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Rails

A Rail spline is a railway for Rust's trains. The rail buttons of the spline widget make branches and sidings that a server joins to the track, and each rail's Role tells trains how to use it. Trains spawn above ground only on sidings, so a map with rails needs at least one.

For the settings that rails share with roads and rivers, such as Width and the terrain modifiers, see Roads and Rivers.

Branches and sidings​

RustEdit spaces the points of a path evenly, about 7.5 m apart. On a rail, each joint with another rail is one of these points. A server joins two tracks only where the end of one is on a point of the other, within 0.1 m, and both point the same way, within 10 degrees. The rail buttons of the spline widget make joints like that.

  1. Select the track and turn on spline edit mode.
  2. If there is no knot where the new track should leave, insert one. See Add and remove knots.
  3. Select the knot where the new track should leave. An arrow on the knot shows the way the track runs, and so its left and right sides.
  4. In the spline widget, click Branch Left or Branch Right. RustEdit adds a new rail to the same spline entity. It starts on the knot, goes 60 m along the track to 5 m out on that side and turns away gently. RustEdit selects its far knot.
  5. Draw the new rail on from its far knot.
  6. For a siding, set the new rail's Role to Siding. If the new rail has only its first two knots, it turns to run alongside the track.
  7. To join the far end to a track, select the last knot and click Join To Track. The end moves onto the nearest point of the nearest track within 100 m and points the way that track runs. Its last 60 m take the shape of a branch's start.

A joint cannot go within 60 m of the open end of a track, within 15 m of another joint, or where a closed track starts and ends. A knot that is a joint already cannot start another branch. The first knot of the new rail is linked to the knot on the track: move one and both move. When you change the track, the new rail's first knot turns with it.

Roles​

A rail's Role tells trains how to use it:

RoleWhat it does
Main LineTrains stay on it at a switch. A new rail is a main line.
BranchA track that leaves another track.
SidingTrains spawn above ground only on sidings, so a map with rails needs at least one.

At a switch, trains take the main line first, then a branch, then a siding. Between tracks with the same role, they take the straightest way. A rail from an opened map keeps the role it has in that map.

Check​

RustEdit checks how a server joins the rails, from the points the export writes. While you select a rail, its joints show in the scene view. Turn on Check Whole Map in a rail's row to see every joint on the map.

  • Each joint gets a ring: green when it joins, yellow with a warning, red when it does not.
  • A red or yellow joint also colors the first 60 m of the rail that ends there, and shows the reason in large text.
  • White arrows show the way trains go at each switch.
  • The rail's row lists its joints that do not join and its warnings.

The warnings are the rules of Rust's own rail generator: joints under 8 degrees, gentle turns, sidings of 200 m or more. Map Check lists the same problems.