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In Endless Mode, players can utilize the "Build" tab to expand their network by adding new tracks and equipment to their railroad. The same techniques are used in the Map Editor

Tracks[ | ]

Switch types Updated

All track intersection types. All but the upper-left crossing can be used as switches, and can be rotated 90 degrees, flipped, or combined at an intersection in any number of ways.

RR Build options

The red square is where the player clicked to start building. The blue squares show where it's possible to build from the red square. The Yellow highlight is the player's cursor and shows how much it will cost to build from the red square to that point

Tracks can be built in a grid-based system. Trains can only turn at 45 degree angles, so players will have to work with diagonals in order to expand. Tracks cannot be built in walls, autoblocks, or stations.

If two tracks connect, they will form a switch. Switches are intersections where a train can change tracks. There are only so many styles of switches you can build, though, so if you ever see that you can't build track off a certain location, it's probably because you can't build that type of switch if there's not a wall, autoblock, or station preventing you instead.

NOTE : Sometimes it is not possible to build FROM a switch (ie clicking the switch location and then away from it) but it may be possible to build TOWARDS a switch (ie click one block away and then highlight the switch location)

Basic switches have an 80kmph speed limit. Trains "turning off" will be reduced to this limit until they clear the switch. An upgrade is available in CONTROLS on the upgrade menu. This increases the limit to 120kmph You can research upgraded tracks on the Controls page of the research tool.

Once you have bought the upgrades to 80, 120 or 200mph you can use the "Change track speed" tool in the build menu.

NOTE : All trains can run at up to 120mph, but only IC trains can reach 200mph. This can mean that IC trains get held up a lot more easily when you upgrade to the yellow lines! It also means that you can save some cash by not bothering to upgrade tracks where reaching 200mph isn't possible or where only freight or commuter trains operate

Upgrading

RR Track Speeds

To upgrade track speed

  1. Click the change track speed option in the build menu
  2. Hover your cursor over the track you wish to upgrade
  3. Track upgrades happen between switches, whole platform lengths, whole autoblock lengths, between signals or any mixture of the above. This can mean that to upgrade "one stretch" of line means upgrading many sections. It can also mean that the sections of line being upgraded can be one section or many sections long
  4. The price of the upgrade increases as the line speed does
  5. The colour of the track changes when you apply the speed change. See the image to the right for the speeds and colours

Downgrading

To downgrade track speed

  1. Click the change track speed option in the build menu
  2. Hover your cursor over the track you wish to upgrade
  3. Track downgrades happen between switches, whole platform lengths, whole autoblock lengths, between signals or any mixture of the above. This can mean that to downgrade "one stretch" of line means downgrading many sections. It can also mean that the sections of line being downgraded can be one section or many sections long
  4. Downgrading refunds you the cost between the higher speed track and the lower speed track. The refund increases as the line speed does (so 200mph - 120mph will refund more than 80-40mph)
  5. To complete the downgrade RIGHT CLICK the track. The track will change colour to show the current speed limit of the track
  6. If you want to downgrade more than once (say from 120-40mph) just RIGHT click again while the tool is active
    RR Tunnel Speeds

Tunnels

Tunnels are always created using 40mph track, but speeds can be changed using the Change track speed tool by clicking either tunnel mouth to up or downgrade the tunnel track. The tunnel mouth changes colour to show the linespeed of the track in the tunnel

On the right is an indication of tunnels with differing speed limits. The "left-right" tunnel mouth is red, indicating 120mph. The "North-South" tunnel mouth is purple, indicating 80mph



RR Bulldozing


Bulldozing track

Bulldozing tracks removes them from the layout, allowing you to build over where they were, or just reclaim the money from the cost of the track

You can remove sensors and most signals as well as track using the bulldoze option

  • to remove sections of track which contain sensors or signals you must first remove the sensor or signal
  • You cannot bulldoze stations, autoblocks or walls
  • You cannot bulldoze the entry/exit point of stations
  • you cannot bulldoze signals at the end of platforms or autoblocks


To bulldoze, open the build menu and click the bulldoze tool at the bottom

  1. Hover your mouse over the place you want to bulldoze FROM
  2. Left click
  3. You will be shown all track lengths which can be removed from that location
  4. Move to the end of your desired bulldoze location and left click again to remove the entire length of track
  5. You will be refunded the cost of the track, including any upgrades (so you will get more money back for a 200mph track than an 80mph track)

As shown on the right, Clicking where highlighted in yellow will allow you to bulldoze to the next signal (to the left) or the next junction (down) in one movement.

NOTE : making any changes to a signal or sensor is likely to change it's identifier, so make sure all incoming routes remain valid else trains will either stop or go to the wrong place!

Signals[ | ]

Sensors and Signals

Signals can only be placed on straight track, while Sensors can be placed on straight and curved track.

Signals can be built on any piece of empty straight track. They cannot be built on switches, curves, platforms, auto blocks or inside tunnels.

You can research auto signals in the research screen. You upgrade Manual Signals to Automatic Signals in the build menu by selecting Auto Signal and then clicking the manual signal. As with track, if you are upgrading you will be charged the difference between the two, if building from scratch you pay the whole cost

To reverse a signal, LEFT click on it. This works for "left - right", "up down" and "diagonal" signals

Signals are automatically placed at the end of station platforms and autoblocks, so when buying either you will also purchase manual signals at each available end of those items.

Sensors[ | ]

Sensors require an auto-signal to work, and you cannot select a route unless the signal in that direction is an auto-signal

RR flagged sensors

Sensors with lost routes get a flag to alert the user

Sensors which "lose" connection with their set route will be flagged with a warning triangle.

Sensors take time to change the signal and switches for the route so allow for this when placing sensors and signals (especially when you get to higher track speeds). Having a sensor too close to a red signal can cause IC trains to slow down while the route is set. If a sensor is set directly adjacent to a signal even commuter trains will slow down, affecting travel time and money earned

Sensor placement[ | ]

Arrival Sensor -

YES - Straight Track, Curved track

NO - Switches, Platforms, Auto-blocks

Routing Sensor -

YES - Straight Track, Curved track, Auto-blocks

NO - Switches, Platforms

Departure Sensors

Platforms only

If you want to know how to use sensors, check out Automation.

Tunnels[ | ]

Figure 8

A sideways figure-8 with a tunnel in the middle.

Tunnels are simple: Select the end of one piece of track, and the the end of another, and they'll connect! There's a major catch, though: Tunnels must still apply to the basic logic and rules of other tracks.

This means:

  • In order for two tunnels to connect, the game must find a path between the two that only uses 45 degree turns
  • Tunnels cannot go through walls
  • Tunnels cannot go through stations
  • Tunnels cannot go through autoblocks

On top of that, you cannot build in tunnels... No signals, sensors, junctions...

However, tunnels do not collide with anything else. Two tunnels that go straight through each other will not run the risk of a crash.

RR Tunnel impossible

If the tunnel cannot be built you will get a "Connection impossible" message

To build a tunnel you must have an "unterminated track section", so track that isn't connected to anything else, on one side of the section to be tunnelled under, and another unterminated section on the other.

  • Click the tunnel tool
  • Select one unterminated section
  • Move to the other unterminated section and hover over it.
  • If the path cannot be found you will get a "Connection Impossible" message (see picture)
  • If a path can be found you will be given the price to build the tunnel and lay track through it
  • Left click to complete the building of the tunnel
RR tunnel looping

What a difference one square makes. The left tunnel is one square further to the left, but cuts EIGHT tunnel lengths, saving time and money

The tunnel tool will determine the shortest path between the two (you get no option on this). You may have to extend or cut short your unterminated section to find the best route for your tunnel. As with stations and autoblocks you must have one straight block at the tunnel mouth, so placement can be tricky. Try moving things around to find the right fit.

Tunnels are always created using 40mph track, but speeds can be changed using the "Change track speed" tool, clicking either tunnel mouth to up or downgrade the tunnel track (see Upgrades / research to upgrade track). The tunnel mouth changes colour to show the linespeed of the track in the tunnel



Level Editor[ | ]

Building in the level editor is quite similar to building in freeplay. There are a few notable differences, however:

  • Track speeds cannot be changed. Once a scored level is saved, Tunnels will always be 40kmph, regular track 120kmph, and Autoblocks 200kmph.
  • Walls, Autoblocks, and stations can be built.
  • Tunnels will build the most direct path, even if there are walls or stations in the way.
  • Building objects costs no money.

There are some editor-specific tools that help users build more refined levels. You can learn more about those on the level editor guide.

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