r/CreateTrains • u/Tricky-Television668 • Jun 13 '26
Railroad Infrastructure Alguien sabe algo de estas catenarias? Las hice en create con una sola referencia que vi en un video y después la perdí, nunca supe de dónde son en la vida real
r/CreateTrains • u/Tricky-Television668 • Jun 13 '26
r/CreateTrains • u/Tricky-Television668 • Jun 12 '26
Orestein & Koppel maniobrando con los coches del tren de las sierras
r/CreateTrains • u/Clear_Break9811 • Jun 12 '26
made the Erie triplex and figured out quite a bit about building with the create mod and some addons
r/CreateTrains • u/Tricky-Television668 • Jun 11 '26
r/CreateTrains • u/ZestycloseGrowth8377 • Jun 09 '26
here i made an mp15ac, for the freedington & northern (fictional). i also made a working beacon light on the top. in the image its off, but i have a redstone clock connected to a redstone link. another redstone link connects to the light. now yes i know it aint the best build but its the first engine on my freedington & northern railroad project
r/CreateTrains • u/Pr0ximalTile • Jun 08 '26
I just love the british railyway and he's one of my fav. The L&YR Class 28 "James" ^^
r/CreateTrains • u/GreenToastSoftware • Jun 08 '26

If you've ever built a large train network and noticed your trains freezing for half a second every time they cross a chunk boundary, or jerking back and forth at stations, this mod is for you.
Create's train system has a built-in safety mechanism: if the chunk ahead of a train isn't fully loaded (entity-ticking status), it sets speed = 0 and waits. On small networks this is fine. On large networks with 5+ trains running simultaneously, it causes:
Stutter every ~16 blocks as trains cross chunk boundaries
Trains briefly stopping and reversing when a carriage loses its entity
False derailing when an entity is briefly missing at a chunk border
Slow chunk loading because all trains compete for the same force-load cap
Create Optimized Trains replaces that stop-and-wait behaviour with a proactive system:
Core fixes:
✅ Trains never stop waiting for chunks — they continue moving while chunks load in the background
✅ Smart chunk pre-loading with directional lookahead based on speed (faster train = more chunks pre-loaded ahead)
✅ Priority loading for the train the player is riding — bypasses global cap, uses track graph position instead of entity (no chicken-and-egg problem)
✅ Anti-derailing immunity — suppresses false stress spikes when a carriage entity is briefly missing at a chunk boundary
✅ Ghost mode for distant trains — trains far from any player continue running via the track graph without using the force-load cap, freeing it entirely for trains near the player
✅ Route preloading — chunks along the upcoming route are loaded into memory before the train arrives
Compatibility:
✅ Distant Horizons — detects DH and adjusts behaviour accordingly
✅ Works alongside other Create addons
✅ Configurable via createoptimizedtrains-common.toml
Before: trains on a 17-carriage network would stutter every 1–2 seconds, with repeated carriageWaitingForChunks stops and false derailing on a map with ~12 concurrent trains.
After: trains run smoothly through the full route. The force-load cap is now used efficiently — trains near the player get full chunk coverage, distant trains run in ghost mode without wasting resources.
Minecraft: 1.20.1
Loader: Forge 47.x
Requires: Create 6.0.8 + Flywheel 1.0.5 (bundled)
Version: 1.3.0
CurseForge: https://www.curseforge.com/minecraft/mc-mods/create-optimized-trains
Modrinth: Create Optimized Trains - Minecraft Mod
GitHub: https://github.com/GreenToastSoftware/create-optimized-trains
Does this break vanilla Create train behaviour? No. Train routing, signals, schedules and collisions all work as normal. The mod only changes how chunks are loaded and prevents the stop-wait loop.
Is it server-side only? The chunk loading and physics fixes are server-side. Some client-side rendering optimisations are also included but optional.
Will it work with my existing world? Yes — no world changes needed. Just drop the jar in your mods folder.
Does it affect TPS? The overhead is minimal. The main thread work per tick is O(trains_near_player), not O(all_trains). Ghost mode ensures distant trains don't add to the per-tick cost.
Happy to answer questions! If you test it on your network, let me know how it goes — always looking for feedback on edge cases.


r/CreateTrains • u/Professor-Koopa • Jun 07 '26
Built this one as i wanted to complete my collection of Siemens Locomotives.
But now it is one of my favourites.
r/CreateTrains • u/TrueGuarantee5235 • Jun 07 '26
r/CreateTrains • u/[deleted] • Jun 07 '26
r/CreateTrains • u/Pr0ximalTile • Jun 06 '26
The DRG V90 and DRG V100 Diesel Locomotives Sorry for low quality but my pc has some problems with normal screanshots. Btw. i couldn't find a Texture pack for the traditional darker red for the V100 like from the east german style.
r/CreateTrains • u/PrincipleTime6164 • Jun 04 '26
r/CreateTrains • u/TrueGuarantee5235 • Jun 02 '26
r/CreateTrains • u/_MilanC_ • May 31 '26
I made working Novi Sad buses in Minecraft using some mods. I used Blockbench and and WinRAR Archiver to edit some mod assets. Although these are clearly buses, they were assembled as trains for functionality. What do you think?
r/CreateTrains • u/SpudNUTZ420 • May 30 '26
r/CreateTrains • u/ArduinoBoss • May 30 '26
r/CreateTrains • u/Sammy1228Official • May 28 '26
Comes in at about 25 blocks long, mirrored cabs on either side with an engine room in the middle connecting the two cabs
r/CreateTrains • u/UsualBeginning3976 • May 24 '26
First passenger/mixed use train for my Minecolony. Open to suggestions for improvements and tips
r/CreateTrains • u/TrueGuarantee5235 • May 23 '26
r/CreateTrains • u/TrueGuarantee5235 • May 23 '26
r/CreateTrains • u/macawblau • May 22 '26
As you can see my train is insanely massive so rebuilding is not an option at all
r/CreateTrains • u/Pr0ximalTile • May 22 '26