Have you ever wanted to transport your blocks and items from point A to point B in a more efficient way? Then Traincraft is your solution! We are working fine on your existing rail-system from Minecraft and Railcraft but we implement our own big switches and curves too! Traincraft adds more than 80 trains, wagons and other moving vehicles to the game.
Official Website: traincraft-mod.com(it's rarely updated so it's only some sort of source for old versions)
Some words from the Lead-Dev of the 1.7.10-port: CLICK ME
Here are some ways you can get up to date info or get in touch with us:
Look for new Tweets under the hashtag Traincraft on Twitter
You can follow @Mrbrutall on Twitter (he retweets most of the information we are providing under the hashtag)
Reply to this forum-thread or mention us on Twitter with @NitroxydeX or @Eternal_B_Flame
Join the Discord-Chat (you can find an always up to date link here)
We don’t really know how to create a way for you to donate to us at the moment. We'll talk about this with Mrbutal and SpitFire4466. If you want to help us you can contribute to the 1.7.10-port here or to the rewrite here.
Original Authors: SpitFire4466, Mrbrutal
Artwork and models: DAYdiecast, Ontax, Skspajdalfsks
Help with new turning mechanic: Naiten
The Forge Team for their awesome API
The 1.7.10-port-Team: EternalBlueFlame, NitroxydeX, FirEmerald, Hagrud
Final note:
Since the Curse-takeover Mrbrutal doesn't have access to the original Traincraft-Thread and Traincraft-Account. That is why we provide a new thread for the future of Traincraft.
First! Its back everyone and its so fun to play the 3D tracks are here to stay and there are even some new ones. I hope to add some new liveries and trains soon =)
I started traincraft back in 1.6.2, once it went open source I started work right away trying to bring it back to 1.7.10, several months later, and several hundred thousand lines of code rewritten, I got kinda stuck and had no Idea how to fix any of the problems. Not long after that a team was finally assembled, most of the errors evade me, but having this awesome team back me up has kept this project not only alive, but prospering.
Side notes for the project / FAQ: • Remember that this is a PORT, a lot of code has changed from 1.6.4, but it's all built off the 1.6.4 code.
• There are no plans for 1.8 porting, by the time it would be done everyone will be on 1.9.4 anyway. A large number of other mods plan to do the same thing, Millenaire as a prime example.
• Future porting of this port is intended, but we need to clean out all the bugs we can from 1.7.10 before moving on and creating more bugs.
• Cauldron is not supported, nor do we intend to support it, it's not even supported by it's own devs anymore.
• CKauldron and Thermos are not supported yet, but we hope to slowly add support over time.
• Yes online multiplayer will be supported.
• If you want to help contribute, please sign the project's CLA and make a pull request of your changes.
• WE WILL NEVER BE GIVING SPECIFIC RELEASE DATES, quality comes in it's own time, and often there are things that get in the way of a timely release (you don't want us pulling a Batman Arkham Knight). If we do give a release timeframe it may be delayed by unforseen issues.
• The trains and rollingstock are, to one extent or another, built off minecarts, so we will be dealing with a number of limitations regarding that. Nothing that hasn't effected previous versions of TC, But things like multiple seats in rollingstock, or being able to walk around in the rollingstock/trains, just isn't gonna happen.
• Jenkins builds are not allowed, ever, by anyone other than MrBrutal and/or Spitfire. This is not up for debate.
• We do not support EU power, only RF, if you need EU there are a number of mods that can convert the types like Galacticraft and Mekanism.
Let me put emphasis that issues and suggestions should go to the github issue tracker for the respective project, not the forum.
There are a couple flavors of rewrites, both are nowhere near as close to working as the port:
• Canitzp was the first to really work on a TC rewrite, it's being built for 1.10.2, he's planned on some of his own implementations of different features as well, you can check his out at
This is a side project of mine, it's currently HIGHLY unfinished, I like the arcade feeling of TC but I wanted something a little more realistic and detailed, not so much as opening doors and walking around on it, those are really just cosmetics, but rather more realistic management of bogies, speeds, position and rotation, fuels, etc.
I also wanted a rewrite for TC but I didn't want to be constrained to the release limitations of the license.
• Short term TiM is planned to be a rewrite for TC, when certain goals are met the project will branch off into two separate projects, TiM and TC
• TC branch: Intended to be very similar to what you would normally expect from TC, including revamped trains, sounds, and graphics from TC, but it will be much easier to add new trains, rollingstock, and features.
• TiM branch: Think of it as the 'simulator' version of TC, something that's not really meant for casuals. Check the next spoiler for the features that go beyond the TC branch.
You can check out the detailed projects plans at it's trello: https://trello.com/b/cqaw1T3R/trains-in-motion
You can find it's source and the current project/issues/sugguestions at it's github: https://github.com/EternalBlueFlame/Trains-In-Motion
• I intend for a number of new trains that TC would normally not have like nuclear, hydrogen, and maglev, along with all the usual types like electric, steam and diesel.
• Unlike TC, TiM will not have it's own rails, rather an expanded support for Zora no Densha rails, however rails from the TC rewrite branch and base game rails will also be supported.
• There will also be more detailed controls, rather than just forwards, stop and backwards you can control just how much acceleration is applied (within the limits of the train)
• None of the trains, sounds, or graphics from TC will be present in TiM, and they will work alongside eachother.
• Resource processing, I want to be able to handle doing all sorts of ore processing from start to finish,
- Village(MCA/vanilla) and Millenaire plugins that can mine ores and put them into loaders.
- Loaders that can put the resources from a chest or village into the appropriate rollingstock.
- A large selection in both trains and rollingstock, both freight and passenger from all over the world.
- And resource processing, multi block structures that allow you to get more our of your ores, whether it be more ingots, or refining cobblestone and gravel into random ores (Because what else are we gonna use it for?).
• All to be designed for realistic difficulty, so you can get more out of less, but not in such a way where it felt easy or like cheating.
As time goes on I will update this post to help keep everyone updated on new information regarding what I've mentioned.
Is there any intention to add rotacrycraft/reactorcraft/electricraft support?
Electric trains should be able to be powered by RF batteries now, and you can generate RF from the generators (which have improved a little since 1.6.4), but beyond that, it's rather unlikely. Of course if someone wants to contribute that extra functionality, that would change things.
Electric trains should be able to be powered by RF batteries now, and you can generate RF from the generators (which have improved a little since 1.6.4), but beyond that, it's rather unlikely. Of course if someone wants to contribute that extra functionality, that would change things.
@geelman9097 please keep in mind that none of the DEVs has knowledge of everyone. I know most mods by name but not what they are providing as a mod. If you wanna make a suggestion do it on the Issue-Tracker of our GitHub-Page over here: https://github.com/EternalBlueFlame/Traincraft-5/issues
We have no example of reporting or suggestion at the moment but include the mod/mods which we could support, if they provide an API, which power they use (RF/EU/MJ whatever if you want us to support something like that) and what we should support out of the mod.
Oh nice a new thread, Nice. Also whats fixed/changed in the new on the 4.3.0_003 update?
Cliffnotes version: There have been a number of optimizations, the jukebox cart is working now, locking shouldn't be broken anymore, positioning on MC rails should be improved, rails should now be able to replace a number of other misc things that get in the way, like flowers and mushrooms. And Diesel trains shouldn't be consuming 2 canisters at a time when only giving 1 canister back (both in fuel and in empty canisters).
Theres also been a couple texture fixes.
And it now supports forge recommended, so you don't have to be on latest.
You can always check the github comits between the release of revision 2 and 3 for more specific info.
Cliffnotes version: There have been a number of optimizations, the jukebox cart is working now, locking shouldn't be broken anymore, positioning on MC rails should be improved, rails should now be able to replace a number of other misc things that get in the way, like flowers and mushrooms. And Diesel trains shouldn't be consuming 2 canisters at a time when only giving 1 canister back (both in fuel and in empty canisters).
Theres also been a couple texture fixes.
And it now supports forge recommended, so you don't have to be on latest.
You can always check the github comits between the release of revision 2 and 3 for more specific info.
Oh Nice, Tall grass is annoying when trying to layout a Railroad, and I like the sound of using the recommended forge over the latest.
if anyone is looking for a good RF producing mod I would suggest immersive engineering as I think it would compliment it quite nicely, and with it having power lines, that MIGHT appease the people looking for overhead wires too.
i crawled out from under a rock again and i see 1.7.10 has finally dropped good work to the contributors and i also see a 1.10.2 github section too,well as i dont think i can contribute much to code or assets at this point of time i will just remain a passive observer then.
other than that i might possibly poke about 1.7.10 again just to try the mod
About Traincraft
Have you ever wanted to transport your blocks and items from point A to point B in a more efficient way? Then Traincraft is your solution! We are working fine on your existing rail-system from Minecraft and Railcraft but we implement our own big switches and curves too! Traincraft adds more than 80 trains, wagons and other moving vehicles to the game.
Official Website: traincraft-mod.com (it's rarely updated so it's only some sort of source for old versions)
Some words from the Lead-Dev of the 1.7.10-port: CLICK ME
Here are some ways you can get up to date info or get in touch with us:
You can follow @Mrbrutall on Twitter (he retweets most of the information we are providing under the hashtag)Post your 1.7.10 issues and suggestions here
Currently there aren't any other spotlights
We will add new Banners soon
You can read the License on our GitHub-Page here.
We don’t really know how to create a way for you to donate to us at the moment. We'll talk about this with Mrbutal and SpitFire4466. If you want to help us you can contribute to the 1.7.10-port here or to the rewrite here.
Final note:
Since the Curse-takeover Mrbrutal doesn't have access to the original Traincraft-Thread and Traincraft-Account. That is why we provide a new thread for the future of Traincraft.
Enjoy,
NitroxydeX
First! Its back everyone and its so fun to play the 3D tracks are here to stay and there are even some new ones. I hope to add some new liveries and trains soon =)
yay finally updated i just hope you countinue support for vanilla rails as i use railcraft a lot
It's so great to see this mod on 1.7.10. Thank you guys for awesome work.
ooh, its back!
At media you could put the best user made screenshots
Creative Department of the Zora no Densha train mod.
Follow me on twitter https://twitter.com/ThomasWaagenaar for the latest updates regarding modeling.
If you have any questions, feel free to send a message.
I've planned that
Yay I missed this mod! I never really used it for much but I loved having it in my game! Downloading now.
Nice and fresh thread.
apasz.com -アパゾ
Is there any intention to add rotacrycraft/reactorcraft/electricraft support?
I'm a Webcomic lover. Have some banners of my favorites:
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
About me:
Side notes for the project / FAQ:
• Remember that this is a PORT, a lot of code has changed from 1.6.4, but it's all built off the 1.6.4 code.
• There are no plans for 1.8 porting, by the time it would be done everyone will be on 1.9.4 anyway. A large number of other mods plan to do the same thing, Millenaire as a prime example.
• Future porting of this port is intended, but we need to clean out all the bugs we can from 1.7.10 before moving on and creating more bugs.
• Cauldron is not supported, nor do we intend to support it, it's not even supported by it's own devs anymore.
• CKauldron and Thermos are not supported yet, but we hope to slowly add support over time.
• Yes online multiplayer will be supported.
• If you want to help contribute, please sign the project's CLA and make a pull request of your changes.
• WE WILL NEVER BE GIVING SPECIFIC RELEASE DATES, quality comes in it's own time, and often there are things that get in the way of a timely release (you don't want us pulling a Batman Arkham Knight). If we do give a release timeframe it may be delayed by unforseen issues.
• The trains and rollingstock are, to one extent or another, built off minecarts, so we will be dealing with a number of limitations regarding that. Nothing that hasn't effected previous versions of TC, But things like multiple seats in rollingstock, or being able to walk around in the rollingstock/trains, just isn't gonna happen.
• Jenkins builds are not allowed, ever, by anyone other than MrBrutal and/or Spitfire. This is not up for debate.
• We do not support EU power, only RF, if you need EU there are a number of mods that can convert the types like Galacticraft and Mekanism.
Let me put emphasis that issues and suggestions should go to the github issue tracker for the respective project, not the forum.
Other ports:
Rewrites:
• Canitzp was the first to really work on a TC rewrite, it's being built for 1.10.2, he's planned on some of his own implementations of different features as well, you can check his out at
• See the Trains in Motion section of this post.
My TC rewrite and Trains in Motion(TiM):
I also wanted a rewrite for TC but I didn't want to be constrained to the release limitations of the license.
• Short term TiM is planned to be a rewrite for TC, when certain goals are met the project will branch off into two separate projects, TiM and TC
• TC branch: Intended to be very similar to what you would normally expect from TC, including revamped trains, sounds, and graphics from TC, but it will be much easier to add new trains, rollingstock, and features.
• TiM branch: Think of it as the 'simulator' version of TC, something that's not really meant for casuals. Check the next spoiler for the features that go beyond the TC branch.
You can check out the detailed projects plans at it's trello: https://trello.com/b/cqaw1T3R/trains-in-motion
You can find it's source and the current project/issues/sugguestions at it's github: https://github.com/EternalBlueFlame/Trains-In-Motion
• Unlike TC, TiM will not have it's own rails, rather an expanded support for Zora no Densha rails, however rails from the TC rewrite branch and base game rails will also be supported.
• There will also be more detailed controls, rather than just forwards, stop and backwards you can control just how much acceleration is applied (within the limits of the train)
• None of the trains, sounds, or graphics from TC will be present in TiM, and they will work alongside eachother.
• Resource processing, I want to be able to handle doing all sorts of ore processing from start to finish,
- Village(MCA/vanilla) and Millenaire plugins that can mine ores and put them into loaders.
- Loaders that can put the resources from a chest or village into the appropriate rollingstock.
- A large selection in both trains and rollingstock, both freight and passenger from all over the world.
- And resource processing, multi block structures that allow you to get more our of your ores, whether it be more ingots, or refining cobblestone and gravel into random ores (Because what else are we gonna use it for?).
• All to be designed for realistic difficulty, so you can get more out of less, but not in such a way where it felt easy or like cheating.
As time goes on I will update this post to help keep everyone updated on new information regarding what I've mentioned.
Traincraft and TiM official links:
Source code - Traincraft 1.7.10 port
Source code - My 1.7+ Traincraft rewrite & Trains In Motion
Public Traincraft discord chat (we're always hanging around here, text & voice, no download needed to join)
Traincraft official download via curse
Electric trains should be able to be powered by RF batteries now, and you can generate RF from the generators (which have improved a little since 1.6.4), but beyond that, it's rather unlikely. Of course if someone wants to contribute that extra functionality, that would change things.
Traincraft and TiM official links:
Source code - Traincraft 1.7.10 port
Source code - My 1.7+ Traincraft rewrite & Trains In Motion
Public Traincraft discord chat (we're always hanging around here, text & voice, no download needed to join)
Traincraft official download via curse
@geelman9097 please keep in mind that none of the DEVs has knowledge of everyone. I know most mods by name but not what they are providing as a mod. If you wanna make a suggestion do it on the Issue-Tracker of our GitHub-Page over here: https://github.com/EternalBlueFlame/Traincraft-5/issues
We have no example of reporting or suggestion at the moment but include the mod/mods which we could support, if they provide an API, which power they use (RF/EU/MJ whatever if you want us to support something like that) and what we should support out of the mod.
Oh nice a new thread, Nice. Also whats fixed/changed in the new on the 4.3.0_003 update?
You can find changelog always on the Download-Page of the Version like that:https://minecraft.curseforge.com/projects/traincraft/files/2329606
But I included a changelog.txt-link in the first post too.
Cliffnotes version: There have been a number of optimizations, the jukebox cart is working now, locking shouldn't be broken anymore, positioning on MC rails should be improved, rails should now be able to replace a number of other misc things that get in the way, like flowers and mushrooms. And Diesel trains shouldn't be consuming 2 canisters at a time when only giving 1 canister back (both in fuel and in empty canisters).
Theres also been a couple texture fixes.
And it now supports forge recommended, so you don't have to be on latest.
You can always check the github comits between the release of revision 2 and 3 for more specific info.
Traincraft and TiM official links:
Source code - Traincraft 1.7.10 port
Source code - My 1.7+ Traincraft rewrite & Trains In Motion
Public Traincraft discord chat (we're always hanging around here, text & voice, no download needed to join)
Traincraft official download via curse
Oh Nice, Tall grass is annoying when trying to layout a Railroad, and I like the sound of using the recommended forge over the latest.
if anyone is looking for a good RF producing mod I would suggest immersive engineering as I think it would compliment it quite nicely, and with it having power lines, that MIGHT appease the people looking for overhead wires too.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.120.1 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Finally! It's here! AMAZING! Keep up the great work!
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i crawled out from under a rock again and i see 1.7.10 has finally dropped good work to the contributors and i also see a 1.10.2 github section too,well as i dont think i can contribute much to code or assets at this point of time i will just remain a passive observer then.
other than that i might possibly poke about 1.7.10 again just to try the mod