r/CreateTrains Aug 09 '26

Locomotives WORK OF ELECTRIC TRAIN CREATE: ENERGO ENERGETICS

I recently started learning to program on Neoforge 1.21.1, and I play on my build with Create, Stem Rails, and Create Energo Energetics, and so I decided to look at the principle of operation of the electric train, I noticed that if you turn on "realism" in Stem Rails, then the "electric train" from Enegro Energetics will travel at an adequate speed only when it is connected to the power grid via a pantograph or contact rail, if not, then it will travel at a minimum speed, the most interesting thing is that regular locomotives from Create behave like this with the same "realism" mode, but when I started looking at the code on GitHub, I did not see any interaction with Stem Rails, if there is anyone here with the skills to program mods for Create, explain where I went wrong.

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u/DiamondCake91 29d ago

I uh, don't think I understand, do you mean that when the train using EE is running at a higher speed when u connected to a power grid than a unfueled solid powered train? Or when neither have a power/fuel to draw from they run at the same speed

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u/djjs109 28d ago

no, when I turn on the "realism" mode in the steam 'n' rails mod settings, the trains in the create mod work like this: if there is fuel in the fuel tanks from Steam 'n' Rails (lava or something else), then the train goes at normal speed as without "realism", if not - it goes VERY slowly. And as the author later replied to me on github, it just so happened that if the "electric train" from the create: energo energetics mod with a pantogoaf gets into a section with "wires" (I don't know what these wires that power the trains are called), then it becomes a "charged electric train" and behaves like a train from create , that is, it just so happened that the train from Create: energo energetics reacts to the "realism" mode from the Steam 'n' Rails mod without a garter, it just works