- Added a config screen that can be accessed through Mod menu by double clicking on MCoaster
- Right or left click on any block using the Coaster Cart item will start the ride from the last position
- Many bug fixes and performance improvements
- Track switches can now be made by manually editing the the Track Markers NBT data
- Tools now also work in survival mode
- Added crafting recipes for all the items (use the recipe book to see them)
- When powering a marker using redstone, it will activate its triggers
- Using a comparator on a marker will give the rounded-down absolute value of the power level of the trigger (or 0 if unset)
- Added new gamerule coasterFriction which controls the friction, the cart experiences when rolling on a track. Default (and what it was previously) is 20
- misc bug fix
- Fixed some trigger activation and placement bugs
- Change trigger messages
- minor cleanup
- There's a new creative tab where all the MCoaster associated items are (you have to change switch to the second page)
- The intial velocity is now 0
- Fixed some bugs with the tracks in general. Should now be smoother
- Bug fix: Trigger Tool should work again
- new gamerule triggerOutput defaults to true and will output a msg everytime a trigger gets activated
- added config options to customize speed info display (actionbar)
- G-forces are no longer seperated by their components (lateral, horizontal, vertical), because it wasn't working properly
- All tool items are unstackable
- When using a coaster cart item the intial velocity can be negative (e.g. it can go backwards)
- Changed formating of the trigger tool actionbar message
- Fixed bug where marker block would still render after being broken
Updated to 1.21.4
- Added Triggers and the Trigger Tool
- Chaindrive tracks will stop pulling a cart when the setting is set to 0. This is usefull for shuttlecoasters.
- Added the Track Setting tool which can be used to change the acceleration of magnetic tracks (previously acceleration was always 1 g (9.31 m/s²))
- More intuitive Track placement mechanics
When you update your world you need to set an acceleration of your chaindrive / magnetic tracks, otherwise chaindrives and magnetic tracks won't work.
Big update coming soon...
Minor fixes and additions (should be backwards compatible)
- current value will show when looking with a tool at a marker block
- players hand swings when dyeing a track
- animation speed of chain drive tracks matches coaster cart speed more closely
- vision is never blocked when in suspended view
- the initial speed of a coaster cart is 1 km/h instead of .72 km/h
- updated the text shown in modmenu about this mod



