1.10
Compatibility
Changes
MineCoasters 1.10 — Cart designs & switch angles
For Minecraft 1.21.1 / NeoForge 21.1.x. Drop-in over 1.9 — existing worlds, rides, trains and switches are unchanged.
Run several cart designs on one layout
Until now a layout had one look: every car on that track used the design assigned in the anchor's Cart tab. Now the design can belong to the car.
The Cart Workstation has a slot. Drop in the Coaster Cars you want, load or build a design, and press Stamp Cars. Those cars will place that design wherever they land — so one track can run a red train, an orange one and a green one at the same time.
- No second picker: it stamps the design you already have open, saving it first if you've been editing. Closing the workbench hands your cars back.
- Stamped cars don't stack with unstamped ones or with a different design, so a hotbar of liveries stays sorted — and the tooltip names the design.
- Right-click a placed car with a Coaster Car item to re-skin it where it stands; an unstamped one clears it back to following the layout. Nothing is consumed, so you can walk down a train changing one car at a time.
- The design follows the car: break it, crash it, or reclaim the wreck, and the item you get back is still stamped.
- Stamping is free — it's a label, not a craft.
Mixed-size trains now space themselves properly. Each pair of cars sits at the gap their own two lengths ask for, so a long nose car pushes the rest of the train back instead of overlapping it. That gap is the same distance two uncoupled cars rest at, so coupling a train doesn't shuffle it.
One change to know about: a Coaster Car in your hand now always sets a car's design rather than seating you. Put it away when you want to ride. Sneak-right-click still places a car facing backwards.
Switch tracks bend both ways
Both legs of a Switch Track now have their own angle. Leg A and Leg B each get a slider, so a switch can be the classic straight-and-curve, a symmetric Y with both legs curving away, or two curves of different sharpness — straight is simply an angle of zero.
The label shows the angle each setting actually produces, so you're picking a shape rather than a number of blocks. Changing a leg rebuilds the switch, so leave room around it — if the new shape is obstructed, the old one is kept and you're told. The two legs have to differ; identical angles would put both exits on the same block.
Existing switches load as exactly the shape they were built with.
Fixes
- Placing a car next to one of a different design could be refused at distances that were perfectly legal, leaving a gap too wide to couple across.
- The Switch Track's support frame rendered as a parallelogram when its first leg was angled.
- Track Sensors set to Train Length could miscount a train built from unusually long cars.
- The Cart Workstation's saved indicator showed a raw
%splaceholder instead of "Saved".
Multiplayer: fully supported — physics runs on the server. Modpacks: permitted; see the licence.
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:MWa9H4W4:JI3Rdrdj"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:MWa9H4W4:JI3Rdrdj"
}

