Railroad Crossing Components

More stink'en components? BAH!

Railroad Components are blocks that have either BlockEntities attached to them, or are just a block that ticks and does various tasks.

For the most part, clients and servers will do less work when less signs and crossings are put close to each other versus in separate chunks. Never make a chunk overflowing with too many blockentities in servers, as they will ban you for it. As a countermeasure, each crossing component will check to see if certain conditions are ok, and will adjust for some basic level issues, such as range of sight or range or ticking. There's no reason to make clients' CPU/GPU and game work hard if no one is near the block itself. As such, the viewing range has been made fairly good but short for technical reasons.

First and foremost, not all blocks are compatible with each other despite being in the 'vertical_redstone_blocks' tags. Cantilevers for example will never work with bells or signs due to problems of them not relaying the signal properly vertically, and are tagged 'rr_cantilevers' as such to prevent unwanted behavior.

For best railroad crossing results, you'll need to put a gate down, then on top of that a vertical redstone pole or lights, then the crossbuck or other sign, then put the cantilever on top of that, then on top of the cantilever add the bell. This setup usually is very performant friendly and shouldn't make the blocks tick very often nor lag the server.

Most railroad crossing components have their ticking priority set to 'very low', as these blocks are purely decorative and don't change gameplay at all, just how you perceive your world, especially if it's for a city or building project that requires these blocks.

Last updated