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Modrinth · Minecraft mod

Create: Transcontinental

Generates a performant, deterministic Create railway network during world generation, connecting regions across continents with terrain-adaptive tracks.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Create: Transcontinental release should I use?

Updated 4 days ago
beta file 0.2.0-beta2+1.20.1-fabric
Game version 1.20.1
Loader Fabric

Create: Transcontinental 0.2.0-beta2+1.20.1-fabric targets 1.20.1 with Fabric. Installation on the client is optional. Installation on the dedicated server is optional. All 2 required mods have matching files.

Where it goes

Is Create: Transcontinental required on the client, server, or both?

Installation on the client is optional. Installation on the dedicated server is optional.

Client Optional
Dedicated server Optional
Loader for this release Fabric
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source marks this as usable on both the client and server.

What else does Create: Transcontinental 0.2.0-beta2+1.20.1-fabric need?

0.2.0-beta2+1.20.1-fabric. Change the file and its required mods may change too.

All 2 required mods have matching files

Install Architectury API, Fabric API first. We found matching files for this game-version and loader setup.

Architectury API Needed by Create: Transcontinental 0.2.0-beta2+1.20.1-fabric
required
Matching file found Matched file: 9.2.14+fabric
Fabric API Needed by Create: Transcontinental 0.2.0-beta2+1.20.1-fabric
required
Matching file found Matched file: 0.92.12+1.20.1

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Create: Transcontinental without breaking your instance.

Built for Create: Transcontinental 0.2.0-beta2+1.20.1-fabric. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 0.2.0-beta2+1.20.1-fabric. It targets 1.20.1 with Fabric; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Architectury API, Fabric API first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    Installation on the client is optional. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 0.2.0-beta2+1.20.1-fabric. It opens that exact file at the source.

About this project

What does Create: Transcontinental add?

Create: Transcontinental

Create: Transcontinental

Create: Transcontinental generates a continent-scale railway network for Create during chunk generation.

Building a full railway network can be a long process, especially on smp servers when players build their base far away from each other. This mod aims to provide a basic network, far from perfect but sufficiant to be a solid base for player to improve it to build their network.

Contrary to some other existing tracks generation mods, this mod main goal is to have the lowest possible impact on world generation performance, especially in the case of a multplayer server.

At the same time, it tries to stay realistic, the tracks snake through the landscape to avoid steep slopes, water and other obstacles instead of building over everything.

Also, the generation is fully deterministic. Like vanilla it looks random, but it is not, so if you regenerate chunks the tracks will come back at the exact same place, the other advantage of this is that the order in which the chunks are generated doesn't matter at all.

Configuration & Compatibility

  • Worldgen compatibility: tested with vanilla terrain generation, Terralith and Tectonic (alone and together).
  • Settings: they are in config/createtranscontinental-server.toml, mainly the distance between two nodes of the network (bondLength, 512 by default), this lenght defines the density of your network, the lower you go, the denser the network will be. Some extreme values are allowed but not always well tested, 512-2048 is a reasonable range for most worlds. Higher values increase the compute cost for each chunk as they have to reach for farther away nodes to compute their tracks.

⚠️ Caution
Only change the settings on a new world. Chunks generated before and after the change will not have the same tracks and they will not connect.

Customization

Along the track structures can be customized through datapacks. I will release documentation on the format you have to use in order to achieve this as soon as possible.

Performance

All tests are performed on client/server setting. Vanilla tests are performed on my local machine, Large modpack tests are performed with server side on a dedicated server. These numbers are worst case scenarios as they are performed with admins flying in spec mode at max speed along tracks on a new map during the full lenght of the test.

"Vanilla"

Only Create and Xaero installed, 24 thread CPU, nodes 512 blocks apart

chunks generated during test 32,340
vanilla generation per chunk, average 34.8 ms
mod cost per chunk, average 0.20 ms
added to world generation +0.6 %
mod cost per chunk: median / 99th / 99.9th percentile / worst 0.14 / 0.94 / 6.3 / 79.5 ms

Large modpack

Modpack with ~300 mods, including Terralith, Tectonic, C2ME and various custom structure mods. 16 thread CPU, nodes 1024 blocks apart.

chunks generated during test 37,954
vanilla generation per chunk, average 51.6 ms
mod cost per chunk, average 0.64 ms
added to world generation +1.2 %
mod cost per chunk: median / 99th / 99.9th percentile / worst 0.20 / 1.3 / 155.9 / 682.8 ms

These data will be updated when relevant

Supported versions & compatibility

Supports Create 6 on Fabric for Minecraft 1.20.1 and on Neoforge for Minecraft 1.21.1. No compatibility planned with older version. Future version should recieve updates.

Updating from one patch to another (e.g. from v1.0.0 to v1.0.1) should not break the paths across chunks generated before and after the update (alpha and beta versions can break it in any case, do not use it in production please).

Updating from one major or minor version to another (e.g. from v1.0.0 to v1.1.0 or v1.0.0 to v2.0.0) will break the paths across chunks! Be careful when you update!

Known issues

Here is a list of known issues currently being worked on.

  • Some viaducts are absurdely large
  • Terrain sampling still need a precision increase without degrading performance
  • Structure avoidance may sometime not work correctly

If you encounter any issues, use /ctc report and copy paste the full report to a new issue on github. Explain the issue you have with as many details as possible. Join screenshots if needed.

Roadmap

I've been working on this for a few months, once the first release is ready, I want to take time to write a public blog article on the different techniques used in order to achieve this work. After that, I have a few features I want to add :

  • Ability to customize Bridges and tunnels via datapacks
  • Write documentation about how to customize generation
  • Allow more config
  • Improve terrain sampling
  • Improve path finding
  • Performance optimizations
  • Improve structure avoidance
  • Add more trackside decorations
  • Improve trackside decoration placement

License

For now the mod is All Rights Reserved.

Please do not repost the mod on CurseForge.


My other mods

DrEmixam minecraft mods

Project Description
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Generates a performant, deterministic Create railway network during world generation, connecting regions across continents with terrain-adaptive tracks.
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Streams and other creations

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Project description from Modrinth.

Pick your setup

Create: Transcontinental by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Create: Transcontinental versions and loaders

19 of 19 releases match

Looking for an older file? The official Modrinth project page is in Resources.