# Driving, placing & creating Trains # Train Controls This page contains all default train controls. They can be changed in the mod configuration, which you can access from within Minecraft's title screen by pressing on `Mods` and selecting Zora no Densha in the list on the left side. Once selected, press `Config` and enter `Cab Controls`. ## **Default Keys:** ### Driving:
**Key****Effect**
WMove reverser forward
SMove reverser backward
AIncrease throttle
DDecrease throttle
" / ÄIncrease break force
{ / ÜDecrease break force
FEnable/disable AFB (Cruise Control)
RIncrease AFB speed limit
VDecrease AFB speed limit
### Train Configuration:
KeyEffect
HExternal light switch (4 Modes: Off/Shunt/Rear/Front)
JHigh Beams toggle (needs light mode: Front)
KToggle cab lights
LToggle train lights
9Turn MTCS screen on/off (centre screen)
0Turn MTIS screen on/off (right screen)
IUnlock/Close left Doors
OUnlock/Close right Doors
PDecouple cab coupler (Only with Scharfenberg coupler)
7Raise/lower back pantographs
8Raise/lower front pantographs
### Safety:
KeyEffect
QDead Man's Switch key
EnterEmergency brake
SpaceHorn
9Turn MTCS screen on/ off
0Turn MTIS screen on/ off
## [](#destination-displays)**Destination Displays** Some vehicles have destination boards installed. These are small screens which display the destination your train is heading to. You can set the destination which should be displayed using `/setdest , `. Usually, `` is your train number or line number with destination name, and `` is either a list of via's (i.e. stations the train visits) or other information. # Porting Trains (from v0.9.X to v0.10.X) The new ZnD-Version (v0.10.X) sadly has the side effect that most locomotives/EMUs/DMUs made in v0.9.X are not capable of driving on their own, when placed on a track. To better understand this guide, you can read [this article](https://zoranodensha.de/books/zora-no-densha/page/the-model-editorcreating-custom-models "The Model Editor/Creating Custom Models") about the model editor. To make them drive again, you’ll have to edit the model from the old version and make a few modifications: 1. **Add Compressor Part:** v0.10 introduces a new (air) breaking system because of which ever locomotive hast to have a compressor. Just add it and move it to an offset position inside the trains body. 2. **Connect bogies with the engine:** Click on every bogie and change the value of the setting “Has Engine?” from false to true. 3. **Correct Tractive Effort:** While in the bogies, change the value of the setting “Tractive Effort” to the desired (higher) value. Tractive effort must NOT be 0! 4. ***(Optional*) Turn off Hitboxes:** If the train still won’t drive you may have to turn off some hitboxes of parts near the track/ground. To turn off a Hitbox click on the part and look for the setting “hitbox?”. Then change its value from true to false. If you followed this guide completely, your train should drive normally again. # The Model Editor/Creating Custom Models Zora no Densha adds the ability to assemble and configure a rail vehicle from a set of installed parts. Assembly of rail vehicles happens in the Engineer's Table. ## **[](#opening-the-model-editor)Opening the Model Editor** Place an Engineer's Table and right-click it to open its GUI. In the GUI, select the Trains tab by clicking onto the center icon on the top right (the icon that shows the blue locomotive and the white passenger car). The GUI will change appearance. ### [](#gui-elements)GUI Elements
**Position****Element****Short Description**
Top-left cornerModel Editor WindowView the vehicle you're editing, interact with it inside the window using your mouse/ touchpad.
Center-rightVehicle parts and saved PresetsAdd and (de-)select vehicle parts or load and export Preset files. Scroll through all pages by clicking the + and - buttons above.
Center-left, below Model Editor WindowInput slotsInput slots for Black Dye and Paper. These slots have to be filled in order for a Blueprint to be printed.
Bottom-left (if selection isn't empty) Selection and Pivot dataView and change the average data of the selection's elements, such as average offset and rotation. Set the Pivot's position.
Bottom-right (if selection isn't empty) Selection index dataView and change an individual part's data, such as offset, scale, rotation or color. Some parts might have additional fields that can be changed. Scroll through the selection's indices by clicking the + and - right next to the index number.
### Keyboard Shortcuts Please note that following keyboard shortcuts assume that you use default settings; the respective key might differ depending on your settings.
**Key/Shortcut****Function****Short Description**
CTRL+CCOPY selectionCopy the selection into the clipboard.
CTRL+VPASTE selectionPaste the clipboard.
CTRL+ZUNDO actionUndo your previous action.
GMOVE selectionGrab and move the selection using your mouse. While grabbing, press X, Y or Z to move along a specific axis.
RROTATE selectionRotate the selection along the view axis using your mouse. While rotating, press X, Y or Z to rotate about a specific axis. Change the Transformation Mode to rotate about local origin, selection center, or pivot point.
SSCALE selectionScale the selection in all dimensions using your mouse. While scaling, press X, Y or Z to scale along a specific axis.
XDELETE selectionRemove the selection from the Model Editor.
5Toggle orthographic/ perspective viewPress to switch between orthographic and perspective view mode.
8 Set camera angle \- View along +X View the model's rear.
2Set camera angle \- View along -X View the model's front.
3Set camera angle \- View along +Y View the model's bottom.
9Set camera angle \- View along -Y View the model's top.
6Set camera angle \- View along +Z View the model's left side.
4Set camera angle \- View along -Z View the model's right side.
### [](#model-editor-options-drag-down-menu)Model Editor Options (Drag down menu) Right-click in Model Editor Window to open.
**Option****Short Description**
Clear modelRemove all vehicle parts. Leaves the entire Model Editor window blank.
Save as PresetSave the model as Preset file.
Toggle floor gridClick to (de-)activate the floor grid displayed in the Model Editor window.
Transformation modeClick to switch transformation mode (applies to rotation). Switches between individual origins, selection center, and pivot point.
Orthographic/ Perspective view Click to toggle orthographic/ perspective view. Will change the camera's projection mode.
Toggle pivotToggles the pivot's size.
View in worldClick to toggle rendering in a small scene. Disables pivot and floor grid.
Set initial massClick to set a value to either increase your trains mass (positive value) or reduce its mass (negative value)
### Vehicle Part Options (Drag down menu) Right-click on any vehicle part icon on the center-right of the Model Editor to open.
**Option****Short Description**
Add to modelAdds the selected part to the model's center with default settings.
Deselect allRemoves all vehicle parts of the selected type from the selection.
Select allClears the selection, then adds all vehicle parts of the selected type to the selection.
## Preset Options (Drag down menu) Right-click on any Preset icon on the center-right of the Model Editor to open.
**Option****Short Description**
Load PresetLoad the selected Preset. If there is another model in the Model Editor, it will ask to save. Clicking "No" will directly load the model without saving, clicking "Yes" will open the Preset save prompt. Press ESCAPE on your keyboard to cancel.
PrintPrints the selected Preset as Blueprint. Requires the input slots to be filled.
Export as file (If not exported) Creates a Preset file in your Add-Ons directory. Use that file to share your Preset.
Remove Preset (If not exported) Deletes the Preset forever. This cannot be undone!
Remove from Add-Ons (If exported) Deletes the Preset from your Add-Ons directory forever. This cannot be undone!
Move to begin (If not exported) Moves the Preset to the first index of Presets. The first index will be rendered on top of the Engineer's Table.
## **Assembling and editing vehicles** In the Model Editor, either load a Preset and edit it or start off with a clear model. Add Vehicle Parts and customise them to your taste. Once you are finished, save your glorious work as a Preset. ## **[](#printing-vehicles)Printing vehicles** Right-click a Preset in the Engineer's Table GUI to print it. Remember to fill both input slots with Black Dye and Paper. Blueprints have infinite uses. Right-click with a Blueprint in the center of a Maintenance Track section that is at least as long as the vehicle you're going to create. If the vehicle doesn't spawn, the track might be too short, or there might be blocks or other things obstructing the vehicle. If the vehicle was successfully spawned, a transparent "ghost" model will be shown. (Please note: This will spawn the vehicle instantly, if instant-spawning in creative mode is enabled.) To finish the vehicle, apply Vehicle Part items to all ghost parts, until all parts appear. If you decide not to finish a vehicle, simply whack it and it'll drop all applied parts. Once you are sure that you've applied all parts, hit the vehicle to drop it as item. If you haven't forgotten to apply any parts, the vehicle will properly drop as item, if the respective setting was enabled in your mod's configuration. You can use the finished vehicle immediately. ## **[](#exporting-and-importing-preset-files)Exporting and importing Preset files** Share your creations with the Zora no Densha community! Export a Preset by right-clicking it in the Model Editor and selecting "Export as file". A file will automatically be created inside of your `Zora no Densha/` directory. You can copy this file and share it with whomever you like. Import a Preset by dropping a Preset file in your Zora no Densha/Add-Ons/ directory. After you restarted your game, the new file will be shown in the Model Editor.