Railroadways
Modby CreativeMasterBonin
Adds many customizable railroad/railway crossing components and signs!
Type
Mod
CurseForge Downloads
7,121
CurseForge ID
1087874
Last Updated
Apr 12, 2026
Description
Welcome to Railroadways!
This addon brings back the railroad crossing arm, lights, bells and purple rails into Thingamajigs 2!
Plus, in 1.0.1+, you can even play the mod without Thingamajigs!
All gates, lights and signs are dynamic, meaning they can be rotated any direction you want with a GUI menu. Some blocks even have more than just rotation options.
Purple Rails are slightly faster but more durable versions of the normal rails already in the base game.
Railroad Crossing Components such as gates, lights, signs, and bells allow railroads to be safer and look great. As a plus, they are completely modular.
Signs can load ANY texture that you have registered in the game. Just remember that all players need the same resources in order for the sign to show up (servers don't automatically give players resources, and players may experience errors if not properly set up!).
Optimized models and renderering for max FPS, wherever possible (blocks will hide earlier than most blockentities that are in other mods). Animated railroad crossing components have "almost-silky smooth" animations. All models are hardcoded.
In 0.0.3+, purple rails can hover in MID-AIR! Purple Detector Rails are faster to turn off with a sound, and Purple Activator Rails don't kick out entities, but rather attack enemies now!
Why is it called Railroadways? Because there are two words for the system: railroads and railways. Both operate similarly, but also do not. This mod aims to fix that by adding both kinds of content into one package.
You will need Thingamajigs (NeoForge Edition) in order to use versions 1.0.0 and lower, as those versions use assets and code from there as a base. 1.0.1+ do not use Thingamajigs, and can be for standalone use, no mods required.
There is 1 known issue. Railroad Crossing Gates will not properly relay their adjacent signal to the block above them. This is some issue related to base game changes. For now, a fix is here (the first issue listed): Link to docs page. Basically the fix is: place multiple pieces of redstone near the gate and power them all from below or side (mostly just a serverside issue, and doesn't really affect gameplay much).
Screenshots
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