Описание
### 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
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.
## 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 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](https://github.com/cat4blep/CreateTrainPhysicsReloaded/issues).
When reporting a problem, include the Minecraft, NeoForge, Create, Reloaded, and
optional add-on versions, along with a short description of the train involved.
## License and acknowledgements
- Original project and concept: [Szedann/CreateTrainPhysics](https://github.com/Szedann/CreateTrainPhysics)
- Reloaded source and maintenance: [cat4blep/CreateTrainPhysicsReloaded](https://github.com/cat4blep/CreateTrainPhysicsReloaded)
- License: [GNU LGPL 2.1](https://github.com/cat4blep/CreateTrainPhysicsReloaded/blob/main/LICENSE)
Create and all named add-ons belong to their respective authors. Their names are
used only to describe compatibility.