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Create: Bits 'n' Tracks Community Edition

Create addon adding flanged cogwheels driven by Sable physics, for building working tank tracks. Community continuation of Bits 'n' Tracks by qwxon.

Автор: the_atmerek5,7 тыс.22обновлён 26 окт. 2026 г.
ТехнологииТранспорт

Описание

Create: Bits 'n' Tracks Community Edition

Available on Modrinth Available on CurseForge Source on GitHub Supports NeoForge Requires Create Join the Discord

A tank on bogie suspension driving over slabs

Build working tank tracks in Create. Flanged cogwheels carry a belt or tread around them, and on a Sable vehicle the track grips the ground, drives it along and rides over what it crosses.

This is a community continuation of Bits 'n' Tracks by qwxon, picking up development where the original left off.

Requirements

  • Minecraft 1.21.1 with NeoForge 21.1.228 or newer
  • Create 6.0.10 or newer
  • Sable 2.0
  • Create: Bits 'n' Bobs 2.3.5 or newer, with its own dependencies
  • Create Aeronautics 1.3.1 or newer, for assembling vehicles and for the spring in the Suspension Piece recipe

What's inside

Everything the mod adds

  • Flanged cogwheels in six sizes, plain and industrial, that carry a track
  • Three tracks: Create's own belt, the Industrial Belt and the Tank Tread, plus grousers for the belts
  • Suspension Pieces that mount swinging arms and bogies
  • Two tools, the Cog Alignment Lever to shape a track and the Suspension Tool to tune its ride

Flanged cogwheels

The six cogwheel sizes, plain and industrial

Six sizes: tiny, intermediate, small, medium, medium-large and large, each in a plain and an industrial style. The industrial models are based on the Industrial Cogwheels from Create: Gears n' Kinetics.

A placed cogwheel drives its track and turns through its axle. Switch physics on with the Cog Alignment Lever and it becomes a wheel of its Sable vehicle: it stands on the ground, blocks players and other entities, and can carry a Suspension Piece.

Tracks

Create's belt, Industrial Belt, Industrial Belt with grousers, Tank Tread

Every track is strung between cogwheels like a Bits 'n' Bobs chain.

  • Create's belt: a belt connector makes a track right away, no extra crafting needed.
  • Industrial Belt: the mod's own belt, made from belt connectors and iron nuggets.
  • Tank Tread: a plated track made in a Mechanical Crafter, which bites into soft ground better and grips a little less on hard ground.
  • Grousers: right-click either belt with them to fit them along it. A belt with grousers grips much better on ice, snow and mud and a little worse on hard ground.

A track grips by the weight resting on it, and less on dirt, sand, gravel, clay, snow and mud than on stone. Datapacks can change the grip of any block. The run of track between cogwheels drapes over terrain and carries the vehicle over obstacles. A redstone brake on any of a track's cogwheels brakes the whole track.

Wide wheels

Narrowed, full-width and two-wide tracks

Place a cogwheel beside another of the same size and style along its axle and they join into one wide wheel, with the track widening to match. Sneak while placing to keep them apart. The lever's Width mode narrows a cogwheel a quarter at a time, and a track is always as wide as its widest cogwheel.

Routing

Automatic routing and Route mode

The track wraps around its cogwheels the way a real track sits on its road wheels. A cogwheel inside the loop that the track cannot reach is enclosed by it, and turns freely until the track touches it.

With the lever's Route mode, bring the far run of track around any cogwheel instead. That cogwheel then turns the other way, like a belt crossed over a pulley.

Suspension

Arm, bogie and wide bogie

A Suspension Piece gives a physics cogwheel a sprung mount.

  • Arm: right-click a physics cogwheel of any size to select it, then look beside it and right-click where the green preview fits. The arm pivots on the cogwheel's top corner, which needs a block touching it along the axle. If blocks on both sides could hold it, it mounts on the side you are looking toward. Uses one piece.
  • Bogie: select a small, intermediate or tiny physics cogwheel, then right-click the one of the same size next to it. The bogie hangs from a block right above either cogwheel, or one next to that spot along the axle, and blocks can sit on top of it. Uses two pieces.
  • Wide bogie: the same between two two-wide small, intermediate or tiny cogwheels, each pair turning into two separate wheels with the bogie between them. Uses two pieces.

Bogies rocking over a slab

Shift + right-click the cogwheel with an empty hand to take a piece or bogie back off. A mount whose supporting block is removed drops its pieces.

Getting started

Every part of the mod has a Ponder scene. Hold the Ponder key (W by default) over a flanged cogwheel, a track, the Cog Alignment Lever, a Suspension Piece or the Suspension Tool. The scenes walk through building a tracked vehicle, from placing and powering the cogwheels to tuning its suspension.

The Cog Alignment Lever

The Cog Alignment Lever nudging a cogwheel

The main tool of the mod. It adjusts cogwheels after they are placed, narrows or hides them, routes and tensions the track, and switches physics on or off. It only acts on Bits 'n' Tracks cogwheels and the tracks running on them, and breaks other blocks as normal. While you hold it, a panel beside the hotbar shows the current mode, the values of what you are working on, and what to click or scroll. Hold Alt (Create's tool menu key) and scroll to switch modes.

  • Offset: right-click a cogwheel to select it, then scroll to move it one pixel at a time. Shift + scroll picks the axis: along the axle, across, or up and down.
  • Route: right-click a face to bring the far run of track around the cogwheel, so clicking the top wraps the bottom track over it, and reverses its spin. The centre puts its routing back to automatic.
  • Tension: right-click a track to select it, then scroll to tighten it, so it holds its line, or slacken it, so it sags and follows the ground.
  • Visibility: right-click a cogwheel to show or hide it.
  • Physics: right-click a cogwheel to switch its physics on or off.
  • Width: right-click a cogwheel to narrow it a quarter at a time, and Shift + right-click to widen it. A track is as wide as its widest cogwheel.
  • Shaft: right-click either end of a cogwheel to hide or show its shaft there. A hidden shaft connects to nothing, so a cogwheel without shafts only turns with its track.
  • Reset: right-click a cogwheel twice to reset alignment, visibility, track routing and suspension tuning.

Ctrl + left-click switches Offset, Width, Shaft and Reset between one cogwheel and the whole track. On the whole track, Offset only moves the cogwheels that share the clicked one's physics setting.

The Suspension Tool

The Suspension Tool beside a cogwheel on an arm

The Suspension Tool reads and tunes cogwheels that carry a Suspension Piece. It has four settings, stiffness, damping, travel and spring strength, each on levels 1 to 15 like a redstone signal, with 8 as the default. It uses the same panel as the lever, with one mode per setting.

  • Look at a suspended cogwheel: the panel and the dial show its levels.
  • Hold Alt and scroll: switches setting.
  • Right-click a suspended cogwheel: selects it.
  • Scroll: raises or lowers the selected setting on the selected cogwheel by one level.
  • Ctrl + left-click: switches between tuning one cogwheel and every suspended cogwheel on the track.

Configuration

Physics settings are per world: suspension, cogwheel geometry, drive, friction, the belt, stress and sounds. Open a world and use the Config button in the mod list to edit them, and drop a bits_n_tracks-server.toml into defaultconfigs/ to give every new world the same values. Client settings cover Flywheel rendering, how often tracks recompute their shape, and the distance past which they stop animating.

Shader packs just work. Colorwheel is recommended alongside Iris, since it keeps Flywheel rendering on with shaders.

Help and feedback

Report bugs on the issue tracker, and ask questions or share builds on Discord. Development builds, when one is out ahead of the latest release, are listed as pre-releases on the releases page.

Building from source

Gradle needs JDK 21.

./gradlew build           # jar lands in build/libs/
./gradlew runClient       # launch a dev client

License and credits

GPL-3.0-only. See LICENSE.

Original mod and all original code by qwxon. Community Edition by Atmerek and Alesrr, with contributions from Cubester, the Russian translation by Hanahaki and art by CloverKeep.

Галерея

Bob's Tank!

Последние версии

Все версии →
release

3.0.1

3.0.1
26 окт. 2026 г.1 тыс.Minecraft: 1.21.1neoforge
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### Added - Hanahaki's Head. ### Changed - Grousers have a new model and texture, and show as that model in the inventory. - New item icons for the Industrial Belt and the Tank Tread. - Contributor heads sit higher in inventory slots. ### Fixed - Vehicles on cogwheels without a track no longer slide endlessly: bare cogwheels roll freely, hold sideways and lock under a brake signal.
release

3.0.0

3.0.0
25 окт. 2026 г.725Minecraft: 1.21.1neoforge
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Что нового
Requires NeoForge 21.1.228 or newer, Create Aeronautics 1.3.1 or newer and Bits 'n' Bobs 2.3.5 or newer. ### Upgrading from 2.x - Physics cogwheels no longer have suspension of their own. Without a Suspension Piece a physics cogwheel is a rigid wheel, so existing vehicles ride without suspension until pieces are mounted. A piece needs a block touching the cogwheel along its axle to hang from. - The suspension settings listed under Removed are gone, and any values set in them are ignored. Suspension is now tuned per cogwheel with the Suspension Tool. - The Cog Alignment Lever now only works on Bits 'n' Tracks cogwheels. - Cogwheels with physics enabled are converted when a 2.x world loads. A Bits 'n' Bobs or Design n' Decor cogwheel with physics enabled becomes the Bits 'n' Tracks cogwheel of the same size. - Bits 'n' Tracks cogwheels no longer turn the blocks beside them, or get turned by them. Drive them through their axle or their track. - The Cog Alignment Lever now works in modes, switched by holding Alt and scrolling. What replaced its old click controls is listed under Changed. - The grip settings were reworked. Values set in Track Grip and Rolling Resistance are reset to the new defaults, and those listed under Removed are ignored. - A Bits 'n' Tracks cogwheel with physics enabled but no track no longer grips the ground, so a vehicle standing on such cogwheels alone rolls and slides freely. ### Added - Two-wide track wheels. A cogwheel placed beside another of the same size and material along its axle joins it into one wide wheel, and the track widens to match. Sneak while placing to keep them apart. - The track now wraps around its cogwheels the way a real track sits on its road wheels. A cogwheel inside the loop that the track cannot reach is enclosed by it instead of pulling it out of shape, and turns freely until the track touches it. - Track routing. In the Cog Alignment Lever's Route mode, right-clicking a cogwheel face brings the far run of track around that cogwheel and reverses its spin, and right-clicking the centre puts it back to automatic. - The run of track between cogwheels now meets the ground. It drapes over terrain, carries the vehicle over what it crosses, and grips and drives along its length. - Track tension. In the Cog Alignment Lever's Tension mode, right-click a track to select it and scroll to tighten or slacken it. - Cogwheel width. In the Cog Alignment Lever's Width mode, right-click a cogwheel to narrow it a quarter at a time, down to half a block for a single wheel or one and a quarter for a two-wide one, and Shift + right-click to widen it. A track is as wide as the widest cogwheel it runs over. - Hideable shafts. In the Cog Alignment Lever's Shaft mode, right-click either end of a cogwheel to hide or show its shaft there. A hidden shaft connects to nothing, so a cogwheel without shafts only turns with its track. A shaft holding a Suspension Piece can't be hidden. - Tank Tread, a plated track made in a Mechanical Crafter and strung between cogwheels like the Industrial Belt. - Grousers, made from Industrial Iron Blocks. Right-click a belt track with them to fit them along it, one for every block of track. The number needed is shown while aiming at a track, and they are taken from anywhere in the inventory. A belt with grousers grips much better on ice, snow and mud and a little worse on hard ground. The wrench takes the grousers off before the track itself, and they drop when the track is removed. The Tank Tread can't take them. - Intermediate Physical Flanged Cogwheel and Intermediate Industrial Flanged Cogwheel, a size between tiny and small. - Medium-Large Physical Flanged Cogwheel and Medium-Large Industrial Flanged Cogwheel, a size between medium and large. - Suspension Piece, which mounts a swinging arm on a physics cogwheel, or a bogie across two small, intermediate or tiny cogwheels of the same size, two-wide ones included. It is crafted with the spring from Create Aeronautics. - Suspension Tool, which reads and tunes a suspended cogwheel's stiffness, damping, travel and spring strength over 15 levels, for one cogwheel or a whole track at once. - Ctrl + left-click with the Cog Alignment Lever switches its Offset, Width, Shaft and Reset modes between one cogwheel and the whole track. On the whole track, Offset only moves the cogwheels that share the clicked one's physics setting. - A panel for the Cog Alignment Lever and the Suspension Tool, shown while holding either. It shows the current mode, the values of the cogwheel or track being worked on, and what to click or scroll. - Sounds for the Cog Alignment Lever and the Suspension Tool when switching modes, adjusting values, toggling settings and when an action is refused. - Physics cogwheels and tracks kick up dust from the ground they roll over, throw more when they spin in place or skid, and raise a burst of it when they land. - Ponder scenes for the flanged cogwheels, tracks, the Cog Alignment Lever, the Suspension Piece and the Suspension Tool. - Decorative heads of the mod's creators and contributors. - Cogwheels with physics enabled now block players and other entities. - Settings: a Belt section for how the track meets the ground and how its length and tension behave, Soft Ground Pressure, Sliding Grip, Suspension Smoothing, Debug Logging, geometry and stress settings for the intermediate and medium-large sizes, and client settings for Flywheel rendering, track update rate and animation distance. - Polish translation. ### Changed - New models for every flanged cogwheel, by qwxon. - New mod icon. - Cogwheels and tracks are drawn through Flywheel when it is active, and tracks stay visible out to the render distance instead of 64 blocks. - Bits 'n' Bobs chains on Bits 'n' Bobs cogwheels are left entirely to Bits 'n' Bobs, so they route, look and drive the same as without Bits 'n' Tracks. - The Cog Alignment Lever works in eight modes: Offset, Route, Tension, Visibility, Physics, Width, Shaft and Reset. In Offset mode, right-click a cogwheel to select it, scroll to move it one pixel at a time and Shift + scroll to pick the axis, instead of clicking parts of its face. Visibility and physics are switched by right-clicking in their own modes, instead of right-clicking the centre and left-clicking. - Resetting with the Cog Alignment Lever is done by right-clicking a cogwheel twice in Reset mode, and also resets suspension tuning. - The Cog Alignment Lever now breaks blocks other than Bits 'n' Tracks cogwheels normally. - The Industrial Belt recipe now takes two belt connectors and three iron nuggets, and makes two belts. - Flanged cogwheel recipes scale with size: two cogwheels and an Industrial Belt make two small ones, a cogwheel and two belts make a medium one, and a large cogwheel and three belts make a large one. The industrial versions take Industrial Iron Blocks in place of the belts. - Tracks grip harder, and only the track grips: a cogwheel without a track rolls freely. Grip follows the weight resting on the track, a track can skid in a hard turn at speed and grips less once it skids, and a redstone brake on any of a track's cogwheels brakes the whole track and holds only as well as the track grips. - Tracks grip less on dirt, sand, gravel, clay, snow and mud than on stone. The Tank Tread bites into soft ground better than the Industrial Belt, and grips a little less on hard ground. On soft ground, a track that presses less, because it is wider, longer or carries less, grips better. Datapacks can change the grip of any block through the `bits_n_tracks:ground` data map. - Tracks and Suspension Pieces add to a vehicle's mass: 0.25 for an Industrial Belt and 0.5 for a Tank Tread whatever their length, and 0.25 for each Suspension Piece. - Updated the Russian translation, by Hanahaki. ### Removed - Design n' Decor cogwheels can no longer be used in tracks. - Settings: Cogwheel Suspension, Track Suspension, Base Strength, Spring Scale, Damping Scale, Cogwheel Spring, Track Spring, Cogwheel Damping, Track Damping, Cogwheel Impulse Limit, and the four Suspension Rest settings. - Settings: Drive Traction, Brake Traction, Lateral Traction and Cogwheel Grip. ### Fixed - The track cut through cogwheels, drove cogwheels it never reached, and could drop out of the kinetic network between sessions. - Turning physics on or off for a cogwheel reset its alignment and visibility, and turned an industrial cogwheel wooden. - Create schematics turned industrial cogwheels with physics enabled wooden, and dropped every cogwheel's alignment and visibility. - Industrial cogwheels with physics enabled sounded like wooden ones. - Cogwheels with physics enabled made no sound while rolling without power. - Breaking a physics cogwheel by anything other than hand dropped a plain wooden cogwheel instead of the one that was placed, and breaking it with an axe or pickaxe dropped both. - Tracks looked wet and glossy with shader packs, and were lit as if they faced the sky. - A wheel pressed against a wall lost its grip as if it were in the air. - A vehicle on a slope could drift sideways. - Tracks built as their own structure and joined to the hull, such as on a Swivel Bearing or a bearing they pivot on, could not hold the vehicle up. - A wheel touching several blocks could take its grip from the wrong one. - The Cog Alignment Lever could not reach a cogwheel drawn away from its block, such as one hanging on its suspension. - Bits 'n' Bobs chains and ropes could be placed on a cogwheel with physics enabled. - Turning off Bits 'n' Bobs' undedicated chain drive setting broke every track on Bits 'n' Tracks cogwheels. - Removing a cogwheel from a chain could crash the game. - Tracks and chains pasted from a rotated schematic, or rotated with a contraption, came out turned twice as far as the blocks around them. - Disassembling a vehicle that had turned broke its tracks. - Cogwheel alignment offsets did not turn with a rotated schematic, a contraption or a disassembled vehicle. - The Cog Alignment Lever was drawn at the wrong size in item frames. - The Small Physical Flanged Cogwheel was drawn larger than the other cogwheels in inventories, and turned differently in item frames. - The Cog Alignment Lever stacked up to 64. - A cogwheel with physics enabled added no mass to its vehicle. - The creative tab banner was stretched while hovered with some texture animation mods installed.
release

2.1.0

2.1.0
30 авг. 2026 г.3,7 тыс.Minecraft: 1.21.1neoforge
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### Added - A mod icon, shown in the mod list. - Two settings. Suspension Speed Limit, under suspension, caps how hard a cogwheel can push off a surface, and Pivot Scrub, under friction, sets how freely the tracks let a vehicle turn. ### Changed - Tracked vehicles now turn at the rate their two track speeds call for, so running one track forward and the other back turns the vehicle on the spot. Existing vehicles will steer more sharply than before. - Suspension is stronger by default and vehicles sit higher on it. Anyone who raised the suspension strength setting to compensate can lower it again. ### Fixed - Vehicles could not turn on the spot. The tracks slid sideways and the vehicle barely rotated. - Breaking a vehicle into two parts could fling away the part that had a cogwheel on it. - A cogwheel buried in terrain could launch the vehicle it was on. - Enabling suspension on a cogwheel outside a vehicle dropped it by the full suspension travel. - A suspension cogwheel's outline and hitbox stayed on the block grid while the cogwheel hung below it. - Chain and belt selection, and the alignment lever's face selector, went by a cogwheel's grid position rather than where it was drawn. - Tiny cogwheels used the small cogwheel's hitbox, and medium cogwheels used the large cogwheel's. - Placing a vanilla chain or an industrial belt on a cogwheel that cannot take one showed a raw translation key instead of a message.
release

Create: Bits 'n' Tracks Community Edition 2.0.0

2.0.0
29 авг. 2026 г.171Minecraft: 1.21.1neoforge
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Что нового
### Added - A settings screen, reachable from the Config button in the mod list, covering suspension, geometry, drive, friction, stress and sound values. Previously every one of them was fixed and could not be changed. - Suspension can be switched on or off separately for loose cogwheels and for cogwheels that are part of a track. ### Changed - Renamed to Create: Bits 'n' Tracks Community Edition, shown in the creative menu as Bits 'n' Tracks CE. Existing worlds are unaffected, since block, item and recipe IDs are unchanged. - A vehicle now travels at the speed its track links are moving, so its speed follows the size of its cogwheels and how fast they turn. Existing vehicles may run at a different speed than before. ### Fixed - Tracks slid across the ground instead of rolling along it, and mixing cogwheel sizes in one track made it worse. - Every suspension cogwheel added to a track raised the vehicle's top speed. - Heavier vehicles had a lower top speed. - Cogwheels hovering just above the ground still pushed the vehicle along. - A vehicle whose tracks were stopped slid downhill instead of holding its position. - The game crashed when moving out of range of a vehicle running on tracks. - Cogwheels added by other mods could crash the game once suspension physics reached them. - Vehicles were flung into the air the moment their tracks touched the ground, and kept bouncing instead of settling after a drop. - Physics stopped being applied to some cogwheels after another one was broken. - Cogwheel chains did not follow a contraption when it was moved or rotated. - Cogwheels sometimes rendered with the wrong chain texture. - Blocks from other mods could be mistaken for cogwheels and given the wrong track collision size. - Chain integrity warnings filled the log.