FOUNDRY
Steam News 17 April 20261mo ago

DevBlog #101 | Foundry Fridays: Trains & Update 4

Hello everyone! This is the final FOUNDRY Friday before we’re launching Update 4 “Rails & Reactors” on Tuesday, April 28th. Therefore today we’re covering the update’s content in general, and are looking more deeply int…

Update log

Full FOUNDRY update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone!

Extracted changes

0 fixes3 additions6 changes0 removals
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addedUpdate 4 Main Content PiecesMore Science Pack 5 Content: Three more assembly line robots and some new components.
addedUpdate 4 Main Content PiecesInformation Overlay: More information about your factory with a brand new info overlay showing various machine states. More details here .
addedUpdate 4 Main Content PiecesNew decoratives: A set of glowing neon tubes.
changedTrainsI’m thrilled that we’re finally able to deliver trains. They have been highly requested for a very long time, and we’ve been working on them for quite a while. Some of you might have tried them already on the experimental branch , but for everyone else here are the details. Let us start by looking at the individual parts of the Train System.
changedTrain StationsThis is where your trains stop at, you place them adjacent to tracks and automated trains will be able to stop there. More details below when we’re talking about the scheduling.
changedTrain Loading StationsLoading Stations are supposed to be placed next to the Train Station itself. You need one per wagon and it can either be set to Load or Unload mode. A Loading Station has an internal inventory which can be filled or emptied while the train isn’t present, which allows for faster train loading/unloading. The building itself has two input and two output belt connections to connect your factory to.

This is the final FOUNDRY Friday before we’re launching Update 4 “Rails & Reactors” on Tuesday, April 28th. Therefore today we’re covering the update’s content in general, and are looking more deeply into one of the core features: Trains!

Update 4 Main Content Pieces

Trains: Expand your factories with trains. From small end-to-end lines to complex multi-track rail networks, we’ve got you covered.

Xeno Power Plant: Endless power from a complex power plant made out of multiple modular buildings. More details here.

More Science Pack 5 Content: Three more assembly line robots and some new components.

Information Overlay: More information about your factory with a brand new info overlay showing various machine states. More details here.

Construction Drone: A remote controlled construction drone which makes building your factory more convenient. More details here.

New decoratives: A set of glowing neon tubes.

Polishing and Improvements: Lots of polishing, bugfixes and improvements.

Trains

I’m thrilled that we’re finally able to deliver trains. They have been highly requested for a very long time, and we’ve been working on them for quite a while. Some of you might have tried them already on the experimental branch, but for everyone else here are the details. Let us start by looking at the individual parts of the Train System.

Tracks

This is where your trains will drive on. You place it with a drag mode similar to how belt dragging works. They snap to a 4x4 voxel grid, and we do support a wide range of shapes: differently sized curves, slopes for going up and down, diagonals.

Obviously we support branching and merging, and also tracks crossing each other.

Train Stations

This is where your trains stop at, you place them adjacent to tracks and automated trains will be able to stop there. More details below when we’re talking about the scheduling.

Train Loading Stations

Loading Stations are supposed to be placed next to the Train Station itself. You need one per wagon and it can either be set to Load or Unload mode. A Loading Station has an internal inventory which can be filled or emptied while the train isn’t present, which allows for faster train loading/unloading. The building itself has two input and two output belt connections to connect your factory to.

Signals

We decided to go with a widely used solution of having two signal types: The regular and chain signal. Signals divide your tracks into so-called track segments and trains will only ever enter empty segments. The regular signal lets trains pass whenever the upcoming segment is empty, and the chain signal lets the train pass only when the next segment after the upcoming segment is also empty.

It is the same solution most factory games and many simulation games with trains use. I know it needs a bit of time to understand for a beginner, but ultimately we wanted to ensure that complex train solutions will work and that the player has the control needed to make interesting builds. We’ll have an info database page where we’ll try to explain the basics to get started.

We also have helper visualization showing the segments (while having a signal equipped):

Train Engines & Wagons

The train engine is what makes your train move. It needs to be at the front of your train, and if you want your train to be bi-directional, you need an engine on

Source

Steam News / 17 April 2026

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