{"id":15105471,"url":"https://github.com/lhwdev/railx","last_synced_at":"2026-03-11T08:05:56.052Z","repository":{"id":226346511,"uuid":"768438766","full_name":"lhwdev/railx","owner":"lhwdev","description":"🚧 [WIP] Cool Addons for railways in Minecraft Create Mod. 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Nothing is expected to work well so be sure to backup your world before using\nthis mod.\n\n## Features\n\nEvery feature can be turned on/off in config.\n\n### Common Features\n\n- Precise Track Overlay: Displays delta position, track angle, curve radius, gradient etc. for track blocks, curves,\n  and track placement.\n\n- Reserved Signal Marking: When scheduled train moves, it reserves several blocks ahead. This feature replaces previous\n  behavior where it marks reserved signal red, with marking it with green color in connected Nixie Tube.\n\n### `flexiTrak`\n\nStage: **Beta**; most things are implemented. Quite stable for me to use, but not tested thoroughly.\n\nAllows train tracks to be placed at any angle.\nFlexi tracks can be rotated by holding wrench then dragging the number. Short clicking the number will cycle between\nDirection, Gradient, Tilt.\n\n### `realisticSpeed`\n\nStage: **Alpha**; most things are implemented, but not tested thoroughly.\n\nImplement real-life like train movement. Includes dynamic calculation of gravitational acceleration, curvature\nresistance, air resistance, wheel slip. However implementation of air resistance is very crude; will at least need some\nkind of simplest CFD.\n\nMost aspect of this properties is configurable. Note that `realisticSpeed` considers one block length as one meter, and\n1 second (=20 game tick) as one second.\nYou might think something work weird; if you build curve as you would normally build in vanilla Create mod, train won't\nbe able to speed up as its curvature is too steep. In real life, minimum curve radius of railway is much larger than\nexpected. Of course, I'm planning to apply different curvature resistance according to gauge; monorail track of\nSteam 'n' Rails should have less resistance than standard gauge.\n\n### `middleTrack`\n\nStage: **Alpha**; most things are implemented, but not tested thoroughly.\n\nRenders track curve when curve is longer than expected. Track curves are rendered by 'primary' track block. That means,\nif 'primary' end is out of chunk and other end is inside chunk, curve won't be rendered. In combination with other\nfeatures RailX provides, curve can span hundreds of blocks, making it flashing while moving. This feature is to fix\nthis problem.\n\nWhen placing tracks, 'Middle Track' is placed sparsely along the curve. If this block is loaded into chunk and 'primary'\ntrack block is not loaded, this block will render the curve instead of you. You can control the gap how sparsely these\n'Middle Track' is placed, but each middle track copies curve information from track block so it takes more space in\nworld file.\n\nTODO: support rendering TrackTargeting for block entities, like Station Block or Signal Block\n\n### `splitGraph`\n\nStage: **In Development**; features are quite complete, but not optimized or tested enough.\n\nAllows 'splitting' track graph into two or more. Uses specialized `Split Track Block` to separate graph from one end to\nanother. This will help improving performance of modifying railway on huge graph.\n\n### `buildTrak`\n\nStage: **Idea**. This is my pure imagination, and if there is someone who is smart enough please make it real.\n\nPlans and builds huge railway. Integrates with existing map mod to show planned railway and plan more. Has overlay for\nheight/gradient slice view; longitudinal section, contour map, speed limit view etc. Automatically calculates tilt if\nneeded.\n\nCan be integrated with special SchematicCannon-Train. In planning stage, if track exceeds specific height difference to\nground, creates tunnel or bridge. May automatically or manually assign special schematics which is optimized for\ncurved and repeated placement. While building, you may build your custom train that handles building. common parts\nmay be automated by roller or deployer, while cannon handles special complicated parts.\n\n### 🚧 `carriageMetadata`\n\nStage: **Nothing Done**\n\n### 🚧 `cab`\n\nStage: **Nothing Done**\n\nTrain control GUIs for more realistic train control.\nCan be integrated with ComputerCraft to provide custom GUI.\n\n### 🚧 `signal`\n\nStage: **Nothing Done**\n\nImplementing ATS/ATP,ETCS/ATC,TVM etc. Or CTCS controlled by ComputerCraft? (this is scope of ccIntegration)\n\n### 🚧 `ccIntegration`\n\nStage: **Nothing Done**\n\n### 🚧 `realisticSound`\n\nStage: **Nothing Done**; Note that this is just my imagination. I cannot write these thing (maybe). There are no\nsuitable\nVVVF implementation in Github as far as I know.\n\nTrain sound simulation via realistic physical simulation. Pseudo-aerodynamic simulation for steam and diesel, VVVF\nsimulation for electric train.\n\n### 🚧 `realisticShape`\n\nStage: **Nothing Done**; seems much harder than I expected. This is also my dream-car.\n\n- Implement real-world like railroad switch\n  * integrate with Steam 'n Rails, use railroad switch block to determine path, which will be shown by track shape.\n    Switching takes some time, and animation will reflect this.\n  * Implements switch rod, wing rail, guard rail, etc.\n  * Requires procedural track curve rendering.\n\nNote that track model in Create is much more complicated than I expected; it isn't some combination of rectangles.\nThey consists of quite- complicated .obj files.\n\n### 🚧 ~~`physicalMovement`~~\n\nWill be implemented if some method of allowing kinetics inside train carriage exists.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Flhwdev%2Frailx","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Flhwdev%2Frailx","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Flhwdev%2Frailx/lists"}