Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Supported environments
Server-side
Singleplayer
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Details
Licensed MIT
Published 4 days ago
Updated 3 weeks ago
Threaded Tracks
Placing a track shouldn't freeze your server.
On big Create rail networks, every placed or broken track runs graph work that scales with the size of the entire network. This is computed all at once, causing immense lag.
Threaded Tracks drastically improves performance by moving track calculations to a separate thread.
What you get
- No more tick stalls from building or demolishing rails on large networks — by hand, schematicannon, or worldedit order
- Safe implementation — if an operation can't complete asynchronously, it defaults to vanilla behaviour.
- Consistent saves and interactions — the queue drains before Create writes railway data, and signals/stations/switches placed on fresh track always see it
Compatibility
- Minecraft 1.20.1, Fabric, Create 0.5
- Create: Steam 'n' Rails — every S'n'R track type (custom materials, monorails, crossings, switches) goes through the same threaded path
- Install on the server (or your singleplayer instance) — connecting clients don't need it
Commands & tuning
/threaded-tracks status— live stats: ops processed, per-stage timings, fallbacks/threaded-tracks flush | on | off— drain the queue or toggle at runtimeconfig/threaded-tracks.json— batch size, capture budget, timing logs
Threaded Tracks in in beta so backups are recommened and contributions are welcome


