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Mine Coasters — 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.
wreckDespawnSecondsWreck Despawn TimeSeconds before an unclaimed wreck clears itself. 0 = never. Default 300 (5 minutes).
wreckTumbleFactorWreck Tumble IntensityHow hard wrecked cars tumble — scales the spin from impacts, from running off a dead end, and from a crash. 0 = rigid, 1 = normal, higher = wilder. The settle-flat and tip-off-a-ledge behaviours are unaffected. Default 1.
wrecksOnCrashWrecks on CrashCrashed cars fly off the track and tumble instead of dropping quietly. Right-click a wreck to reclaim it. Only real crashes — removing track under a parked car still drops the item. Default on.
rotationSnapDegreesWrench Rotation SnapDegrees the wrench rotates per click. Default 15.