Features:
- Powered rails and activator rails turn on and off up to 10x faster
- Optimizes rail redstone updates while preserving vanilla behaviour
- Faster updates across straight, ascending, descending and mixed rail networks
- Reduced work for repeated neighbour updates that do not change rail state
- Optional powered and activator rail range from 1 to 64, with the vanilla default of 8
- Runtime switch between optimized and vanilla update logic for compatibility checks
- Benchmarks measured 7.56x faster on straight rail lines and 9.90x on mixed slopes
- Repeated unchanged-update scenario measured up to 32.36x faster
- The /railoptimization command shows the current state and power limit
- On, off and powerLimit commands require administrator permission
- Native implementation with no Architectury API dependency
- NeoForge support for Minecraft 1.21.1
RailOptimization is a lightweight mod aimed at one specific bottleneck in Minecraft: the redstone updates behind powered and activator rails. In complex rail networks those rails can switch on and off up to ten times faster, and the intended result is that you notice nothing at all except smoother, quicker rail updates.
Vanilla behaviour and the default power range are left untouched unless you deliberately change them. The optimization covers straight, ascending, descending and mixed layouts, and it cuts the work spent on repeated neighbour updates that would not change a rail’s state anyway. Release-build benchmarks measured state-changing updates at 7.56x faster on straight lines and 9.90x faster on mixed slopes, with a repeated unchanged-update case reaching 32.36x. Those figures describe the benchmark scenarios themselves, so what you actually gain depends on your hardware, how loaded the server is, how the rails are laid out, the power range you pick and whatever else is installed.
In-game commands keep everything under control. Typing /railoptimization reports the current optimization state and power limit, while administrators can switch the optimization on or off at runtime and set a powered rail range anywhere from 1 to 64. That runtime switch doubles as a quick way to compare against vanilla when a contraption or another mod behaves unexpectedly, and the mod ships as a native implementation with no Architectury API needed.