🧰

Railway Dispatcher Pro

Map Editor: Advanced

🌐 English

🧰 What Advanced Mode Is

Some track layouts cannot be made (see the Map Editor page). If you notice anything, let us know via the Contact page.

Switch to "Advanced" at the top right of the map editor to get tools that let you place and fix track circuits, switches, levers, routes and signals one at a time.

The only difference from Easy mode is what is shown. Both modes produce the same data, and you can switch back and forth at any time. A natural way to work is to place stations with "Build Station" first, then touch them up in Advanced mode.

Read this first. The overall flow of building a line is covered in the Map Editor. This page is a guide for when you want to "build it yourself instead of leaving it to auto-generation." For terms (track circuit, lever, route, locking), see also the Glossary.

🧭 List of Tools

Choose a tool from "Vehicles ▾", "Layout ▾", "Equipment ▾" and "Move ▾" at the top of the screen (in that order, from left). The color band at the very top of the left panel shows what you are currently editing.

Vehicles

ToolWhat it does
Car typeEdit the number of cars, car length, max speed, acceleration and deceleration directly as numbers

Layout

ToolWhat it does
Track CircuitDraw track (track circuits) one at a time
SwitchCreate switches and assign the track circuits that form their branches
Track BulkChange length, speed limit, direction of travel and single-track flag in bulk. Also bulk-places block signals
Connect Separate TracksTreat two points that are apart on screen as connected track
StationGroup track circuits into a station. Also assigns track numbers
PlatformPlace platform rectangles and enter track labels
Station ModuleGenerate a complete station at once (the same tool as "Build Station" in Easy mode)
Lay TrackGenerate the section between stations at once (same as "Connect Stations")

Equipment

ToolWhat it does
LeverPlace start levers and end levers
RouteCreate routes from a start lever to an end lever. Switch positions are calculated automatically
Station LeversAssign levers to stations (this is the unit of "station control")
SignalPlace signals and set the route they cover, the track circuits they protect and their aspect conditions
Signal BulkSet the Y (yellow) aspect conditions of the selected signals in bulk

Move

ToolWhat it does
Move CoordinateMove one of the points that track, signals and platforms sit on
Move Coordinates in AreaShift all points inside a selected area together

Finding Where "TC_0786" Is

  • ID search — In the "ID" box at the very top of the left panel (not shown in Car type mode), enter an ID such as TC_0786, SW_012 or LV_003 (a number alone is searched as a track circuit), or the name of a lever or station, and press "Search" (or Enter). The view moves to that spot and it flashes red.
  • The bar at the bottom of the screen shows the name of the track circuit under the mouse (plus the station name and track if it is inside a station).
  • When you press → in the to-do list, the track circuits and switches it names also flash red.
  • The flashing stops after a few seconds or at your next click.

🪜 The Order for Building by Hand

Later tools use the results of earlier ones. Any other order will always send you back, so if in doubt, follow this order.

  1. Track Circuit — draw the track
  2. Switch — turn the places where track divides into switches
  3. Station — group the track circuits that make up a station and assign track numbers
  4. Platform — place platforms
  5. Lever — place the start (entrance) and end (exit) of each route
  6. Route — connect levers to form routes
  7. Signal — place the signals that cover the routes
  8. Station Levers — assign levers to stations
  9. Track Bulk — finish lengths, speeds and single-track sections
  10. Signal Bulk — enter Y aspect conditions
  11. Save (F5) — check the to-do list for anything you missed
Building one station by hand in this order takes a lot of steps. Placing it with Station Module and then fixing it is faster, and the saved data makes no distinction between auto-generated and hand-placed items.

➖ Track Circuit (Drawing Track Circuits)

  • Left-click ×2 — start point → end point makes one. Clicking the start point again cancels.
  • Right-click — select an existing track circuit. Delete deletes it.
You cannot draw a perfectly vertical line. This game handles the direction of travel as the "left" and "right" of a track circuit, and straight up or down leaves no way to tell left from right. Tilt it slightly.

You don't enter length or speed limit here. Enter them in bulk afterward with Track Bulk (track circuits whose length is still 0 can be selected all at once near the bottom of Track Bulk).

🔀 Switch

A switch is created as "a set of track circuits that form its branches." Choosing a type sets how many branches it needs, and it is registered automatically the moment all branches are filled (there is no register button).

TypeBranches to enter
Single Turnout2: straight (normal) / diverging (reverse)
Single crossover3: Straight 1, Straight 2 and the crossing track (a Z-shaped crossover)
Double crossover4: Up Straight, Down Straight, Crossover 1 and Crossover 2
1-to-NStraight (normal), Branch 1, Branch 2 … Branch N (2–9 branches besides the straight; 2 for a three-way switch)
Diamond crossing4: one side of Line A, the other side of Line A, one side of Line B, the other side of Line B
Single slip / Double slipYou don't draw branches. The whole shape is placed centered on the point you click on the map
  • Snap to coordinates and click 2 points — draws a new track circuit on the spot and makes it a branch.
  • Click the middle of an existing track circuit — adds that track circuit as a branch.
  • Each time you enter one, it automatically moves on to the next branch needed (the left panel shows progress as "◯/◯").
  • Branches are color-coded on the map. You can check which color is which branch in the color swatches shown under the type.
A single crossover (Z-shape) can be made with the "Single crossover" type. Draw Straight 1 → Straight 2 → crossing track, in that order. The crossover can stay as a single track (internally it is saved as two single turnouts, and two entries appear in the list. In the list you can tell them apart as "Single crossover (partner SW_xxx)"). When you try to delete one of them, you are asked whether to delete its partner too (if you delete only one, only the diagonal line of the crossover used by the partner remains).

You can select a switch by clicking its row in the switch list. Selecting it moves the view to that switch and makes it flash red.

If you realize after drawing that you mixed up normal and reverse, right-click the switch to select it and use "Swap Normal/Reverse (updates routes)" (single turnouts only). The switch instructions in the routes that use it are reversed too.

In a double crossover, Up Straight and Down Straight are separate, parallel lines, so they do not share endpoints. If you put a crossover track in a straight slot, you are told so when it is registered, and it is undone.

1-to-N (Three-Way Switches, etc.)

A shape where one switch divides into three or more directions. Use it for the three-way switches of monorails and automated guideway transit, or to keep a depot entrance short. Choose the "1-to-N" type, set the number of branches with +/−, and then draw Straight → Branch 1 → Branch 2 … in that order, from the single point where they divide.

  • Normal is the straight. If you want the middle line to be normal, draw the middle one as the straight.
  • If the straight and all branches do not come out of the same single point, it is not registered and is undone (to branch off a branch, line up single turnouts instead).
  • Branches are color-coded, and appear in a route's switch positions as, for example, "Branch 3".

Diamond Crossing

Where two tracks cross without branching. Choose the "Diamond crossing" type and draw the 4 tracks leaving the crossing point in this order: one side of Line A → the other side of Line A → one side of Line B → the other side of Line B.

  • It does not throw. Trains just run straight through onto the same line.
  • Routes over the two lines automatically lock each other out (they become conflicting, and each also checks that the other line is clear).
  • If the two tracks of the same line extend in the same direction, it is not a crossing shape, so it is not registered.

Single Slip / Double Slip

A diamond crossing with crossover connections inside it. Choose the "Single slip" or "Double slip" type, and click the map to place the whole shape with that point as the center of the crossing (a faint preview is shown before placing). "Flip vertically" reverses the slope of the diagonal lines. The size is 4 cells wide, and you can choose a height of 6 or 12 cells. For a single slip you can also choose which side gets the slip road (which of the two obtuse corners of the crossing), so together with flipping it can be placed 4 ways.

  • Inside, it is one diamond crossing and two single turnouts (four for a double slip). They appear separately in the switch list.
  • Connect the 4 outer ends to track. If you place it overlapping the ends of existing track, it connects as is.
  • A route through the slip road, a route straight through and a route through the other slip road meet inside the crossing, so they automatically become conflicting.
  • In the list, the crossing of a slip is marked "slip" and its single turnouts are marked "part of slip ◯◯". When you try to delete any one of them, you are asked whether to delete the whole slip (the outer track is deleted too). If you use "Delete this only" to delete just the crossing, the tracks of the crossing's arms that are not part of a single turnout are deleted with it (the confirmation shows how many).
  • To stop placing, press Esc (choosing another type also exits).

🚉 Station (Grouping Track Circuits)

A station is the set of track circuits that belong to it. Click to select all of that station's track circuits on the map, enter a name and press "Register Station".

  • Station name, and the 2-char abbreviation / 1-char abbreviation (made automatically from the start of the station name if left blank). The 2-char abbreviation is the station label when the map is zoomed out, and the 1-char abbreviation is used for the destination on train markers. They accept only 2 characters and 1 character respectively (otherwise they would overlap their neighbors).
  • Passenger service — Turn it off and the station is treated as a depot, headshunt or stabling siding, and is classified that way in the timetable too.
  • Route After Stop — When checked, trains that stop at this station open the routes beyond it (the starting route and onward) only after they have stopped (from 20 seconds before departure). At stations without it, trains look ahead and open routes up to the starting route before they arrive. Setting it at a passing station on single track keeps a train from taking its starting route before it arrives and blocking the home route of a train coming the other way. It has no effect on passing trains, which open the routes ahead and run through as before. How home routes are opened does not change either. It only holds routes that begin at the far end of the station's track; at stations with a signal partway along the platform, that signal's route opens before the train arrives (this appears in the "Route After Stop" to-do).
    This box is the station default. To change it per track, choose "Default", "Yes" or "No" for each track under "Track Number Assignment" below (for example, Track 1 keeps looking ahead while only Track 2 uses Route After Stop). Track circuits given the same track number (the same track with its platform split) all get the same setting.
Follow two rules when building a depot with tandem stabling. A depot where stopping positions are lined up front to back on one track (tandem stabling) will not work correctly unless you follow these two points.
  • Register a separate station for each stopping position, such as "Depot A", "Depot B" and "Depot C" (do not combine them into one station)
  • Do not place track circuits registered as depots next to each other; put at least one ordinary track circuit between them
Trains "move forward as long as the track circuits of the same station continue," so if you break these two rules the whole depot is treated as one stopping position, and stabled trains are shown overlapping in the same place.
Tracks whose platform is split into several track circuits (a signal partway along the platform)
When track circuits of the same station connect as one line without a switch between them, they are treated as one track no matter how many pieces they are split into. This is the same whether their track numbers are the same, different or not set.
  • Trains terminating on this track run to the far end of the platform and stop there (the same position as when they stop at an intermediate station). They obey signals partway along as usual.
  • The platform length check (the "Platform length" to-do) also adds up the lengths of the connected track circuits.
  • For this reason, do not put headshunts or depots in the same station as the platforms; register them as separate stations (headshunts and depots made with Station Module are separate stations from the start). If they are in the same station, terminating trains run on into the headshunt or depot.

Turning Back on the Main Line (Registering the Main Line Next to a Station as a Station)

Sometimes you want trains to turn back at a stopping position on the main line next to a station (home signal → [turnback stopping position] → shunting signal → switch → [starting signal] ← station). You can build this with the current features. No special setting is needed.

  1. Register the section of main line used for the turnback (from the home signal to the stopping position) as one station. Give it a track number in Track Number Assignment as well.
  2. Turn off "Passenger service" for that station. It is a turnback point with no boarding or alighting, and turning it off keeps it out of schedules and the "Line Guide" window (it still works if left on).
  3. In the timetable builder's Train Types (F4), set that station to "pass" for every train type. Regular trains then run straight through.
  4. Only for the trains you want to turn back, draw a timetable that stops at that station, and link the next service (the turnback).
  5. Since you registered it as a station, you can draw signals and routes with the usual home, starting and shunting steps. However, make shunting routes with an end lever separate from the home and starting routes (see the note below).
You cannot create two routes that pass over exactly the same track circuits. In a turnback layout, the shunting route tends to use the same track circuits as the home and starting routes, and if you try to register it as is, you get "Route '…' already runs over exactly the same track circuits" and cannot register it (even if the levers are different). This is because with two routes on the same path, it would be undetermined which route a timetabled train runs on.
In that case, split the track circuits and place separate end levers. For example, if the track circuits run 01-02-03-04 and the start lever is on 01, place an end lever for shunting on 03 and an end lever for the home and starting routes on 04, and make the shunting route 02-03 and the home/starting route 02-03-04. If the shorter route ends partway along the longer one, both can be registered.

Track Numbers

When you press "Register Station", it goes straight into edit mode and "Track Number Assignment" appears next. The station's track circuits are listed, so enter a number for each or change it with + / −. To renumber later, right-click one of the station's track circuits to select it again.

Instead of a number, you can also enter an alphanumeric name (e.g. KST; 1–6 half-width letters or digits). This lets you name track that is awkward to call "1, 2…", such as the part of the main line used for turning back. A track with a name also gets a number for sorting automatically, shown to the right of the box as (3) (the order of tracks in the diagram and the timetable data run on this number. + / − cannot be used while a name is set). If you enter characters that are not accepted, the box immediately reverts to its previous value.

If you select track circuits that belong to another station and try to register, a list of the track circuits that will "move" is shown and you are asked to confirm. When deleting a station, the things deleted with it (platforms, track numbers) are listed first before you confirm. If you want to clear away its track, levers, signals and routes as well, choose "Delete with equipment…" to check the list of what will be deleted and then delete it all at once.

🚪 Through Service (Portals)

When you want the line to look as if it doesn't end at the edge of the map but runs through onto another line beyond it, register the track at the edge as a portal. Open "Through service" in the Layout menu, select the track at the edge and register it. A name such as "Toward ○○" is recommended.

A portal is not a station. Trains do not stop at portals (and cannot be made to stop there). Internally it is treated as a kind of station, so you can choose it as the origin or final stop in the timetable builder, it appears like a station in schedules and the diagram, and you can set times for it. However, those times are "the time the train appears on the map" and "the time it leaves the map," not a stop. If you want a terminus where passengers board and alight, build an ordinary station instead of a portal.
  • A train whose origin is a portal appears already moving at the entrance of the portal track at that time (at the lower of the line's max speed and that track's speed limit). If the previous train is still at the entrance, it waits until it clears and then appears (this counts as a delay).
  • A train whose final stop is a portal passes through the portal without stopping and disappears (it is not stabled).
  • Make portal track either one-way (double track) or track marked as a single-track section. Set the direction of travel to one way in [Track Bulk], or "Mark as Single-Track", before registering.
  • At a single-track portal, one track is used by both outgoing and incoming trains. The area outside the portal is treated as a station and handled the same way as a meet on single track: while an outgoing train is on the single track or has its route set, incoming trains wait outside without appearing (the wait counts as a delay). An incoming train counts as planning to use the single track from 20 seconds before it appears, and in that case the outgoing train waits at the passing station. Include the track circuits of the single-track section in the outgoing train's starting route (otherwise the waiting does not work, and it appears in the "Portal" to-do).
  • Register the incoming and outgoing lines together as one portal (splitting them into two, such as "Toward ○○ (up)" and "Toward ○○ (down)", triggers a warning in the map check). End the portal track in a dead end at the edge of the map.
  • Incoming trains appear at the entrance of the portal track, so a signal standing at the entrance of the portal track is treated as a signal they have already passed. Where you want to stop incoming trains, place a signal further along the portal track (on the exit side).
  • A train terminated short at an intermediate station stops at that station (only trains whose final stop is a portal pass through it and disappear). If you terminate a train short at its origin portal, it does not appear (it is cancelled).

🟦 Platform

  • Left-click ×4 — place the four corners to make one. Once all 4 points are placed, you are asked for its station and track labels.
  • For a platform with a cutout (L-shaped or notched), click 5 or more corners (up to 16) in order around the outline, then press "Register Platform". If you place them in an order where edges cross, it cannot be registered. Track labels appear on the topmost and bottommost edges. If you misplace one, use "Undo last corner"; to start over, press Esc. To change the shape, move the corner coordinates or recreate it.
  • Track labels — the text shown on the top / bottom side of the platform ("1", "2", etc.). You can also enter alphanumeric names (such as KST) here.
  • Right-click — select a registered platform to edit or delete it.

Platforms are for appearance and track labels; where trains actually stop is determined by the length of the track circuits. A station that cannot fit the longest trainset is flagged on save as a "Platform length" to-do.

🎚️ Lever

You can also select a placed lever by clicking its row in the "Levers" list in the left panel (no need to aim for the small circle on the map). Selecting it shows a delete button below. The list also shows each lever's station and coordinates, so you can tell which is which.

A lever is a point that marks the start (entrance) and end (exit) of a route. You cannot make routes without them.

  1. Choose Start point or End
  2. Left-click the map to set the coordinate (one click sets it; to redo, use "Clear")
  3. Enter a name and press "Register" (Enter also registers)
  • The name can be left blank — start levers are numbered and end levers get letters automatically (the next name to be assigned is shown).
  • Direction (Right / Left) is for start levers only. End levers have no direction.
  • Right-click to select → Delete to delete.
A route's name (e.g. "12H") is made of the start lever's name + the end lever's name. As with real interlocking tables, it is easier to read if the numbers follow the order along the line.

🛤️ Route

A route is created in 3 steps: start lever → end lever → the track circuits it passes over.

  1. Click the start lever
  2. Click the end lever
  3. Click the track circuits it passes over, in order from the start side (if you make a mistake, use "Undo Last")
  4. "Register Route" (or Enter)

It is fine if you select them starting from the end side. When registering, they are reordered to run from the start side, and the bottom of the screen shows "(you picked from the end side, so the tracks were reordered to start from the start lever)" (routes registered in reverse order in earlier versions are also fixed when the map is opened, and you are notified in the to-do panel).

Choosing from Candidates and Registering Them Together

When you click a start lever, candidate paths to the end levers reachable from it appear in a list (the destination is shown as "○○ Station Track 1", or the track circuit name if outside a station; sorted by the fewest switches passed in reverse). Clicking a row changes the color of that path on screen, so you can see which one it is. Check the ones you want and press "Register checked", and you don't have to draw them one by one. For paths not among the candidates, click the end lever and choose them yourself as before.

When candidates don't appear or some are missing. Candidates only include end levers that are on the last track circuit of the route (or at its end). Also, the search does not go beyond a track circuit that has the next signal in the same direction (another start lever) (train routes do not stop at shunting levers; shunting routes stop at shunting levers too). At stations with many switches, the search stops beyond 30 track circuits or 8 switches.

While a start lever is selected, the registered routes that leave that lever are shown in pale purple (the same happens when you select a lever in Lever mode).

Switch Positions Are Set Automatically

From the sequence of selected track circuits, the switches passed and whether each is normal or reverse are calculated automatically and listed. If your selection requires opposite positions of the same switch, a red warning appears and it cannot be registered (you selected the wrong track circuits).

Don't skip the first track circuit. Routes from the same start lever always begin at the same boundary. If one section is missing, the signal is placed one section further ahead, and even other trains passing that section get caught by its red signal. This is detected on save as a "Route's first TC" to-do.
Select a route starting from the track circuit after the start lever. The track circuit the lever sits on is not part of the route. For example, if the track circuits run 01-02-03-04 and the start lever is on 02, the route is 03-04, and the signal stands at the boundary between 02 and 03. If you include 02, the signal covering that route also watches occupancy on 02, and turns red the moment a train enters 02 (for a starting route, the train cannot depart because of itself). The stopping point also shifts one section back. A warning appears right after you register the route and on save.
End routes into a platform track at the end lever's position. If the end lever is on a platform track but you select track circuits beyond it, trains terminating on that track may miss this route's signal and pass it at red. If the end lever is partway along a track circuit, stop at that track circuit; if it is on a boundary, stop at the track circuit before it. A warning appears right after you register the route, and it is detected on save as a "Route's end TC" to-do. To fix it, remove the extra track circuits from the end using the steps in Fixing a registered route (no need to delete and recreate it). Routes whose end lever is not on a platform track (e.g. partway along a single-track section) are not warned about even if they extend further.

Route Names

On screen, routes are shown as start lever name + end lever name (e.g. "1R"). Routes can be registered even when the names clash because another station has levers with the same names; internally they are distinguished with a number, such as "1R_2" (the display stays "1R", and the selected route's panel shows its destination and internal name). You cannot create two routes with the same combination of start and end levers. Even with different levers, you cannot create routes that pass over exactly the same track circuits (to make them separate, use separate end levers; see the note in Turning back on the main line).

Fixing a Registered Route

Select a route by clicking it in the list below or by right-clicking the track it runs over (where routes overlap, each click switches to the next one). Select it and press "Redraw path" to load its current path. Remove track circuits from the end with "Undo Last", add more by clicking track, then press "Replace with this path". Unlike deleting and recreating it, settings such as its covering signal and conflicts are kept, and switch positions are recalculated. To stop, press "Stop redrawing" (the route stays as it was). To delete a route, use "Delete route…" next to it (or Delete). It is deleted after a confirmation window. The signal covering that route is deleted with it (only signals used in other signals' aspect conditions are kept, with their route removed).

Checking That a Route Can Be Set

Press "Check if the Route Can Be Set" for the selected route to trace the path from the start one section at a time, following the route's switch instructions under the same rules as a train. If it reaches the end, the path flashes and the bar below says it was "traced from start to end." If there is a spot where it goes onto the wrong track or cannot go any further, that spot flashes red, and the red band at the very top of the left panel shows which switch is set which way to cause it, whether it runs against a one-way track, or whether the start lever faces the wrong way (click it to dismiss).

It only checks "whether the path can be traced." It does not check conflicts with other routes or locking (check those by playing the game).

Settings of a Registered Route

Selecting a route shows the following items.

  • Conflicting routes — Routes that must not be set at the same time. They are calculated automatically every time you add or delete a route, so you normally don't touch them. To change them by hand, check or uncheck them in the list (the other route is updated at the same time). The automatic calculation only adds pairs that share track; it never removes any. So pairs you have added that don't share track but should not be set together are kept. Conversely, if you uncheck a pair that shares track, it comes back when you add or delete a route or the next time you open the map (they cannot be set together, so they cannot be removed).
  • Sequence control — With auto routing, gives way to the train with the earlier planned time. No setting is needed. It is determined automatically from the track layout: routes that merge into the same destination (end lever) in the same direction as other routes are "on", and all others are "off" (opened for whichever train requests first). The sidebar shows the result.
  • extraCheck — Only displays the result of the automatic calculation (it cannot be edited).

🚦 Signal

The key thing about a signal is "which route it covers." Create the routes first, then place signals.

TypeWhat you set
Home / StartingThe route it covers (specified by start lever and end lever)
ShuntingSame as above (covers a shunting route)
BlockHas no route; you specify the track circuits it protects

For home, starting and shunting signals, the protected track circuits are the path of the covered route itself. They are set automatically and cannot be changed by hand (if you redraw or extend the route's path, the protection follows along). Specifying protection with Shift+click is only for block signals.

Placing Home/Starting and Shunting Signals

  1. Choose the type and left-click the map where the signal will stand
  2. Then click the start lever (it moves on to this step automatically)
  3. Click the end lever — the matching route is selected automatically
  4. "Register Signal"

If "⚠ No matching route" appears, you haven't created a route for that combination of levers yet. The display name is assigned automatically (start name + end name for signals with a route, and the name of the protected track circuit for block signals).

Placing Block Signals

After setting the position, specify the track circuit to protect with Shift+left-click (this signal shows red while a train is on that track circuit). When there are many, "Bulk Place Block Signals" in Track Bulk is faster.

Aspect Conditions (Y = Caution, YG = Reduced Speed, YY = Restricted)

Right-click a signal to select it, and you can edit its Y (caution), YG (reduced speed) and YY (restricted) aspect conditions. You write "the conditions for this signal to show that aspect" as combinations of a signal's name + its aspect. Press an aspect button (such as "is red ▾") to open the choices stop, restricted, caution, reduced speed and proceed, and pick one. An aspect that cannot be read (a typo in the CSV, etc.) is shown as "shows ?" and stays that way until you choose again.

  • Adding a row means OR (any one holds); adding a condition within a row means AND.
  • They are checked in the order restricted → reduced speed → caution; if none applies, the signal shows proceed.
  • With the cursor in an input box, click a signal on the map to enter its name.
  • Check 2-aspect signal to limit the highest aspect to Y (no reduced speed or restricted).

Reduced Speed (YG) Is Added Automatically

A signal with the Y condition "caution if the next signal is red" gets the YG condition "reduced speed if the next signal is caution" by default (when a new signal is placed, or when Y is first added by a station template, Lay Track, or the bulk setting in "Signal Bulk"). If the signal's panel shows "Reduced speed (YG): automatic", it is still at the default. If you add YG repeat or Y repeat with the buttons, it shows "automatic + YG repeat" or "Y repeat". If you change YG by hand, it shows "changed by hand", and you can restore it with "Reset to default". A signal without YG shows "none — 3-aspect (G→Y→R)". To add it, use "Add default" or "Signal Bulk".

  • YG repeat — If the next signal shows reduced speed, this signal shows reduced speed too (keeps reduced speed going, as in proceed → reduced speed → reduced speed → caution).
  • Y repeat — If the next signal shows caution, this signal shows caution too (keeps caution going without a reduced-speed step).
  • Restricted (YY) is not added automatically. Build it by hand only for the signals that need it.

You Don't Have to Add Reduced Speed (YG) (3-Aspect)

YG is optional. Signals without it work correctly as 3-aspect signals (proceed → caution → stop) and don't appear in the to-do list. For signals you want to be 3-aspect, remove YG with "Remove YG (3-aspect)" in the signal's panel, or "Remove YG (3-aspect)" in "Signal Bulk" (for the selected signals or all of them). Once removed, YG does not come back by itself even if you later build a station or section next to it.

Signals on maps made before v0.3.8 have no YG (they work as 3-aspect signals). To make them 4-aspect, use "Add default YG" in "Signal Bulk" to add it all at once. With YG, trains slow down at the signal before a caution (timetable running times may get slightly longer).

Y conditions refer to signals by "name." If you change the display name of a signal that is referred to, that condition silently stops holding (in play it just becomes "a signal that for some reason never shows yellow," with no message). This is flagged on save as a "Signal references" to-do, so press F5 once after renaming.
Y conditions can be generated automatically with "Signal Bulk". Writing them by hand is only needed when you want to add exceptional conditions at junctions or merges. On ATC lines, aspect conditions are not used at all (trains decide their speed from the situation ahead).

🏷️ Station Levers (Station Control)

In the dispatch screen, the unit for switching "all routes at this station to auto / manual" is the station. For that, you tell the game which station each lever belongs to.

  1. Left-click a lever on the map — the whole interlocking group containing that lever (the range traced through routes that share levers and conflicting routes) lights up in white
  2. Choose the station to assign it to
  3. "Assign to this station"

The top of the left panel shows the number of unassigned levers. "Select all unassigned levers (light up)" lights up all remaining ones at once.

Renumbering Levers

Lever numbers are serial numbers in the order you placed them. Once stations are assigned, you can renumber them in station order from the starting point (they change only when you press the button).

  • Sequential — Station A 1–6, Station B 7–12, …
  • Separate range per station — Station A 1–, Station B 11–, Station C 31– (leaves room in the tens digit according to each station's number of levers)
  • In both cases, end levers (letters) are lettered from A in station order. Levers not assigned to a station come last.
Route names, signal names and the signal names inside aspect conditions are rewritten too (names you set by hand stay as they are). Saved play-in-progress data for that map can no longer be used. Timetables can still be used as they are. Before you press it, a confirmation window lists the names that will change.
Assign levers after connecting the single-track sections. Routes that share single-track track circuits are treated as separate stations if the single-track flag is set. If you do this before setting the flag, the whole line becomes one station.

📐 Track Bulk

Applies settings to the selected track circuits all at once. This is effectively the "finishing" tool.

Selecting

  • Left-click = single / Shift+click = add / Ctrl+click = toggle
  • Left-drag = rectangle select / Ctrl+A = select all / Esc = clear

The total length and lowest speed of the selection are shown, which helps you match the real length of a section.

What You Can Do

  • Length [m] / speed limit [km/h] — Only checked items are applied. When only one is selected, individual edit fields for that track circuit also appear.
  • Direction of travel — both ways / right only / left only. Routes in any direction other than the allowed one can no longer be set.
  • Single-track section flag — Set it on main line between stations shared by trains in opposite directions. It becomes an exclusive unit that prevents deadlocks. Flagged track gets a thin amber line beside it in every mode (both stay visible even where it overlaps the purple inside stations). "Select all single-track tracks" reselects only flagged track. It also shows how many of the selected tracks are flagged as single track.
  • Bulk Place Block Signals — places a block signal on each selected track circuit (the left or right end is chosen automatically according to the direction of travel).
  • The number of track circuits with a length of 0 is shown, and you can select them all at once.
Don't set the single-track flag on platform tracks of stations with 2 or more tracks. Making the platform tracks exclusive too means trains can no longer meet at that station (if you do set it, it is flagged on save as "Wrong single-track flag"). Stations with 1 platform and 1 track are different—trains can't meet there anyway, so with or without the flag, they are treated as one exclusive section together with the single track on both sides. Even if you split the platform track into 2 or more track circuits for signaling reasons, as long as they connect without a switch between them, they count as one track (you can leave the flag on).

Making Hand-Drawn Track Single-Track

  1. Select the track circuits of the main line between the stations (add more with Shift+click). Do not select the platform tracks of stations with 2 or more tracks.
  2. Press "Mark as Single-Track" under "Single-track section". Track that was one-way goes back to both ways.
  3. Include those single-track track circuits in the starting routes of both stations (Route). If a starting route ends before the single track, it cannot watch for trains coming the other way.
  4. Save, and check the "Single-track flag" rows of the to-do list.
To-do textMeaning and how to fix it
Possibly missing single-track flag Routes in both directions pass over it, but there is no flag. If it is single track, set the flag. It does not appear for lines with no risk of meets, such as a spur into a station's siding.
Check single-track flag It is flagged, but no route in the opposite direction was found. If the neighboring station doesn't exist yet, it goes away once you build that station and its routes. If you set it on one side of double track, remove the flag.
Wrong single-track flag A platform track of a station with 2 or more tracks is flagged. Trains can no longer meet at that station, so remove the flag from the platform track.

🟡 Signal Bulk

Enters Y aspect conditions that refer to the next signal in the direction of travel into the selected signals all at once. Use it to finish after laying track between stations, or after wiring by hand.

  1. Select the target signals (same operation as Track Bulk; dragging and Ctrl+A also work)
  2. Choose the direction of travel (Right / Left) — which side's neighbor to look at
  3. "Set Yellow Conditions"

When run, it shows the number of successes, skips and errors. Errors are listed with signal names, so you only need to fix those by hand. Signals that had no Y yet also get the default reduced speed (YG) along with Y (YG is not changed on signals that already had Y, so signals you made 3-aspect are not reverted).

"Add default YG" adds "reduced speed if the next signal is caution" to the selected signals if any are selected, or to all signals if none are. Signals whose YG you set by hand and 2-aspect signals are not changed. "Remove YG (3-aspect)" removes YG from signals in the same range. This one removes it including YG you built by hand (if you make a mistake, undo it with Ctrl+Z).

🏗️ Station Module (Advanced Version)

This is the same as "Build Station" in Easy mode, but you choose the items directly instead of from a gallery. Detailed settings that can't be chosen from pictures are only available here.

  • Station position / Tracks / Interlocking / Platform layout — Once you set the upper ones, options below that can't be chosen are grayed out. 1 track and 3 or more tracks are interlocked stations only, and the platform layout (side or island) can be chosen only with 2 tracks.
  • Layout type — Only 3-track interlocked intermediate stations can choose "JNR style (middle track in center)". Tracks 1 and 3 are the main tracks that trains pass on, and Track 2 is the middle track. The model is Aki-Nakano on the JR Sanyo Main Line.
  • Connection — Double track / Single track / Single track on one side (a station where double track meets single track).
  • Depot — Number of tracks, rows side by side, and which side it goes on (left/right). Shunting routes and shunting signals for entering and leaving the depot are generated too, and each depot row is registered as a station without passenger service. Only depots with tracks side by side can be made here. If you want tandem stabling, with trains stabled front to back on one track, wire it yourself and follow the rules in Station (grouping track circuits).
  • Headshunt — Creates one dead-end track in the middle of the main line, and turnback routes to and from every platform track. It cannot go on the same side as a depot.
  • Crossover — Can be chosen separately for the switch areas on the left and right of the station (Double / Single / None). "None" is normal for real intermediate stations on double track.
  • Stopping section length / Approach / Speed — Stopping section = platform tracks; Approach = the stubs the levers sit on. All other small track circuits are 25 m, and the reverse side of switches is 45 km/h.

Press R or "Rotate 180°" to change the orientation. Right after placing, Ctrl+Z undoes the whole station.

Placing Only a Depot

Choose "Depot only" under "Station position" to place just a depot without a station (for a map that is only a depot, a depot away from the main line, etc.).

  • Throat — Whether the connection to the main line is single or double track. Single track puts the end lever for leaving the depot and the start lever for entering it on one track (the leftmost cell is left empty, so you can add a start lever toward the left yourself). Double track puts a start lever on the in track (top) and an end lever on the out track (bottom), and the two are connected by a double crossover in the throat. Tracks 1–2 branch from the top track, and track 3 onward from the bottom track (with 2 tracks, one each from top and bottom; double track needs 2 or more tracks).
  • Tracks / rows side by side — The same as for a depot attached to a station.
  • Branch layout — Ladder (series of turnouts) or 1-to-N (compact). 1-to-N can be chosen with 3 or more tracks, and splits into all tracks with a single switch.

Shunting routes and shunting signals for entering, leaving and moving between rows are created too. Levers and routes belong to the depot's stations (Depot A onward). If you want to control them from a main-line station, reassign them with "Station Levers". After placing, draw track from the end of the throat to the main line to connect them (if you place the throat on the end point of the main line, it connects as is).

Interlocked stations are generated complete with levers, routes, signals and aspect conditions, but only the Y aspect conditions of the starting signals are left empty. This is because the block beyond doesn't exist yet; they are filled in automatically when you lay track between stations (if you wired it by hand, enter them with "Signal Bulk").

🧵 Lay Track (Advanced Version)

It does the same things as in Easy mode (the operation is end point → bend points → end point, choosing double or single track, and entering length and speed limit). Only the wording and initial values differ.

  • Wording — "the tip of one station's track" becomes "the outer end point of the starting stub," and "Double track" / "Single track" become "Double track (one-way)" / "Single track (bidirectional)".
  • Initial value for how length is entered — Easy starts with "Whole section length," Advanced with "Length per block." You can switch in either mode (single track isn't divided into blocks, so it is always the whole length).

In both modes, double or single track gets an initial value guessed from the station you clicked in step ①, and you can press to change it. Once you choose it yourself, it doesn't go back to the guess the next time you start drawing.

The result is as follows.

  • Double track — On horizontal stretches, 1 cell = 1 block; on diagonal stretches, point to point is 1 block. Block signals and Y aspect conditions (the chain, the other station's home signal and the departure station's starting signal) are all entered automatically. The direction of travel is start point → end point.
  • Single track — One bidirectional track circuit per bend point (with the single-track flag). No block signals are placed, and the starting routes of both stations are extended to the end of the single-track section. So even trains in the same direction enter this section only one at a time (to run them one after another, place block signals and end the starting route just before them).

Difference Between "Track Circuit" and "Lay Track"

Track CircuitLay Track
OperationTwo clicks make one. Can be drawn anywhere End point → bend points (optional) → end point. Both ends are ends of existing track
Track circuits createdOne. Length 100 m, limit 80 km/h, both ways, no single-track flag Double track: 1 block per cell, one-way
Single track: one per bend point, both ways, with single-track flag
Length and speedEntered later with Track Bulk Entered in the sidebar before drawing and distributed over the blocks (the default speed is the line's max speed)
SignalsNot created Double track: block signals and their yellow conditions are created
Single track: none placed
RoutesNot created Single track: extends both stations' starting routes to the end of the single-track section (no levers are created)
Best forDetailed track inside stations, sidings, headshuntsMain line between stations

If you draw between stations with "Track Circuit," you add length, speed, signals, routes and the single-track flag all by hand. To make it single track, see "Making hand-drawn track single track" above.

📍 Moving Coordinates (Touching Up After Placing)

Track ends, signals, levers and platform corners all sit on points called "coordinates." When you want to shift a position or widen a section after placing a station, move these points instead of rebuilding.

Moving Just One (Move Coordinate)

  1. Left-click the point you want to move — what is at that position is listed (clicking an empty spot adds a new point)
  2. Check the things to move with it — unchecked items stay where they are (this lets you move only one of two overlapping tracks)
  3. Left-click the destination and press "Confirm"

You can also grab and move it with a right-drag (it snaps to the grid). One drag is undone with one Ctrl+Z.

Moving Several Together (Move Coordinates in Area)

  • Drag to select a rectangle (Shift to add / Ctrl to toggle / Ctrl+A to select all). All points inside the area are included, whether they belong to track, signals, levers or platforms.
  • Enter dx / dy and press "Apply". The common one-cell move is one click with the ← → ↑ ↓ buttons.
Points are not moved if the destination overlaps another point. Points that end up in the same position are treated as connected, so overlapping them would create unintended track connections. If you see "Cancelled because the destination overlaps existing coordinates," move the other point out of the way first or change the amount of movement.
To shift a whole station, select the station with a rectangle and use the area move; it's faster. Points are referenced by ID, so moving them doesn't break links to routes and signals. However, real length [m] does not change automatically—if you change distances, enter the lengths again with Track Bulk.

Also note that if moving makes a track exactly vertical, left and right can no longer be determined, and if a switch's straight tracks end up on the same point, its shape breaks. Both are flagged as to-dos on save, so after a large move, press F5 once to check.

🪢 Connect Separate Tracks (Jumps)

Drawing a long line straight makes the board too wide to fit on screen. So, just like a real dispatch panel, you draw it folded into several rows, and this tool makes "the right end of one row" and "the left end of the next row" count as connected.

  1. Left-click the point to connect from (click the end of existing track)
  2. Left-click the point to connect to
  3. "Register jump" (the note is optional)

Once registered, the two points are joined by a thin line in the editor. The game treats the two points as the same place, so routes and trains continue without a break. Right-click to select it and press Delete to remove it.

All the included lines use this too (3–9 places per line). Fold the line between stations—folding in the middle of a station or inside a switch makes the board hard to read.
You can connect only existing points. Clicking an empty spot cannot register a jump. Also, points that overlap at the same position are already treated as connected, so they don't need a jump.

🚋 Car Type (Advanced Version)

Instead of question and answer, you edit the values directly.

  • ID — Becomes the image name for a custom icon (half-width letters, digits, _ and -).
  • Cars per trainset / Car length — With 18, 20 and 25 m buttons. The trainset length is shown on the spot.
  • Max speed / Acceleration / Deceleration — km/h, km/h/s.
  • Icon — Choose from the official bank, or provide a PNG with the same name as the ID.
Finalize the ID before building timetables. Timetables already built (duty assignments) refer to car types by ID, so renaming does not carry over (Timetable Check catches it as an unknown car type, so it doesn't break silently, but fixing it takes effort).

🧾 Fixing To-Dos in Advanced Mode

Press → on any row of File → To-do... (in Easy mode, "Fix in Advanced mode"), and the camera jumps to that spot with the tool for fixing it selected. Nothing is fixed automatically—which side should be fixed depends on the track layout there.

CategoryTool to fix itCommon causes
Starting point stationLine Settings...The station at distance 0 in the timetable is not set / still points to a deleted station
Signal-RouteSignal BulkA route has no signal / several signals cover one route
Y aspect conditionSignal BulkThe yellow condition is empty even though the next signal is right ahead
SwitchSwitchA crossover track is in a straight slot of a double crossover
Route's first TCRouteThe first track circuit was left out by one section
Route's end TCRouteThe path includes track circuits beyond an end lever on a platform track
Single-track flagTrack BulkSingle track has no flag / it is set on double track / it is set on a platform track
Platform lengthCar typeThe longest trainset doesn't fit on any platform track (shorten the vehicles or rebuild the station)
Unused leverLeverA lever not used by any route (pressing it does nothing; delete it if not needed)
Station LeversStation LeversA lever is not assigned to a station (manual/auto station control doesn't work)
Station abbreviationStationThe 2-char abbreviation is 3 or more characters / the 1-char abbreviation is 2 or more (maps with hand-written CSV)
Signal referencesSignalThe display name was changed of a signal that an aspect condition points to (that condition will never hold) / a protected track circuit is gone / the CSV was written by hand
Errors (red) cannot be saved. Only things that will definitely break if left alone (CSV rows discarded on load, duplicate IDs, a starting point that points to a station that doesn't exist) appear here. Other warnings can be saved as "work in progress."

⌨️ Common Controls

  • Left-click — place / advance / Right-click — select something existing
  • Delete — delete the selection / Esc — cancel what you are making (clear the selection)
  • Trying to delete something used elsewhere opens a confirmation window — the "Used by other items" window lists the things deleted along with it (routes, signals, levers, switches…) by type. "Delete all" deletes them all at once, leaving no dangling references. "Cancel" changes nothing. If you deleted too much, Ctrl+Z brings it all back
  • To clear away a whole station module — select the station with "Move Coordinates in Area" and press Delete (or "Delete selection"). The track, levers, signals and platforms on the selected points, and the routes and switches that use them, are listed and deleted together after you confirm. "Delete with equipment…" in the station's edit screen does the same
  • To clear away leftover track — select the track with "Track Bulk" and press Delete (or "Delete selected tracks"). The routes, switches and signals using that track are listed too, and deleted together after you confirm
  • Ctrl+Z undo / Ctrl+Shift+Z (Ctrl+Y) redo
  • Ctrl+A — select all in the bulk tools
  • F5 save / F9 load / H show all / right-drag to pan, Ctrl+wheel to zoom
  • Enter — register a lever, route or signal

❓ Common Stumbling Blocks

A Route Can't Be Registered (a Red Warning Appears)

The path requires both normal and reverse of the same switch. Review how you selected the track circuits it passes over (mixed-up branches).

Placing a Signal Says "No matching route"

There is no route yet for that combination of start and end levers. Routes come first.

Trains Don't Depart from a Station

There may be no signal covering the starting route, or no Y aspect conditions. Open To-do... and they are listed as "Signal-Route" and "Y aspect condition."

Lever Assignment Turns the Whole Line into One Station

The single-track section flag is missing. Finish Track Bulk → Mark as Single-Track first, then redo Station Levers.

Switching Back to Easy Mode Reduces the Tools

They are only hidden; nothing you made is lost. You can return any time with "Advanced" at the top right.