Open-source project
Minecraft-Transit-Railway/Minecraft-Transit-Railway avatar
Minecraft-Transit-Railway/Minecraft-Transit-Railway

Minecraft Transit Railway 4.0.0 moved the vehicle simulation out of the game thread

A Minecraft mod that allows you to build your own transport network with automated trains, boats, cable cars, and planes!

599 stars274 forksJavaMIT

At a glance

What is it?
Minecraft Transit Railway is an MIT licensed Fabric and Forge mod that lets you build automated trains, boats, cable cars and planes in Minecraft, and version 4.0.0 was a full rewrite that separated the vehicle simulation from the Minecraft instance to cut server lag. It suits a server operator who wants a working transport network, and its documentation lives on a separate wiki rather than in the repository.
Who is it for?
Minecraft Transit Railway fits a Minecraft server owner who wants a transport network their players can ride without a moderator moving trains by hand, and the 4.0.0 rewrite is a good reason to prefer it over older builds since the simulation runs outside the game thread.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 100 days ago.
What is it written in?
Mainly Java, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

A transport network with automated vehicles, not a train set

Minecraft Transit Railway is a Minecraft mod that lets you build your own transport network with automated trains, boats, cable cars and planes. The homepage is the CurseForge listing, and the project distributes through Modrinth, where the documentation points you to download the mod or read the project information.

What the mod actually adds is a signalling and vehicle system. You lay track, place platforms and stations, and the vehicles run on a schedule without a player driving them. That is a different proposition from a decorative train block, and it is the reason the mod has an ecosystem of addons around it.

The mod runs on Fabric and Forge, and the repository layout confirms it: there are separate fabric/ and forge/ directories beside a shared buildSrc/ and a libs/ directory, with a single settings.gradle tying them into one Gradle build.

So the user is a server owner, not a player. A single player with a train set gets very little from signalling and schedules, while a server with a spawn area, a mine and a hub station gets a lot. The recommended addons listed in the documentation, a London Underground pack, the Joban Client Mod, a station decoration pack and a Russian Metro pack, are all other people's separate projects, which is a good sign of how extensible the base mod is and also a sign of how many moving parts a full setup has.

Why 4.0.0 separates simulation from the Minecraft instance

The single most consequential line in the project documentation is that version 4.0.0 is a complete rewrite from scratch, and that the vehicle simulation code has been separated from the Minecraft instance, greatly reducing lag on Minecraft servers.

That is a performance claim with a specific mechanism behind it. A transport network with dozens of vehicles produces a constant stream of position updates and physics steps. If that work runs inside the game tick, it competes with everything else the server is doing, and the symptom a player sees is lag. Moving the simulation out of the Minecraft instance means the vehicle logic can tick on its own schedule, and the server only exchanges state with it when something visible changes.

The rewrite also brought a set of gameplay changes, listed in the documentation: custom train configuration, realistic bogies and train movement, improved signalling, sideways elevators, OBJ features ported over from Nemo's Transit Expansion, a vehicle swaying effect, a new online system map with OneBusAway integration, and client-side FPS improvements alongside server-side TPS improvements.

The OBJ features and the OneBusAway integration are the two that pull outside projects into the design. OBJ is a model format, and OneBusAway is a real transit data feed, so this mod is not only a toy but an attempt to mirror how actual transit systems are built and consumed.

Building the mod with Gradle and a Minecraft version property

The build is Gradle based and takes the Minecraft version as a property, with two commands run from the root of the project.

gradle
gradlew setupFiles -PminecraftVersion="<minecraft version>"
gradlew build -PminecraftVersion="<minecraft version>"

The setupFiles step comes first and prepares the per-version files, then the build step compiles the mod. The output path depends on which loader you targeted and on the mod version, and the documentation gives the pattern rather than a fixed name.

code
<root>/build/release/MTR-<fabric|forge>-<mod version>+<minecraft version>.jar

That naming scheme is worth reading carefully if you script a build pipeline, because the fabric and forge artefacts differ only in that segment, and the minecraft version appears twice, once inside the mod version and once as the suffix.

The repository also carries a crowdin.yml at the root, a gradle.properties file, a build.gradle, an examples/ directory with a file called MTR Custom Resources.zip, and a website/ directory, which is the source of the project site. The presence of an examples archive for custom resources tells you that the mod expects server operators to ship their own art, which is a deliberate choice rather than a limitation.

Translation is crowdsourced, and forks target a development branch

The contribution instructions are short and specific about the workflow, and they reveal how the project is versioned.

You fork the project, then on your fork you create a new branch based on the development version branch, you commit your changes there, and you open a pull request to merge that branch into the development version of the repository. So the default branch is not where feature work lands, and a contributor who reads the master branch will build a different artefact from the one a maintainer builds.

For translation, the project uses Crowdin, a cloud based platform where translators contribute to a project and can create a free account. The Crowdin site for the mod is linked from the documentation, and the repository root carries a crowdin.yml, so the localisation is a first class part of the build rather than a set of ad hoc resource files in the tree.

Neither of these is unusual for a large mod, and both are things a server operator should know about before opening an issue. A bug report against a master build may be a different codebase from the one running on a server, and a translation request goes to the platform rather than to the issue tracker.

The guide is on a separate wiki, and known issues live in a project board

The repository documentation is short by design. It names the mod, lists the 4.0.0 features, links a video playlist that shows those features in detail, points at the Modrinth page for downloads, and then sends you elsewhere for everything operational.

The guide is a dedicated wiki at wiki.minecrafttransitrailway.com with a start page, and the issues that are known to be open live in a GitHub project board, linked from the documentation as the todo list. There is also a video trailer, a Discord, a LinkedIn profile, an email address and a Patreon page.

For a mod that reimplements signalling, train physics and timetable-driven vehicles, that split is defensible. Mechanics change between versions, and a wiki can be updated without a release, whereas a README in the repository goes stale the moment the mod ships. The cost is that a reader of the repository alone cannot answer a question about how a train is scheduled or how a platform is built, and the wiki is a separate place that can be behind the code.

There are no GitHub releases in the project metadata, so version tracking happens on the distribution platforms, Modrinth and CurseForge, and the repository itself has no tagged history to consult.

Maintenance pace, licence and the MIT plus font split

The repository is not archived and the last push was on 2026-07-16. The project metadata lists no GitHub releases, so the version history lives on Modrinth and CurseForge rather than in tags.

The licence has two parts and it is worth separating them. The project code is under the MIT License, which is permissive and lets you run the mod on a server, modify it, or redistribute it with the notice intact. The Noto fonts bundled with the mod are licensed separately under the Open Font License, which is what makes it permissible to embed and ship them.

That split is the correct arrangement and it is also the one that trips up people who repackage a mod. If you redistribute a build with bundled fonts, the fonts carry their own licence terms, and MIT does not cover them.

The addons are a separate question again. The recommended addons, the tube pack, the Joban Client Mod, station decoration and the Russian Metro pack, are separate projects with their own authors and their own licences, and the documentation lists them as recommended rather than bundled. Installing them into your server means accepting four additional dependencies, each with its own update cadence and its own compatibility with the Minecraft version you run.

Editorial conclusion

Minecraft Transit Railway fits a Minecraft server owner who wants a transport network their players can ride without a moderator moving trains by hand, and the 4.0.0 rewrite is a good reason to prefer it over older builds since the simulation runs outside the game thread. It does not fit a player who wants a single-player world with a train set, because the work is in operating a network rather than placing a vehicle, and it does not fit anyone who needs the rules of the mod documented inside the repository itself, since the guide lives on a separate wiki. Before adopting it, read the wiki start page for the current mechanics, check that the mod version you install matches the Minecraft version you run, and decide whether the recommended addons, which are separate projects by other authors, belong in your server.

Frequently asked questions

How do I download and install Minecraft Transit Railway?

The project documentation points to the Modrinth page for the mod, which is where you download it and read the project information. The CurseForge listing is the homepage given in the project metadata.

What changed in Minecraft Transit Railway 4.0.0?

It is a complete rewrite from scratch in which the vehicle simulation code was separated from the Minecraft instance, greatly reducing lag on servers. It added custom train configuration, realistic bogies and movement, improved signalling, sideways elevators, ported OBJ features, a vehicle swaying effect and a system map with OneBusAway integration.

How do I build the mod from source?

From the root of the repository, run gradlew setupFiles with the minecraftVersion property and then gradlew build with the same property. The jar is produced under build/release with the loader, mod version and minecraft version in its name.

How do I contribute a feature to Minecraft Transit Railway?

Fork the project, create a branch based on the development version branch on your fork, commit the changes there, and open a pull request to merge it into the development version of the repository.

Official sources

  1. Issues
  2. License: MIT
  3. Minecraft-Transit-Railway/Minecraft-Transit-Railway on GitHub
  4. Project website
  5. README
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