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Grinding and Transfers

Herbertofury edited this page Oct 14, 2026 · 2 revisions

Grinding and Transfers

Hold G near a valid path. JetSetCraft evaluates authored rails/tracks and real collision-shape ledges, scores candidates against direction and distance, and attaches to the strongest safe target.

Supported geometry

  • Vanilla rails, powered rails, detector rails, and activator rails using their real RailShape.
  • Forge-compatible rail subclasses and datapack-opted custom rails.
  • Create 6.0.8 native track axes, normals, graph bounds, junctions, slopes, diagonals, and long Bezier connections when Create is installed.
  • Exposed tops of collision boxes, including fences, walls, panes, bars, logs, slabs, and modded shapes.
  • Datapack grindable and no_grind tags.

The edge solver rejects internal seams, shared edges, insufficient rider clearance, hazards, and blacklisted surfaces. This prevents the common failure where every block seam becomes an accidental rail.

Transfers

Press Space while grinding to hop from the current path. Momentum is preserved into the launch. Hold a direction and G to influence the next candidate. Junction steering and short reattach grace make rail networks feel continuous without teleporting the player through missing geometry.

A transfer contributes style and refreshes combo grace. Reattaching across a dimension change receives a bounded grace window, preventing an active path from trapping or corrupting the player.

Corners and curves

Block-edge grinds receive an intentional corner-steering bias so exposed 90-degree turns can be followed. Rail and Create paths instead use their actual tangent/curvature. Curve-speed shaping reduces only what is needed for stability and preserves legitimate above-cap momentum.

Rail semantics

  • Powered powered-rails add configurable momentum each tick.
  • Unpowered powered-rails apply configurable retention rather than a hard stop.
  • Detector rails still produce redstone behavior.
  • Activator rails can trigger JetSetCraft's action pulse while retaining normal rail semantics.
  • Material profiles change cap, retention, sound, pitch, and particles for metal, copper, glass, wood, stone, and other surfaces.

Owner requirement: every ride, either rail

Approved requirement, implementation coverage still to verify. Every ride the player uses must be able to grind the left or right physical rail of vanilla and modded railway tracks. Centerline-only attachment does not satisfy this requirement. Preserve all existing ride identities and make rail entry, balancing, tricks, side-switches and transfers feel as responsive and stylish as the Jet Set Radio / Bomb Rush Cyberfunk quality references.

Movement and presentation

  • Resolve each rail as a distinct continuous path using the track's real shape, gauge, tangent and surface normal. Keep the chosen rail stable through curves, slopes, diagonals and junctions; no involuntary left/right snapping.
  • Let players deliberately hop between the two rails, transfer to nearby tracks/ledges, choose branches, reverse or exit safely, and chain aerial tricks back into a grind without an arbitrary combo reset.
  • Use ride-specific contact poses: skate frames, board trucks/slides, BMX/bike pegs and appropriate equivalents for every additional ride. Include visible balance/lean, contextual sparks/sound and animation transitions that preserve camera readability and player control.
  • Wingsuit/boostpack combinations can launch from and land into these grind chains. For minecarts/Trick Trains, preserve the separate opt-in vehicle mode and whole-vehicle clearance rather than applying a small rider collision box to a train.

Compatibility and engineering checklist

  • Audit the existing solver first; retain its useful vanilla/Create geometry and momentum behavior rather than build a competing movement controller.
  • Test both rail sides on all vanilla rail types, straight/curved/sloped sections, crossings, junctions, Create Bezier tracks and supported modded gauges/materials.
  • Cover all six baseline rides plus every approved new ride with actual side-specific visual/contact tests; no silent style exclusions.
  • Add provider-aware adapters for modded track geometry. Moving tracks and portal transitions need explicit transform/lifecycle validation; unsupported combinations must be reported honestly, not claimed universally tested.
  • Preserve rail redstone, railway signaling, trains, inventory, ordinary movement and collision safety. If another rail-grinding mod is installed, arbitrate controller ownership to prevent double acceleration or conflicting player attachment.
  • Verify server authority, multiplayer prediction/correction, chunk unload, removed tracks, reattach/escape, low overhead and no repeated world-wide rail scans.

Owner reference and reuse lead

Create: Train Track Rail Grinding · author's source repository. The listing checked 2026-10-14 identifies Minecraft 1.21.1 / NeoForge and MIT licensing. Its author describes momentum-preserving Create grinding and additional track integrations; these are upstream claims, not verified JetSetCraft compatibility. JetSetCraft's Forge 1.20.1 target needs a source/version/license review and adapted tests, not a blind binary dependency. Study and contribute reusable fixes upstream where appropriate.

Related: Ride Styles, Trick Trains & Create, train integration backlog #37.

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