Sculpt: left-drag on terrain Track: lay = click a cell, click the next (repeat to chain; click the anchor to cancel) · auto path = click start, click end
8-neighbor (straight + diagonal) · water + steep slope + turns over 45° block Factory: click a cell to arm · Q turns the yard (4 ways) · click the building cell again to place · Esc cancels · the yard fills with goods over time Station: click the line (or a cell beside it — that cell = the house side) to arm the stop · Q turns the house side (E→S→W→N) · click that cell again to place · Esc cancels · ships with 6 cargo pads · a factory inside its reach ring (6 cells) feeds it · the train halts at the platform, boards the flatbeds, runs, and alights at another station Station (on its own): no track nearby? the arm lands a SOLO station — its own stub track (2 cells either way from the stop) + house + pads, ready for a line to connect · Q rotates the stub angle (E-W / N-S / two diagonals) and the house follows · click again to place Pads (V): click dry ground inside a station's reach ring to add one cargo pad (+3 cubes; a station's space = pads × 3) · bulldoze a pad to take it back Bulldozer: click / drag a cell to clear track, factories, stations, cargo pads AND a residential city building (build #35) Cargo Demo button: one click builds a line + station (+its pad grid) + factory and a RUNNING shuttle — then follow it: it stops, boards, runs, alights SELECT (the default button — build #30: the ONE interaction mode): click ANY cell on a train's LINE (the train itself counts — it moves, its line is where it runs) and the TRAIN MENU opens bottom-right — rows of pickup/drop-off + a station dropdown, “+” builds the route, APPLY / CLEAR / DELETE, × closes · click a STATION in the SAME mode for its panel (auto id, live cargo, pads, LOCAL SALE, assigned trains, × closes — no mode switch, nothing pauses) · a line with NO train just points you to BUY TRAIN (no more silent auto-spawn) · going forward, building interactions (factories etc.) will land in this same mode BUY TRAIN (build #30's exact flow — busy lines INCLUDED since #31): click BUY TRAIN → the button lights → click the LINE you want the train on → done, one NEW train on that line (an already-busy line takes another too — the #30 one-train-per-line limit is gone, the game is meant to grow) → then SELECT it and configure (pickup / drop-off) · on a line with SEVERAL trains: SELECT-click the line again to cycle to the next train's menu · ESC or a second click on the button cancels · other demo buttons and NEW TERRAIN / CLEAR ALL are for the whole-world resets Front lights + lit windows (build #28, refined #29–30): the locomotive wears lamp pair + forward light at the FRONT only — the back end stays dark (build #30: "remove lights on back of locomotive"), the beam cones are gone (build #29: "looks terrible"), and the light they cast is boosted · they wake as night falls · the station house and factory WINDOWS glow warm like the town · the DOORS stay dark by design Destructive trio (build #28): CLEAR ALL / NEW TERRAIN / RESET live in the red section in the left column (above the brush sliders) — each one ASKS in an in-game YES/NO popup (no browser prompt) before it fires (build #29) City + growth: the settlement is seeded small + low in clusters, with a tree scatter as wilderness · feed a station (station pads + a factory inside its ring) and the paced rule grows buildings TALLER (1→10 floors, tiny window lights) over time while keeping a cargo reserve · trees and buildings are cleared wherever you place track / stations / pads / factories or sculpt the land Orbit: right-drag · Pan: middle-drag or arrow keys Zoom: scroll wheel or + / − Keys: S select · R/L/F sculpt · T track · P path · B/E bulldozer · Y factory · C station · V pads · Q turn (yard of an armed factory, house-side of an armed station) · Esc cancel · G grid · Space