When Create: Electro Energetics is installed, Reloaded automatically enables a small built-in resource pack that silences four unusually loud and repetitive default GTO traction layers. The general rolling wind ambience remains enabled.
Exact C:EE sound events changed by the built-in pack
Silenced:
electroenergetics:train/gto/asyncelectroenergetics:train/gto/async_decayelectroenergetics:train/gto/async_riseelectroenergetics:train/gto/p15Left unchanged:
electroenergetics:train/background/wind_staticelectroenergetics:train/background/wind_riseA higher-priority user resource pack can still replace these sounds.
</details>| Mod | Recognized engines or compatibility |
|---|---|
| Create | Steam Engine |
| Create: Electro Energetics | All colour variants of train electric motors, live catenary power, accumulators, and creative train power |
| Create: Crafts & Additions | Electric Motor |
| Create: Diesel Generators | Diesel Engine, Large Diesel Engine, and Huge Diesel Engine |
| Create: Power Grid | Electric Motor and Constant Speed Motor |
| The Factory Must Grow | Turbine, regular, radial, large, simple large, electric, and heavy electric engines |
| Steam 'n' Rails | Handcars retain their original special behaviour |
Modpack authors can add more engine blocks through the
create_train_physics:train_motor block tag.
Compatibility limitation for non-C:EE electric motors
Create: Electro Energetics currently provides the only assembled-train power state that Reloaded can verify directly. Engines from other add-ons are recognized and contribute configured train power, but their stationary energy network cannot be checked after the blocks become part of a moving train.
This means that only C:EE motors are guaranteed to require a live electrical supply. Support can be improved when another add-on exposes a suitable train power API.
The common configuration is created at
config/create_train_physics-common.toml.
| Option | What it does | Default |
|---|---|---|
requireFuel |
Requires ordinary engines to have fuel before they can provide traction | false |
enginePower |
Base power of each recognized engine | 200 kW |
fueledEnginePower |
Power of each ordinary engine while real fuel is available | 200 kW |
automaticHandbrake |
Brakes unattended trains and holds automated trains at a requested stop | true |
Adding more engines increases total available power, but it does not bypass Create's configured top-speed limit or the safe speed of a tight curve.
mods folder.For multiplayer, install Reloaded on both the server and participating clients. The server runs the train simulation, while clients also receive the bundled C:EE sound adjustment.
Make sure the train contains a recognized engine. If fuel is required, load a valid train fuel. C:EE electric trains additionally need an energized catenary connection, stored accumulator charge, or a creative train power source.
Yes. Engines throughout the full consist contribute power, improving the acceleration and hauling ability of heavy trains. Top speed is still limited by available power, drag, Create's server settings, and track curvature.
Yes. A user resource pack placed above the built-in Reloaded pack can replace the four sound files. Removing Reloaded is not required just to customize audio.
Beta status and reporting problems
Reloaded contains substantial changes compared with the original mod. Back up important worlds before testing a beta build and report reproducible problems on the GitHub issue tracker.
When reporting a problem, include the Minecraft, NeoForge, Create, Reloaded, and optional add-on versions, along with a short description of the train involved.
Create and all named add-ons belong to their respective authors. Their names are used only to describe compatibility.