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Trains
The Train Station is the native, cheap, early-game bulk hauler — it moves large batches of items between stations over long distances, with no other mods required and no power.
- Craft Train Stations (cheap: rails + chest + iron) and place them where you want to send and receive bulk cargo.
- Sneak-right-click a station to toggle it between load (send) and unload (receive).
- Put stations on the same line by renaming the station item in an anvil before placing it (for example "Ore Line"). A load station hauls to unload stations with the same line name; with no name it ships to the nearest unload station (Auto).
- Fill a load station's 54-slot bulk buffer (hopper, duct, or by hand). On its interval it packs the buffer and hauls it to the destination station; after a travel time (longer for longer distances) the cargo arrives in the unload station's buffer, where a duct/hopper drains it.
Right-click a station to open its bulk chest GUI.
Trains are slow but big and free — they trade latency for cheap, high-volume overland transport. Use ducts for instant local moves, drones for point-to-point and cross-network hops, and trains for hauling lots of material across a base or between bases before you have rockets.
If you run Create, the Train Cargo Interface still lets a NeroLogistics network load and unload Create trains — native stations are the default, Create trains are a bonus.
| Key | Default | Meaning |
|---|---|---|
enableTrains |
true |
Master toggle for native train stations. |
trainStationIntervalTicks |
100 |
Ticks between a load station's haul attempts. |
trainTicksPerBlock |
2 |
Transit ticks added per block of distance (more = more travel feel). |
trainMinTransitTicks |
40 |
Minimum transit time for a haul. |
trainMaxRange |
2048 |
Max distance a load station ships to an unload station. |
trainBulkPerTrip |
27 |
Max buffer slots hauled per trip. |
The train gameplay is in; these visuals are a dedicated art pass:
- Physical rail blocks to lay between stations, and a visible train entity riding them (currently the haul is an abstracted travel timer — cargo arrives after the transit time).
- The sophisticated animated 3D models from
MODELS.mdfor every NeroLogistics block (connection- aware ducts, rotating controller core, drone-port bays + flying drones, station loading arms, etc.), with custom block-entity renderers and an animation-quality config.
Note: like cross-dimension shipping, an in-flight haul is persisted in the shared durable shipment store — a haul in transit survives a server restart and resumes its timer.