true |
itemFuelStorageCustomName |
Uses item fuel only from mounted storage with this exact, case-sensitive custom name; * allows every storage |
* |
Adding more engines increases total available power, but it does not bypass Create's configured top-speed limit or the safe speed of a tight curve.
When Steam 'n' Rails is installed, keep its realisticTrains option disabled
and use Reloaded's requireFuel option as the single fuel requirement. Liquid
fuel support remains available with realisticTrains disabled.
- Install NeoForge 21.1.x for Minecraft 1.21.1.
- Install Create 6.0.8–6.0.x and its required dependencies.
- Place the Create Train Physics Reloaded JAR in the
modsfolder. - Install any supported optional add-ons you want to use.
For multiplayer, install Reloaded on both the server and participating clients. The server runs the train simulation, while clients also receive the bundled C:EE sound adjustment.
Make sure the train contains a recognized engine. If fuel is required, a steam or combustion engine needs valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source.
Yes. Engines throughout the full consist contribute power, improving the acceleration and hauling ability of heavy trains. Top speed is still limited by available power, drag, Create's server settings, and track curvature.
Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is not required just to customize audio.
Beta status and reporting problems
Reloaded contains substantial changes compared with the original mod. Back up important worlds before testing a beta build and report reproducible problems on the GitHub issue tracker.
When reporting a problem, include the Minecraft, NeoForge, Create, Reloaded, and optional add-on versions, along with a short description of the train involved.
- Original project and concept: Szedann/CreateTrainPhysics
- Reloaded source and maintenance: cat4blep/CreateTrainPhysicsReloaded
- License: GNU LGPL 3.0
Create and all named add-ons belong to their respective authors. Their names are used only to describe compatibility.