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TRAINCRAFT


welcome to the Traincraft home page!

ABOUT TRAINCRAFT

Traincraft first came out on April 2011. At that time the mod was named "Train and Zeppelin mod" and only had one steam locomotive and one cart.
The locomotive had no GUI and you couldn't attach the cart to the locomotive. The first idea was to have a controllable powered minecart in which you could sit.
The mod got so much support that it was decided to continue the adventure, and many more locomotives and carts were added, over 80 to be more specific.
As time went on Spitfire4466 and Mr. Brutal could no longer maintain the mod and eventually opened it up for the community to maintain.
Now Traincraft has a a constantly expanding number of locomotives, rollingstock, and crafting machines, made by both the new dev team and the community.

The maintainers aren't the only thing that changed, just as other major mods like Thermal Dynamics and Tinker's Construct have a base mod they rely on, so will TC.
This new base mod is called Trains in Motion (TiM), and serves as all the needed underworkings for trains, rollingstock, tracks, and much more.
The primary motivation for this was to help users to make add-ons easily, let players choose which add-ons they want, and to empower the artistic differences among the new team.
Another reason for the change was new rails with support for vanilla and flex track, while still keeping TC's iconic puzzle-piece design, with all the old shapes, and some new ones.
And the trains are finally getting the attention they deserve, with animations, dynamic lighting, remastered models, and many customization options heavily inspired by Sid Meier's Railroads.
In addition to all these new features this new base will make it far easier to support multiple versions of MC at once, from 1.7.10 all the way to 1.12 (1.13 TBA).
We're also taking the extra time to be sure, even with all the new features, the mod will run better on weaker computers and weaker internet connections.
However one thing we don't wanna change is the core game-play of TC. TC was always a very unique mod, and even with 4+ other active train mods, it's still unique, and we believe that's one of the many things that makes it strong.

THE DEVS



Spitfire4466
Founder
Retired

Mr. Brutal
Previous lead dev
Retired

Eternal Blue Flame
Current lead dev
Classic art style

NitroxydeX
Fixes Eternal's mistakes

THE ARTISTS



broscolotos
Classic and modern style

Riggs64
Classic and modern style
Also runs RWC

Mutt_1066
Textures

Trainman
Textures

GALLERY


COMMUNITY


We have a very active community, and we do a lot to keep them included in what's going on.
Feel free to check out our public discord and come say "hi" to the team. If there's any news on the mod, it is usually posted here first.
It's also the only place to easily find EternalBlueFlame, aside from the git.

If you're looking for a server to join, we try and keep an official list of all the known servers, feel free to check them out, leave comments, reviews, or even request your own to be added.

We also have an active twitter, everything from release news to community spotlights, if you want to see some of the creativity in our community, this is a great place to start.


Trains in Motion


If you have read the intro you already know TiM is the new base mod of the rewrite, but I'm sure you're wondering more-so what specifically it does.

For starters, it's a complete overhaul. Even some normal forge things we have redone from scratch.
Particles, lighting, physics, model rendering, data management, everything is tailored not only to be more detailed, but far easier on performance for both server and client.
Sounds are far more in-depth, there will be more accurate re-creations of the sounds for each individual train, with everything from sounds that move with the entity to crossfading.
Rails are getting the attention they dererve, not just bigger shapes and more switches, but function tracks like Railcraft, transfer tables and turntables. And even, snow, mud and... slime? on rails.
API's abound not only are we keeping around Railcraft, but we'll be supporting Zora no Densha and Immersive Railroading as well, the more the merrier. Of course we have our own API's as well.
We will be covering 1.7.10 and later! We know there's that one mod on that one version you dont want to leave, thats why we will be supporting far more than just the latest MC like everyone else.
The initial releases will only be on 1.7.10, but we will be covering 1.8.9, 1.9.4, 1.10, 1.11, and 1.12 not long after we got things ready in 1.7. and we will keep all versios updated.
New fuels with no dependencies, whether you just wanna see the return of the heavy steam locomotive, or you want to drive some nuclear trains without IC2, we'll have you covered.
New animations, everything is getting reworked to support the new dynamic animations, wheels spinning, bogies rotating, valve gears running, and pantographs unfolding are just the begining.
Expanded skins, new GUI that lets you choose skins, no more hassle with dyes, and since we're already in a menu, we'll tell you a little history of that skin.
Think we're stopping at that level of customization? Think again. Skins can also be recolored just like Sid Mire's Railroads, and you will even be able to change numberboards and letterboards on the skin.
Our list of features is constantly expanding, and it will continue expanding even after release.

Unfortunetly this is still being developed, and no we don't have a release date, but it's already been in active development for over a year. We want to make sure the quality is worth the wait.

DOWNLOADS

Forge Downloads



Source Code



Maps



Sponsored Content Packs


COMING SOON!

Awesome Additions