Track Types
Every track type shares the same curved spline geometry. The difference is how each one moves a cart.
Track
The base track. Carts roll along it with natural friction, slowing down on flat sections and stopping cleanly when they run out of momentum. It handles slopes, banks, and even upside-down segments - but climbing steep hills loses speed quickly.
Use plain Track when you want a free-rolling, realistic ride. Combine it with hills and momentum to coast along long routes.
Chain Drive Track
A powered variant that pulls carts along at a constant speed, regardless of slope. Where a standard track slows to a stop on an ascent, a chain drive track keeps pulling - this is the track you want for lifts and conveyor-style sections.
Chain drive tracks always set the cart's speed, so they also help in situations where friction would normally stall a heavy train.
Magnetic Track
A powered variant that reacts to redstone power. Signal strength controls the target speed: the stronger the signal, the faster carts are pushed toward that speed. Low or zero power will actively slow carts down.
Magnetic tracks are the most flexible. Run redstone lines beside them to build accelerating launch sections, cruise zones, and braking deceleration zones - all with a single track block.
- Powered with redstone signal strength
0-15 - Higher signal = faster target speed
- Low signal actively brakes carts
Inversions & Comfort
All three track types support the mod's advanced geometry. Riders are positioned correctly through inversions and banks, so loops feel natural instead of thrown together.
- No suffocation in supporting blocks on inverted or sideways tracks
- No fall damage when leaving a track
- Riders keep their camera level with
rotate_cameradisabled - see Commands
splinecartunlocked:carts entity type tag will ride tracks too.