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Details
Licensed MIT
Published 6 months ago
Updated 2 months ago
All versions
1.3.0
Beta
Create Optimized Trains 1.3.05 months ago 829
Compatibility
Minecraft: Java Edition
1.20.1–1.20.6
Platform
Forge
Supported environments
Client and server
Changes
v1.3.0
Focus
- Stability-first release focused on fixing regressions introduced after v1.2.0
- Restores smooth train behavior under real gameplay load (multiple trains, stations, chunk boundaries)
- Keeps most aggressive optimizations optional behind config flags
Improvements
Movement and Physics Stability
- Added player proximity guards so nearby trains keep full physics/collision updates
- Aggressive throttling for other trains is now optional (
AGGRESSIVE_OTHER_TRAINS_THROTTLE), default OFF - Client-side
tickContraption()throttling is blocked to avoid visual desync and “entry-state freeze”
Chunk Loading and Spawn Smoothness
- Startup grace period added to chunk filtering in
ChunkMapMixinto avoid missing chunks on world join - Chunk force-load pipeline now uses per-train rate limiting to reduce tick spikes when new trains appear
- Prioritizes immediate carriage chunks before lookahead/trailing chunks
- Added trailing buffer logic based on train length so rear carriages stay stable on long consists
LOD Consistency
- Fixed LOD classification bug where
lowDistancewas not being applied correctly - Removed dynamic TPS-based shrinking of LOD distances (distance thresholds are now stable)
- Restored effective LOD behavior to v1.2.0 profile (no extra client-side shader LOD shift)
- Added fallback distance source (
positionAnchor) when a carriage entity is not yet available
Bug Fixes
Camera Shake While Sitting in Carriages
- Root cause addressed by preventing premature carriage entity creation in non-entity-ticking chunks
- Added priority chunk loading for carriages with player passengers to stabilize seat/camera sync
Trains Appearing as Distant LOD While Nearby
- Fixed client visual throttle path to never apply near the player/camera
- Nearby stationary trains no longer look choppy or “far LOD” when standing next to them
Visual and Flywheel Regressions
CarriageContraptionVisualMixinbegin-frame flow aligned with safer behavior (no incorrect skip path for moving trains)- Removed problematic skip conditions that could freeze or under-update visuals
Configuration
New/updated behavior in create_optimized_trains-common.toml:
AGGRESSIVE_OTHER_TRAINS_THROTTLE(default:false)GROUPING_ENABLEDdefault changed tofalse(experimental)PROXY_ENABLEDdefault changed tofalse(experimental)SHADER_BOOST_ENABLEDdefault changed tofalseSHADER_LOD_SHIFTdefault changed to0
Notes
- Recommended migration from older configs: review existing
.tomlvalues, because existing files keep old values instead of new defaults - This release is tuned for predictable behavior first; re-enable aggressive options only if needed per world/server
Dependencies
- Minecraft 1.20.1
- Forge 47.4.16+
- Create Mod 6.0.8+
- Flywheel 1.0.5 (JiJ'd inside Create)
- Mixin 0.8.5
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:lnuz740Q:iSXQIF3R"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lnuz740Q:iSXQIF3R"
}

