Get the files on 9Minecraft
Guides
Step-by-step, in-game.
Build a Water Ride with Splash EffectsChoosing Your Water Ride Type Decide between a log flume (single-rider boats down water troughs), river rapids…Build Your First Roller Coaster LoopSetting Up Your Track Line Start by crafting coaster steel and placing anchor points where you want your loop to…Design and Color a Custom Coaster TrainAccessing the Voxel Editor Open the 3D voxel editor to design your coaster car . You can build custom shapes using…Set Up Redstone-Controlled Brakes and LaunchesInstalling Magnetic Launch Sections Place magnetic launch track pieces where you want trains to accelerate. Connect…
Recipes
Every recipe the mod adds, grouped by how it is made.
Items
83 items · showing 24. Browse all →
Acacia Support Beam
Acacia Veneer
Bamboo Support Beam
Bamboo Veneer
Birch Support Beam
Birch Veneer
Black Paint
Black Support Beam
Black Track Piece
Blue Paint
Blue Support Beam
Blue Track Piece
Brown Paint
Brown Support Beam
Brown Track Piece
Car Coupler
Cherry Support Beam
Cherry Veneer
Coaster Car
Coaster Steel Ingot
Crimson Support Beam
Crimson Veneer
Cyan Paint
Cyan Support BeamBlocks
133 blocks · showing 24. Browse all →
Acacia Rope Fence
Acacia Wooden Support
Bamboo Rope Fence
Bamboo Wooden Support
Birch Rope Fence
Birch Wooden Support
Black Concrete Footer
Black Steel Block
Black Steel Fence
Black Steel Platform
Black Steel Platform Stairs
Black Steel Rope Fence
Blue Concrete Footer
Blue Steel Block
Blue Steel Fence
Blue Steel Platform
Blue Steel Platform Stairs
Blue Steel Rope Fence
Brown Concrete Footer
Brown Steel Block
Brown Steel Fence
Brown Steel Platform
Brown Steel Platform Stairs
Brown Steel Rope FenceMobs
Creatures this mod adds.
Coaster CarWrecked Coaster Car
Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
airDragAir Drag | Quadratic air resistance — dominates at high speed. Default 0.002. |
audioEnabledAudio Enabled | Master switch for MineCoasters sounds. Default on. |
brakeDecelBrake Deceleration | Base brake deceleration in m/s² (≈1.5 g) at brake strength 0.5. Default 15. |
collisionEnabledCollision Enabled | Master switch for ALL collision (rails, beams, blocks, entities). Off = build through walls and cars pass through. Default on. |
cartRestitutionContact Bounciness | How bouncy a train-vs-train contact is when momentum-conserving contact is on. 0 = trains end up travelling together, 1 = they bounce apart. Default 0.1. |
cartCrashPedestrianDamageCrash Damage — Pedestrians | Damage a moving car deals to bystanders, scaled by momentum. Default 0.5. |
cartCrashRiderDamageCrash Damage — Riders | Damage to a car's own riders in a crash, scaled by momentum. Default 0.15. |
crashTrainDamagePerImpulseCrash Damage — Train vs Train | Damage to riders when two trains collide, scaled by impact impulse. Default 0.55. |
derailImpactSpeedDerail Impact Speed | Speed (m/s) above which hitting a solid block derails a car. Default 15. |
crashDerailImpulseDerail Impulse Threshold | Impact impulse above which a train-vs-train crash derails both trains. Default 15. |
gravityGravity | Downhill acceleration in m/s². Default 9.8. |
lsmLaunchAccelLaunch Acceleration | LSM launch acceleration in m/s² (≈1.8 g). Default 18. |
massAffectsActuatorsMass Resists Launches | On: launches and brakes deliver a fixed force, so a heavy train accelerates and stops more slowly — realistic, but it retimes every existing medium/wide-gauge launch and brake run. Lift hills are unaffected. Default off. |
maxWrecksMax Wrecks | Most wrecked cars allowed at once. Past the cap, further derailing cars quietly drop their item instead. Default 48. |
elasticCartContactMomentum-Conserving Contact | On: a train shunts the one it hits instead of both stopping dead. Not a drop-in — a nudged train parked in a station will roll a little. Water rides always use the old behaviour. Default off. |
reconcileSmoothingPosition Correction Smoothing | On a laggy server, eases out the last of a position correction instead of snapping. Purely visual — never affects physics or train spacing. 0 = snap. Default 0.5. |
rideCameraSmoothingRide Camera Smoothing | 0 = camera locked to the car (snappiest); higher eases the camera through banks and loops. Default 0.3. |
musicVolumeRide Music Volume | Volume of ride music streamed from a Sound Machine. Default 0.9. |
photoMaxRenderDistanceRide Photo Range | How far a player can be from a triggered camera and still render its photo. Default 96. |
photoResolutionRide Photo Resolution | Square size in pixels of a ride camera's photos. Higher is sharper but heavier to store and send. Default 128. |
rideSfxVolumeRide SFX Volume | Volume of ride sound effects (rumble, brakes, launch). Default 0.8. |
rollingFrictionRolling Friction | Rolling resistance of trains. 0 = frictionless; higher stops cars sooner. Default 0.03. |
waterDragWater Drag | Extra drag while a cart is in water, on top of air drag. Default 0.02. |
windVolumeWind Volume | Volume of the speed-scaled wind loop while riding. Default 0.7. |
Frequently asked questions
How do I start building a roller coaster?
Read the in-game guide book first—it covers all the basics. Then craft coaster steel, place anchor points where you want your track to go, use a wrench to aim them, and connect them together to form your track line.
Can I place track at any angle or does it snap to blocks?
Track is completely free-form and doesn't snap to the block grid, so you can place it at any angle, height, or pitch to create smooth curves, loops, and drops exactly how you want them.
How do I make a train go faster or slower?
Use lift hills and launches to add speed, and place brakes connected to redstone signals to slow trains down; the mod calculates gravity and friction automatically, so trains naturally lose speed going uphill and gain it going downhill.
What's the difference between the track gauges and styles?
The mod supports three track gauges (different widths) and seven visual styles including steel skeleton, wooden decks, and lattice frames—these are purely cosmetic and don't affect how trains ride.
How do I build a water ride like a log flume?
Use the Log Flume block to create water troughs, add a lift hill or launch to move boats down the channel, and include splash-down sections for big water effects; the guide book has detailed water ride instructions.
Can multiple players ride the same coaster at the same time?
Yes, the mod handles all physics calculations on the server so every player sees the exact same ride and can ride together on the same train.
What do track sensors do and how do I use them?
Sensors measure speed, detect train presence, and calculate train length—you can use them with redstone to trigger brakes, launches, or other mechanical track parts when trains pass.
How do I rotate or reposition a train after I place it?
Use the Turntable track machine to rotate trains to face a new direction, or use the wrench tool to adjust track anchor points before connecting them.
Why do my coaster trains look blocky or ugly?
Use the in-game 3D voxel editor to design and color your own custom coaster cars—you can create detailed trains that match your coaster's theme and aesthetic.
Can I see how fast I'm going or what forces I'm experiencing while riding?
Yes, the stat tracker displays your top speed, total ride time, and rider forces (like G-forces) so you can see exactly how intense your coaster is.
Gallery
9 images from the Kinetic Rail Systems Mod page.
You May Also Like
Wikis that share the most with this one
More mod wikis on the site
The most downloaded mods that have a wiki here
A few wikis from each of the other kinds








