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Mineforgian

Create: Railway Evolution

Smart traffic control and collision avoidance for Create trains. No more signals needed.

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Обновлён
7 августа 2026 г.
Лицензия
CC-BY-NC-4.0

Опубликован 20 марта 2026 г.

Railway Evolution

🚂 AI Collision Avoidance in Action

Railway Evolution AI Collision Avoidance

Autonomous AI-driven trains detecting and avoiding collisions. / Автономные ИИ-поезда обнаруживают друг друга и избегают столкновений.


🚂 Intelligent Junction Management

Railway Evolution Intelligent Junction Management

Railway Evolution handles complex junctions autonomously: trains detect oncoming traffic and negotiate right-of-way at crossings. / Railway Evolution автономно управляет сложными развязками: поезда обнаруживают встречный транспорт и договариваются о приоритете проезда на перекрестках.


🛡️ Player Safety First

Railway Evolution Safety Features

Your safety is our priority: trains are equipped with advanced entity detection to avoid collisions with players. / Ваша безопасность в приоритете: поезда оснащены системой обнаружения сущностей, чтобы избежать столкновений с игроками.


Railway Evolution gives every train on your network its own AI — they detect each other, negotiate right-of-way, and keep traffic flowing without signals or player intervention. Trains slow down gracefully, manage junctions intelligently, and reroute themselves when blocked.

Railway Evolution наделяет каждый поезд в вашей сети собственным ИИ. Они обнаруживают друг друга, договариваются о приоритете проезда и поддерживают поток трафика без использования сигналов или вмешательства игрока. Поезда плавно замедляются, разумно управляют стрелками и перестраивают маршрут, если путь заблокирован.

No more head-on collisions. No more deadlocked loops. No more babysitting. Больше никаких лобовых столкновений. Никаких тупиковых ситуаций. Больше не нужно присматривать за каждым поездом.


⚙️ Supported Versions / Поддерживаемые версии

  • Forge: 1.20.1, 1.19.2, 1.18.2
  • NeoForge: 1.21.1

✨ Key Features / Ключевые особенности

  • v1.0.5 Stable Core: A fully re-engineered engine providing professional-grade pathfinding and traffic management. / Полностью переработанное ядро с профессиональной системой поиска пути и управления трафиком.
  • Smooth Graduated Braking: Trains approach obstacles realistically, taking cargo weight and momentum into account. / Поезда реалистично приближаются к препятствиям, учитывая вес груза и инерцию.
  • Smart Junction Rerouting: Automatically finds free branches if the current path is blocked. / Автоматически находит свободный путь, если основной маршрут заблокирован.
  • Ecosystem Integration: AI-driven trains perceive player-controlled trains as dynamic participants, allowing for seamless flow. / ИИ-поезда воспринимают поезда игрока как полноценных участников движения для плавного трафика.
  • Parallel Track Awareness: Trains on adjacent lines operate independently without interference. / Поезда на параллельных путях работают независимо.

🖥️ Commands / Команды

Use /railway or /railwayai to manage the mod. / Используйте /railway или /railwayai для управления модом.

  • /railway
    • EN: Shows AI status, train list, VBS activity, and settings. (Public)
    • RU: Показывает статус ИИ, список поездов, активность VBS и настройки. (Доступно всем)
  • /railway reload
    • EN: Forces a restart of the AI Manager and full world scan. (Operator)
    • RU: Принудительно перезапускает ИИ и сканирует все поезда. (Оператор)
  • /railway release
    • EN: Forces stuck trains to release path reservations. (Operator)
    • RU: Высвобождает застрявшие поезда, сбрасывая их блокировки. (Оператор)
  • /railway log <true|false>
    • EN: Toggles AI debug logging in the server console. (Operator)
    • RU: Включает/выключает отладочное логирование в консоль сервера. (Оператор)
  • /railway safe-mode <true|false>
    • EN: Toggles train reaction to players on tracks. (Operator)
    • RU: Включает/выключает реакцию поездов на игроков на путях. (Оператор)
  • /railway infinity <true|false>
    • EN: Patches Create limits (track/train/bogey/block limits) to 10,000. (Operator)
    • RU: Патчит лимиты Create до 10 000 (длина путей, поездов и т.д.). (Оператор)

🛠 Braking Settings / Настройка торможения

  • /railway braking
    • EN: View current braking parameters. / RU: Просмотр текущих параметров торможения.
  • /railway braking distance <5-200>
    • EN: Set scan distance (blocks). / RU: Установка дистанции сканирования (в блоках).
  • /railway braking sharpness <1-10>
    • EN: Set stop threshold (15.0 to 3.0 blocks). / RU: Настройка «резкости» остановки (от 15.0 до 3.0 блоков).

🛠 Technical Info / Техническая информация

The mod uses advanced spatial awareness algorithms and real-time path projection to ensure your tracks stay clear and efficient. The v1.0.5 architecture introduces a robust, multi-layered model, providing a seamless experience for complex rail networks. Мод использует продвинутые алгоритмы пространственного анализа и проекции пути в реальном времени, чтобы ваши железные дороги оставались эффективными. Архитектура v1.0.5 гарантирует плавную работу даже в самых сложных сетях.

🎥 For Content Creators / Для авторов контента

If you are recording a review or showcase, I would love to see it! If you encounter any unexpected behavior or bugs during your recording, please provide detailed feedback or steps to reproduce. Если вы записываете обзор — я буду рад его увидеть! Если столкнетесь с ошибками или странным поведением — пожалуйста, опишите их как можно подробнее.

🐞 Support / Поддержка

This project is developed by Fizzy_lovely (1xCodeTeam). Your feedback is invaluable! If you encounter any issues, please check the GitHub Issues page. Проект разработан Fizzy_lovely (1xCodeTeam). Ваш отзыв бесценен! Если возникли проблемы, пожалуйста, загляните на GitHub Issues.

⚠️ Support Status / Статус поддержки

Main Branch (1.21.1+): Full support, new features, and active development. This is where you get the professional-grade performance and the latest AI navigation systems. Полная поддержка, новый функционал и активная разработка. Здесь вы получаете максимальную производительность и новейшие системы ИИ-навигации.

Legacy Branch (1.18.2, 1.19.2, 1.20.1): These versions are in Maintenance Mode. They will not receive new features or general bug fixes. Updates for these versions are provided rarely and only if necessary to ensure compatibility with new updates of the Create mod. Версии переведены в режим ограниченной поддержки. Новые функции и общие исправления ошибок больше не выпускаются. Обновления выходят крайне редко и только для обеспечения совместимости с новыми версиями мода Create.

Recommended Version: Please move to 1.21.1+ for the full AI experience, smart navigation, and professional-grade performance. *Рекомендуем использовать версию 1.21.1+. Только там доступны все возможности нашего ИИ, умная навигация и высокая производительность.*


💎 Support the Development / Поддержать разработку

If you really want to support my work and help fuel future updates, you can donate via crypto: Если вы очень сильно хотите поддержать мою работу и помочь в создании будущих обновлений, вы можете задонатить криптовалютой:

  • USDT (TRC-20): TTyjTZAaQT4vCFuHFjqX8gKxB8pz38cKzJ

Thank you for your support! Let’s keep the tracks busy! / Спасибо за поддержку! Пусть железные дороги не пустуют!

Ченджлог

1.0.8Бета1.21.1 · 7 августа 2026 г.

🚂 Railway Evolution v1.0.8 — [THE UNIFIED AI CORE OVERHAUL]

This update represents the most important architectural milestone in the history of Railway Evolution. / Это обновление — важнейший архитектурный рубеж в истории Railway Evolution.

To be completely transparent with the community: my previous patch attempts were too fragmented. While trying to fix isolated bugs, I realized that "Band-Aid" fixes were no longer enough for complex, high-density railway networks. I went back to the drawing board, conducted a complete audit of the codebase.

Буду честен с сообществом: мои предыдущие попытки сделать точечные патчи оказались слишком фрагментарными. Пытаясь исправить отдельные баги, я понял, что полумеры и «заплатки» больше не работают для сложных и загруженных железнодорожных сетей. Я вернулся к истокам.

Version 1.0.8 resolves all accumulated logic edge-cases, dimensional bugs, and deadlock locks — making Railway Evolution rock-solid, ultra-performant, and natively compatible with Create 6.0.10+.

Версия 1.0.8 окончательно закрывает все накопившиеся логические ошибки, баги с измерениями и взаимные блокировки поездов, делая мод максимально стабильным, производительным и полностью совместимым с Create 6.0.10+.


✨ Key Features & Improvements / Ключевые изменения и улучшения:

  • 3D & Dimension-Aware Reservations / 3D и Многомерность: Virtual Block System (VBS) and Junction Reservations now natively track $Y$-levels and Dimension IDs (Overworld, Nether, End). Multi-level bridges, underground subways, and interdimensional tracks no longer produce false collision stops. / Virtual Block System (VBS) и резервации развязок теперь учитывают $Y$-уровень и ID измерений (Overworld, Nether, End). Многоуровневые мосты, метро и межпространственные пути больше не вызывают ложных торможений.
  • Deadlock-Free Junction Management / Устранение Deadlock на развязках: Overhauled Junction Mutexes. Trains yielding at switches or waiting for clearance now instantly release their junction locks and VBS footprints, eliminating deadlocks on complex S-curve bypasses. / Переработана система мьютексов развилок. Поезда, уступающие дорогу или ожидающие проезда на стрелках, теперь мгновенно освобождают блокировки узлов и VBS, исключая глухие заторы на S-образных разъездах.
  • Precision Train Physical Bounds / Точные физические границы длинных составов: Integrated Trailing Edge tracking alongside Leading Edge scanning. Long trains no longer "disappear" from the track graph when transitioning between nodes. / Добавлен учёт хвоста поезда (Trailing Edge). Длинные составы больше не «исчезают» из графа сканирования, когда их голова переезжает на следующий узел.
  • Near-Zero GC Footprint / Near-Zero GC (Оптимизация памяти): Refactored high-frequency tick loops (StoppedTrainRegistry, MovingTrainRegistry, and Graph Adapters) to use in-place mutations and dynamic object pooling. No transient object spamming during heavy BFS scans. / Горячие циклы тиков переведены на изменяемые in-place структуры и динамические пулы объектов. Сканирование графов больше не засоряет память временными объектами.
  • Seamless Player Control / Умное ручное управление: Fixed passenger-tree inspection (CarriageContraptionEntity). Manual mode now activates only when a living player is sitting in the cab, automatically resuming Create schedule navigation as soon as you step out. / Исправлена проверка пассажиров в кабине. Ручной режим включается только если в сиденье реально сидит живой игрок, и автоматически снимает расписание с паузы, когда вы вылезаете из поезда.
  • Create 6.0.10+ Native Compatibility / Родная совместимость с Create 6.0.10+: Replaced fragile reflection fields (TrackEdge.length) with a resilient multi-tier fallback system (getLength() → Field → Geometric Node Distance), guaranteeing 100% graph adapter stability. / Хрупкая рефлексия TrackEdge.length заменена на каскадный безопасный алгоритм (getLength() → Поле → Геометрическое расстояние между узлами), что обеспечивает 100% стабильность графового адаптера.

🛠 Technical Summary / Технический свод:

  • AI & Perception / Логика угроз: Implemented velocity-vector HeadOn detection (trailing -> leading) with signed speed evaluation and risk-score obstacle ranking in ObstacleProfile. / Реализовано честное определение встречного движения (HeadOn) по вектору геометрии состава и ранжирование рисков в ObstacleProfile.
  • Graph Identity Filtering / Строгая фильтрация графов: ProximityScanner and CurveScanner now strictly verify TrackGraph IDs, eliminating phantom braking caused by trains on parallel tracks. / Сканеры ближнего радиуса и кривых теперь проверяют ID TrackGraph, полностью исключая фантомные торможения от поездов на соседних параллельных путях.
  • Algorithm Safeguards / Защита алгоритмов: Added ring-buffer overflow protection (bfsQueue bound limit) and dynamic expansion for junction connection pools (INITIAL_EDGE_POOL_SIZE = 16). / Добавлена защита от переполнения кольцевого буфера BFS и динамическое расширение пула развязок (INITIAL_EDGE_POOL_SIZE = 16).

🔮 What's Next / Что дальше: With the V2 Unified Core fully deployed and rock-solid, I am ready to move forward to new exciting features! Thank you for your continued support, bug reports, and patience! / Благодаря зачистке архитектуры до идеала, фундамент Railway Evolution стал как никогда прочным. Спасибо за вашу поддержку, багрепорты и терпение! 🚂💨

1.0.7Релиз1.21.1 · 29 июля 2026 г.

🚂 Railway Evolution v7 — [THE GLOBAL MAP-SCAN & PERFORMANCE CORE]

This update represents a monumental architectural leap for Railway Evolution. By shifting from per-train $O(N^2)$ scanning loops to a centralized global map pre-computation model (TrainScanMaps powered by IdentityHashMap), we have fundamentally eliminated redundant iterations across high-density rail networks. Version 7 focuses on pure, unadulterated tick-rate stability: keeping complex multi-train logistics fluid, mathematically precise, and completely weightless on the Java Garbage Collector.

Key Features of v7:

  • Global Map-Scan Architecture: Replaced dozens of per-controller getAllControllers() scans with a unified, pre-computed tick-phase map (edgeToTrain, reverseEdgeMap, junctionApproachMap). AI pathfinding now queries global states instantly in $O(1)$ time.
  • Zero-Allocation Pipeline: Deep backend refactor utilizing IdentityHashMap alongside persistent class-level buffers. Transient object creation during high-frequency graph-walk scans has been completely eradicated.
  • Optimized Junction & Reverse Safety: Streamlined reverse-path tracking (myReverseLeadingEdge) and advanced filterGlobalHit per-train filtering ensure flawless deadlock resolution and collision avoidance without CPU spikes.
  • Engineered for Scale: Whether you're running 5 or 50 automated locomotives, the core loop executes with maximum efficiency, making v6 the most stable foundation for large-scale industrial rail automation.

🛠 Technical Changelog (v7):

  • TrainScanMaps Core: Introduced a centralized tracking structure built entirely on IdentityHashMap to eliminate duplicate lookups.
  • Pre-Compute Phase: buildScanMaps() now executes strictly before controller ticks, guaranteeing fresh, thread-safe topological data every single tick without null-pointers on startup.
  • Refinement of the Core: Cleaned up over 80+ lines of redundant nested loops in TrainAIController, replacing them with optimized global map queries wrapped in strict per-train filters (self-bypass, junction yielding, Y-level checks).

🔮 Looking Forward: With the global map-scan architecture fully deployed, Railway Evolution’s core is faster, smarter, and lighter than ever. Thank you for making this journey incredible!

🙏 THANK YOU FOR 6550 DOWNLOADS! / СПАСИБО ЗА 6 550 СКАЧИВАНИЙ!

1.0.6Релиз1.21.1 · 22 июня 2026 г.

🚂 Railway Evolution v6 — [THE PERFORMANCE & STABILITY CORE]

This update represents the most significant refinement of the Railway Evolution core to date. By rigorously auditing the "hot paths" of our AI logic and eliminating excessive object allocation, we have achieved a new level of tick-rate stability. The focus of v6 is seamless performance: keeping the high-speed traffic flowing without burdening the Java Garbage Collector, even in dense, complex rail networks.

✨ Key Features of v6:

  • Zero-Allocation Tick Cycle: Major backend refactor of the VirtualBlockSystem and ReservationManager. By implementing key-based lookups and singleton patterns, we have eliminated redundant object creation during frequent reservation renewals.
  • Heuristic Optimization: Advanced mathematical refinement for AccidentZoneMemory (distance-squared comparison) drastically reduces CPU overhead during proximity checks.
  • AI Logic Cleanup: Streamlined state management and buffer reuse in the EcosystemRegistry ensures that player-train interactions remain fluid and responsive without triggering GC spikes.
  • Refinement of the Core: While the 5,000+ line TrainAIController remains the stable authority, all surrounding support systems have been optimized for maximum efficiency.

🛠 Technical Changelog (v6):

Performance & Memory Optimizations

  • VirtualBlockSystem: Optimized tryReserve() and reservation lifecycle management. Implemented key-based caching; renewal logic is now effectively zero-allocation.
  • JunctionReservationManager: Introduced GRANTED_NO_GHOST singleton to replace transient result objects during intersection renewals.
  • AccidentZoneMemory: Switched to squared-distance heuristics, bypassing unnecessary Math.sqrt() calls during multi-zone iterations.
  • EcosystemRegistry: Optimized scanPlayerControls() by replacing transient HashSet allocations with a persistent class-level buffer (stillControlledBuf).
  • General Housekeeping: Removed redundant field lookups and variable shadowing in TrainAIManager and EcosystemRegistry to decrease instruction overhead per tick.

Logic & Reliability

  • Conflict Resolution: Refactored isHeadOnConflict() to use direct boolean comparison, reducing method-invocation depth in high-frequency logic gates.
  • Cleanup: Conducted scope cleanup in tickRefreshAll() to prevent state leakage and improve variable lifecycle efficiency.

🔮 Future Roadmap: Stability & Scalability

With the v6 performance optimizations complete, the core logic is now more efficient than ever. This release ensures that Railway Evolution remains performant even as your rail networks grow in scale and complexity. My focus remains on maintaining this high-performance core across future Minecraft versions, providing a rock-solid foundation for the world’s most advanced rail automation systems.


Developed by Fizzy_lovely (1xCodeTeam) — Precision engineering, zero-lag performance.

1.0.5Релиз1.21.1 · 6 июня 2026 г.

HOT FIX

1.0.5Релиз1.21.1 · 3 июня 2026 г.

🚂 Railway Evolution v1.0.5 — [THE ECOSYSTEM & INTERSECTION OVERHAUL]

This update marks a significant architectural milestone, transforming Railway Evolution from an AI-train controller into a full-scale Traffic Ecosystem. By introducing the Event-Driven Perception Engine and Player-Train integration, we have achieved seamless traffic management where AI and players exist in the same environment.

✨ Key Features of v1.0.5:

  • Ecosystem V2: A unified, event-driven perception engine allows AI to perceive player-controlled trains as dynamic traffic participants rather than obstacles.
  • Flow Follower (Convoy Mode): AI trains now intelligently match the speed of the lead vehicle (player or AI), allowing for fluid, real-world traffic patterns without constant emergency braking.
  • Deterministic Junction Priority: Replaced the legacy "first-come-first-served" logic with a distance-based "steal" mechanism, ensuring the closest train always has the right-of-way.
  • Zero-Allocation Architecture: Massive backend refactor using VarHandle and object pools, resulting in near-zero GC pressure during high-traffic ticks.

🛠 Technical Changelog (v1.0.5):

Perception & Ecosystem

  • PerceptionEngine: New event-driven scanner using swept Bezier-sampling for precise curved track awareness.
  • EcosystemRegistry: Centralized real-time registry for all entities (AI + Player-controlled).
  • PlayerTrainHandle: Dedicated adapter that enables player-driven trains to be registered in the VBS and traffic registries.
  • FSM v2: Implemented a new multi-layered State Machine with Layer 1 (Player)Layer 0 (Safety) authority model.

Intersection Logic

  • JunctionReservationManager: Added distance-based stealing logic—trains now "steal" reservations if they are significantly closer (>3 blocks) to the intersection.
  • Ghost Pass Logic: Trains yielding at an intersection now designate the winner, allowing the winner to perform a "ghost pass" through the yielding train.

Collision & Proximity Fixes

  • Lateral Tolerance Optimization: Reduced lateral scanning distance from 8 to 3.5 blocks, eliminating phantom braking on parallel tracks.
  • Omni-Zone Refinement: Omnidirectional detection range reduced from 8 to 5 blocks with strict isOnSameTrack() filtering.
  • BFS Filtering: Fixed flickering where physical scans conflicted with BFS results; physical scans now only override BFS if a threat is 4+ blocks closer.
  • Player Detection: Expanded detection radius for player-controlled trains to 20 blocks, bypassing strict graph-data filters to ensure the AI never loses sight of the player.

Refactor & Performance

  • VarHandle Integration: Replaced reflective Field.get() calls with VarHandle for 5–10x faster primitive access.
  • State Machine Cleanup: Removed conflicting forceStop() triggers from old state logic; unified FSM v2 as the primary authority.

📂 New Architecture Files:

  • ai/core/PerceptionEngine.java, ai/core/SafetyManager.java, ai/core/TrainControlContext.java, ai/core/ObstacleProfile.java, ai/adapter/EcosystemRegistry.java, ai/adapter/PlayerTrainHandle.java, ai/state/TrainControlStateMachine.java

🔮 Future Roadmap: Long-Term Support

With the v1.0.5 architecture now stabilized and fully modularized via the Adapter pattern, Railway Evolution enters a phase of long-term stable support. My primary focus is now maintaining this high-performance core across multiple versions of Minecraft and Create, ensuring your rail networks remain reliable for years to come. I am committed to deep, consistent maintenance to keep this project the gold standard for rail automation.


Developed by Fizzy_lovely (1xCodeTeam) — Making trains smarter, one line at a time.

1.0.4Релиз1.21.1 · 14 мая 2026 г.

🚂 Railway Evolution v1.0.4 — [THE TRAFFIC & MUTEX UPDATE]

This is a professional-grade AI overhaul for Create Mod trains. Version 1.0.4 introduces advanced traffic management systems, including junction mutexes and predictive collision analysis, moving beyond simple raycasting to a true "Traffic Control" architecture.

✨ Key Features of v1.0.4:

  • 🔒 Junction Reservation (Mutex System): Trains must now "reserve" complex intersections (3+ connections) before entry. This prevents the classic "head-on" deadlocks at crossings. Includes 10s auto-expiry and deterministic UUID tiebreaking.
  • 📏 Adaptive Track-Size Scaling: The AI dynamically adjusts its braking behavior using bufferScale based on track length, ensuring smooth stops on long lines and aggressive braking on short tracks.
  • 🗄️ Multi-Layered Registries: Real-time databases for both stationary (StoppedTrainRegistry) and active (MovingTrainRegistry) traffic with TTC (Time-To-Collision) calculation.
  • 🔮 Predictive Collision Analysis: The AI calculates future positions, initiating proactive deceleration up to 5 seconds before a potential impact.

🛠 Technical Changelog (v1.0.4):

  1. JunctionReservationManager: New mutex logic for safe intersection passage and deadlock prevention.
  2. StoppedTrainRegistry: Guaranteed detection for stationary and derailed trains.
  3. MovingTrainRegistry: Vector-based traffic analysis and predictive TTC logic.
  4. Direction-aware Distance: Dot-product math for precise "Edge-to-Edge" accuracy.
  5. Precision Beam Overhaul: Straight (1.5), Curve (3.5), and Ultra-close (4.0) beam optimizations.
  6. Overlap Deadlock Breaker: Automatic reverse resolution for clipped trains after 3 seconds (60 ticks).
  7. Critical BFS Fix: Resolved data loss issue (fixed return null to return graphHit).
  8. Adaptive Scaling: Dynamic safety zones based on track segment size (20b, 50b, 100b+).
  9. Build Optimization: Fixed "duplicate range variable" compilation errors.
  10. System Orchestration: TrainAIManager now coordinates VBS, Registries, Junctions, and Accident Zones.

⚙️ v1.0.4 Scanning Pipeline:

  1. graphWalkScan() — Primary BFS search with Junction Mutex checks.
  2. Stopped Registry — Instant stationary obstacle lookup.
  3. Moving Registry — Dynamic traffic vector analysis.
  4. Ultra-close scan — Emergency fallback (≤16 blocks).
  5. Post-BFS proximity — Final distance verification.
  6. Fallback beam — Secondary raycast for missing graph data.

Developed by Fizzy_lovely — Making trains smarter, one line at a time.

1.0.3Релиз1.21.1 · 7 мая 2026 г.

🚂 Railway Evolution v1.0.3 by Fizzy_lovely

[STABILITY & PRECISION UPDATE] — This major update introduces a complete rewrite of the limit-breaking system for the latest Create versions and perfects train vision on curved tracks.

🔹 Key Features:

  • 🚀 True Infinity Mode: Completely bypassed the new "Catnip" library limits. Build trains and tracks of any length without restrictions.
  • 📐 Precision Curve Awareness: Restored full obstacle detection on turns. Trains now "see" along the rails (tangents), not just direct movement vectors.
  • 🎮 Enhanced Manual Control: When a player takes the throttle, the AI completely steps aside, disabling all automatic braking for a true manual experience.

🛠 Changelog:

1. 🚫 Infinity Mode Rewrite (Critical Fix)

  • The Catnip Patch: Adapted for Create 6.0.10 and the Catnip library. The system now uses advanced reflection to patch ConfigInt and ModConfigSpec.IntValue hard-coded maximums.
  • Unlocked Limits:
    • Track Placement Length: 32 → 10,000 blocks
    • Max Train Assembly Length: 128 → 10,000 blocks
    • Max Bogey Count: 20 → 10,000 bogeys
    • Max Blocks Moved: 2048 → 10,000 blocks
  • Added detailed server-side diagnostics (WARN logs) to verify every patched value.

2. 📐 Improved Curve Vision & Braking

  • Tangent Calculation: Fixed the "chord vs tangent" issue. Heading is now derived from track geometry (nodes) instead of movement delta.
  • Static Detection: Fixed trains going "blind" when stopped on a curve.
  • Refined Thresholds: Lowered detection threshold from 1.5 to 0.5 blocks for pinpoint accuracy on sharp turns.
  • Geometry Blending: Increased track geometry blend to 85% for smoother tracking.

3. 🎮 AI & Movement Logic

  • Manual Override: AI braking is 100% disabled while a player is driving (runtime.paused detection for Create 6.0.x).
  • Passenger Filtering: Players acting as passengers or drivers are no longer detected as obstacles "on the tracks."
  • Anti-Gridlock: Refined junction yielding with a UUID-based tiebreak system to solve intersection stalemates.

🚦 Console Commands:

Command Description
/railway infinity true/false Toggle unlimited limits (The Catnip Fix)
/railway braking distance <5-200> Set obstacle detection range (Default: 50)
/railway braking sharpness <1-10> Set braking intensity (1: Smooth, 10: Aggressive)
/railway safe-mode true/false Toggle braking before players
/railway reload Rescan and update all tracked trains
/railway release Force unlock stuck trains from Yielding state

⚠️ Requirements:

  • NeoForge: 1.21.1
  • Create: 0.6.10+ (and newer versions using Catnip library)

Thank you for 1,500+ downloads! Let’s keep the tracks moving! 🚂✨

1.0.2Релиз1.21.1 · 28 апреля 2026 г.

🚂 Railway Evolution v1.0.2 [RELEASE] — The Vanilla Edition. This major update fixes critical manual override bugs and fully adapts the AI for the latest Create versions. We've completely rewritten the limits system and added granular braking configurations.

🔹 Key Features: 🚀 NeoForge Native: Fully compatible with Create 0.6.9 / 0.6.10 on Minecraft 1.21.1. 🎮 Manual Override Fix: AI "Control Lock" is gone. If you take the controls, the AI steps aside. ♾️ Infinity Mode: The /railway infinity command now successfully bypasses track and train length limits. 📐 Curve Awareness: Trains no longer go "blind" on turns. Full obstacle detection on curved tracks is restored.

🛠 Changelog: 🔴 Fixes & Optimizations:

Manual Control: AI now correctly detects manual override (runtime.paused). If a player is driving, the AI disables all forced braking to give you full control.

Passenger Logic: Passengers and drivers are no longer detected as obstacles "on the tracks." Your train won't emergency brake for its own crew anymore.

Junction Tiebreak: Gridlocks are solved. If two trains reach a junction at the exact same time, a UUID-based tiebreak ensures only one yields.

Yielding Polish: Improved logic for clearing intersections. Slow-moving trains will no longer cause others to wait indefinitely.

🟢 New Improvements:

Infinity Mode (Tracks & Trains): Completely rewritten to work with new Create configs. Using /railway infinity now increases limits for track placement, bogey count, and station length to 10,000 blocks.

Curve Detection: Restored AI functionality on curved sections where Create's data often resets. Trains now see each other clearly even on sharp turns.

New Braking System: Added advanced commands to fine-tune how your trains stop.

💬 Console Commands:

/railway braking distance <5-200> — Sets obstacle detection range (Default: 50 blocks).

/railway braking sharpness <1-10> — Sets braking intensity (1: Smooth/Early, 10: Aggressive/Late).

/railway infinity [true/false] — Toggles unlimited track placement and train lengths.

⚠️ Requirements: NeoForge 1.21.1 | Create 0.6.10+


Thank you for 1,500 downloads! Let's keep the tracks moving! 🚂💎🔥

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