Mods / Rust and Railroads Reborn! (Alpha)

Tags: #Technology
Author: QPTech
Side: Both
Created: Jun 29th 2022 at 11:04 PM
Last modified: Aug 26th at 11:26 AM
Downloads: 30126
Follow Unfollow 766

Latest release (for Vintage Story 1.21.0, potentially outdated):
rustandrailroads2.1.1.zip  1-click install



Status:

With 2.0.11 track clearance is no longer enforced. (And no longer cleared automatically in creative)

(no you're not crazy there was briefly a 2.0.10 but it broke track placement)

With 2.0.6 i'm calling this an alpha! So if you put it in your world or server it should be ok with caveats:
- all the train things should be craftable in survival (not airships yet)
- this is still an alpha, back up everything always!
- recipes, functionality will change over time, possibly dramatically (placed tracks or trains may stop working, but more likely they will change how they function)

2.0.8 adds missing recipes and makes the coal cost of trains much cheaper
2.0.9 increases length of cart tracks, and in survival trains will drop fuel pellets if loaded. Also clearance trimmed down to 3h x 1w.

Known Issues:
- backing up a linked train is a mess I know (you can straighten back out by going forward lol)
- wheels not turning on linked train cars
- Minecart Icon messed up


Plans:
- a slower more restricted iron tier train & track gauge (Done in 2.0.7! - See the new Minecart)
- a larger, more expensive full size train & track gauge
- fueling stations
- bulk cargo cars



Hopefully this video will cover everything:


Main Features Currently In Mod
- easily placeable tracks complete with switching, vertical tracks etc
- basic train with two seats and one cargo slot
- Minecart with one seat/cargo slot
- basic airship frame with 4 seats and six cargo slots
- coal/coke powered vehicles

- (2.02) Signal block - left click to link to a track node, then place and it should display the status
   - trains entering/exiting tracks should lock/unlock the nodes
- (2.02) Clearance Requirements - shows a box with red highlighting for obstacles that must be cleared - but in creative it will dig the tunnel for you!

- (2.05) Train linking
  - train linking, with wrench in link mode
  - ctrl+right click on the new car (should be roughly at back)
  - right click on the last car in the train
  - should snap to the train
  - currently a little shakey and backing up the train isn't setup right yet


The Blueprint
- customize your vehicle's shape with chiseled blocks!
- just name a block "seat" to assign it as one of the seats
- trains can have rotating chiseled wheels

Engineer's Wrench
- left click on nodes to turn on/off (2.0.4)
- tool modes (Press F) (2.0.4)
  - link mode - right click on node, and then on signals to bind them
    - can also link train cars into trains (2.0.5)
      - ctrl+right click on the new car (should be roughly at back)
      - right click on the last car in the train
      - should snap to the train
      - currently a little shakey and backing up the train isn't setup right yet
  - config mode - right click on a train or a track node to bring up a config menu
  - trains and nodes can now be named (2.0.4)
     - RESET button on nodes to unlock all signals in the network (will probably need to do this when you first go to 2.0.4)

 

So far you can place tracks, place one train type and one airship type and place chiseled shells on them. Fueled with coal or charcoal. 

More to come!

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
2.1.1 8355 Aug 26th at 11:26 AM rustandrailroads2.1.1.zip 1-click install

Compatibility for Vintage Story 1.21

2.0.11
1.20.6 - 1.20.7
6988 Apr 20th at 11:32 AM rustandrailroads2.0.11.zip 1-click install

2.0.11
- removed clearance checks
- fixed mismatch track link bug

2.0.9
1.20.6 - 1.20.7
312 Apr 17th at 5:36 PM rustandrailroads2.0.9.zip 1-click install

2.0.9
- picking up cart drops fuel (as fuel pellets which can then be reused)
- adjust clearance system reduced check to 1w x 3h
- increased minecart track segment length to 24

2.0.8
1.20.6 - 1.20.7
187 Apr 15th at 5:28 PM rustandrailroads2.0.8.zip 1-click install

2.0.8
- add cart node recipe
- fixing up some icons
- adjust minecart recipe
- adjust coal costs (significantly cheaper to fill train)

2.0.7
1.20.6 - 1.20.7
78 Apr 15th at 9:14 AM rustandrailroads2.0.7.zip 1-click install

2.0.7
- iron engineers wrench
- minecart train gauge
- minecart smaller, slower, one slot
- decouple button in train UI
- train wheels can be smithed out of iron & meteoric iron (as well as steel) at least for now

2.0.6
1.20.6 - 1.20.7
355 Apr 10th at 8:32 PM rustandrailroads2.0.6.zip 1-click install

2.0.6
- messing around with backing up trains - no they still aren't fixed (safe to use just weird looking lol)
- working on adding recipes for everything (except airships), more help files etc
- recipes will change significantly i'm sure
- still in alpha but should be fairly safe to add to worlds
- future versions may still alter tracks etc
- wrench smithable, also small train wheels (required for crafting the train)

2.0.5
1.20.6 - 1.20.7
96 Apr 8th at 4:00 PM rustandrailroads2.0.5.zip 1-click install

2.0.5
* fix: train leaves shapes behind (ah still happenes some times)
- fix: removed trains leave signals as busy (maybe)
- train config UI: added reset shape button to train
- added train horn, will be customizable later - will play when approaching named station
- can clear node name, can set named nodes to mute train horn
- train linking, with wrench in link mode
- ctrl+right click on the new car (should be roughly at back)
- right click on the last car in the train
- should snap to the train
- currently a little shakey and backing up the train isn't setup right yet

2.0.4
1.20.6 - 1.20.7
352 Mar 28th at 7:27 PM rustandrailroads 2.0.4.zip 1-click install

2.0.4
- new default train model, new wheels
- train hud
- signals now one way
- engineer wrench modes
- left click on nodes to turn them on/off
- link mode (right click to program signals)
- config mode (right click to open train or node config, currently used for name trains and nodes)
- node config menu
- can name the node
- has a butt to reset all signals in the network
- shows all accessbile named stations
- signals will now lock seperately from being busy with trains

2.0.3 556 Mar 24th at 1:34 PM rustandrailroads 2.0.3.zip 1-click install

1.0.3
- engineer wrench can now be used to program signals
- control right click on track node, then control right click on signal
(will probably have an F mode in the future)
- train bogey - can lock/unlock throttle with CTRL so the train would move even unmanned

2.0.2 136 Mar 23rd at 3:34 PM rustandrailroads2 2.0.2 fixed.zip 1-click install

*note re-upload with appropriate version!
- (2.02) Signal block - left click to link to a track node, then place and it should display the status
   - trains entering/exiting tracks should lock/unlock the nodes
- (2.02) Clearance Requirements - shows a box with red highlighting for obstacles that must be cleared - but in creative it will dig the tunnel for you!

2.0.0 899 Mar 15th at 5:12 PM rustandrailroads2.0.1.zip 1-click install

This is an ALPHA release for testing and messing around - so use on test worlds only!

1.0.4
1.17.6 - 1.17.9
7344 Oct 7th 2022 at 3:58 PM RustAndRails 1.0.4.zip 1-click install

No real changes, just making sure it works with 1.17.6

1.0.3 1620 Sep 1st 2022 at 11:30 PM rustandrails1.0.3.zip 1-click install

Vintage Story 1.17.1 compatibility update

1.0.1-pre.1 861 Jul 8th 2022 at 7:24 PM RustAndRails1.0.1-pre.1.zip 1-click install

1.0.1-pre.1
no changes, just a Vintage Story 1.17 pre release compatiblity build

1.0.0 1551 Jul 3rd 2022 at 3:01 PM rustandrails 1.1.0.zip 1-click install

1.0.0
- added recipes for everything
- placed carts will now start moving the direction they are placed
- slight cart speed up (about walking speed)

0.0.1 432 Jun 29th 2022 at 11:07 PM rustandrails0.0.1.zip 1-click install

Initial preview/early access release! Don't use on single player worlds you care about or on live servers (unless specifcially testing servers).


89 Comments (oldest first | newest first)

💬 mortember, 2 hours ago

would love if there were sound effects when the train is moving over the rails! maybe even a cool train horn or whistle sound. great job, love the mod! :)

💬 Doc_Holiday, Oct 22nd at 3:28 AM

I was more so hoping that you would have added real-early locomotives, like Novelty, Salamanca, Rocket, etc.

Hell even C

I feel like they would fit the theme of VS better overall.]

I mean seriously, look at the Wylam Dilly for example. 

It screams "OLD".

The steam locomotive "Wylam Dilly".

Hell there's even the "Cycloped" a horse-powered(literally) rail vehicle.

I know horses aren't ingame, but we have the next best thing, Moose, but those arent tamable.

So we go to the third best thing. Elk. 

It was said that Cycloped was powered by 2 horses running on a treadmill side-by-side. 

Could do the same with Elk.

Yeah they'd be a lot more underpowered than horses or moose, but if you were to need more power, could always build a second Cycloped, I just hope you have more than 2 tamed mounts.

Probably wouldn't matter anways as Cycloped was horrendously underpowerred. Barely able to pull a loaded coach. 

But that's for passenger use.

Unless you're playing MP, all you need it for would be to haul some materials.

💬 Kyokui, Oct 10th at 6:43 PM

This is an amazing idea, but is this mod getting any development outside version compatibility?

💬 LordeCrowe, Sep 28th at 6:54 PM

I really hope that something like this can make it into the base game. We need railroads. But personally Im a stickler for realism and would love to see logical restrictions on placement; slope and turns. Maybe some better switchable track, and buildable rails, much like the way beams are drawn out or something. Good job QP. I dont know when Ill want to add this to my server. I really want to find it to be survival adequate with nothing creative about it. Players need to have the challenge to gather materials for construction. 

💬 Stevo, Sep 21st at 11:38 AM

QPTech hey love the mod and im excited to see where it goes from here! is there a config that can be adjusted to let the trains move faster, the server im playing on has the run speed turned up a bit and trains are ment to be a faster mode of travel for us? thanks

💬 MechaMaria64, Aug 29th at 2:00 AM

 remember encountering this mod when you were showcasing more smooth turning tracks, whatever happened to that? I love trains in my survival games but sharp harsh turns where the train snaps around really pulls me out of the enjoyment of them. Hoping to see that feature return even if just optional! Until then i guess ill have to manually very slowly gradient my turns

💬 RIVVION, Aug 25th at 9:43 PM

Keep up the good work QP, We're all gonna make it. o7

💬 Danger_Train, Aug 22nd at 9:02 PM

OMG I was the 20k download
Mod is looking great, excited to see where this goes.

💬 AnniPicto, Aug 19th at 12:09 PM

The railroad is what I miss after another game with blocks. Underground tunnels over mines, over lava lakes, overhead bridges with railroads. How nice it is to get on a train and go! I really hope you continue this mod.🙏😺

💬 QPTech , Jul 30th at 1:03 PM

Wahazar it will be just have to get motivated and push thru some issues lol

💬 Wahazar, Jul 13th at 8:49 AM

I hope that this mod will be continued...

💬 IamTaylorMade, Jun 2nd at 8:44 PM

does this still work in 1.20.11

 

💬 Sernik, May 29th at 6:32 AM

Keep up with this mod please! I'm heavily considering wildwest server based on railroads :)

💬 KentHD, May 19th at 12:46 PM

Railcraft!!

💬 Afroman726, May 14th at 3:26 AM

This mod is incredible!  Thank you so much for making it!  Can't wait to see where it ends up! :D

💬 QPTech , May 8th at 7:18 PM

wojtek16 kind of on a bit of a modding break atm, next up when I get back to it is train schedules.

💬 wojtek16, Apr 21st at 11:55 PM

No hurry, but just wanted to get the guage on where you are with a stable release? I know there is a lot to do still, so don't want to stop the man from cooking!!

💬 jamescook, Apr 21st at 3:30 AM

how do i build up the chisle part of a train? every time i try i just pick it up

💬 QPTech , Apr 20th at 4:33 PM

Kodemunkey right now you can shift right click it - but I might change that to a config dialog option to prevent accidentally picking it up

💬 Kodemunkey, Apr 20th at 1:58 PM

I'm trying this on a creative world and i can't remove a train if i put it on the ground?

💬 QPTech , Apr 20th at 11:34 AM

I don't intend on adding peat as a fuel source.

💬 Zuul, Apr 19th at 6:17 PM

Nice work 💜

💬 jamescook, Apr 18th at 4:49 AM

i second letting peat be used to fuel since it's common enough to find it, but to have a way to mix it with firewood to make a special fuel for trains to run on.

💬 Storyteller365, Apr 17th at 3:17 PM

Question, is there possibility to remove the automatic clearance thing when putting down rails, I don't want to remove certain underground passage ways for my mine, please and thank you.

💬 Kodemunkey, Apr 12th at 6:35 PM

Hello, I was wondering if it would be possible to add an option to run the train on firewood and peat? because those are more common than coal is and it'd mean the train has more utility

💬 QPTech , Apr 12th at 4:58 PM

DrakeBD i don't know when/if curved tracks will be added so I guess it'll be awhile before you add it to your server.

💬 DrakeBD, Apr 12th at 8:36 AM

I keep checking back for curved tracks soon as there a thing will be added to my server

💬 Bonelorn, Apr 6th at 12:58 PM

I'm really looking forward to this. I check back here every once in a while.

💬 JunidO, Mar 28th at 7:36 PM

Could we now craft it in survival?

💬 Losvaize, Mar 26th at 5:08 PM

While I have not test played it, but I have been keeping up with your video progress, I know I am really excited for this mod!
My sister and I both want to use it in our coop game, because it looks and feels like something vintage story would actually have in it.

So, please keep up the amazing work and looking forward to getting a chance to add to our current game (if not a new world) once you get closer to full release!

💬 Myrmitor214314, Mar 26th at 3:44 AM

Выглядит многообещающе.

💬 Yskar, Mar 25th at 8:28 PM

I'm really in love with this mod just watching the videos, amazing amazing!

💬 BlueSteelAU, Mar 25th at 1:44 AM

@DarkThoughts is still better than a mine cart ..  :) with your ability to design what's on top of the wheels.. and for that matter the design of the wheels

💬 RosstheGreat, Mar 24th at 8:25 PM

Loving the mod so far! I wanted to suggest when you get around to doing different guage rails, having a minecart guage that fits in a 1 block size. I've dreamed of getting good minecarts going for large underground mining complexes that tend to happen in some of my mines and that level of roleplay would be quite a nice additon!

I would imagine the minecarts would only ever end up being around 1 block in width and height, and maybe 2 in length at most.


Also for mining, if there'd be a possibility of adding some form of elevator for rails as well? I imagine it can use the same system current rails do, but just change the limitations of the elevator "rail" to be no less than maybe 60 degrees (so you can have slightly side hanging elevators too)

💬 DarkThoughts, Mar 24th at 3:46 PM

BlueSteelAU

Uh, but the track & train size are still "piddly" and not that of actual trains. The most common track gauge globally is 1.22 meters.

💬 PerkCuss, Mar 23rd at 3:25 PM

LETSGOOOOOOOOOOO

💬 QPTech , Mar 23rd at 3:18 PM

wojtek16 i will definitely have better base trains, just not sure what ones or how they will work yet :)

💬 wojtek16, Mar 20th at 1:50 PM

Do you think you might add a way to potentially add different types of chiseled schematics maybe as a config? I love chiseling, but I feel like it would be nice to have a few default train types maybe if people would want to add them similar to how Better Ruins maybe implements them? Just a suggestion :)

Can't wait for the final release, you are doing very amazing work, subbed to you on yt the first time I came across your video hehe 

💬 Sammy_SMD, Mar 19th at 11:29 PM

can't wait for the final

💬 Silks, Mar 18th at 5:51 PM

Vintage Story will be cemented as my favorite game of all time with a 1.0 version of this mod. Love what you're doing!! Keep it up!

💬 Syd, Mar 17th at 6:17 PM

RowanSkie yes I mean the Sequel to Myst. I found Screenshots:

Riven Rails

💬 RowanSkie, Mar 17th at 11:28 AM

By Riven, do you mean Riven: Sequel to Myst? I think Myst 3 has rail examples too. Syd

💬 Syd, Mar 16th at 4:07 PM

Suggestion for inspiration, since your rails are basically flying. Take a look on the traveling system of the game riven.

💬 Fud, Mar 16th at 8:27 AM

Bravo à vous :D 

💬 Kinamet, Mar 16th at 6:10 AM

This is so cool

💬 BlueSteelAU, Mar 15th at 10:46 PM

Bravo!!!! no piddly mine carts, I how you can make carriages too to carry stuff or passengers with you on the train. also how about steamships? and motorbikes cars. I'm loving it.. keep up the great work

 

💬 QPTech , Mar 15th at 9:42 PM

TopKek67 I'm pretty sure it will not.

💬 TopKek67, Mar 15th at 7:37 PM

Will the the train and airship type have physics like in the Create mod for mc where you can walk on the stuctures?

💬 LiothTheBrave, Mar 15th at 6:33 PM

HOLY SHIT! This is massive! Now I can actually set up a speedy trade network between all the merchants I've found!

💬 NotQuiteNil, Mar 15th at 6:24 PM

It returns! Will be watching where you take this with great interest.

💬 Afroman726, Feb 16th at 3:10 PM

Omg this mod is so exciting!! :D

💬 Akari_Enderwolf, Feb 16th at 6:26 AM

looking forward to seeing how this turns out with the 1.20 version

💬 Nowing, Feb 13th at 12:55 PM

Thrilled

Great addon to the game 😍

💬 Quartzz, Feb 12th at 9:01 PM

any plans for wider gauge rails?

 

💬 QPTech , Feb 11th at 11:55 AM

Gapplepie1985 eventually it will

💬 Gapplepie1985, Feb 11th at 4:55 AM

Hi! Does this allow for minecarts that can carry items?

💬 Yskar, Jan 25th at 2:47 AM

It would be asweome to see this mod updated for 1.20!

💬 QPTech , Sep 28th 2024 at 7:37 PM

Shinji170981 i definetly want to revisit this mod when 1.20 comes out as it will have all new mounting systems, and also might be interesting to see if mini dimensions could be used.

💬 Shinji170981, Sep 28th 2024 at 2:19 PM

QPTech any plans to update this or not worth/popular enough with the VH crowd?
Personally I would love it, even though it's close to MC.

💬 Aedis, Jan 11th 2024 at 7:35 PM

Hello Ptah
Any chances for sources repo access?

💬 QPTech , Jan 6th 2024 at 12:07 PM

Sorry people i don't even know where to start fixing this anymore.

💬 Cpt_C0nfus3d, Jan 1st 2024 at 11:19 PM

rayray

Unfortunately it does not work on a multiplayer server then it says verison not available.

QuentinP

Please update to 1.18.15...

💬 Ovadex, Dec 31st 2023 at 6:58 AM

Real downer that this seems to have been put off. Was really looking forward to being able to set up a rail system.

💬 rayray, Dec 2nd 2023 at 12:32 AM

just unpack mod in mod info . jon file under auther replace with this---- "version": "3.11.1",
"gameversions": [ "1.18.0" ],
"dependencies": {
"game": ""
}
}

then repack drag drop new pak file in mods folder 

tested worked dont know if i can upload 

💬 bbushh, Nov 30th 2023 at 5:02 PM

I add my respectful request that this be updated....thank you for your consideration.

 

💬 KenshiSaan, Nov 17th 2023 at 3:06 AM

Could you update it Pretty please 😋 QuentinP

💬 Yskar, Sep 27th 2023 at 12:12 PM

QP, for the love of Odin, update this amazingness when you can! ❤️

💬 Newfie, Sep 8th 2023 at 4:57 PM

any update planed?

💬 Nikwuh, Jul 31st 2023 at 3:35 PM

1.18 when?

💬 LadyBlakeHammer, Jun 30th 2023 at 6:33 PM

Might need an update, trying to place a minecart caused an exception.

💬 RamenFiend, May 14th 2023 at 7:15 PM

Seems to be functionally fine in 1.18.3 - save for the previously mentioned creative inventory issue and some rendering issues on the rail blocks in the handbook.

💬 WickedSchnitzel, Apr 29th 2023 at 6:24 AM

Seems to work with 1.18 more or less, but "Signal switch", "Switched rail", "Rail hopper" and "Cart stopper" are not available in the creative inventory. Pretty much everything except the cart and the normal rails.

💬 aglareb, Apr 24th 2023 at 3:33 AM

Is there going to be an update for 1.18.0 or 1.18.1 soon? This looks really cool!

💬 QPTech , Dec 13th 2022 at 2:32 PM

Ziru It should be working fine in the latest version

💬 RaccoonFury, Dec 10th 2022 at 4:20 PM

Currently, when the cart rolls over a rail hopper it drops everything. The rail hopper only drops one item into a chest below it and stores the rest. This clogs up the hopper. Also, when a cart drives under a chest, regardless of block height, it will grab everything like there was a hopper.

💬 Ruina, Dec 6th 2022 at 11:54 PM

Is this working for 1.17.9?

if not, can you update this mod?

💬 Vulkris, Nov 16th 2022 at 1:24 AM

You've got the wheels installed onto the car the wrong way. The wheel flange is supposed to be on the inside of the tracks hahahahahaahahah

💬 QPTech , Oct 28th 2022 at 9:18 PM

kboyer36 seems like a good distance at least testing on a flat world, but I don't know exactly how far or if it depends on server or render settings etc.

💬 kboyer36, Oct 20th 2022 at 7:28 PM

Any idea what the range is on the carts? For example, the main thing I want to use these for is sending quarried stone back to my base. My idea is to have multiple carts stashed next to the mine and then send them back to my base as I fill them up. I am not sure how many chunks stay loaded in around a player so do you know how far they will travel before they hit an unloaded chunk?

💬 1618, Oct 7th 2022 at 5:44 PM

This mod should be incorporated in More Dungeons mod. Imagine these tunnels being lined with minecarts.

https://news.kalataka.ru/moredungeons

💬 QPTech , Oct 7th 2022 at 3:59 PM

Matty I think you need a chute first.

💬 Matty, Oct 2nd 2022 at 9:10 AM

Is it possible to get the rail hopper to drop into a chest? I have a hopper set up and the cart drops it off on its way past but then it just sits in the hopper. 

💬 Kaidan35, Jul 27th 2022 at 4:36 PM

Hello, I see they are engaged in rail transport. I could give you a 3D model of the trolley. Want to?

💬 QPTech , Jul 3rd 2022 at 3:00 PM

Tajin i about lost my mind trying to fix this yesterday, ended up reverting all my attempts. One day i'll get if fixed. (It seems easy in my brain, but just haven't gotten it working yet)

💬 Tajin, Jul 1st 2022 at 11:21 AM

Maybe you could make the 180° turns instant? Looks really weird to see the cart spinning in place :D

Anyway, this is amazing.

💬 QPTech , Jun 30th 2022 at 7:05 PM

WickedSchnitzel Will definitely be rideable eventually, maybe even move other entities (animals etc). A filled version will probably also happen, hopefully rendering whatever is in there.

💬 WickedSchnitzel, Jun 30th 2022 at 5:40 PM

Suggestions: Make it rideable. Add a 'filled version' oft the minecart.

💬 QPTech , Jun 29th 2022 at 11:25 PM

actuallyasriel :D

💬 actuallyasriel, Jun 29th 2022 at 11:23 PM

QP, you're amazing. I can't wait for this, it's a gamechanger

 (edit comment delete)
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