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Kinetic Rail Systems Wiki & Guide

Java EditionMod

Adds decorative wooden and steel structural blocks, fences, and platforms.

DownloadKinetic Rail Systems

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Contents (8)
  1. Guides
  2. Processes
  3. Items
  4. Blocks
  5. Mobs
  6. Configuration
  7. Frequently asked questions

Guides

Step-by-step, in-game.

Recipes

Every recipe the mod adds, grouped by how it is made.

Crafting · 262minecraft:blasting · 1minecraft:smelting · 1

Items

83 items · showing 24. Browse all →

View all 83 items →

Blocks

133 blocks · showing 24. Browse all →

View all 133 blocks →

Mobs

Creatures this mod adds.

Coaster CarWrecked Coaster Car

Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
airDragAir DragQuadratic air resistance — dominates at high speed. Default 0.002.
audioEnabledAudio EnabledMaster switch for MineCoasters sounds. Default on.
brakeDecelBrake DecelerationBase brake deceleration in m/s² (≈1.5 g) at brake strength 0.5. Default 15.
collisionEnabledCollision EnabledMaster switch for ALL collision (rails, beams, blocks, entities). Off = build through walls and cars pass through. Default on.
cartRestitutionContact BouncinessHow 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 — PedestriansDamage a moving car deals to bystanders, scaled by momentum. Default 0.5.
cartCrashRiderDamageCrash Damage — RidersDamage to a car's own riders in a crash, scaled by momentum. Default 0.15.
crashTrainDamagePerImpulseCrash Damage — Train vs TrainDamage to riders when two trains collide, scaled by impact impulse. Default 0.55.
derailImpactSpeedDerail Impact SpeedSpeed (m/s) above which hitting a solid block derails a car. Default 15.
crashDerailImpulseDerail Impulse ThresholdImpact impulse above which a train-vs-train crash derails both trains. Default 15.
gravityGravityDownhill acceleration in m/s². Default 9.8.
lsmLaunchAccelLaunch AccelerationLSM launch acceleration in m/s² (≈1.8 g). Default 18.
massAffectsActuatorsMass Resists LaunchesOn: 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 WrecksMost wrecked cars allowed at once. Past the cap, further derailing cars quietly drop their item instead. Default 48.
elasticCartContactMomentum-Conserving ContactOn: 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 SmoothingOn 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 Smoothing0 = camera locked to the car (snappiest); higher eases the camera through banks and loops. Default 0.3.
musicVolumeRide Music VolumeVolume of ride music streamed from a Sound Machine. Default 0.9.
photoMaxRenderDistanceRide Photo RangeHow far a player can be from a triggered camera and still render its photo. Default 96.
photoResolutionRide Photo ResolutionSquare size in pixels of a ride camera's photos. Higher is sharper but heavier to store and send. Default 128.
rideSfxVolumeRide SFX VolumeVolume of ride sound effects (rumble, brakes, launch). Default 0.8.
rollingFrictionRolling FrictionRolling resistance of trains. 0 = frictionless; higher stops cars sooner. Default 0.03.
waterDragWater DragExtra drag while a cart is in water, on top of air drag. Default 0.02.
windVolumeWind VolumeVolume of the speed-scaled wind loop while riding. Default 0.7.

See all 28 settings →

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.