Create: Railway EvolutionСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачать
ВЕРСИИ (26)
release
Create: Railway Evolution 1.0
1.0-1.20.117 окт. 2026 г.148Minecraft: 1.20.1forge
Что нового
# 🚂 Create: Railway Evolution 1.0 — Forge 1.20.1
**The Railway Evolution experience comes to Minecraft Forge 1.20.1!**
**Railway Evolution теперь доступен для Minecraft Forge 1.20.1!**
This release brings the Railway Evolution train AI and architectural improvements to the Forge 1.20.1 ecosystem. The codebase has been adapted from the NeoForge 1.21.1 development branch, with compatibility changes for Forge's event system, configuration, registries, and mod loading.
Этот выпуск переносит ИИ поездов Railway Evolution и архитектурные улучшения в экосистему Forge 1.20.1. Кодовая база адаптирована из ветки разработки NeoForge 1.21.1 с изменениями для совместимости с системой событий, конфигурацией, реестрами и загрузкой модов Forge.
## ✨ What's New / Что нового
### 🧠 Train Priority System / Система приоритетов поездов
- Introduced `TrainPriorityLevel` and `TrainPriorityRegistry`.
- Integrated train priorities into `JunctionReservationManager`.
- Added priority-aware junction reservation handling and the *ghost pass* mechanism.
- Добавлены `TrainPriorityLevel` и `TrainPriorityRegistry`.
- Система приоритетов интегрирована в `JunctionReservationManager`.
- Добавлена обработка резерваций перекрёстков с учётом приоритетов и механизм *ghost pass*.
### ⚙️ Rail Occupancy Optimization / Оптимизация занятости рельсов
- Added `EdgeOccupancy` to represent rail-edge occupancy.
- Introduced object pooling in `TrainScanMaps` to reduce unnecessary allocations during train scanning.
- Improved support for tracking multiple trains occupying the same rail edge.
- Добавлен `EdgeOccupancy` для представления занятости участков железнодорожного графа.
- В `TrainScanMaps` внедрён пул объектов для сокращения лишних выделений памяти при сканировании поездов.
- Улучшена поддержка отслеживания нескольких поездов на одном ребре графа.
### 🎮 Train Actuator and Control Handles / Исполнительный слой и управление поездами
- Added `TrainActuator` and `TrainHandle` to separate train control commands from higher-level AI logic.
- Improved the architectural separation of speed control, braking, and navigation operations.
- Добавлены `TrainActuator` и `TrainHandle` для отделения управляющих команд от логики высокого уровня.
- Улучшено разделение операций управления скоростью, торможения и навигации.
### 🔍 Train States and Diagnostics / Состояния поездов и диагностика
- Added the new `StoppedState`.
- Introduced `TrackPriority` and `TrackPriorityClassifier` for track classification.
- Added diagnostic and recovery components:
- `TrainDiagnosticSnapshot`
- `TransientBrakeState`
- `NativeRecoveryStatus`
- `NavigationKickstartOutcome`
- Добавлено новое состояние `StoppedState`.
- Внедрены `TrackPriority` и `TrackPriorityClassifier` для классификации путей.
- Добавлены компоненты диагностики и восстановления:
- `TrainDiagnosticSnapshot`
- `TransientBrakeState`
- `NativeRecoveryStatus`
- `NavigationKickstartOutcome`
### 🧪 Testing Infrastructure / Инфраструктура тестирования
- Ported `EdgeOccupancyTest` and `VirtualBlockSystemOptimizationTest`.
- Added JUnit Jupiter dependencies for unit testing.
- Перенесены `EdgeOccupancyTest` и `VirtualBlockSystemOptimizationTest`.
- Добавлены зависимости JUnit Jupiter для модульного тестирования.
## 🔧 Forge 1.20.1 Compatibility / Совместимость с Forge 1.20.1
This release adapts the mod's infrastructure to Minecraft Forge 1.20.1:
- Reworked mod initialization and event bus registration for Forge.
- Adapted server tick event handling to Forge's tick event API.
- Migrated configuration handling to `ForgeConfigSpec`.
- Updated item registration to use Forge registries and `RegistryObject`.
- Adjusted resource pack metadata for Minecraft 1.20.1.
- Configured `mods.toml` for the Forge environment and removed the NeoForge-specific metadata file.
- Updated Gradle configuration and dependencies.
Этот выпуск адаптирует инфраструктуру мода под Minecraft Forge 1.20.1:
- Переработана инициализация мода и регистрация шин событий для Forge.
- Обработчик серверных тиков адаптирован под API событий Forge.
- Конфигурация переведена на `ForgeConfigSpec`.
- Регистрация предметов адаптирована к реестрам Forge и `RegistryObject`.
- Обновлены метаданные ресурсов для Minecraft 1.20.1.
- Настроен `mods.toml` для Forge и удалён файл метаданных, специфичный для NeoForge.
- Обновлены настройки Gradle и зависимости.
## 🤖 AI-Assisted Development / Разработка с использованием ИИ
This version was developed with AI assistance. AI tools were used to help port and adapt the codebase, implement architectural changes, and assist with code analysis and development tasks. Development direction and project decisions remain under the direction of **Fizzy_lovely (1xCodeTeam)**.
Эта версия разработана с использованием ИИ. Инструменты искусственного интеллекта помогали переносить и адаптировать кодовую базу, реализовывать архитектурные изменения, анализировать код и выполнять задачи разработки. Направление развития и решения по проекту определяет **Fizzy_lovely (1xCodeTeam)**.
AI assistance does not guarantee that the release is free of bugs. Please report any issues you encounter so they can be investigated and addressed.
Использование ИИ не гарантирует отсутствия ошибок. Пожалуйста, сообщайте об обнаруженных проблемах, чтобы их можно было изучить и исправить.
## 📌 Release Information / Информация о выпуске
- **Mod:** Create: Railway Evolution
- **Version:** 1.0
- **Minecraft:** 1.20.1
- **Mod Loader:** Minecraft Forge
- **Developer:** Fizzy_lovely (1xCodeTeam)
- **Мод:** Create: Railway Evolution
- **Версия:** 1.0
- **Minecraft:** 1.20.1
- **Загрузчик:** Minecraft Forge
- **Разработчик:** Fizzy_lovely (1xCodeTeam)
## 🐞 Bug Reports / Сообщения об ошибках
If you encounter bugs, unexpected train behavior, or compatibility issues, please report them on GitHub:
[**Report an Issue on GitHub**](https://github.com/myakk394-sys/Railway-Evolution/issues)
Если вы обнаружили ошибки, неожиданное поведение поездов или проблемы совместимости, сообщите о них на GitHub:
[**Сообщить об ошибке на GitHub**](https://github.com/myakk394-sys/Railway-Evolution/issues)
---
**Thank you for supporting Create: Railway Evolution! More intelligent railway automation is here. 🚂**
**Спасибо за поддержку Create: Railway Evolution! Железнодорожная автоматизация становится умнее. 🚂**
release
Create: Railway Evolution 1.0
1.0-1.21.117 окт. 2026 г.556Minecraft: 1.21.1neoforge
Что нового
# 🚂 Create: Railway Evolution v1.0 — [TRAIN AI, DEADLOCK & NAVIGATION FIXES]
This update focuses on resolving several critical issues in Railway Evolution's train AI, including false obstacle detection, junction deadlocks, trains getting stuck after world loading, and navigation recovery failures.
After investigating both the mod's codebase and Create's source code, I identified the underlying causes of these problems and implemented targeted fixes instead of relying on temporary workarounds.
/ Это обновление посвящено исправлению нескольких критических проблем ИИ поездов в Railway Evolution: ложного обнаружения препятствий, взаимных блокировок на перекрёстках, застревания поездов после загрузки мира и сбоев восстановления навигации.
После детального изучения кодовой базы мода и исходников Create мне удалось выявить причины этих проблем и внести целевые исправления вместо использования временных обходных решений.
---
## 🙏 An Apology & Update from the Developer / Извинения и новости от разработчика
First of all, I want to sincerely apologize for being absent for almost two months without providing proper updates. I know that many of you have been waiting for news, fixes, and improvements, and I'm sorry for the long silence.
The main reasons for my absence were my studies and moving to a new Linux distribution. This transition took time away from development, and I wasn't able to communicate with the community as consistently as I would have liked.
Despite the delay, I haven't abandoned Railway Evolution. I've been working on understanding the deeper issues affecting train behavior and making the AI more reliable.
Thank you to everyone who continued supporting the project, reporting bugs, and waiting patiently. With over 11,000 downloads, Railway Evolution has grown beyond a small personal project, and I don't take your support for granted.
I'm sorry for keeping you waiting, and thank you for staying with the project. ❤️
/ Прежде всего, я хочу искренне извиниться за то, что меня почти два месяца не было и я не публиковал нормальных обновлений о разработке. Я понимаю, что многие ждали новостей, исправлений и улучшений, и мне действительно жаль, что так долго не выходил на связь.
Основными причинами моего отсутствия стали учёба и переход на новый дистрибутив Linux. На адаптацию к новой системе и решение сопутствующих задач ушло немало времени, поэтому уделять разработке и общению с сообществом столько внимания, сколько хотелось бы, у меня не получалось.
Несмотря на задержку, я не забросил Railway Evolution. Я продолжил разбираться в глубинных проблемах поведения поездов, чтобы сделать ИИ надёжнее.
Спасибо всем, кто продолжал поддерживать проект, сообщать об ошибках и терпеливо ждать. У Railway Evolution уже более 11 тысяч скачиваний, и я прекрасно понимаю, что за этой цифрой стоят реальные игроки, которые используют мой мод в своих мирах. Я не воспринимаю вашу поддержку как должное.
Простите за долгое ожидание и спасибо, что остаетесь с проектом! ❤️
---
## ✨ Key Fixes & Improvements / Основные исправления и улучшения
### 1. 🛤️ False Obstacle Detection & Parallel Track Awareness / Ложные препятствия и распознавание параллельных путей
**Trains should no longer stop because of unrelated trains on nearby tracks.**
Previously, the main `graphWalkScan` scanner could confirm that the route ahead was clear, only for the fallback `StoppedTrainRegistry` or `MovingTrainRegistry` scanner to detect an unrelated train nearby and incorrectly classify it as an obstacle.
The fallback scanners used a broad detection angle and a radius of up to 64 blocks without sufficiently checking whether the detected train was actually on the same track or how far it was offset sideways. This meant a train parked on a parallel track, station platform, or dead-end could cause an unnecessary stop on a completely clear route.
**What changed:**
- **Track-Aware Detection:** Added stricter checks to `StoppedTrainRegistry` and `MovingTrainRegistry` to distinguish relevant obstacles from trains on unrelated tracks.
- **Graph Scan Priority:** When `graphWalkScan` confirms that the route is clear, trains on other tracks are ignored by the fallback detection logic.
- **Lateral Distance Filtering:** Added perpendicular-distance checks using `perpDist` and `currentBeamTolerance` to reduce false positives.
- **Clearer Routes, Fewer Unnecessary Stops:** Nearby trains are less likely to interfere with traffic on parallel lines and station platforms.
/ **Поезда больше не должны останавливаться из-за посторонних составов на соседних путях.**
Раньше основной сканер `graphWalkScan` мог подтверждать, что путь свободен, но резервные сканеры `StoppedTrainRegistry` и `MovingTrainRegistry` обнаруживали другой поезд поблизости и ошибочно считали его препятствием.
Резервное обнаружение использовало радиус до 64 блоков и широкий угол обзора, при этом недостаточно учитывалось, находится ли состав на том же пути и насколько сильно он смещён в сторону. Поэтому поезд на соседней колее, платформе станции или в тупике мог заставить наш состав остановиться посреди совершенно свободного перегона.
**Что изменено:**
- **Проверка принадлежности к пути:** Добавлены более строгие проверки в `StoppedTrainRegistry` и `MovingTrainRegistry`.
- **Приоритет сканирования графа:** Если `graphWalkScan` подтверждает, что маршрут свободен, резервный сканер игнорирует поезда на других путях.
- **Фильтрация бокового расстояния:** Добавлена проверка `perpDist` с учётом `currentBeamTolerance`, уменьшающая количество ложных препятствий.
- **Меньше ненужных остановок:** Поезда на параллельных колеях и соседних платформах реже мешают движению составов по свободному маршруту.
### 2. 🚦 Junction Deadlock Prevention / Устранение взаимных блокировок на перекрёстках
**The train that wins junction arbitration must actually be able to move.**
Previously, when two trains approached a junction, the AI could correctly determine which train had the right of way but fail to restore the winning train's throttle or transition it back to the `CRUISING` state. The winner was granted permission to proceed but could remain stationary.
**What changed:**
- **Winner Recovery:** When `effectiveWin` determines that a train wins the junction conflict, the controller restores throttle, wakes Create's navigation, and activates `CRUISING`.
- **Junction Reservation Protection:** Trains with valid junction reservations receive improved protection against unnecessary emergency stops when passage is safe.
- **Improved Priority Tie-Breaking:** Junction reservations and distance to the switch help resolve conflicts between trains with equal priorities.
- **Extended Yield Timeout:** Yielding can remain active for up to 300 ticks (15 seconds), or until the winning train moves more than 30 blocks away.
- **Bypass Ignore Coordination:** The yielding train can temporarily configure the winner to ignore it during bypass detection, reducing unnecessary braking near the junction.
/ **Поезд, получивший право проезда перекрёстка, теперь корректно восстанавливает движение.**
Раньше ИИ мог правильно определить победителя в конфликте на стрелке, но не восстановить тягу и не перевести состав обратно в состояние `CRUISING`. Поезд получал разрешение на проезд, но продолжал стоять.
**Что изменено:**
- **Восстановление движения победителя:** При срабатывании `effectiveWin` восстанавливается тяга, пробуждается навигация Create и активируется состояние `CRUISING`.
- **Защита резерваций перекрёстков:** Составы с действующей резервацией лучше защищены от ненужных аварийных остановок, если проезд безопасен.
- **Разрешение равных приоритетов:** Учитываются резервация перекрёстка и расстояние до стрелки.
- **Увеличенное время уступки:** До 300 тиков (15 секунд) либо до удаления победившего состава более чем на 30 блоков.
- **Координация обнаружения препятствий:** Временно исключается лишнее торможение перед перекрёстком из-за состава, который уже уступает дорогу.
### 3. 🔄 Stuck Trains After World Loading / Застревание поездов после загрузки мира
**Fixed a recovery issue where trains could load with zero throttle and never start moving again.**
Create saves train parameters, including throttle and target speed, to NBT. If an AI-controlled train was stopped when the world was saved, its throttle could remain at `0.0` after loading.
The AI controller could initialize in `CRUISING`, even though the train had no throttle. Since the old recovery logic primarily restored throttle when leaving `WAIT_FOR_CLEARANCE` or `YIELDING`, a train already in `CRUISING` could remain permanently stationary despite having a clear route.
**What changed:**
- **Automatic Throttle Recovery:** `handleNoObstacle()` now checks for insufficient throttle in `CRUISING` when the route ahead is clear.
- **Navigation Wake-Up:** If a train is stationary despite having an active schedule, the controller restores throttle and calls `wakeCreateNavigation()`.
- **Initial Binding Recovery:** `bindCreateTrain()` now removes throttle lock conditions during the train's initial binding after world or server startup.
- **More Reliable Restarts:** Trains have an improved recovery path when their saved state would otherwise prevent them from moving.
/ **Исправлена проблема, из-за которой поезда после загрузки мира могли оставаться с нулевой тягой.**
Create сохраняет параметры поездов, включая тягу и целевую скорость, в NBT. Если ИИ остановил состав перед сохранением мира, после загрузки тяга могла остаться равной `0.0`.
При этом контроллер ИИ мог сразу перейти в состояние `CRUISING`, хотя поезд фактически не имел тяги. Старая логика восстановления работала преимущественно при выходе из `WAIT_FOR_CLEARANCE` или `YIELDING`. Поэтому состав в состоянии `CRUISING` мог бесконечно стоять даже при свободном пути.
**Что изменено:**
- **Автоматическое восстановление тяги:** `handleNoObstacle()` проверяет состояние тяги в `CRUISING`, если впереди свободно.
- **Пробуждение навигации:** Если поезд стоит при активном расписании, восстанавливается тяга и вызывается `wakeCreateNavigation()`.
- **Восстановление при первоначальной привязке:** `bindCreateTrain()` снимает блокировку тяги при первоначальной привязке состава после запуска мира или сервера.
- **Более надёжный запуск:** Улучшен механизм восстановления поездов, чьё сохранённое состояние мешает возобновлению движения.
### 4. 🛠️ Blocked Train Recovery & Navigation Guards / Восстановление заблокированных поездов
**Stopped trains can now recover instead of being trapped by a permanent safety guard.**
Create's `TravellingPoint.blocked` flag can be set when a train's travelling point reaches the end of a rail. Create normally clears this flag during `travel()`, but a stationary train may never call that movement logic.
Previously, Guard 2 could repeatedly call `forceStop()` and return early on every tick. Since the train was already stationary, the flag could remain set indefinitely, preventing recovery logic such as reversing or switching tracks from executing.
**What changed:**
- **Movement-Aware Guard:** Guard 2 now activates only while the train is actively moving forward (`currentSpeed > 0.05`).
- **Recovery Logic Preserved:** When a train is already stopped, the guard no longer blocks the entire AI tick, allowing reversing and track-switching logic to run.
- **Safer Navigation Recovery:** Early recovery attempts restore throttle and wake Create's navigation instead of immediately destroying the current route.
- **Clearance Improvements:** Additional checks prevent trains on parallel tracks or already-yielding trains from unnecessarily blocking departure.
/ **Исправлена логика защитного механизма, которая могла навсегда блокировать восстановление поезда.**
Флаг `TravellingPoint.blocked` в Create может устанавливаться, когда точка движения достигает конца рельса. Обычно Create сбрасывает этот флаг во время `travel()`, однако полностью остановленный поезд может больше не вызывать эту логику движения.
Раньше Guard 2 мог каждый тик вызывать `forceStop()` и досрочно завершать выполнение логики ИИ. Поскольку поезд уже стоял, флаг мог оставаться активным бесконечно, блокируя восстановление движения, реверс и переключение пути.
**Что изменено:**
- **Проверка фактического движения:** Guard 2 срабатывает только при активном движении вперёд (`currentSpeed > 0.05`).
- **Сохранение логики восстановления:** Если поезд уже остановлен, защитный механизм больше не блокирует весь тик ИИ, позволяя выполнить реверс или переключение пути.
- **Бережное восстановление навигации:** На первых попытках восстановления тяга возвращается, а навигация Create пробуждается без немедленного сброса маршрута.
- **Улучшенные проверки свободного пути:** Поезда на соседних путях и уже уступающие составы не должны без необходимости блокировать отправление.
---
## 🔧 Technical Summary / Техническая сводка
- Improved player-control detection and train priority registration.
- Refined virtual block coordination and junction conflict resolution.
- Added track-aware fallback obstacle detection and lateral-distance filtering.
- Fixed missing throttle restoration after junction arbitration.
- Added throttle recovery for trains loaded with zero throttle.
- Improved initial train binding after world and server startup.
- Prevented stationary trains from being trapped by the `createBlocked` safety guard.
- Improved navigation wake-up and non-destructive stuck-train recovery.
/ Краткий список технических изменений:
- Улучшено обнаружение управления поездом со стороны игрока и регистрация приоритетов.
- Доработаны виртуальные блокировки и разрешение конфликтов на перекрёстках.
- Добавлены проверки принадлежности к пути и бокового расстояния при обнаружении препятствий.
- Исправлено отсутствие восстановления тяги после определения победителя на стрелке.
- Добавлено восстановление тяги у поездов, загруженных с нулевым значением.
- Улучшена первоначальная привязка поездов после запуска мира и сервера.
- Исправлена блокировка логики ИИ у остановленных поездов из-за защитного механизма `createBlocked`.
- Улучшено пробуждение навигации и восстановление застрявших составов без принудительного сброса маршрута.
---
## 🔮 What's Next? / Что дальше?
Railway Evolution aims to make large automated Create railway networks easier to operate without relying on conventional signals. This update addresses several underlying AI issues and improves how trains detect obstacles, negotiate junctions, and recover from unexpected stopped states.
I will continue improving the mod and appreciate any bug reports, feedback, and real-world testing on complex railway networks.
Thank you for your patience, support, and for being part of Railway Evolution's journey.
/ Цель Railway Evolution — упростить управление большими автоматизированными железнодорожными сетями Create без необходимости использовать обычные сигналы. Это обновление устраняет ряд глубинных проблем ИИ и улучшает обнаружение препятствий, взаимодействие на перекрёстках и восстановление после неожиданных остановок.
Я продолжу развивать мод и буду благодарен за сообщения об ошибках, отзывы и тестирование на сложных железнодорожных сетях.
Спасибо за терпение, поддержку и за то, что вы являетесь частью истории Railway Evolution!
**Happy railroading! 🚂❤️**
release
Create: Railway Evolution 1.0.8
1.0.8-1.21.129 авг. 2026 г.1,8 тыс.Minecraft: 1.21.1neoforge
Что нового
🚂 Railway Evolution v1.0.8 — [CORE PERFORMANCE & MEMORY OVERHAUL]
This update delivers critical performance optimizations and garbage-collection improvements, targeting high-frequency tick loops across core registries and controllers. / Это обновление приносит критические оптимизации производительности и снижение нагрузки на сборщик мусора (GC), затрагивая высокочастотные тиковые циклы в ключевых реестрах и контроллерах.
To be completely transparent with the community: profiling heavy networks revealed hidden allocation bottlenecks during high-frequency checks. Version 1.0.8 aggressively eliminates transient object spamming and redundant string operations per tick. / Буду честен с сообществом: профилирование тяжелых сетей выявило скрытые узкие места выделения памяти во время частых проверок. Версия 1.0.8 агрессивно убирает мусор из временных объектов и избыточные операции со строками за каждый тик.
Version 1.0.8 eliminates per-tick array allocations, caches immutable identifiers, and optimizes collection sorting, making Railway Evolution faster and lighter on server resources. / Версия 1.0.8 полностью убирает выделение массивов за каждый тик, кэширует неизменяемые идентификаторы и оптимизирует сортировку коллекций, делая Railway Evolution быстрее и легче для серверных ресурсов.
✨ Key Features & Improvements / Ключевые изменения и улучшения:
* **Zero-Allocation Coordinate Lookups / Нулевые аллокации координат:**
`TrainAIController.java`: `getNodeXZ()` / `getNodeXYZ()` no longer allocate new `double[]` arrays every tick, relying instead on an internal reusable buffer `_nodeCoordBuf`. / `TrainAIController.java`: `getNodeXZ()` / `getNodeXYZ()`: Устранена аллокация массивов `new double[]` каждый тик — теперь используется внутренний переиспользуемый буфер `_nodeCoordBuf`.
* **Identifier Caching & CPU Saving / Кэширование идентификаторов:**
Precomputed `final String shortId` inside the constructor, removing over 70 costly `trainId.toString().substring(0, 8)` calls per tick. / Предрассчитывается `shortId`: Поле `final String shortId` предрассчитывается один раз в конструкторе, убраны 70+ вызовов `trainId.toString().substring(0, 8)` за тик.
* **Lambda-Free Registry Sorting / Сортировка без лямбд в реестрах:**
`StoppedTrainRegistry.java` and `MovingTrainRegistry.java`: Distance sorting in `getNearby()` has been migrated to a static `DistanceComparator` instance, eliminating anonymous lambda allocations. / `StoppedTrainRegistry.java` и `MovingTrainRegistry.java`: Сортировка по дистанции в `getNearby()` переведена на статический экземпляр `DistanceComparator` (устранены анонимные лямбды при сортировке).
* **Optimized Segment Keys / Оптимизированные ключи сегментов:**
`VirtualBlockSystem.java`: String concatenation in `makeSegmentKey()` replaced with a lightweight `record SegmentKey(int dimHash, long posA, long posB)` utilizing packed coordinates via `BlockPos.asLong()`. / `VirtualBlockSystem.java`: Конкатенация строк в `makeSegmentKey()` заменена на компактный `record SegmentKey(int dimHash, long posA, long posB)` с упаковкой координат через `BlockPos.asLong()`.
* **Reusable Safety Evaluations / Переиспользуемые структуры безопасности:**
`SafetyManager.java`: Eliminated `new SafetyResult(...)` allocations during safety evaluations by utilizing a `reusable.set(...)` pattern. / `SafetyManager.java`: Устранены аллокации `new SafetyResult(...)` при оценке безопасности — используется переиспользуемый `reusable.set(...)`.
* **API & State Machine Refinements / Доработки состояний и API:**
`TrainStateId.java` & `TrainActuator.java`: Added `STOPPED` to the `TrainStateId` enum and standardized the `ITrainHandle` interface implementation in `TrainActuator`. / `TrainStateId.java` и `TrainActuator.java`: Добавлен `STOPPED` в enum `TrainStateId`. Приведена к стандарту имплементация интерфейса `ITrainHandle` в `TrainActuator`.
🔮 What's Next / Что дальше:
With these low-level performance bottlenecks crushed, tick times are tighter than ever, ensuring smoother sessions for massive automated networks. Thank you for your continued support and bug reports! / Благодаря устранению этих низкоуровневых узких мест производительности, время тиков стало стабильнее, обеспечивая плавную работу масштабных автоматизированных сетей. Спасибо за вашу поддержку и багрепорты! 🚀
beta
Create: Railway Evolution 1.0.8
1.0.8-1.21.17 авг. 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
Что нового
# 🚂 Railway Evolution v1.0.8 — [THE UNIFIED AI CORE OVERHAUL]
This update represents the most important architectural milestone in the history of Railway Evolution. / Это обновление — важнейший архитектурный рубеж в истории Railway Evolution.
To be completely transparent with the community: my previous patch attempts were too fragmented. While trying to fix isolated bugs, I realized that "Band-Aid" fixes were no longer enough for complex, high-density railway networks. I went back to the drawing board, conducted a complete audit of the codebase.
Буду честен с сообществом: мои предыдущие попытки сделать точечные патчи оказались слишком фрагментарными. Пытаясь исправить отдельные баги, я понял, что полумеры и «заплатки» больше не работают для сложных и загруженных железнодорожных сетей. Я вернулся к истокам.
Version 1.0.8 resolves all accumulated logic edge-cases, dimensional bugs, and deadlock locks — making Railway Evolution rock-solid, ultra-performant, and natively compatible with Create 6.0.10+.
Версия 1.0.8 окончательно закрывает все накопившиеся логические ошибки, баги с измерениями и взаимные блокировки поездов, делая мод максимально стабильным, производительным и полностью совместимым с Create 6.0.10+.
---
### ✨ Key Features & Improvements / Ключевые изменения и улучшения:
* **3D & Dimension-Aware Reservations / 3D и Многомерность:** Virtual Block System (VBS) and Junction Reservations now natively track $Y$-levels and Dimension IDs (Overworld, Nether, End). Multi-level bridges, underground subways, and interdimensional tracks no longer produce false collision stops. / Virtual Block System (VBS) и резервации развязок теперь учитывают $Y$-уровень и ID измерений (Overworld, Nether, End). Многоуровневые мосты, метро и межпространственные пути больше не вызывают ложных торможений.
* **Deadlock-Free Junction Management / Устранение Deadlock на развязках:** Overhauled Junction Mutexes. Trains yielding at switches or waiting for clearance now instantly release their junction locks and VBS footprints, eliminating deadlocks on complex S-curve bypasses. / Переработана система мьютексов развилок. Поезда, уступающие дорогу или ожидающие проезда на стрелках, теперь мгновенно освобождают блокировки узлов и VBS, исключая глухие заторы на S-образных разъездах.
* **Precision Train Physical Bounds / Точные физические границы длинных составов:** Integrated Trailing Edge tracking alongside Leading Edge scanning. Long trains no longer "disappear" from the track graph when transitioning between nodes. / Добавлен учёт хвоста поезда (Trailing Edge). Длинные составы больше не «исчезают» из графа сканирования, когда их голова переезжает на следующий узел.
* **Near-Zero GC Footprint / Near-Zero GC (Оптимизация памяти):** Refactored high-frequency tick loops (StoppedTrainRegistry, MovingTrainRegistry, and Graph Adapters) to use in-place mutations and dynamic object pooling. No transient object spamming during heavy BFS scans. / Горячие циклы тиков переведены на изменяемые in-place структуры и динамические пулы объектов. Сканирование графов больше не засоряет память временными объектами.
* **Seamless Player Control / Умное ручное управление:** Fixed passenger-tree inspection (CarriageContraptionEntity). Manual mode now activates only when a living player is sitting in the cab, automatically resuming Create schedule navigation as soon as you step out. / Исправлена проверка пассажиров в кабине. Ручной режим включается только если в сиденье реально сидит живой игрок, и автоматически снимает расписание с паузы, когда вы вылезаете из поезда.
* **Create 6.0.10+ Native Compatibility / Родная совместимость с Create 6.0.10+:** Replaced fragile reflection fields (TrackEdge.length) with a resilient multi-tier fallback system (getLength() → Field → Geometric Node Distance), guaranteeing 100% graph adapter stability. / Хрупкая рефлексия TrackEdge.length заменена на каскадный безопасный алгоритм (getLength() → Поле → Геометрическое расстояние между узлами), что обеспечивает 100% стабильность графового адаптера.
---
### 🛠 Technical Summary / Технический свод:
* **AI & Perception / Логика угроз:** Implemented velocity-vector HeadOn detection (trailing -> leading) with signed speed evaluation and risk-score obstacle ranking in ObstacleProfile. / Реализовано честное определение встречного движения (HeadOn) по вектору геометрии состава и ранжирование рисков в ObstacleProfile.
* **Graph Identity Filtering / Строгая фильтрация графов:** ProximityScanner and CurveScanner now strictly verify TrackGraph IDs, eliminating phantom braking caused by trains on parallel tracks. / Сканеры ближнего радиуса и кривых теперь проверяют ID TrackGraph, полностью исключая фантомные торможения от поездов на соседних параллельных путях.
* **Algorithm Safeguards / Защита алгоритмов:** Added ring-buffer overflow protection (bfsQueue bound limit) and dynamic expansion for junction connection pools (INITIAL_EDGE_POOL_SIZE = 16). / Добавлена защита от переполнения кольцевого буфера BFS и динамическое расширение пула развязок (INITIAL_EDGE_POOL_SIZE = 16).
---
🔮 **What's Next / Что дальше:**
With the V2 Unified Core fully deployed and rock-solid, I am ready to move forward to new exciting features! Thank you for your continued support, bug reports, and patience! / Благодаря зачистке архитектуры до идеала, фундамент Railway Evolution стал как никогда прочным. Спасибо за вашу поддержку, багрепорты и терпение! 🚂💨
release
Create: Railway Evolution 1.0.7
1.0.7-1.21.129 июл. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
Что нового
🚂 Railway Evolution v7 — [THE GLOBAL MAP-SCAN & PERFORMANCE CORE]
---
This update represents a monumental architectural leap for Railway Evolution. By shifting from per-train $O(N^2)$ scanning loops to a centralized global map pre-computation model (TrainScanMaps powered by IdentityHashMap), we have fundamentally eliminated redundant iterations across high-density rail networks. Version 7 focuses on pure, unadulterated tick-rate stability: keeping complex multi-train logistics fluid, mathematically precise, and completely weightless on the Java Garbage Collector.
✨ **Key Features of v7:**
* **Global Map-Scan Architecture:** Replaced dozens of per-controller getAllControllers() scans with a unified, pre-computed tick-phase map (edgeToTrain, reverseEdgeMap, junctionApproachMap). AI pathfinding now queries global states instantly in $O(1)$ time.
* **Zero-Allocation Pipeline:** Deep backend refactor utilizing IdentityHashMap alongside persistent class-level buffers. Transient object creation during high-frequency graph-walk scans has been completely eradicated.
* **Optimized Junction & Reverse Safety:** Streamlined reverse-path tracking (myReverseLeadingEdge) and advanced filterGlobalHit per-train filtering ensure flawless deadlock resolution and collision avoidance without CPU spikes.
* **Engineered for Scale:** Whether you're running 5 or 50 automated locomotives, the core loop executes with maximum efficiency, making v6 the most stable foundation for large-scale industrial rail automation.
🛠 **Technical Changelog (v7):**
* **TrainScanMaps Core:** Introduced a centralized tracking structure built entirely on IdentityHashMap to eliminate duplicate lookups.
* **Pre-Compute Phase:** buildScanMaps() now executes strictly before controller ticks, guaranteeing fresh, thread-safe topological data every single tick without null-pointers on startup.
* **Refinement of the Core:** Cleaned up over 80+ lines of redundant nested loops in TrainAIController, replacing them with optimized global map queries wrapped in strict per-train filters (self-bypass, junction yielding, Y-level checks).
🔮 **Looking Forward:**
With the global map-scan architecture fully deployed, Railway Evolution’s core is faster, smarter, and lighter than ever. Thank you for making this journey incredible!
---
🙏 THANK YOU FOR 6550 DOWNLOADS! / СПАСИБО ЗА 6 550 СКАЧИВАНИЙ!
release
Create: Railway Evolution 1.0.6
1.0.6-1.21.122 июн. 2026 г.1,9 тыс.Minecraft: 1.21.1neoforge
Что нового
# 🚂 Railway Evolution v6 — [THE PERFORMANCE & STABILITY CORE]
This update represents the most significant refinement of the **Railway Evolution** core to date. By rigorously auditing the "hot paths" of our AI logic and eliminating excessive object allocation, we have achieved a new level of tick-rate stability. The focus of v6 is seamless performance: keeping the high-speed traffic flowing without burdening the Java Garbage Collector, even in dense, complex rail networks.
## ✨ Key Features of v6:
* **Zero-Allocation Tick Cycle:** Major backend refactor of the `VirtualBlockSystem` and `ReservationManager`. By implementing key-based lookups and singleton patterns, we have eliminated redundant object creation during frequent reservation renewals.
* **Heuristic Optimization:** Advanced mathematical refinement for `AccidentZoneMemory` (distance-squared comparison) drastically reduces CPU overhead during proximity checks.
* **AI Logic Cleanup:** Streamlined state management and buffer reuse in the `EcosystemRegistry` ensures that player-train interactions remain fluid and responsive without triggering GC spikes.
* **Refinement of the Core:** While the 5,000+ line `TrainAIController` remains the stable authority, all surrounding support systems have been optimized for maximum efficiency.
## 🛠 Technical Changelog (v6):
### Performance & Memory Optimizations
* **VirtualBlockSystem:** Optimized `tryReserve()` and reservation lifecycle management. Implemented key-based caching; renewal logic is now effectively zero-allocation.
* **JunctionReservationManager:** Introduced `GRANTED_NO_GHOST` singleton to replace transient result objects during intersection renewals.
* **AccidentZoneMemory:** Switched to squared-distance heuristics, bypassing unnecessary `Math.sqrt()` calls during multi-zone iterations.
* **EcosystemRegistry:** Optimized `scanPlayerControls()` by replacing transient `HashSet` allocations with a persistent class-level buffer (`stillControlledBuf`).
* **General Housekeeping:** Removed redundant field lookups and variable shadowing in `TrainAIManager` and `EcosystemRegistry` to decrease instruction overhead per tick.
### Logic & Reliability
* **Conflict Resolution:** Refactored `isHeadOnConflict()` to use direct boolean comparison, reducing method-invocation depth in high-frequency logic gates.
* **Cleanup:** Conducted scope cleanup in `tickRefreshAll()` to prevent state leakage and improve variable lifecycle efficiency.
---
## 🔮 Future Roadmap: Stability & Scalability
With the v6 performance optimizations complete, the core logic is now more efficient than ever. This release ensures that **Railway Evolution** remains performant even as your rail networks grow in scale and complexity. My focus remains on maintaining this high-performance core across future Minecraft versions, providing a rock-solid foundation for the world’s most advanced rail automation systems.
---
*Developed by Fizzy_lovely (1xCodeTeam) — Precision engineering, zero-lag performance.*
release
Railway Evolution 1.0.5 HOT FIX
1.0.5-1.21.16 июн. 2026 г.838Minecraft: 1.21.1neoforge
Что нового
HOT FIX
release
Railway Evolution 1.0.5
1.0.5-1.21.13 июн. 2026 г.225Minecraft: 1.21.1neoforge
Что нового
# 🚂 Railway Evolution v1.0.5 — [THE ECOSYSTEM & INTERSECTION OVERHAUL]
This update marks a significant architectural milestone, transforming Railway Evolution from an AI-train controller into a full-scale **Traffic Ecosystem**. By introducing the Event-Driven Perception Engine and Player-Train integration, we have achieved seamless traffic management where AI and players exist in the same environment.
## ✨ Key Features of v1.0.5:
* **Ecosystem V2:** A unified, event-driven perception engine allows AI to perceive player-controlled trains as dynamic traffic participants rather than obstacles.
* **Flow Follower (Convoy Mode):** AI trains now intelligently match the speed of the lead vehicle (player or AI), allowing for fluid, real-world traffic patterns without constant emergency braking.
* **Deterministic Junction Priority:** Replaced the legacy "first-come-first-served" logic with a distance-based "steal" mechanism, ensuring the closest train always has the right-of-way.
* **Zero-Allocation Architecture:** Massive backend refactor using `VarHandle` and object pools, resulting in near-zero GC pressure during high-traffic ticks.
## 🛠 Technical Changelog (v1.0.5):
### Perception & Ecosystem
* **PerceptionEngine:** New event-driven scanner using swept Bezier-sampling for precise curved track awareness.
* **EcosystemRegistry:** Centralized real-time registry for all entities (AI + Player-controlled).
* **PlayerTrainHandle:** Dedicated adapter that enables player-driven trains to be registered in the VBS and traffic registries.
* **FSM v2:** Implemented a new multi-layered State Machine with `Layer 1 (Player)` → `Layer 0 (Safety)` authority model.
### Intersection Logic
* **JunctionReservationManager:** Added distance-based stealing logic—trains now "steal" reservations if they are significantly closer (>3 blocks) to the intersection.
* **Ghost Pass Logic:** Trains yielding at an intersection now designate the winner, allowing the winner to perform a "ghost pass" through the yielding train.
### Collision & Proximity Fixes
* **Lateral Tolerance Optimization:** Reduced lateral scanning distance from 8 to 3.5 blocks, eliminating phantom braking on parallel tracks.
* **Omni-Zone Refinement:** Omnidirectional detection range reduced from 8 to 5 blocks with strict `isOnSameTrack()` filtering.
* **BFS Filtering:** Fixed flickering where physical scans conflicted with BFS results; physical scans now only override BFS if a threat is 4+ blocks closer.
* **Player Detection:** Expanded detection radius for player-controlled trains to 20 blocks, bypassing strict graph-data filters to ensure the AI never loses sight of the player.
### Refactor & Performance
* **VarHandle Integration:** Replaced reflective `Field.get()` calls with `VarHandle` for 5–10x faster primitive access.
* **State Machine Cleanup:** Removed conflicting `forceStop()` triggers from old state logic; unified FSM v2 as the primary authority.
## 📂 New Architecture Files:
* `ai/core/PerceptionEngine.java`, `ai/core/SafetyManager.java`, `ai/core/TrainControlContext.java`, `ai/core/ObstacleProfile.java`, `ai/adapter/EcosystemRegistry.java`, `ai/adapter/PlayerTrainHandle.java`, `ai/state/TrainControlStateMachine.java`
## 🔮 Future Roadmap: Long-Term Support
With the v1.0.5 architecture now stabilized and fully modularized via the Adapter pattern, Railway Evolution enters a phase of **long-term stable support**. My primary focus is now maintaining this high-performance core across multiple versions of Minecraft and Create, ensuring your rail networks remain reliable for years to come. I am committed to deep, consistent maintenance to keep this project the gold standard for rail automation.
---
*Developed by Fizzy_lovely (1xCodeTeam) — Making trains smarter, one line at a time.*
release
Railway Evolution 1.0.4
1.0.4-1.21.114 мая 2026 г.660Minecraft: 1.21.1neoforge
Что нового
# 🚂 Railway Evolution v1.0.4 — [THE TRAFFIC & MUTEX UPDATE]
This is a professional-grade AI overhaul for Create Mod trains. Version 1.0.4 introduces advanced traffic management systems, including junction mutexes and predictive collision analysis, moving beyond simple raycasting to a true "Traffic Control" architecture.
### ✨ Key Features of v1.0.4:
* **🔒 Junction Reservation (Mutex System):** Trains must now "reserve" complex intersections (3+ connections) before entry. This prevents the classic "head-on" deadlocks at crossings. Includes 10s auto-expiry and deterministic UUID tiebreaking.
* **📏 Adaptive Track-Size Scaling:** The AI dynamically adjusts its braking behavior using `bufferScale` based on track length, ensuring smooth stops on long lines and aggressive braking on short tracks.
* **🗄️ Multi-Layered Registries:** Real-time databases for both stationary (StoppedTrainRegistry) and active (MovingTrainRegistry) traffic with TTC (Time-To-Collision) calculation.
* **🔮 Predictive Collision Analysis:** The AI calculates future positions, initiating proactive deceleration up to 5 seconds before a potential impact.
---
### 🛠 Technical Changelog (v1.0.4):
1. **JunctionReservationManager:** New mutex logic for safe intersection passage and deadlock prevention.
2. **StoppedTrainRegistry:** Guaranteed detection for stationary and derailed trains.
3. **MovingTrainRegistry:** Vector-based traffic analysis and predictive TTC logic.
4. **Direction-aware Distance:** Dot-product math for precise "Edge-to-Edge" accuracy.
5. **Precision Beam Overhaul:** Straight (1.5), Curve (3.5), and Ultra-close (4.0) beam optimizations.
6. **Overlap Deadlock Breaker:** Automatic reverse resolution for clipped trains after 3 seconds (60 ticks).
7. **Critical BFS Fix:** Resolved data loss issue (fixed `return null` to `return graphHit`).
8. **Adaptive Scaling:** Dynamic safety zones based on track segment size (20b, 50b, 100b+).
9. **Build Optimization:** Fixed "duplicate range variable" compilation errors.
10. **System Orchestration:** `TrainAIManager` now coordinates VBS, Registries, Junctions, and Accident Zones.
---
### ⚙️ v1.0.4 Scanning Pipeline:
1. **graphWalkScan()** — Primary BFS search with Junction Mutex checks.
2. **Stopped Registry** — Instant stationary obstacle lookup.
3. **Moving Registry** — Dynamic traffic vector analysis.
4. **Ultra-close scan** — Emergency fallback (≤16 blocks).
5. **Post-BFS proximity** — Final distance verification.
6. **Fallback beam** — Secondary raycast for missing graph data.
---
*Developed by Fizzy_lovely — Making trains smarter, one line at a time.*
release
Railway Evolution 1.0.3
1.0.3-1.21.17 мая 2026 г.374Minecraft: 1.21.1neoforge
Что нового
# 🚂 Railway Evolution v1.0.3 by Fizzy_lovely
**[STABILITY & PRECISION UPDATE]** — This major update introduces a complete rewrite of the limit-breaking system for the latest Create versions and perfects train vision on curved tracks.
### 🔹 Key Features:
* 🚀 **True Infinity Mode:** Completely bypassed the new "Catnip" library limits. Build trains and tracks of any length without restrictions.
* 📐 **Precision Curve Awareness:** Restored full obstacle detection on turns. Trains now "see" along the rails (tangents), not just direct movement vectors.
* 🎮 **Enhanced Manual Control:** When a player takes the throttle, the AI completely steps aside, disabling all automatic braking for a true manual experience.
---
### 🛠 Changelog:
**1. 🚫 Infinity Mode Rewrite (Critical Fix)**
* **The Catnip Patch:** Adapted for **Create 6.0.10** and the **Catnip** library. The system now uses advanced reflection to patch `ConfigInt` and `ModConfigSpec.IntValue` hard-coded maximums.
* **Unlocked Limits:**
* **Track Placement Length:** 32 → **10,000** blocks
* **Max Train Assembly Length:** 128 → **10,000** blocks
* **Max Bogey Count:** 20 → **10,000** bogeys
* **Max Blocks Moved:** 2048 → **10,000** blocks
* Added detailed server-side diagnostics (WARN logs) to verify every patched value.
**2. 📐 Improved Curve Vision & Braking**
* **Tangent Calculation:** Fixed the "chord vs tangent" issue. Heading is now derived from track geometry (nodes) instead of movement delta.
* **Static Detection:** Fixed trains going "blind" when stopped on a curve.
* **Refined Thresholds:** Lowered detection threshold from 1.5 to **0.5 blocks** for pinpoint accuracy on sharp turns.
* **Geometry Blending:** Increased track geometry blend to **85%** for smoother tracking.
**3. 🎮 AI & Movement Logic**
* **Manual Override:** AI braking is 100% disabled while a player is driving (`runtime.paused` detection for Create 6.0.x).
* **Passenger Filtering:** Players acting as passengers or drivers are no longer detected as obstacles "on the tracks."
* **Anti-Gridlock:** Refined junction yielding with a UUID-based tiebreak system to solve intersection stalemates.
---
### 🚦 Console Commands:
| Command | Description |
| :--- | :--- |
| `/railway infinity true/false` | **Toggle unlimited limits (The Catnip Fix)** |
| `/railway braking distance <5-200>` | Set obstacle detection range (Default: 50) |
| `/railway braking sharpness <1-10>` | Set braking intensity (1: Smooth, 10: Aggressive) |
| `/railway safe-mode true/false` | Toggle braking before players |
| `/railway reload` | Rescan and update all tracked trains |
| `/railway release` | Force unlock stuck trains from Yielding state |
---
### ⚠️ Requirements:
* **NeoForge:** 1.21.1
* **Create:** 0.6.10+ (and newer versions using Catnip library)
---
*Thank you for 1,500+ downloads! Let’s keep the tracks moving!* 🚂✨
release
Railway Evolution 1.0.2
1.0.2-1.21.128 апр. 2026 г.354Minecraft: 1.21.1neoforge
Что нового
🚂 Railway Evolution v1.0.2 [RELEASE] — The Vanilla Edition. This major update fixes critical manual override bugs and fully adapts the AI for the latest Create versions. We've completely rewritten the limits system and added granular braking configurations.
🔹 Key Features:
🚀 NeoForge Native: Fully compatible with Create 0.6.9 / 0.6.10 on Minecraft 1.21.1.
🎮 Manual Override Fix: AI "Control Lock" is gone. If you take the controls, the AI steps aside.
♾️ Infinity Mode: The /railway infinity command now successfully bypasses track and train length limits.
📐 Curve Awareness: Trains no longer go "blind" on turns. Full obstacle detection on curved tracks is restored.
🛠 Changelog:
🔴 Fixes & Optimizations:
Manual Control: AI now correctly detects manual override (runtime.paused). If a player is driving, the AI disables all forced braking to give you full control.
Passenger Logic: Passengers and drivers are no longer detected as obstacles "on the tracks." Your train won't emergency brake for its own crew anymore.
Junction Tiebreak: Gridlocks are solved. If two trains reach a junction at the exact same time, a UUID-based tiebreak ensures only one yields.
Yielding Polish: Improved logic for clearing intersections. Slow-moving trains will no longer cause others to wait indefinitely.
🟢 New Improvements:
Infinity Mode (Tracks & Trains): Completely rewritten to work with new Create configs. Using /railway infinity now increases limits for track placement, bogey count, and station length to 10,000 blocks.
Curve Detection: Restored AI functionality on curved sections where Create's data often resets. Trains now see each other clearly even on sharp turns.
New Braking System: Added advanced commands to fine-tune how your trains stop.
💬 Console Commands:
/railway braking distance <5-200> — Sets obstacle detection range (Default: 50 blocks).
/railway braking sharpness <1-10> — Sets braking intensity (1: Smooth/Early, 10: Aggressive/Late).
/railway infinity [true/false] — Toggles unlimited track placement and train lengths.
⚠️ Requirements: NeoForge 1.21.1 | Create 0.6.10+
---
Thank you for 1,500 downloads! Let's keep the tracks moving! 🚂💎🔥
release
Railway Evolution 1.0.0
1.0.0-1.18.226 апр. 2026 г.120Minecraft: 1.18.2forge
Что нового
🚂 Railway Evolution v1.0.0 [Backport to 1.18.2 Forge]
Important Note: This version is based on the Forge 1.20.1 source code. While it brings the essential train AI improvements to 1.18.2, please keep in mind that it does not include the latest experimental features found in the 1.21.1 NeoForge release. This is a "Legacy Stable" version.
🔴 End of Support Notice:
Please be aware that older versions (1.18.2, 1.19.2, and 1.20.1) will no longer receive updates, bug fixes, or technical support. These versions are provided "as-is". All future active development, features, and fixes will be focused exclusively on 1.21.1+ (NeoForge).
🔹 Features included:
Core junction priority system (First Come, First Served).
Basic collision prevention logic for intersections.
Optimized AI pathfinding for 1.18.2 environment.
Smooth braking logic for improved rail safety.
⚠️ Requirements: Forge 1.18.2 | Create 0.5.1.i
Thanks to our 1373+ users for the support! Let's evolve the rails together. 🚂💎🔥
release
Railway Evolution 1.0.1
1.0.1-1.21.125 апр. 2026 г.140Minecraft: 1.21.1neoforge
Что нового
Railway Evolution v1.0.1 [RELEASE] — The Refinement Update. After the massive success of the initial release, we are launching a refinement update. This version focuses on stability, removing hard-coded limitations, and giving you full console control over your rail networks.
🔹 Key Features:
🎮 Full Control: Integrated command system (/railway / /railwayai) for logging, safety, and unlimited modes.
🛠 Changelog:
🔴 Fixes & Optimizations:
Movement: Fixed jerky braking and YIELDING lock-ups; kinematic braking now works smoothly.
Collision Logic: Optimized parallel track awareness and bridge detection (reduced Y-tolerance to 6 blocks).
AI Vision: Added myGraph filtering to ensure trains on different networks don't block each other.
Console: Spam removed; AI logs are now hidden by default.
🟢 New Improvements:
Unlimited Mode: Added /railway infinity to remove hard-coded train length and track building limits.
Driver Override: Improved "driver-in-train" detection — AI no longer treats the engineer as an obstacle.
Emergency Recovery: Added 30-second JAM auto-timeout for stuck trains.
Safe-mode: Toggleable via /railway safe-mode [true/false] to prevent accidental collisions.
💬 Console Commands:
/railway — List all trains (ID, status, speed, position).
/railway log [true/false] — Toggle AI debug logs.
/railway safe-mode [true/false] — Toggle AI safety protocols.
/railway release — Instantly free all jammed trains.
/railway reload — Reload AI-manager.
/railway infinity [true/false] — Remove train/track limits.
⚠️ Requirements: NeoForge 1.21.1 | Create 0.6.1+
---
Thanks to our 1200+ users for the support! Let’s keep the tracks busy! 🚂💎🔥
release
Railway Evolution 1.0.0
1.0.0-1.19.210 апр. 2026 г.131Minecraft: 1.19.2forge
Что нового
🚂 Railway Evolution v1.0.0 [Backport to 1.19.2 Forge]
Important Note: This version is based on the Forge 1.20.1 source code. While it brings the essential train AI improvements to 1.19.2, please keep in mind that it does not include the advanced features found in the 1.21.1 NeoForge release (such as Java 21 optimizations and the latest junction intelligence). This is a "Legacy Stable" version for those still playing on older modpacks.
---
Features included:
Core junction priority system.
Basic collision prevention logic.
Optimized code for 1.19.2 environment.
release
Railway Evolution 1.0.0
1.0.0-1.21.18 апр. 2026 г.674Minecraft: 1.21.1neoforge
Что нового
🚂 Railway Evolution v1.0.0 [RELEASE] — The Neo Era
The wait is over. After the beta phase, we are officially launching the first stable release for NeoForge 1.21.1. This isn't just an update; it’s a complete overhaul of how Create trains think and move.
💎 Key Features:
🚀 NeoForge Native: Built specifically for NeoForge 21.1.222+ and Create 0.6.1.
🧠 Advanced Junction AI: No more gridlocks. Trains now calculate traffic in real-time.
⚙️ Optimized Engine: Powered by Java 21. We cut the bloat to keep your 120+ FPS safe.
🛤️ Catnip Integration: Smooth animations and rock-solid stability.
🛠 Changelog:
🔴 Fixes:
Fixed AI Vision: BFS algorithm now correctly detects all trains on complex X-junctions.
No More Freezing: Fixed a bug where trains would get stuck at junctions forever.
Manual Control Fix: AI no longer interferes when you take the throttle yourself.
Realistic Braking: Lookahead reduced to 12 blocks for smoother, more natural stops.
🟢 New Improvements:
⚖️ Fair Priority System: Implementation of the "First Come, First Served" logic.
🎫 Priority Tokens: If a train waits for more than 4 others, it automatically gets the right of way.
👻 Anti-Jam Ghosting: 5-second collision bypass after yielding to ensure smooth traffic flow.
📉 Smart Merge: Temporary 55% speed limit after merging for a realistic start.
⚠️ Requirements: NeoForge 1.21.1 | Create 0.6.1 | Catnip.
Legacy versions (1.20.1) are no longer supported.
---
Thanks to our 555+ users for the support! Let's evolve the rails together. 🚄💎🔥
beta
Railway Evolution Vanilla Edition 1.0.0 (1.21.1)
1.0.0-1.21.14 апр. 2026 г.182Minecraft: 1.21.1neoforge
Что нового
🚀 Railway Evolution is moving to the next level! Introducing the first experimental build for NeoForge 1.21.1. The mod has been completely rebuilt to ensure maximum performance on the latest version of Minecraft.
What's New in This Version:
🌐 NeoForge Platform: Full support for version 21.1.222. Transitioning to the new core provides better stability and compatibility with future updates.
🚂 Create 0.6.1 + Catnip: Successfully integrated with the latest Catnip libraries. All contraptions and trains now run on the updated engine.
⚙️ Java 21 Optimized: Leveraging JDK 21 capabilities to reduce system overhead. Train movement is now smoother than ever.
Important Information (Beta):
⚠️ Status: This is an experimental version. We highly recommend backing up your worlds before installation.
❌ Compatibility: Versions for 1.20.1 are no longer supported. This build requires NeoForge (not Forge).
📦 Dependencies: Make sure to update Create to version 0.6.1 for all features to function correctly.
---
Special thanks to our 417+ pioneers! We've made this mod as fast and reliable as possible. Enjoy your rail journeys in classic style. 🛤️ 💎 🔥
release
Railway Evolution Vanilla Edition 1.0.8
1.0.8-1.20.13 апр. 2026 г.1,5 тыс.Minecraft: 1.20.1forge
Что нового
🚂 Railway Evolution v1.0.8 — The Vanilla Edition
Railway Evolution 1.0.8 is the definitive optimization update. We’ve stripped away the complexity to achieve peak performance. This is the final stable build for Forge 1.20.1, as development will now shift towards newer versions of Minecraft in the coming weeks.
🛠 What’s NEW in v1.0.8 (Vanilla Refactor):
🚀 Extreme Optimization: We’ve removed over 28 redundant files and 300+ lines of bloated code (Dispatcher, Heatmaps, Network Packets). The mod is now lighter, faster, and more stable. Experience 120+ FPS with 10+ active trains on 32-chunk render distance!
🧠 Refined AI Controller: The train intelligence has been completely overhauled. We’ve eliminated the heavy v1.0.7 dependencies, leaving only the essentials: Graduated Braking and a highly optimized pathfinding logic.
📦 Lightweight Performance: By removing the global registry and complex network syncing, we’ve reduced server-side impact to near zero. No more lag spikes on high-speed rail lines.
🛡️ Core Safety System: Player detection, whistle alerts, and emergency braking are now hardcoded into the base AI, ensuring reliability without the need for external managers.
⚠️ IMPORTANT NOTICE:
Final 1.20.1 Release: This is the last planned update for Forge 1.20.1. No new features will be added to this version.
The Future: Development is moving forward! Expect updates for newer Minecraft versions starting in the following weeks.
Clean Slate: Due to the removal of the v1.0.7 Dispatcher system, old config files may be incompatible. A fresh install is recommended.
---
Special thanks to our 361+ pioneers! We’ve made this mod as fast and reliable as possible. Enjoy the ultimate vanilla-style railway experience. 🛤️💎🔥
beta
Railway Evolution 1.0.7
1.0.7-1.20.130 мар. 2026 г.128Minecraft: 1.20.1forge
Что нового
🚦 Railway Evolution v1.0.7 BETA — The Dispatcher Update! 👁️🛰️
v1.0.7 elevates traffic management to modern metro standards! Your trains are no longer just moving; they are coordinated by the "Eye of God." We've implemented a global dispatching system to eliminate collisions once and for all.
✨ What's NEW in v1.0.7:
👁️ Global Dispatcher ("Eye of God"): Centralized monitoring system. Every train now reserves its path in advance. If a segment is occupied, the AI automatically triggers smooth deceleration, preventing accidents without the need for manual signaling!
🚦 Smart Siding (Conflict Resolution): Head-on collisions on single-track lines are a thing of the past! The Dispatcher analyzes oncoming traffic and automatically routes lower-priority trains to the nearest siding to let oncoming traffic pass.
🛰️ Smart Path Reservation: New route planning logic. Trains "negotiate" right-of-way using the 1xCodeteam global registry.
⚙️ Under the Hood (Optimization):
🚀 Extreme Performance Boost: We’ve refactored AI logic ticks. Calculations for secondary systems (Highbeams, Greetings, Sensors) now run every 5 ticks. This saves up to 60% CPU resources!
🎢 Smooth Braking Physics: Updated deceleration algorithm. Upon detecting an obstacle or path reservation, the train sheds 15% speed per tick, ensuring a soft and realistic stop.
🌐 Network Sync 2.0: Improved Server-to-Client data transfer. The Dispatcher broadcasts the network state every 20 ticks for perfect synchronization.
✅ Why Update? v1.0.7 makes your railway truly autonomous and safe. This is our most massive technical update yet, maintaining high FPS (only ~5 FPS impact with 10 active trains!).
---
Special thanks to our 268+ pioneers! We are building the future of autonomous logistics together. 💎🦾🔥
release
Railway Evolution 1.0.6
1.0.6-1.20.129 мар. 2026 г.82Minecraft: 1.20.1forge
Что нового
🚂 Railway Evolution v1.0.6 — The Autonomous Pilot Update! 🤖💡
v1.0.6 introduces next-gen AI tech to your tracks! Your trains have gained "vision," autonomous navigation, and perfect docking precision. 1xCodeteam is pushing the limits of railway autonomy.
✨ What’s NEW in v1.0.6:
🔦 Smart Highbeams: Trains can now "see" the dark! The AI automatically toggles headlights (Nixie Tubes or Redstone Lamps) at night or when entering unlit tunnels. No lamps on your train? The AI will project a dynamic light source ahead of the locomotive!
🎯 Precision Docking (Soft Stop): No more crashing into buffer stops! We've implemented a custom smoothStep braking algorithm. Trains will now gracefully decelerate when approaching a track end, stopping exactly 0.5 blocks away. Perfect for terminal stations!
📲 Remote Summoning System: Your train is now your personal taxi. Use the /railwayai summon <train_id> command, and the nearest train will autonomously calculate a path and arrive at your current station immediately.
⚙️ Under the Hood:
Lighting Optimization: Dynamic light updates every 2 ticks for maximum smoothness.
Braking Physics: New configurable deceleration profiles in railway-common.toml.
Server Security: Summon command requires Permission Level 2 to prevent spam.
✅ Why Update? v1.0.6 turns your rail network into a modern autonomous metro system. This is our most advanced technological leap yet!
---
Special thanks to our 216+ pioneers! We are building the future of Create logistics together. 💎🚄🔥
---
🚂 Railway Evolution v1.0.6 — Обновление «Автономный пилот»! 🤖💡
В версии v1.0.6 мы внедряем технологии будущего! Теперь ваши поезда не просто ездят по рельсам — они получили зрение, беспилотное управление и идеальную точность парковки. 1xCodeteam делает вашу железную дорогу полностью автономной.
✨ Что нового в версии 1.0.6:
🔦 Умные фары (Smart Highbeams): Поезда теперь «видят» темноту! ИИ автоматически включает прожекторы (Nixie Tubes или Redstone Lamps) ночью или при въезде в неосвещенные туннели. Если на поезде нет ламп, ИИ создаст динамический источник света перед составом!
🎯 Прецизионная парковка (Precision Docking): Забудьте об ударах о барьеры! Мы внедрили алгоритм мягкого торможения smoothStep. Поезд плавно снижает скорость при приближении к тупику и останавливается ровно в 0.5 блока от конца пути. Идеально для тупиковых станций!
📲 Система удаленного вызова (Remote Summon): Теперь поезд — это ваше персональное такси. Используйте команду /railwayai summon <ID_поезда>, и ближайший свободный состав автоматически составит маршрут и прибудет к вашей станции в режиме CRUISING.
⚙️ Технические улучшения:
Оптимизация освещения: Динамический свет обновляется каждые 2 тика для максимальной плавности.
Физика торможения: Новые конфиги для настройки дистанции замедления в railway-common.toml.
Безопасность: Команда вызова требует прав оператора (уровень 2) для защиты от спама на серверах.
✅ Зачем обновлять? v1.0.6 превращает вашу сеть в современный беспилотный метрополитен. Это самый технологичный апдейт на сегодняшний день!
release
Railway Evolution 1.0.5
1.0.5-1.20.128 мар. 2026 г.69Minecraft: 1.20.1forge
Что нового
🚂 Railway Evolution v1.0.5 — The Smart Station Update! 🚀🛰️
Railway Evolution v1.0.5 is officially here! We've moved beyond simple logistics to create a truly "living" railway. While v1.0.4 brought speed control and priorities, v1.0.5 focuses on how your trains interact with YOU and the STATIONS.
✨ What’s NEW in v1.0.5:
📢 Intelligent Station Greeting: Your trains are now more communicative! Using advanced proximity scanning, the AI detects a station ahead and triggers two short warning whistles. A realistic two-tone whistle effect ensures you'll never miss an arrival!
⏳ Intelligent Boarding & Passenger Wait: No more trains departing right in front of your face! If the AI detects a player moving toward the train (within a 5-block radius), it will automatically delay departure until you board or stop. Your trains now wait for you like a real conductor would!
📺 Display Link Integration (API): Full compatibility with Create's Display Links! You can now output real-time train statuses to your information boards:
New Statuses: "Status: Boarding", "Approaching: [Station Name]", "At Station".
Your railway network now feels like a professional transport hub.
⚙️ Under the Hood (Fixes):
Refactored AI: Moved station logic to a dedicated StationManager for better performance.
Safety Timer: Added maxBoardingDelayTicks (default 10s) to prevent trains from waiting forever for AFK players.
New Config: Fine-tune detection ranges and boarding logic in railway-common.toml.
✅ Why Update? If you want your railway to feel professional, responsive, and truly "Smart," v1.0.5 is a mandatory upgrade. Your trains are now more than just moving blocks—they are your smart assistants.
---
Special thanks to our 176+ pioneers! We are evolving faster than a high-speed express. Thanks to your support, the Evolution continues! 💎🚄🔥
release
Railway Evolution 1.0.4
1.0.4-1.20.127 мар. 2026 г.60Minecraft: 1.20.1forge
Что нового
Railway Evolution v1.0.4 — The Logistics & Infrastructure Update! 🛰️🚂
The most ambitious update yet! We’ve moved beyond simple safety and introduced true railway intelligence. v1.0.4 transforms your rail network into a living, breathing autonomous system.
✨ What's New:
🎢 Curve Speed Control: Trains now "anticipate" the track ahead. Using BFS-graph scanning, the AI detects sharp turns 50 blocks in advance and reduces speed by 40% to ensure stability. No more derailed physics—just smooth, realistic motion.
🚥 Redstone Proximity Emitters: Automation made easy! Register any coordinate as a "Crossing" using /railwayai crossing add. When a train approaches within 40 blocks, the mod triggers a Redstone Block to power your gates, lights, and mechanical pistons.
👑 Train Priority & Siding Logic: The ultimate traffic solution. Assign HIGH or LOW priority to your trains. If two opposing trains meet, the LOW-priority train will autonomously search for a siding, pull over, and wait for the HIGH-priority express to pass.
💻 New Command System: Full control at your fingertips.
/railwayai crossing <add|remove|list> — Manage your smart infrastructure.
/railwayai priority <trainId> <HIGH|LOW> — Master your traffic flow.
🛠️ Under the Hood (Technical Fixes):
⚙️ Performance Optimization: Logic for all new features is offloaded to separate managers (RedstoneCrossingEmitter, TrainPrioritySidingManager) to keep your TPS high even with 100+ trains.
⏱️ Hysteresis Logic: Added a 2-second delay to redstone emitters to prevent flickering and ensure mechanical components (like Create Pistons) operate smoothly.
📦 Modular Config: Fully tunable values for curve angles, detection radii, and priority scores in RailwayConfig.java.
✅ Why Update?
If you want to build complex, multi-train networks without the headache of manual signaling and "pile-ups," v1.0.4 is a game-changer. Your world is no longer just a set of tracks—it’s a smart transport empire.
---
Thank you to our 140+ pioneers! We are growing faster than a high-speed express. Your support keeps the "Evolution" moving! 🚀💎🚂
release
Railway Evolution 1.0.3
1.0.3-1.20.126 мар. 2026 г.48Minecraft: 1.20.1forge
Что нового
🛠 Railway Evolution v1.0.3 — The Safety & Intelligence Update! 🛡️
Huge breakthrough in train autonomy and collision prevention! This update makes your rail networks safer, smarter, and more responsive to dynamic environments.
✨ What's New:
🚨 Advanced Player Detection: Trains now "see" players on the tracks from 30 blocks away.
📢 Steam Whistle Warning: If a Train Whistle (Create Mod) is attached, the train will signal an audible warning to players, urging them to clear the tracks (2-block safety margin).
🛑 Emergency Braking: No whistle? No problem. The train will automatically execute a full stop 5 blocks before hitting a player.
🛤️ Smart Collision Awareness: Improved parallel track detection. Trains on different lanes will no longer cause "false-brake" triggers, ensuring smooth traffic flow.
🔄 Adaptive Rerouting (Beta): If a train is stuck due to a blocked path for more than 40 seconds, it will now intelligently attempt to reverse to the nearest junction to find an alternative route.
🛠 Under the Hood (Technical Fixes):
💥 Derailed Entity Detection: Derailed trains are now visible to the AI within a 20-block radius, preventing "pile-up" accidents even when the track graph is broken.
🔊 Audio Precision: Whistle sounds now correctly originate from the train's position rather than the player's location for maximum immersion.
⚙️ Reflection Refinement: Integrated deeper into Create’s conductor logic via reflection to trigger native "honk" states.
📈 Why Update?
If you want your trains to act like they have a real engineer on board, v1.0.3 is a must-have. Your world will finally feel alive and safe for both players and cargo.
---
Thank you to our 110+ pioneers! Your growing support motivates me to keep releasing new versions and moving forward. 🚂💎
release
Railway Evolution 1.0.2
1.0.2-1.20.125 мар. 2026 г.37Minecraft: 1.20.1forge
Что нового
🛠 Railway Evolution v1.0.2 — The "Visionary Engineer" Update! 🥽
This major update takes train interaction to a whole new level. Your AI-controlled trains are now smarter, more autonomous, and can communicate track conditions directly to your goggles!
✨ What's New:
🥽 Engineer's Heatmap (AR Vision): Now, wearing Create's Engineer Goggles (or our AI Debug Goggles) allows you to see a real-time heatmap of track density. High-visibility light pillars (Green, Yellow, Red) indicate traffic jams even through walls and mountains!
🧠 Autonomous Rerouting (Stuck-Recovery): If a train detects its path is blocked (e.g., due to a broken rail or a deadlock) for more than 6 seconds, the AI will force a path recalculation. If an alternative route exists, the train will find it and bypass the jam automatically!
📏 Advanced Stationary Detection: We have increased the detection range for stopped trains to 15 blocks. This allows following trains to decelerate smoothly, preventing jerky movement and emergency stops.
🔄 Intelligent Deadlock Resolver: Improved priority system for complex traffic situations. "Junior" trains now better recognize deadlock patterns (like 2 vs 2) and autonomously decide when to reverse or seek a siding to clear the main line.
🏁 Why Update?
Version 1.0.2 transforms your railway into a self-regulating ecosystem. No more manual intervention to clear jams—your trains will find their own way while you monitor the entire network through the new AR interface.
Special thanks to our first 85 pioneers! We are rapidly approaching the 100-download milestone, and your support is the main fuel for the evolution of railways! 🚂✨📡
release
Railway Evolution 1.0.1
1.0.1-1.20.124 мар. 2026 г.51Minecraft: 1.20.1forge
Что нового
## 🛠 Railway Evolution v1.0.1 — The Navigation Update! 🚀
Huge improvements to train AI logic! This patch focuses on making trains much smarter when dealing with complex track geometries.
### ✨ What's New:
* 🔄 **Enhanced Curve Handling:** Fixed a major bug where trains would lose track of obstacles on sharp turns. The AI now dynamically adjusts its detection beam on curves.
* 🟦 **Square Junction Support:** Improved pathfinding logic for "square" (90-degree) intersections. Trains now correctly recognize conflicts and clear these junctions much faster.
* 🧠 **Logic Refinement:** Fine-tuned the Vector Pathfinding to prevent false "ghost" detections on parallel tracks.
### 🏁 Why Update?
If you have a complex rail network with lots of turns and intersections, this update is **essential** for smooth, collision-free operations.
---
*Thank you to our first 60+ pioneers! Your support keeps the evolution moving forward.* 🚂💎
release
Railway Evolution 1.0.0
1.0.0-1.20.122 мар. 2026 г.63Minecraft: 1.20.1forge
Что нового
## 🚀 Railway Evolution 1.0.0 — Initial Release
Welcome to the first stable version of **Railway Evolution**! This mod is designed to revolutionize how you manage trains in the **Create** mod environment.
### ✨ Key Features:
* **Smart Traffic Control:** Intelligent management of train movements to ensure smooth railway operations.
* **Collision Avoidance:** No more messy train crashes! The mod automatically prevents collisions, making your rail network safer.
* **No Signals Needed:** Forget about complex vanilla signal systems. This mod handles traffic logic internally for a cleaner look.
### 🛠 Technical Info:
* **Version:** 1.0.0
* **Platform:** Forge
* **Minecraft Version:** 1.20.1
* **License:** MIT (Open Source)
Enjoy building smarter railways! Feedback and bug reports are welcome on the GitHub/Discord.
beta
Railway Evolution beta 1.0.0
1.0.0-1.20.120 мар. 2026 г.50Minecraft: 1.20.1forge
Что нового
Initial Beta Release.
- Added Smart Pathfinding (BFS) for Create trains.
- Trains now detect obstacles and other trains.
- Implemented smooth braking system to prevent collisions.
- Autonomous junction navigation.
Note: This is a beta version. Please report any bugs on GitHub!****