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Dario Maselli edited this page Jul 6, 2026 · 2 revisions

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.

How it works

  1. Craft Train Stations (cheap: rails + chest + iron) and place them where you want to send and receive bulk cargo.
  2. Sneak-right-click a station to toggle it between load (send) and unload (receive).
  3. 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).
  4. 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.

When to use trains

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.

Create trains

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.

Configuration

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.

Roadmap (Stage 12 visual follow-up)

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.md for 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.

See also

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