Create: Coasters Simulated in FTB Skies 2: Aero

FTB Skies 2: Aero 1.13.0 ships version 0.1.5 · First seen in 1.4.0

Checked Sep 22, 2026FTB Skies 2: Aero 1.13.0Sources: FTB Skies 2: Aero 1.13.0 modlist.json · Modrinth

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Create: Coasters Simulated is a mod in FTB Skies 2: Aero 1.13.0, where it is version 0.1.5. Build real rollercoasters with physics, loops, and jumps in this add-on for the Create mod! (Summary from the mod's Modrinth page.)

What is Create: Coasters Simulated?

2 parts

Create: Coasters Simulated is a Create add-on for building real rollercoasters with physics, loops and jumps. Chain lifts bring your carts up the hill, and gravity does the rest. This pack includes version 0.1.5 of the mod, and it has been in the pack since 1.4.0 or earlier.[1][2]

What you can build

  • Roller coaster tracks and track anchorpoint blocks, with support for loops, inversions, chain lifts and jumps.[1]
  • Dyable tracks, so you can colour your coaster.[1]
  • Carts, with cart linking to join them into a train.[1]
  • Rivets that hold sublevels together.[1]
  • Balloons, a utility for moving assembled contraptions.[1]

Physics and compatibility

The mod uses Sable, a physics library from the team behind Create: Aeronautics. It does not need Create: Aeronautics installed, but it is built to work well with the mechanisms from Simulated, Aeronautics, Offroad and their other add-ons.[1]

The project page lists hydraulic launches, coaster stations, more balloon colours and 2 wide cart bogeys as planned features, so don't count on them being in this version.[1]

How do you get started with Create: Coasters Simulated?

5 parts

Create: Coasters Simulated lets you build rollercoasters with physics, loops and jumps on top of Create. The order that makes sense is anchorpoints, then track, then a cart, then the extras.[1]

Step one: Track Anchorpoints

Start with Track Anchorpoint. Track is laid between two anchorpoints, so you need them before anything else. One craft gives you two.[3][4]

Crafting Shaped

Crafting Shaped
Metal Girder
Block of Industrial Iron

Recipe id: simulatedcoasters:coaster_anchorpoint

Step two: Coaster Track

Coaster Track is made with a Create sequenced assembly, and this pack changed that recipe from the mod's own. The item you hold while the assembly is in progress is the Incomplete Coaster Track.[3][4]

Coaster TrackChanged by the pack

Sequenced Assembly (create)

Recipe id: simulatedcoasters:sequenced_assembly/coaster_track

When you connect two anchorpoints with a Coaster Track, a track spline is created. A wrench adjusts the path of the spline. Tracks take smooth paths automatically while you place them, and you can turn that off by holding left alt during placement. Any dye tints the rails, and right-clicking with an axe removes the dye.[4]

Tip: The straight-line distance between anchorpoints is limited. In this pack maxTrackConnectionSpanBlocks is 45 blocks, the same as the mod default, so plan your layout in sections of that length or less.[5]

Step three: the Coaster Cart

Once you have track, craft a Coaster Cart. Carts are placed on coaster track, and you can place blocks on them too.[3][4]

Coaster CartMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany wooden slabEmpty slot
Dried KelpBlock of Industrial IronDried Kelp
Dried KelpShaftDried Kelp

Recipe id: simulatedcoasters:coaster_cart

To make a train, right-click a placed cart with the cart item to create a link, then place the linked cart to couple the carts together. Shears remove connections and chains make new ones. A wrench adjusts the length of a connection.[4]

Step four: chain lifts

Your coaster needs a way up the first hill. With a Chain, select the start and end positions to add a chain lift. The shaft at the starting end accepts rotational power and drives the chain. Sneak-right-click along the lifted span with a wrench to remove it.[1][4]

The longest chain lift is set by maxChainLiftSpanBlocks, which is 64 blocks in this pack, the same as the mod default.[5]

Step five: optional extras

The Rivet lets blocks be placed at any angle or offset from the grid. It rotates in 15° steps, and there are modifier keys for precise 360° rotation and for turning off position snapping. The pack changed its recipe.[3][4]

RivetChanged by the pack

Crafting Shaped

Crafting Shaped
Iron Plate
Iron Nugget

Recipe id: simulatedcoasters:rivet

The Red Balloon is a utility for moving physics contraptions. Placed on a sublevel, it lifts it slightly off the ground and keeps it upright. Shooting it with a projectile pops all nearby balloons and drops the sublevel. Wrenching it while sneaking retrieves it without popping the others.[4]

Red BalloonMod recipe

Crafting Shaped

Crafting Shaped
Red Wool
String
Iron Nugget

Recipe id: simulatedcoasters:red_balloon

A balloon can only help support so much weight. maxBalloonPayloadMass is 48 in this pack, the same as the mod default.[5]

How does Create: Coasters Simulated work?

5 parts

Create: Coasters Simulated is built on Sable, the physics library from the team behind Create: Aeronautics. Your coaster is a physical contraption: track splines, linked carts, chain lifts, rivets and balloons all work together. The mod doesn't need Create: Aeronautics installed, but it's built to play nicely with the mechanisms from Simulated, Aeronautics, Offroad and their add-ons.[1]

Track and anchorpoints

Everything starts with Track Anchorpoint. When you connect Track Anchorpoints with a Coaster Track, a track spline is created between them. You can adjust the path of that spline with a wrench.[4]

Crafting Shaped

Crafting Shaped
Metal Girder
Block of Industrial Iron

Recipe id: simulatedcoasters:coaster_anchorpoint

Tracks automatically take smooth paths while you place them. If you want full manual control, hold left alt during placement to disable the smoothing.[4]

The longest straight-line distance between anchorpoints when placing track is set by maxTrackConnectionSpanBlocks. This pack sets it to 45 blocks, the same as the mod default.[5]

The track is made with a Create sequenced assembly, and the pack changed this recipe. The process leaves you with an Incomplete Coaster Track along the way.[3]

Coaster TrackChanged by the pack

Sequenced Assembly (create)

Recipe id: simulatedcoasters:sequenced_assembly/coaster_track

This recipe is changed by the pack.

You can decorate track with any dye, which tints the rails while the ties and spine shift slightly cooler. Right-clicking with an axe removes the dye again.[4]

Coaster carts

Coaster Cart is placed on coaster track. To link carts, right-click an already placed cart with the cart item, and placing the linked cart couples them together. Blocks can be placed on carts too.[4]

Coaster CartMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany wooden slabEmpty slot
Dried KelpBlock of Industrial IronDried Kelp
Dried KelpShaftDried Kelp

Recipe id: simulatedcoasters:coaster_cart

  • Shears remove a connection between carts.[4]
  • Chains make new connections.[4]
  • A wrench adjusts the length of a cart connection. In the edit mode hint, right-click extends links and shift right-click shortens them.[4]

Chain lifts

Chain lifts bring your carts up, and gravity does the rest. With a Chain, select the start and end position of the span to add one. The shaft on the starting end accepts rotational power and drives the chain.[1][4]

To remove a chain lift, sneak-right-click anywhere along the lifted span with a wrench. The maximum span length along the track centerline is set by maxChainLiftSpanBlocks, which is 64 blocks in this pack, matching the mod default.[4][5]

Rivets

Rivet lets you place blocks at any angle or offset from the grid, and it holds sublevels together. Press the key shown in the tooltip during placement to rotate in 15° steps, hold the next one for precise 360° rotation, and hold the last one to disable position snapping so you can place the rivet freely.[1][4]

RivetChanged by the pack

Crafting Shaped

Crafting Shaped
Iron Plate
Iron Nugget

Recipe id: simulatedcoasters:rivet

This recipe is changed by the pack.

universalDragCompensationFraction controls how much of the dimension's universal drag is compensated for engaged coaster carts and rivets hosted on cart sublevels. It accepts values from 0 to 1 and is set to 1 in this pack, the same as the mod default. Higher values resist damping more, and values near 1 can overshoot when contacts share the same sub-step.[5]

Balloons

Red Balloon is a utility item for moving physics contraptions. Its behaviour depends on how you use it:[4]

  • Placed on a sublevel, it lifts the sublevel slightly off the ground and orients it upright.[4]
  • Shot with a projectile, it pops all nearby balloons and the sublevel drops.[4]
  • Wrenched while sneaking, it is retrieved without popping nearby balloons.[4]
Red BalloonMod recipe

Crafting Shaped

Crafting Shaped
Red Wool
String
Iron Nugget

Recipe id: simulatedcoasters:red_balloon

maxBalloonPayloadMass sets the maximum hosted sublevel mass (in Sable mass units) a balloon can help support at the tether anchor. It's 48 in this pack, the same as the mod default. It only applies weight compensation and does not change how fast an empty balloon rises.[5]

Tip: Popping a balloon with a projectile pops all the nearby ones, so use a wrench while sneaking when you want to take a balloon back without dropping the rest of your contraption.[4]

How do you progress through Create: Coasters Simulated?

4 parts

This mod doesn't have formal tiers in this pack. What you get is a short chain of crafting steps, and the biggest one is the track itself. Here is how it breaks down, starting with the parts the pack changed.[3]

Step 1: Rivets

The Rivet recipe is changed by the pack, so don't rely on what you remember from the mod's defaults. Check the recipe below for the exact in-pack version.[3]

RivetChanged by the pack

Crafting Shaped

Crafting Shaped
Iron Plate
Iron Nugget

Recipe id: simulatedcoasters:rivet

Step 2: The track

Coaster Track is the main build material, and it is made with a Create sequenced assembly. The pack has changed this recipe too. The process runs through Incomplete Coaster Track, which is the intermediate item you will see while the assembly is in progress.[3]

Coaster TrackChanged by the pack

Sequenced Assembly (create)

Recipe id: simulatedcoasters:sequenced_assembly/coaster_track

Step 3: Anchorpoints and the cart

The Track Anchorpoint and the Coaster Cart are ordinary crafting table recipes, and both are the mod's own recipes, not pack changes.[3]

Crafting Shaped

Crafting Shaped
Metal Girder
Block of Industrial Iron

Recipe id: simulatedcoasters:coaster_anchorpoint

Coaster CartMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany wooden slabEmpty slot
Dried KelpBlock of Industrial IronDried Kelp
Dried KelpShaftDried Kelp

Recipe id: simulatedcoasters:coaster_cart

Optional extra

The Red Balloon is also a plain mod crafting recipe, unchanged by the pack.[3]

Red BalloonMod recipe

Crafting Shaped

Crafting Shaped
Red Wool
String
Iron Nugget

Recipe id: simulatedcoasters:red_balloon

How does Create: Coasters Simulated work with other mods?

2 parts

Coasters Simulated connects to the rest of the pack mainly through its crafting. Create parts go into the coaster pieces, and the pack has changed two of the recipes: the track and the rivet.[3]

The Coaster Track is a Create sequenced assembly rather than a plain crafting table recipe, and the pack changed it. It runs through the Incomplete Coaster Track, and the recipe below shows exactly what goes in.[3]

Coaster TrackChanged by the pack

Sequenced Assembly (create)

Recipe id: simulatedcoasters:sequenced_assembly/coaster_track

This recipe is changed by the pack, so it is the one to follow in this pack.

The Rivet is also a pack-changed recipe. The recipe below shows the exact in-pack version.[3]

RivetChanged by the pack

Crafting Shaped

Crafting Shaped
Iron Plate
Iron Nugget

Recipe id: simulatedcoasters:rivet

Changed by the pack.

The Track Anchorpoint and the Coaster Cart are the mod's own recipes, unchanged by the pack, and the recipes are shown below.[3]

Crafting Shaped

Crafting Shaped
Metal Girder
Block of Industrial Iron

Recipe id: simulatedcoasters:coaster_anchorpoint

Coaster CartMod recipe

Crafting Shaped

Crafting Shaped
Empty slotany wooden slabEmpty slot
Dried KelpBlock of Industrial IronDried Kelp
Dried KelpShaftDried Kelp

Recipe id: simulatedcoasters:coaster_cart

Compatibility with the Simulated family

The mod uses Sable, a physics library from the team behind Create: Aeronautics. It does not need Aeronautics installed, but it is built to work well with the mechanisms from Simulated, Aeronautics, Offroad and their other add-ons.[1]

That fits with the mod's rivets, which hold sublevels together, and its balloons, which are a utility for moving assembled contraptions.[1]

Which Create: Coasters Simulated config options matter?

3 parts

Good news: this pack leaves every Create: Coasters Simulated option at the mod default. Nothing was changed, so what you read here is also the stock behaviour. All of them live in config/simulatedcoasters-common.toml.[5]

Track and chain lift limits

  • maxTrackConnectionSpanBlocks is the maximum straight-line distance between coaster anchorpoints when you place track. The pack sets it to 45 blocks, the same as the default, and it can go from 1 to 128.[5]
  • maxChainLiftSpanBlocks is the maximum chain lift span length along the track centerline. The pack sets it to 64 blocks, the same as the default, with a range of 1.0 to 128.0.[5]

If a track piece won't connect, the span limit is the first thing to check. Break a long run into several pieces rather than expecting to stretch a single connection past 45 blocks.[5]

Balloons

maxBalloonPayloadMass is the maximum hosted sub-level mass (in Sable mass units) that a balloon can help support at the tether anchor. This pack sets it to 48, which is the mod default, and the allowed range is 0.0 to 512.0. It only applies weight compensation and does not change how fast an empty balloon rises when hovering.[5]

Drag compensation

universalDragCompensationFraction is the fraction of the dimension's universal drag that gets compensated for engaged coaster carts and rivets hosted on cart sub-levels. The pack uses 1, the mod default, on a range of 0.0 to 1.0. Higher values resist damping more.[5]

Watch out: Values near 1 can overshoot when contacts share the same sub-step. Since this pack runs at 1, that is worth remembering if your cart behaves oddly.[5]

What changed in Create: Coasters Simulated between versions?

3 parts

FTB Skies 2: Aero 1.10.0 ships Create: Coasters Simulated 0.1.5. The mod was already in the pack by version 1.4.0 or earlier. No pack changelog entries for this mod were available, so what follows comes from the mod's own changelogs for the versions I could check: 0.1.2, 0.1.4 and 0.1.5.[2]

0.1.5 (the version in this pack)

  • Several critical FPS performance improvements.[6]
  • Cart block outlines look better, cart links are slightly more resistant to snapping, and the angle that carts snap to tracks was widened.[6]
  • Gluing together two separate riveted sublevels no longer makes the sublevel disappear, and riveted sublevels can no longer be glued to themselves.[6]
  • Balloons now pop properly instead of dropping to the floor in some cases.[6]
  • The invalid track placement preview gives up on absurdly long segments, which prevents intense lag.[6]

0.1.4

  • Fixed a crash when destroying a rivet that holds only weightless blocks.[7]
  • If mismatched rotation is applied to a chain lift drive, the weakest neighboring input is now destroyed instead of the anchorpoint itself.[7]
  • The max and min range of open-ended track extensions in bezier edit mode was updated.[7]
  • The maximum config options for track placement and chain lift length were increased.[7]

0.1.2

  • Track placement smoothing gained context based behaviors, such as perfect circles and 90 degree turns.[8]
  • Rivets can no longer be placed on balloons, and the strange UI interaction when placing a rivet inside a rivet was fixed.[8]
  • Cart linkage got better error messaging.[8]
  • Balloons now tether to the center of block models, and you can shift click one with a wrench to remove it without popping other nearby balloons.[8]
  • Balloons now stack to 64 instead of just 16.[8]
Tip: The pack runs 0.1.5, so the sublevel gluing fixes and the performance work are the newest changes you will see. If your coaster builds used to lag while previewing very long track segments, that preview behavior was changed in this version.[2][6]

Sources

  1. Create: Coasters Simulated project page (modrinth) · official mod data
  2. FTB Skies 2: Aero 1.10.0 mod list · pack file
  3. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Create: Coasters Simulated items · pack recipe dump
  4. simulatedcoasters names, screen text and descriptions (English lang file) · official mod data
  5. FTB Skies 2: Aero 1.10.0 config: config/simulatedcoasters-common.toml · pack file
  6. Create: Coasters Simulated 0.1.5 changelog · changelog
  7. Create: Coasters Simulated 0.1.4 changelog · changelog
  8. Create: Coasters Simulated 0.1.2 changelog · changelog
Where this guide comes from

Written from what FTB Skies 2: Aero itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

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Version in each release

15 releases, first in 1.4.0
FTB Skies 2: AeroVersionJarWhere it came from
1.13.0
Sep 28, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.12.1
Sep 22, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.12.0
Sep 21, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.10.0
Sep 8, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.9.1
Sep 2, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.9.0
Sep 1, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.8.0
Aug 25, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.7.3
Aug 19, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.7.2
Aug 18, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.7.1
Aug 18, 2026
0.1.5simulatedcoasters-0.1.5.jarFrom the published release
1.6.1
Aug 13, 2026
0.1.4simulatedcoasters-0.1.4.jarFrom the published release
1.6.0
Aug 11, 2026
0.1.4simulatedcoasters-0.1.4.jarFrom the published release
1.5.1
Aug 8, 2026
0.1.4simulatedcoasters-0.1.4.jarFrom the published release
1.4.1
Aug 4, 2026
0.1.2simulatedcoasters-0.1.2.jarFrom the published release
1.4.0
Aug 3, 2026
0.1.2simulatedcoasters-0.1.2.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

6 items from the 1.10.0 recipe dump.

Config options (how FTB Skies 2: Aero sets them)

4 settings shipped in the pack's config files; 0 differ from the mod's documented default.

See all 4 settings →

Show settings
SettingFTB Skies 2: Aero valueMod default
maxBalloonPayloadMass
Maximum hosted sub-level mass (Sable mass units) a balloon can help support at the tether anchor. Applies weight compensation only — does not change empty-balloon hover rise rate.
config/simulatedcoasters-common.toml
4848
maxChainLiftSpanBlocks
Maximum chain lift span length along the track centerline (blocks).
config/simulatedcoasters-common.toml
6464
maxTrackConnectionSpanBlocks
Maximum straight-line distance between coaster anchorpoints when placing track (blocks).
config/simulatedcoasters-common.toml
4545
universalDragCompensationFraction
Fraction of dimension universal drag to compensate for engaged coaster carts and rivets hosted on cart sub-levels (0–1). Higher resists damping more; values near 1 can overshoot when contacts share the same sub-step.
config/simulatedcoasters-common.toml
11

Which FTB Skies 2: Aero mods work with Create: Coasters Simulated?

The FTB Skies 2: Aero mods that share the most recipes with Create: Coasters Simulated. Highlighted ones have a guide.

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