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Welcome to Thingamajigs 2: Railroadways!
This addon brings back the railroad crossing arm, lights, bells and purple rails into Thingamajigs 2!
Unlike the old Thingamajigs 1 versions, all gates, lights and signs are dynamic, meaning they can be rotated any direction you want with a GUI menu!
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 cooler!
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, not perfect, but not bad, and certainly better than just the up and down/on and off instant look of the old crossing components. There are no OBJ model files, all animated/dynamic models are code-based.
Why is it called railroadways? Because there are railroads and railways. Both operate similarly, but also don't. 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 this mod, as this mod uses assets and code from that mod as a base. This is an addon mod, after all.
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 Issues Docs Page.
Some future plans are for now:
- More E-Bells