Zora no Densha

Welcome to the Zora no Densha Wiki page! We hope you will enjoy your stay and find what you are looking for.

Home

CLICK HERE TO GO TO THE CHAPTER OVERVIEW!
CUSTOM MODELS CAN BE FOUND HERE!

About Zora no Densha

Zora no Densha is a modification for Minecraft that brings tracks, rail vehicles, and a lot of other railway-related features into the game. The initial idea is based off a private server project for which no suitable railway-themed modification could be found, ultimately leading to the creation of Zora no Densha.

Today, Zora no Densha brings realistic trains with high detail and great customisability into your Minecraft worlds. We are striving to increase simplicity while maintaining complexity, so everyone can enjoy a realistic mod without having to worry about too much complication. That's what we are working on - today, tomorrow, and in years to come.

Quick Information:

Tracks

Zora no Densha adds a number of different track types.
Find out about these tracks right here.

Train Controls

A list of all default train controls in Zora no Densha can be found here.
You can change the controls inside the mod's configuration menu. It is accessible via Minecraft's title screen.

Blocks and Items

See which Blocks, Fluids, and Items Zora no Densha brings into Minecraft, and view their crafting recipes.

Custom Models

If you feel creative, you can assemble your own custom trains in the Model Editor. This tutorial explains how the Model Editor works. 
After you finished your model, feel free to upload it to our train-yard.
Note: You need to have an account to be able to upload your creation. Click here to sign up.

Tutorials

Installation and Configuration

A guide to help you install and configure Zora no Densha. There is also an explanation of how to change keyboard key bindings.

First Steps with Tracks and Trains

Find out how to build tracks here. Once you have some infrastructure ready, learn how to place trains right here.

Driving Trains

Since it's a bit much to read, we split the tutorial on how to use your trains into three categories:

  1. a quick tutorial explaining how to actually drive trains;
  2. an extended tutorial explaining some advanced features of trains;
  3. and a short explanation of how trains are coupled together.

Implementing Custom Vehicle Parts

If you enjoy creating things with the Model Editor or maybe just wish to see your favourite train inside of Minecraft, there's a tutorial on how to implement custom parts.

ZnD Releases

You can Download the newest ZnD versions here.

ZnD Releases

Stable Releases

Here you can download Stable Releases of the base mod. You can also see what has been changed in the Version History below.

Version History:

Version 0.9.0.2-HOTFIX:

ZnD Releases

Beta Releases

Here you can download Beta Releases of the base mod. You can also see what has been changed in the Version History below.

Version History:

Version 0.10.1-snapshot 11:

Version 0.10.1-snapshot 9:

Featureupdates:

Bugfixes:

Version 0.10.1-snapshot 7 (mostly stable):

Featureupdates:

Bugfixes:

Version 0.8-snapshot Nov2015:

Crafting & placing Tracks


Crafting & placing Tracks

Crafting Tracks

Tracks are built in several steps and require varying numbers and types of items, depending on the track you're trying to build. Here's the process of creating your railways, split into a number of steps:

1. Getting the Blueprint

Open the Engineer's Table GUI and switch to the first tab, if you aren't already there. The tracks tab is the left-most tab, the one with the rail.

Use the items on the right to place the track recipe into the 5x5 grid on the left. Then, put paper and ink into the two slots below the 5x5 grid. If your shape is valid, it'll print the track's blueprint. The printing process is indicated by the triangular shape going white. Once finished, you can take the blueprint out from the large slot in the center.

All track blueprints can also be found in the Zora no Densha General Creative Tab.

2. Placing the guides

With your blueprint in hand, point at the block you'd like to place the track on. If the track can be placed (i.e. if there are no obstructions, and the ground is even), a transparent, blue ghost-track will appear. Right-click to confirm and to place the guides. If successful, the track's hitboxes will appear, along with red-white stilts marking the track's path.

While the track shows guides, it is safe to dig and remove the ground below. Removing ground from below (partially) finished tracks will destroy them.

If you misplace a blueprint, you can break it by hand if it's empty. If you want to take away a component, you'll have to break it with a crowbar.

3. Finishing the track

Gather and apply all items of the track. As rule of thumb, each track needs as many Track Beds, Clamps, and Rails as it is meters long. I.e. a straight track of 8 meters length will need 8 Track Beds, Clamps, and Rails. Special tracks might require additional items. Some tracks can also receive an upgrade with Crossing Plates.

Apply track parts in following order:

  1. Track beds first
  2. clamps follow 
  3. rails finish.

Crossing plates and any additional items come last.

Note that an exception is the maintenance track; it requires Stilts instead of Track Beds.

Demolishing

To remove a track while retaining its items, hit the track with a Crowbar. Any other item will break the track.

Extra: Copying tracks while in creative mode

Using the Trackman's Tool, it is possible to copy finished tracks.

Right-click the track you'd like to copy. A chat message should appear to confirm that the track was successfully copied. You can now create infinite copies of the track.

Note: As tracks are a Tile Entity, it is generally unsafe to copy them using WorldEdit or similar tools. We do not take responsibility in case of crashes or any other unexpected behaviour that resulted from track copying.

Crafting & placing Tracks

Types of Tracks

Straights:

Straight Track (0°)

Straight Track (0°,2m)

Straight Track (0°, 4m)

Straight Track (0°, 8m)

Straight Maintenance Track (0°)

Straight Track (11°)

Straight Track (18°)

Straight Track (45°)

Straight Track (45°,2m)

Straight Track (45°,4m)

Straight Track (45°,8m)

Slope Track (10m)

Slope Track (16m)

Curves:

Curve Track (0° to 11°)

Curve Track (11° to 18°)

Curve Track (18° to 45°,6m)

Curve Track (18° to 45°,10m)

S-Curve Track (0°, 8m)

Switches:

Switch Track (0° to 0°/11°)

Switch Track (11° to 11°/0°)

Crossings:

Cross Track (0°)

Cross Track (0°/11°) 

Cross Track (11°/11°,10m)

Cross Track (11°/11°,5m)

Cross Track (45°)

Others:

Buffer Track (0°)

Buffer Track (11°)

Buffer Track (18°)

Buffer Track (45°)

Transition Track (0°)

Further Information

Maintenance Track (0°)

The Maintenance Track requires Stilts instead of Track Beds for construction. This track is 1 metre (= 1 block) above ground level and can be used to view a vehicle from below. Maintenance Tracks are also an essential part of the process of train creation. Right-clicking
the Maintenance Track with a crowbar hides its stilt.

Switch Tracks

To move a switch by Redstone state, remove the switching lever with the crowbar (rightclick) and apply the pulse to the origin (=source track) of the switch (see image on the right). Applying a redstone pulse to the switch changes the path it is set to.

Driving, placing & creating Trains


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
W Move reverser forward
S Move reverser backward
A Increase throttle 
D Decrease throttle
" / Ä Increase break force
{ / Ü Decrease break force
F Enable/disable AFB (Cruise Control)
R Increase AFB speed limit
V Decrease AFB speed limit

Train Configuration:

Key Effect
H External light switch (4 Modes: Off/Shunt/Rear/Front)
J High Beams toggle (needs light mode: Front)
K Toggle cab lights
L Toggle train lights
9 Turn MTCS screen on/off (centre screen)
0 Turn MTIS screen on/off (right screen)
I Unlock/Close left Doors
O Unlock/Close right Doors
P Decouple cab coupler (Only with Scharfenberg coupler)
7 Raise/lower back pantographs
8 Raise/lower front pantographs

Safety:

Key Effect
Q Dead Man's Switch key
Enter Emergency brake
Space Horn
9 Turn MTCS screen on/ off
0 Turn MTIS screen on/ off

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 <Line1>, <Line2>.
Usually, <Line1> is your train number or line number with destination name, and <Line2> is either a list of via's (i.e. stations the train visits) or other information.

Driving, placing & creating Trains

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 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.

Driving, placing & creating Trains

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

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

Position Element Short Description
Top-left corner Model Editor Window View the vehicle you're editing, interact with it inside the
window using your mouse/ touchpad.
Center-right Vehicle parts and saved Presets Add 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 Window
Input slots

Input 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 data

View 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 data

View 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+C COPY selection Copy the selection into the clipboard.
CTRL+V PASTE selection Paste the clipboard.
CTRL+Z UNDO action Undo your previous action.
G MOVE selection Grab and move the selection using your mouse.
While grabbing, press X, Y or Z to move along a specific axis.
R ROTATE selection Rotate 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.
S SCALE selection Scale the selection in all dimensions using your mouse.
While scaling, press X, Y or Z to scale along a specific axis.
X DELETE selection Remove the selection from the Model Editor.
5 Toggle orthographic/
perspective view
Press to switch between orthographic and perspective view mode.

8

Set camera angle

- View along +X

View the model's rear.
2

Set camera angle

- View along -X

View the model's front.
3

Set camera angle

- View along +Y

View the model's bottom.
9

Set camera angle
- View along -Y

View the model's top.
6

Set camera angle
- View along +Z

View the model's left side.
4

Set camera angle

- View along -Z

View the model's right side.

Model Editor Options (Drag down menu)

Right-click in Model Editor Window to open.

Option Short Description
Clear model Remove all vehicle parts. Leaves the entire Model Editor window blank.
Save as Preset Save the model as Preset file.
Toggle floor grid Click to (de-)activate the floor grid displayed in the Model Editor window.
Transformation mode Click 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 pivot Toggles the pivot's size.
View in world Click to toggle rendering in a small scene. Disables pivot and floor grid.
Set initial mass Click 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 model Adds the selected part to the model's center with default settings.
Deselect all Removes all vehicle parts of the selected type from the selection.
Select all Clears 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 Preset

Load 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.

Print Prints 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

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

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.

Magnets, Paths & Signals

Here you can learn everything about the built in signaling system!

Magnets, Paths & Signals

Configuring Magnets

Magnets are the core component of ZnDs MTCS system (similar to ETCS). MTCS is a system made for controlling trains and using autodrive.

Placing magnets:

Magnets can be placed on these tracks:

To add a magnet to one of these tracks simply rightclick your track with the Magnet [Railway Part] item.

 

Tipp: Copying magnets with a Railway Worker's Tool also copies the magnets config. To avoid problems
          with the configuration always use freshly placed, not copied, magnets.

          

 

Magnet [Railway Part]

Configuring magnets:

To configure magnets you need a Signaller's Tool.

This tool can only be used to set a magnets configuration. It displays the most recently setup config.

There currently is no way of reading a magnets config other than placing down a train and having a look at the next upcoming speed limit.
Signaller's Tool
  1. Rightclick while holding your Signaller's Tool 
  2. Click on the Magnet symbol

You may now configure the magnet according to your needed function.

To apply this configuration to the magnet, exit this menu by pressing ESCAPE, hold SHIFT and RIGHTCLICK your magnet.

 

If done correctly it should say: 

zoranodensha - Applied settings to magnet 

ZnDWiki-Signal-Tool-Interface-Magnet.png


Magnets, Paths & Signals

Linking Signals to Magnets

Signals do not have any effect on your train if they are not linked to a track magnet.
To link a signal to a track magnet you once again need your Signaller's Tool.

  1. Rightclick while holding your Signaller's Tool
  2. Click on the Signal symbol
  3. Exit the menu (press ESCAPE)
  4. Press SHIFT & RIGHTCLICK your signal
    It should now say:
    zoranodensha - Linking signal...
  5. Press SHIFT & RIGHTCLICK your magnet
    It should now say:
    zoranodensha - Linked
ZnDWiki-Signal-Tool-Interface-Signal.png
Magnets, Paths & Signals

Creating Paths

Paths are used to tell trains where to go. If an autodriving train is configured with a path it tries to follow this path until there is no more path of this name found in the next signal.

Preparation:

Make sure that all of your switches are put in the right position for the path you are configuring. This cannot be changed after the track is selected with your Signaller's Tool.

Creating a Path:

  1. Rightclick while holding your Signaller's Tool 
  2. Give the path a name (box under Destination)
  3. Close the menu again (press ESCAPE)
  4. SHIFT+RIGHTCLICK every junction on the path
    (Only select switches and crossings, as selecting Straights and Curves does not have any effect)
    It should now say:
    zoranodensha - Added track to path
  5. SHIFT+RIGHTCLICK the origin signal to add the finished path to this signal
ZnDWiki-Signal-Tool-Interface-Path.png

Selecting a Path:

Simply type /setdest {insert path name}in the chat. The MTMS-Display should then display upcoming speed limits and your train (if autodrive is turned on) should begin driving.

Magnets, Paths & Signals

Types of Signals

Whether you are building a high speed train, tram line or regional service, signals are on of the essentials which everyone of these needs. 

Since ZnD v0.9.1 ZnD has its own signals built in, but since v0.10. you can expand these standard signals with signalpacks. 

Settings:

Signal Settings:

These settings are common among all signals, even signals from signalpacks.
Values: 0 = "off", 1 = "on"

Name: Function: Default
Post Offset L/R Offsets a signal to the left or right.
-1 = offset to the left,
0 = centered on base,
1 = offset to the right
1
Load Chunks Loads chunks which a selected path crosses 0
Redstone Mode Control the signal with redstone 0
One Way Trains can pass the signal only in one direction 0

Path Settings:

Values: 0 = "off", 1 = "on"

Name: Function: Default
Big Black Box Path name --
Default

Sets Path as the signals default path 
D = Path set as default

--
Shunting

Lets a train pass the signal even if 
S = Shunting turned on

--
Speed Sets the Paths vMax 40/--
Route

Sets the paths nickname

--
Duplicate Duplicates a path and all of its settings (apart from "Deafult") --------------------------------------------------------------------------------------------
Delete Deletes a path from the signal.
This CANNOT be undone!
--------------------------------------------------------------------------------------------

Default Signals:

Good to know:

Tram Signal:

Setting the Route Setting to L or R Displays a \ or / instead of | when the path is selected:
L = \,
-- = |
R = /

Default Signs:

Magnets, Paths & Signals

Signal Aspects

This is an overview of how the default signalling system that comes with Zora no Densha works.

Main Signal Aspect Distant Signal Aspect Indication Meaning
Signal0.PNG   STOP Stop before the signal - passing is not permitted.
Signal1.PNG Distant0.PNG CAUTION Proceed at normal speed. Expect the next signal to be displaying STOP.
Signal7.PNG Distant1.PNG EXPECT SLOW Proceed at normal speed, prepared to do 40 km/h at the next signal.
Signal2.PNG Distant2.PNG CLEAR Proceed at normal speed. Expect the next signal to be at worst a CAUTION.
Signal3.PNG Distant3.PNG HIGH SPEED Proceed at normal speed. At least 3 blocks ahead are unoccupied. The next signal is at worst a CLEAR or EXPECT SLOW
Signal4.PNG   CLEAR SLOW Proceed at 40 km/h, unless indicated otherwise. The next signal will be displaying a proceed indication, at worst a CAUTION.
Signal5.PNG   CAUTION SLOW Proceed at 40 km/h (unless indicated otherwise). Expect the next signal to be displaying STOP.
Signal8.PNG   SUSTAINED SLOW Proceed at 40 km/h (unless indicated otherwise), prepared to do 40 km/h at the next signal.

Signalpacks

Signalpacks are a way to integrate more signals of different countries into ZnD. 

Signalpacks

List of Currently Available Packs

Signalpacks:

How to Install Signalpacks:

To be able to install and use a Signalpack, you need to install the ZnD basemod first.

  1. Download the Signalpacks .jar file from its Wiki-Page
  2. Open your Minecraft mods folder
  3. Copy the Signalpacks .jar file into your mods folder


Signalpacks

German Signals

Types of Signals:

Electronic Signals:

Settings:

Values: 0 = "off", 1 = "on"

Name: Function: Default:
(Upper) Speed Indicator (Zs 3) Adds/Removes a dedicated speed indicator 0
(Lower) Speed Indicator (Zs 3v) Adds/Removes a dedicated speed indicator 0
Route Indicator (Zs 2) Adds/Removes a dedicated path indicator - displays selected paths name 0

Mechanical Signals:

Settings:

Values: 0 = "off", 1 = "on"

Name: Function: Default:
(Main) Lower Arm (Hp 2) Adds/Removes a lower mechanical arm 0
(Distant) Lower Arm (Vr 2) Adds/Removesa lower mechanical arm 0

Types of Signs:

Speed Signs:

 

Version History:

Version 1.3:

Version 1.1:

Items, Fluids, etc.

Items, Fluids, etc.

List of Items

This page contains a list of all items added by Zora no Densha.
It is always updated parallel to development, thus there may be features listed that are not available yet.

C

Circuit

 
RecipeCircuit.gif Used as crafting ingredient.


Coal Coke

 
RecipeCoalCoke.png Coal Coke is retrieved from the Coke Oven by smelting Coal. It can be used as fuel and crafted into a Block of Coal Coke.


Crowbar

 
RecipeCrowbar.png Used to remove items from Signs, Crossing Posts, and to safely disassemble a track.

D

Driver's Key

 
RecipeDriversKey.png Used to access various structures, such as Level Crossing Boxes. Also used to unlock trains.

F

Clamps  
RecipeClamps.gif Used for track assembly.

M

Machine Kit

 
RecipeMachinekit.png Used during construction of multi-block structures, such as the Refinery or Retorter.


Monitor

 
RecipeMonitor.gif Used as crafting ingredient.

O

Oil Shale

 
oilshale.png Processed in the Retorter to obtain Crude Shale Oil. Retrieved by mining Oil Shale Deposit blocks.

P

Plastic Dust

 
RecipePlasticDust.png Used as crafting ingredient. Smelted from Tar Blocks in the furnace.


Plastic Casing

 
RecipePlasticCasing.png Used as crafting ingredient.


Plastic Sheet

 
RecipePlasticSheet.png Used as crafting ingredient.

R

Rails

 
RecipeRails.png Used to for track assembly. Can also be placed in the world.


Reflective Jacket

 
RecipeReflectiveJacket.png A wearable jacket with a fancy look.
Inspired by the Dutch NS conductor's jackets.


Reflective Vest

 
RecipeReflectiveVest.gif A wearable vest with a bright look.

S

Steel Ingot

 
RecipeSteelIngot.png Used as crafting ingredient. Smelted from Iron Ingot in a Blast Furnace, or crafted from 9 Steel Nugget.


Steel Nugget

 
RecipeSteelNugget.png Used as crafting ingredient. Crafted from a Steel Ingot.


Steel Plate

 
RecipeSteelPlate.png Used as crafting ingredient.


Stilts

 
RecipeStilts.png Used instead of track beds to assemble a Maintenance Track.

T

Track Bed

 
RecipeTrackbed.gif Used to for track assembly. Can also be placed in the world.


Track Bed (Concrete)

 
RecipeTrackbedConcrete.png Used to for track assembly. Can also be placed in the world.


Track Plate

 
RecipeTrackPlates.png Can be used when assembling straight tracks. When applied, a track will render plates on top of itself.


Railway Worker's Tool

 
RecipeRailwayworkersTool.png Used configure infrastructure and to copy tracks in Creative Mode.

W

Wireless Sensor

 
RecipeWirelessSensor.png Used as crafting ingredient.
Items, Fluids, etc.

List of Liquids

This page contains a list of all liquids added by Zora no Densha.
It will be updated according to development, thus there may be features listed that are not available yet.

C

Creosote Oil

 
Used to craft Wooden Track Bed and as fuel in a furnace. Each bottle/ bucket lasts twice as long as wood.

Ore Dictionary Name: oilCreosote
Density Value: 1070
Temperature Value: 400



Crude Bio Oil

 
Processed in the Refinery to retrieve refined products, such as fuel.

Ore Dictionary Name: oilBioCrude
Density Value: 1250
Temperature Value: 293
Viscosity Value: 2300



Crude Shale Oil

 
Processed in the Refinery to retrieve refined products, such as fuel.

Ore Dictionary Name: oilShaleCrude
Density Value: 992
Temperature Value: 288
Viscosity Value: 2400


D

Diesel

 
Fuel for vehicles. Can be used as fuel in a furnace. A bucket or bottle will last slightly longer than a piece of coal.

Ore Dictionary Name: fuelDiesel
Density Value: 832
Temperature Value: 313
Viscosity Value: 900


M

Machine Lubricant

 
Used for vehicles and buffer crafting.

Ore Dictionary Name: oilLubricant
Density Value: 950
Temperature Value: 288
Viscosity Value: 7500



Machine Oil

 
Used for vehicles and bogie crafting.

Ore Dictionary Name: oilMachinery
Density Value: 910
Temperature Value: 288
Viscosity Value: 900


P

Petrol

 
Fuel for vehicles. Can be used as fuel in a furnace. A bucket or bottle will last slightly longer than a piece of coal.

Ore Dictionary Name: fuel
Density Value: 737
Temperature Value: 289
Viscosity Value: 700


T

Tar

 
Tar can be placed from a bucket into the world to create a Tar Block.
These Tar Blocks can then be smelted to obtain Platic. Furthermore, Tar is used when crafting Trackbeds

Ore Dictionary Name: tar
Density Value: 1153
Temperature Value: 333
Viscosity Value: 5000