Create Train Physics Reloaded

⭐ — (4 endorsements) 📥 942 downloads 📌 v0.2.0-beta.2 📅 7/17/2026
🟡 Updated this year

By Cat4blep · neoforge

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 7/17/2026 📅 Created: 7/17/2026
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.4% endorsement rate
  • 🏆 #2 of 70 neoforge mods in this game by downloads

📋 About This Mod

✅ The “require fuel” option now works: ordinary engines cannot provide traction
✅ without fuel when the option is enabled.
✅ Fueled engine power has its own working configuration value.
✅ 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.

### Fuel, signals, and parking - The “require fuel” option now works: ordinary engines cannot provide traction without fuel when the option is enabled. - Fueled engine power has its own working configuration value. - 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. ### Correct Create: Electro Energetics integration - 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. ### Quieter C:EE train audio 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. <details> <summary><strong>Exact C:EE sound events changed by the built-in pack</strong></summary> Silenced: - `electroenergetics:train/gto/async` - `electroenergetics:train/gto/async_decay` - `electroenergetics:train/gto/async_rise` - `electroenergetics:train/gto/p15` Left unchanged: - `electroenergetics:train/background/wind_static` - `electroenergetics:train/background/wind_rise` A higher-priority user resource pack can still replace these sounds. </details> ## Supported engines and add-ons | 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 | | Steam 'n' Rails | Handcars retain their original special behaviour | Modpack authors can add more engine blocks through the `create_train_physics:train_motor` block tag. <details> <summary><strong>Compatibility limitation for non-C:EE electric motors</strong></summary> Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Engines from other add-ons are recognized and contribute configured train power, but their stationary energy network cannot be checked after the blocks become part of a moving train. 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. </details> ## Configuration The common configuration is created at `config/create_train_physics-common.toml`. | Option | What it does | Default | | --- | --- | --- | | `requireFuel` | Requires ordinary 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` | 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. ## Installation 1. Install **NeoForge 21.1.x** for **Minecraft 1.21.1**. 2. Install **Create 6.0.8–6.0.x** and its required dependencies. 3. Place the Create Train Physics Reloaded JAR in the `mods` folder. 4. 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. ## Frequently asked questions ### Why will my train not move? Make sure the train contains a recognized engine. If fuel is required, load a valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source. ### Do additional engines help? 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. ### Can I restore the muted C:EE sounds? Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is n

### Fuel, signals, and parking

  • The “require fuel” option now works: ordinary engines cannot provide traction
  • without fuel when the option is enabled.
  • Fueled engine power has its own working configuration value.
  • 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.

### Correct Create: Electro Energetics integration

  • 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.

### Quieter C:EE train audio

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

  • `electroenergetics:train/gto/async`
  • `electroenergetics:train/gto/async_decay`
  • `electroenergetics:train/gto/async_rise`
  • `electroenergetics:train/gto/p15`

Left unchanged:

  • `electroenergetics:train/background/wind_static`
  • `electroenergetics:train/background/wind_rise`

A higher-priority user resource pack can still replace these sounds.

## Supported engines and add-ons

| 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 | | Steam 'n' Rails | Handcars retain their original special behaviour |

Modpack authors can add more engine blocks through the `create_train_physics:train_motor` block tag.

Compatibility limitation for non-C:EE electric motors

Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Engines from other add-ons are recognized and contribute configured train power, but their stationary energy network cannot be checked after the blocks become part of a moving train.

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.

## Configuration

The common configuration is created at `config/create_train_physics-common.toml`.

| Option | What it does | Default | | --- | --- | --- | | `requireFuel` | Requires ordinary 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` |

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.

## Installation

1. Install NeoForge 21. 1.x for Minecraft 1. 21. 1. 2. Install Create 6. 0. 8–6. 0.x and its required dependencies. 3. Place the Create Train Physics Reloaded JAR in the `mods` folder. 4. 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.

## Frequently asked questions

### Why will my train not move?

Make sure the train contains a recognized engine. If fuel is required, load a valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source.

### Do additional engines help?

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.

### Can I restore the muted C:EE sounds?

Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is n

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
Cat4blep
Version
0.2.0-beta.2
Downloads
942
Endorsements
4
Category
neoforge
Created
7/17/2026
Updated
7/17/2026
Game Versions
1.21.1
Tags
transportation

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Create Train Physics Reloaded support?

The author lists 1.21.1. Other versions may work but are untested by the author.

What is the latest version of Create Train Physics Reloaded?

Version 0.2.0-beta.2, published 2026-07-17 with 942 downloads recorded at the source.

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