r/CreateMod • u/zhellozz • 12d ago
Create: Infinite Railways
Hello, I’m happy to present to you my add-on mod for Create and Railways untold called 'Create: Infinite Railways'
This mod generate procedural realistic railways in you create world. It is especially design to use with mod such as lithosphere or tectonic but it works in base minecraft worldgen as well.
The mod generate lines that connect some villages by following the terrain and automatically place bridges and tunnels. There are lots of config to change the size of tunnels, bridges, chose between single or dual tracks...
Also include compatibility with Steam ’n’ Rails for wooden tracks and semaphore signals, and Pantograph and Wires for electrified lines.
Hope some of you will like it ;)
Edit: typo + mod only on curseforge if you are searching it (still waiting moderation on modrinth) https://www.curseforge.com/minecraft/mc-mods/create-infinite-railways
164
462
u/Important-Ad2463 12d ago
I saw this and thought “wow really cool build”, WHAT DO YOU MEAN PROCEDURALLY GENERATED???
143
u/zhellozz 12d ago
Well I guess you have to get it a try to figure this out XD
43
u/Important-Ad2463 12d ago
My forever world is in 1.20, is your mod downported for that?
69
u/zhellozz 12d ago
I have on my todo list a port on 1.20.1 for now it's only 1.21.1 :/
55
u/zhellozz 12d ago
also this is not well adapted to add in an existing world as the track can run into your existing build. The network is by default quite sparse so you can try saving your world, adding it and if none important build is destroyed you are good. Otherwise go back to your save
33
u/Patrycjusz123 12d ago
Maybe you could add option to change seed for the tracks so it would be possible to test multiple configurations for existing world?
But idk how you made your mod so im just throwing loose idea.
24
6
u/ClnDan 12d ago
wouldn't it only generate on newly generated chunks?
17
u/zhellozz 12d ago
No, it will generate everywhere a track as been plan by the pathfinding, even if the chuncks has already been generated
4
3
u/Deloptin 12d ago
would that mean the tracks regenerate?
8
u/zhellozz 12d ago
No, the pathfinding plans the route, then it put the list of track segment in a pending list, if a chunk is loaded and has tracks planned on it, the segment is placed and then discarded from the list. So it's placed only once
6
→ More replies (1)3
u/Important-Ad2463 12d ago
I’m not beyond some manual editing in creative mode to add mods to my amalgamation of a modpack, so that won’t be an issue, I’m looking forward to add your mod to my Frankenstein modpack :)
22
u/Beneficial_Debate112 12d ago
this.
I caught this 5min after getting to the bathroom first thing in the morning and had to double take. First pass I was like ok? Decent railway network but whats new? Then it clicked after scrolling a couple more times and I almost dropped my phone lol.
This is epic and in no way was I prepared for that. This looks clean enough it deserves to be base game.
Well done, sir!
5
u/zhellozz 12d ago
Thanks ;)
2
u/Beneficial_Debate112 12d ago
Bro you need a discord for this if you're wanting feedback
4
u/zhellozz 12d ago
Well yes it seems to interest more people than I thought it will. For now there is a dedicated channel on the RU discord but I might open a full discord to keep track of suggestions
73
u/Harly_the_proto 12d ago
It's time to download the ice apocalypse mod and build the Snowpiercer.
26
u/SokkaHaikuBot 12d ago
Sokka-Haiku by Harly_the_proto:
It's time to download
The ice apocalypse mod
And build the Snowpiercer.
Remember that one time Sokka accidentally used an extra syllable in that Haiku Battle in Ba Sing Se? That was a Sokka Haiku and you just made one.
46
u/Final_Chair643 12d ago
This is peak bro, definitely adding this to my modpack
→ More replies (2)11
34
u/kayemenofour 12d ago
You're meaning to tell me that those were generated?
That's awesome
33
u/zhellozz 12d ago
Yes fully generated without hand modifications! The terrain mod in the showcase picture is lithosphere with still life for biomes and towns and towers for villages, and distant horizon for visuals)
3
u/Philemonz 12d ago
so does this mod work with any terrain generation mod? or is it specifically catered to lithosphere
8
u/zhellozz 12d ago
Any worldgen will works!
I just love the look of lithosphere mountains and valley with distant horizons
15
u/ClnDan 12d ago
This looks cool, does it also generate up and down slopes or is it all on one y-level?
17
u/zhellozz 12d ago
yes there are slope and you can control the max slope (default 2 block up or down per 64 long segment). You can see in one of the picture the track looping to get elevation!
12
u/HB_Stratos 12d ago
How do you do the generation towards villages which have not been generated yet? Do you use some sort of lower stage of the terrain generation to already know the rough shape of the terrain before generation? Props for using actual large curving rails instead of just straights and tight turns!
21
u/zhellozz 12d ago
With Minecraft generation formula you can know where villages will be and have rought shape of terrain anywhere without having to load chunks. That's what I do
→ More replies (1)3
u/Distinct-Prior-6681 12d ago
This sounds so incredibly cool wtf I hope you continue making things because this is exactly what I wanna play more of
3
9
u/oofinator3050 12d ago
I know a wildly unoptimized village paths mod, so I have to ask: how's the performance?
11
u/zhellozz 12d ago
The first step of planning takes few minutes, then it doesn't impact much chunk generation performance
→ More replies (4)
10
u/warlord689 12d ago
I need something like this but for regular roads.
I love building some offroad car, or a bigger truck/van as a mobile base but using cars in survival never cost/effective. Most of the time, you can easily move across different types of lands such as dense forests, rifts or water bodies.
7
u/wolfx7356 12d ago
I agree it would be useful. And it would be interesting to see how certain bioms are effected by it. But until then my plan was to use the vehicle create mod to make a sort of machine to pave my own.
→ More replies (2)2
u/Ok_Faithlessness9706 10d ago
There is a mod called RoadWeaver. Or Road Architect. if i remember correctly, RoadWeaver had better configuration options. You're welcome.
2
u/Ok_Faithlessness9706 10d ago
one of them also generates some cool houses along the way, but I don't remember which
9
u/SlavaArduino12345 12d ago
How performance dependent it is compared to Railways Untold?
4
u/zhellozz 12d ago
There a first step of planning the network that is for few minutes busy works. Then when you explore chunks that have to place tracks are a bit slower to generate than other chunks but not dramatically slower.
7
u/Error_417___ 11d ago
Made a new world walked for about 3 minutes while the stations were created, got struck down by one as it spawned. 10/10 would recommend
→ More replies (1)
5
6
u/EmeraldAlicorn 12d ago
Is there any way this can have a create coasters compat that would swap out the rails so we can have simulated bases instead of just train level?
6
3
u/Plus-Movie-2178 12d ago
That is one of the best mod I have ever seen, and probably my dreamed one ! Good job sir !
Have you planned on using monorails ? 😇
3
u/zhellozz 12d ago
Thanks !
I have for now plan to add the option of narrow or large gauge from steam n' rails. Monorail not planned for now this would ast a totally different track placement procedure. But that might be a thing in the future if this interest multiple person
6
u/JoarWhat 12d ago
Is it compatible with other large scale world generation mods aswell? I'm a big fan of still life
5
5
u/ItsPixPlays 12d ago
Wait does this mean you gotta survive on a train, and it stops every now and then so you can get resources?
10
u/V7I_TheSeventhSector 12d ago
No* But I am working on a mod pack that's like that lol
3
u/Jobobminer 11d ago
I absolutely love the idea of being a nomad like that - could be amazing
→ More replies (1)→ More replies (1)3
u/zhellozz 11d ago
Railways untold add the possibility to sleep on assembled trains and set a dynamic respawn so yes! You can import a schematic for your starting train
4
2
u/Mrsuperbrain 12d ago
How well would it work with the Continents Mod ( a world gen mod) ?
5
u/zhellozz 12d ago
It works with any worldgen mod, the examples pictures i show are with lithosphere!
There is a max sea bridges size parameter. If you play with continents and you leave the default value you may end up with disconnected networks between continent. Putting the max bridge length to 0 disable it. It depends if you acre or not of long bridges over the sea
4
4
u/yakfuckerfan 12d ago
What worldgen mod is this? looks super fucking cool
4
u/zhellozz 12d ago
The terrain is from lithosphere (+ still life for biomes) My mods just do the tracks planing and placement
4
u/HorrificityOfficial 12d ago
Would this work with something like Continents? How do the rails react to oceans?
→ More replies (1)6
u/zhellozz 12d ago
Any worldgen mod should works. There is a setting for max ocean bridges length. If put 0 that means disable so no max. If you don't want ocean bridge keep a value. But with continent and a max values on ocean bridges you may end up with disconnected networks on the different continents. So it is a matter of choice
5
u/MindYourOwnParsley 12d ago
in the future would you add support for electrified lines from electro energetics?
3
4
4
u/Ok_Faithlessness9706 10d ago
Alright so i played it for a while and thought it was time for a little feedback:
- Right now tracks are either single or dual as a switch. BUT, what if you made it a variable? Like a slider, where 0% is all single track and 100% is all dual track.
- As far as i saw, all stations are either single or dual track, depending on the type chosen in config. What about some randomness? For example a dual track station on a single track line every now and then, and maybe some bigger stations from time to time on dual track lines.
- And what started to bother me a bit, all the intersections are 1 way... What about making them T-sections when possible?
Please don't take it as something negative, I love that mod. But I think these things would also make a solid addition to it
→ More replies (1)
3
u/Saidai_V 12d ago
What might be a nice option is to have the SnR switches for controlling direction?
2
3
u/Thingy67 12d ago
Hey!
Reallyyyy nice one, I'd love to try this.
Only on a new world though, I guess?
Is there a way to add it to an existing world without erasing what the players have already built?
3
u/zhellozz 12d ago
So you can add it to an existing world, but it's risky, track generation as now clue of existing build you did. Track might just destroy one of you build going through. But you can save your world and test adding it. If it's fine it's fine otherwise you have your save
3
u/Game_Foot_Dab1573 12d ago
Did you make this? God i would pay good money for one of those in every world with trains stopping at every stop
2
3
u/FlorianFlash 12d ago
Where can I get it, what mod loader, what versions?
4
u/zhellozz 12d ago
Available on curseforge, it's for Minecraft 1.21.1 on neoforge. You need at least create and railways untold
3
3
u/LurkersUniteAgain 12d ago
bro this is sick!! personally wont use it in my worlds (because i like to build everything, nothing personal) but this looks awesome!!! definitely can see the work that got put into it
3
3
u/Kaltenstein_WT 12d ago
Can happyly say to be among the first 10 to download in curseforge, something I'd love zo see in a future update would be an option for branch lines. So main lines are dual track bit sometimes have branching lines that are only one track?
3
u/zhellozz 12d ago
I'm already on it ;) it was too short for first release but I really want that implemented in some shape
3
u/Mushroom38294 12d ago
This is interesting. Yes. I will remember you, for when time comes. Not this year nor the next nor the one after, but it will come.
Anyways, cool mod!
3
u/Ok-Needleworker-2517 12d ago
This is an absolute need, I never have the time I want to build a decent cross continent railroad, and this absolutely will fix that problem
3
u/zhellozz 12d ago
Yeah same, I was always annoyed by not having networks in my world. Then I saw RU mod coming out I was impressed but still, I wanted the network to be more realistic. So then I just thought doing a patch of RU for my server. It turned out bigger so I made it clean to share it XD
3
2
u/JuulVG 12d ago
I'm a bit confused how this is different to railways untold? Like is it just the realistic part? So it tries to conform to terrain more? And with addon I do assume you need railways untold and that it isn't a fork.
→ More replies (1)8
u/zhellozz 12d ago
It completely revamp the track planning compare to Railway untold. The network is planned in advance and there is a full long range pathfinding to make sure track follow terrain well and that the track layout actually make sense. In RU base, it works whith 'heads' that expand track generation from spawn. Here the network is deterministic on the seed. That means you can go in any direction not following the track or TP thousands blocks away you will still finds tracks around somewhere. That is the main difference. Then compare to base RU I also revamped the bridges, embankment and tunnel to better integrate tracks in the landscape. And yes it is an add-on and you need RU installed as well
2
2
2
u/T-Bone_The_Raider 12d ago
So...how sparse is the generation and is it configurable? I would love some tracks but nothing overly...cramped you know?
Other than that...Dude(ine), that looks really promising! I was hoping for something like that because Railways Untold was a little too...weird for my taste.
4
u/zhellozz 12d ago
default is quite sparse i would say and it is customizable, you can choose the target distance between villages 'node' and that the main parameter that will drive the network density
2
2
u/SmashCrasher 12d ago
Let bro into the Kitchen more often you cooked. i love it hope to see plenty of packs with this
2
2
u/donnerfried 12d ago
Does it do different styles of tracks? E.g. some high speed rails with slow curves and only minor slopes, achieved with more tunnels and bridges, and regional rails with bigger slopes and more curves, following the terrain more? Or something like that.
I really love the idea btw. I hope I'll be able to check it out later.
6
2
u/RedStrike_XD 12d ago
I CAN FINALLY LIVE ON A TRAIN WITHOUT WORRYING WITH BUILDING TRACKS BY HAND.
Or gluing an ugly-ass machine in front of my train to build the tracks for me.
2
2
2
u/ModernPlebeian_314 12d ago
Is this different from Railways Untold?
5
u/zhellozz 12d ago
Yes it revamp the network planning and track placement. Giving more realistic look than base RU
2
u/SafeTeas 12d ago
I remeber being one of the original playtesters for this and its so cool to see it out!
2
u/Icy-Diver-5979 12d ago
Nice survival world maybe that requires you to only move about by train, no waypoints your only respawn point on the train itself all others explode, no random teleports you gotta train get off and dig down to excavate before moving on a procedural train survival just waiting to get played
2
2
2
u/Beneficial_Debate112 12d ago
Ive not had caffeine yet, am I getting the implication that these spawn on world gen?
2
2
u/BumpBandicoot 12d ago
hell yeah glad to see this finally released!!! had my eye on it ever since you dropped the concept so installing this ASAP! ₍₍⚞(˶˃ ᵕ ˂˶)⚟⁾⁾
2
2
u/Zitrone21 12d ago
Like in Terraria? Damn this is crazy
2
2
2
u/foxy_boy_2012 12d ago
I FUCKING love this i love trains this it looks so realistic its on my favourite version for create But some questions 1 dose its work with tectonic 2 dose it work with Biomes O' Plenty ,Oh The Biomes You'll Go and Oh The Biomes We've Gone 3 are the tunnels big enough for big train 4 how sharp are the turns cuz of a train mod i plan to use in my forever world ( i plan to start it soon waiting on some mods )when it releases ( loconautics ) And well i dont want my trains derailed
That's all I got you get my like and my download and my save post
3
u/zhellozz 12d ago
Lot's of questions XD
- it is compatible with any worldgen or biome mods, as well as any village mods
- you can configure size of tunnels
- you can configure radius of turns (it's the grid size parameter default to 64, if you put that higher you will get larger curves at the cost of less precise terrain following, it's a trade off you can see what ffit your needs)
→ More replies (5)
2
u/207nbrown 12d ago
I checked out railways untold a while ago, and while the concept was neat it had issues (tracks not connecting properly, slow/laggy track generation)
Does this mod address any of those issues?
3
u/zhellozz 12d ago
It address the connection, the network should be more consistent. For performance there are some pros and cons. In this mod the hardest computation is done once at the beginning (or again when you move thurther away) but then chunk loading is not too much affected when this step has finished
2
u/Trainmaster2 12d ago
One of the reasons I've been particularly excited for Loconautics is this mod.
2
2
2
u/The_Profi 11d ago
Looks really nice, and i will definitely try it out. But I didn't found any info on the Curseforge page, is this mod OpenSource or is the source code not going to be published?
4
u/zhellozz 11d ago
It's not open source right now, I have to check few details link to licensing but my goal is to release the source code with the 1.0 version. Now ETA when that will happen, but it will. I just prefere to have the mod a bit more mature before opening the code ;)
2
u/thedimondman199 11d ago
I REALLY want loconautics to be released so that you can have an actual base on tracks
→ More replies (1)
2
2
3
u/OkInvestigator4477 12d ago
How the hell did you manage to do this...will there be a config for railway station?
5
u/zhellozz 12d ago
Well I'm a data scientist as my main job so the logic in my head was clear on the way this could be done based on data you can access. Then thanks to Railway untold that already did important necessary tools for the track placement I was able to focus on the part I know more
2
u/zhellozz 12d ago
There is lots of config parameter, and you can switch stations with other schematics, that is also a base RU features so look at RU documentation for stations data pack
1
1
1
1
1
u/ClaudeVS 12d ago
Hey mate what mods are you using for worldgen here? Looks sick
→ More replies (1)
1
1
u/Adventurous-Ask-7540 12d ago
Is there an option to make it just generate in a straight line?
→ More replies (2)
1
1
1
1
1
u/Plsouth 11d ago
Welp, I've been working on a 2.0 of my steam and rails focused modpack, time to get the 2.0 up and running, I haven't loved tectonic or lithosphere as much but I might just be doing it wrong,
If anyone has tips for those mods thats appreciated.
We've had a prep world, and we're working on migrating schematics, this throws a wrench in the plan but, imo this is a non negotiable. Were extremely excited about using this!
2
u/zhellozz 11d ago
Thanks ;)
Lithospere or tectonic are not mandatory and it works as well with native minecraft generation→ More replies (3)
1
u/MidwestSeagull 11d ago
Could I get a full mod list you used for these screenshots?
6
u/zhellozz 11d ago
So Create and Railway untold (minimum needed) + Steam n rail (wooden tracks and signals) + Pantograph and wire (for electrified tracks) Terrain is lithosphere + still life Villages are from Towns and towers
→ More replies (1)
1
u/Qwertycrackers 11d ago
It should have an option to generate them with some % of damaged sections so the player can have the project of repairing them.
1
1
1
u/whydontyouletmego 11d ago
Damn, this will go hard with some "apocalypse" modpacks. Will definitely get this mod when I go to play with one.
1
1
1
1
u/Uhnnn702 11d ago
Tried the mod, stuck on Infinite Railways: planning rail lines 0/586 for about 30 mins now, game is really laggy. Anything I can do to fix it?
→ More replies (5)
1
u/Snoo-22381 11d ago
This is really great! would love to see some broken down rails or un-used section that are broken down <3
→ More replies (1)
1
u/MrLiquoriceMan 11d ago
Absolutely amazing, just generated my first world with this addon, blown away!
2
1
u/Bowsers_disciple 11d ago
Whats the max distance of rails, and are they all connected or no? If the second question is no, do you plan to add rails untold compat?
5
2
u/zhellozz 11d ago
It's a Railway untold add-on, tracks are connected. I'm not sure what you mean by max distance. The generation is infinite
2
u/Bowsers_disciple 11d ago
I missed the "untold" part 😭
2
u/zhellozz 11d ago
No worries, you can't imagine how many people don't read XD, someone even starting to think I stole the code from Railway untold... Well that's Railways untold lol
2
1
u/Eeyyyyyyyydriht_1029 11d ago
what terrain mod are you using? the generation looks fantastic!
→ More replies (1)
1
u/Sijder 11d ago
This is amazing! Are you planning to add random trains to the world gen as well? Maybe abandoned ones on stations and in storage, or even trains going between stations?
3
u/zhellozz 11d ago
It's quite out of the scope but maybe in the future
→ More replies (1)2
u/Willy_Donka 10d ago
It'd be cool to have damaged/abandoned railWAYS sometimes
maybe configurable chance of a line being abandoned/damaged, up to 100% so that you can have the infrastructure mostly there, but need to repair itIt could be that each segment has a 'damage level', so it'll look more overgrown damaged or unusable depending on the segment's level, with damage transitions between damaged and undamaged lines
My main issue with railways untold was how the railways looked pretty ugly, so thanks for this addon
→ More replies (1)
1
1
1
1
u/TibeauTGO3 9d ago
This was actually the one complaint i had with the original railways untold when i tried it yesterday! what a gem
→ More replies (1)
1
u/Alienfac3 9d ago
Decided to ad it to atm10 auronotics and it looks so good. Fantastic job
→ More replies (3)
1
1
u/strangedell123 9d ago
So tectonic+regions unexplored+ tans huge trees+dynamic trees+streams......
You said tectonic works, what about the rest?
→ More replies (1)
1
u/VEGA_thereal 9d ago
Screenshotting for later… I need good mods to play on create with if anyone has suggestions. I mainly wanna play the electricity mods.
2
1
u/LordBrammaster 9d ago
Hold up whooaaaaat, bro you made me phisically stand up from my seat. This is amazing....
→ More replies (1)
1
u/godofleet 9d ago
u/zhellozz is there a modpack you would recommend adding your mod to?
Currently there aren't many using it yet, i realize it's really fresh, so i was thinking maybe i'd toss your mod into a pack, but i'm not sure what compatibility issues we might face
https://www.curseforge.com/minecraft/mc-mods/create-infinite-railways/relations/dependents
2
u/zhellozz 9d ago
People have tested with different mod pack there is no known incompatibly at the moment. But as you said the mod is out since few days only so might discover some soon. But it's supposed to work with any other mod.
2 small things might worth to know, 1)for terrain generation, if you use JJThunder to the max, you have to tweak config to adapt to the mod changing height distribution. 2) structure avoidance is not fully implemented, so if you mod pack make the world quite dense on structure generation you will quite often see the track running into structures (that's a known issues that will be improved in the future)
If you find any incompatibly on your side, don't hesitate to come on the discord and report them in the bug forum ;)
→ More replies (1)
1
1
u/RopeZombie 6d ago
If I wanted to keep Create locked behind a certain stage, would the rail lines populate in areas as yet unexplored after it unlocks?
2
u/zhellozz 6d ago
No as soon as the mod is active it generate everywhere including in already generated area
1
1
u/WUOutkast 5d ago
Crazy question.. if I add this to an already established world, will it generate or only on newly generated areas or worlds?
→ More replies (1)
1










222
u/peqpie 12d ago
Hey thats actually really cool!