Vehicles & Construction
Build a cart, crew a ship or fly an airship. Choose a vehicle below for its materials, build time, fuel and 3D preview.
Updated
- Vehicles
- 22
- Construction
- 2 hours to 3 days
- Air vehicle unlock
- 6 Crafter points total
Choose a vehicle
Build your first vehicle
- Open
/professionsand buy Engineer ranks in the Crafter profession. Engineer I costs 1 point for ground vehicles. Engineer II requires I and costs 2 more points for ships. Engineer III requires II and costs 3 more points for aircraft. - Craft and place an Engineering Table for land vehicles, fixed guns and aircraft, or a Dockyard for ships. Use the crafting-table patterns below.
- Right-click the station, choose a category and select a blueprint that your Engineer rank unlocks. Gather its listed materials before selecting the building spot.
- Stand where you want the vehicle to appear, within 12 blocks of the station, and left-click. Do this within 30 seconds of selecting the blueprint. The materials are consumed when you choose the spot.
- Wait for the build to finish. Stay within 96 blocks so the completed vehicle can appear. If it has seats, right-click it to select one.
A cargo cart to start with
Warning
Enter, drive, refuel and tow
- Enter: right-click the vehicle and choose a seat. Shift reopens seat selection while aboard. In aircraft and airships, use Shift + left-click; in a flying airship, Shift alone descends. Only the captain steers. The Flat Car has no seats, so riders stand on its deck.
- Drive: run
/vf keybindswhile seated to see the controls for your vehicle. W/S commonly adjusts throttle and A/D steers. Controls can change between ground, flight and water. - Refuel: hold the fuel listed on the vehicle page and right-click once per item. Each Coal Block or Arcane Fuel adds 100 fuel units. Stop an Arcane Fuel engine before refuelling; Coal Blocks can be added while an engine runs. Aircraft and airships must be on the ground to refuel, except the Behemoth, which can also refuel in flight.
- Carry cargo: sit in the seat assigned to the hold, then right-click to open it. The Flat Car's hold has no seat; right-click the car and click the chest in its menu. Each vehicle page lists where its hold opens and how many slots it has.
- Tow: sneak-right-click Field Artillery, then sneak-right-click a Horse Cart or Wooden Cart to connect it. Keep the artillery within 4 blocks of the cart’s hitch. Sneak-right-click the cart again to detach. Only Field Artillery can be towed.
Save fuel by stopping the engine
Ownership and passengers
A finished build already belongs to its builder, with whitelisting on. Claiming an unowned vehicle, receiving a handover or receiving a faction vehicle starts with whitelisting off. Open Ownership Settings in Select Seat and turn it on to control who can board. Add players by name or enable passenger tickets. With tickets enabled, hold Paper and right-click your vehicle to make matching tickets. Remove Ownership releases the vehicle, and the next player to right-click it claims it. As the owner, clicking an occupied yellow seat ejects its passenger and prevents re-entry for 60 seconds.
Use /vf findvehicles to locate your vehicles. Vehicles more than 160 blocks from players unload into storage; they are not destroyed. A train driving a recorded route with fuel and nobody aboard keeps running instead (see Teach a train a route).
Personal limits and upkeep
You can own three personal vehicles in total. Trains do not count toward this total, including the Locomotive. Each type also has its own limit. You can own one of each type, except Horse Carts, Wooden Carts, Small Cars, Coal Cars, Passenger Cars and Flat Cars, which allow three each. Construction is refused when you reach a limit. Each vehicle page lists its daily upkeep, paid from the owner's bank.
Faction vehicles
The faction leader runs /faction vehicle transfer <installation id|pool>, then right-clicks the vehicle within 60 seconds. The leader’s own vehicle moves at once. For another owner’s vehicle, that owner must be online, within 20 blocks and confirm with /faction accept within 60 seconds. To berth at an installation, the vehicle must be within its 80-block radius.
Ports take ships, airports take aircraft and airships, forts take fixed emplacements and land vehicles, and train stations take emplacements. The number of slots for each is in the installations table.
Each vehicle uses one slot, except the Cruiser, Bomber and Gyrobomber, which use two, and the Behemoth, which uses four. The faction pool accepts only trains and Field Artillery. Vehicles that can berth at an installation cannot enter the pool. Each Field Artillery piece needs a Field Artillery regiment slot; factions start with none. Faction vehicle upkeep comes from the main guild bank.
Nobody can claim a berthed or pool vehicle. The faction leader becomes its owner, and faction members can always board. The leader can also allow Allies and Vassals in Ownership Settings, and can run /faction findvehicles <installation id> to locate installation vehicles.
The leader runs /faction vehicle take, then right-clicks the vehicle to make it personal again. To give it to someone else, run /faction vehicle give <player>, then right-click it. The recipient must be online and accept with /faction accept. Berthing and unberthing are blocked at installations under a battle or raid embargo. See vehicle restrictions during campaign battles.
Repair and repaint
Hold Vehicle Repair and right-click a grounded, stationary vehicle, or use a mechanic seat to repair while aboard. Use the Repair Tool in the menu to fix components and the Water Bucket for fires. Keep the menu open and stay nearby until repair finishes. Hold Vehicle Paint and right-click to open Select Skin. Vehicle Paint works on any vehicle and is not used up. To rename any vehicle, right-click it with a Name Tag and type the name in chat.
| Engineer Station tool | Materials | Time | Requirement |
|---|---|---|---|
| Vehicle Repair | 4 Iron Ingots | 5 seconds | Vehicle Mechanic profession |
| Vehicle Paint | 1 Common Item Skin Scroll | 5 seconds | Vehicle Mechanic and rank or higher |
Vehicle Mechanic costs two Crafter profession points. Keep ship pumps repaired to control flooding. Repair damaged engines and wings to recover performance.
Preview skins
Choose a vehicle above, then select one of its available skins beside the preview. In game, use Vehicle Paint to choose from the skins available to you.
Mounted weapons and ammunition
Choose the seat assigned to a weapon. Hold its ammunition and right-click to reload, then use Space to fire. W/S adjusts elevation and A/D traverses; mounted rifles aim toward your cursor. Check /vf keybinds for the controls of your current seat.
| Weapon | Reload | Ammunition |
|---|---|---|
| Mounted Rifle | 5 s | Bullet Box |
| Naval Cannon | 5 s | Cannonball (+ Clusterbomb on some) |
| Anti-Air Turret | 10 s | Bullet Box |
| Autocannon | 5 s | Flak Shells |
| Flak Cannon | 10 s | Flak Shells |
| Ammunition | Rounds per item |
|---|---|
| Bullet Box | 100 |
| Flak Shells | 30 |
| Cannonball | 1 |
| Small Bomb | 1 |
| Small Bomb (rack) | 8 |
| Clusterbomb | 1 |
| Torpedo | 1 |
Note
Warning
Train tracks
Build trains on custom train tracks. Craft Train Track in batches of 64 at the Block Station. Leave room for wide bends and gentle slopes. Turns have a 35-degree limit, and slopes have a 10-degree maximum.
| Track item | Use |
|---|---|
| Train Track Layer | Left-click solid ground to mark the start, then right-click the end. Uses Train Track items from your inventory. |
| Train Track Remover | Left-click track to remove it. Move trains off it first. |
| Train Track Recorder | Records a route, one lap of a loop or a run out along a line and back, so the Locomotive can drive it by itself. |
| Train Track Junction | Right-click existing track, then right-click the branch end with the Train Track Layer. |
| Train Track Dock | Without sneaking, right-click a chest, barrel, shulker box, hopper, dispenser or dropper to make it a load dock, again for an unload dock, again to remove it. |
Craft these tools at the Engineer Station. Sneak-right-click a train car, then sneak-right-click the next vehicle to couple them. Use A/D as you approach a junction to choose the direction. Couple a Coal Car behind the Locomotive and fill its Coal Bunker with Coal Blocks to refuel the engine along the way.
Teach a train a route
The Locomotive's owner can teach it a route on any track: one lap of a loop, or a run out along a line and back. Stop the train where the route should start and right-click the Locomotive with a Train Track Recorder to start recording. Switch to another item before you board, because right-clicking the Locomotive with the Recorder again cancels the recording. Once aboard, hold the Recorder again if you want the finished tape on it. Drive the route and stop for at least 2 seconds wherever the train should stop. On a loop, the recording ends after one lap. On a line, drive to the far end, stop, reverse back to where you started, then set off again the way you first went. The recording ends there.
When the recording ends, the tape goes onto the Recorder if you are holding it, or straight into the Locomotive if you are not. Starting a recording erases any tape already on that Recorder, and a new tape that goes into the Locomotive replaces the one loaded there. To load a tape, take out any tape already loaded, then sneak-right-click the Locomotive with the recorded Recorder; the Recorder goes into the Locomotive. With a tape loaded and nobody in the driver's seat, the train drives the route by itself, stops where you stopped and sets the switches the way you went. Whoever takes the driver's seat drives it by hand until they leave. Only the owner can load a tape or take it out. Sneak-right-click with an empty hand to take it out; it comes back to you on a Recorder. While a tape is loaded, hold an ordinary block when you sneak-right-click the Locomotive to couple it, because an empty hand takes the tape out instead. A tape only fits the track it was recorded on, so record again if the track is rebuilt.
A train on its route keeps running when nobody is near, as long as it has fuel and nobody is aboard, and uses less fuel while it does. It appears where it has got to when a player comes close. While nobody is near, it keeps its distance from other trains and waits behind them; two trains meeting head-on on one line both stop and wait. With players close by, trains on the same track can still collide. Give each line one train, or run several trains the same way round a loop with room between them.
Cargo docks
Craft a Train Track Dock at the Engineer Station and, without sneaking, right-click a chest, barrel, shulker box, hopper, dispenser or dropper that you can open. The first click makes it a load dock, the second an unload dock and the third removes it. Breaking the block also removes the dock.
When your train stops at a recorded stop next to one of your docks, each car with storage moves items: it takes items from a load dock and leaves its cargo in an unload dock, up to a limit at each stop. A car only takes the items it accepts, and Coal Cars are left alone. Docks only trade with cars owned by the same character that marked them, and keep working while the train runs with nobody near.
The Flat Car is an open car that players ride standing on its deck, with a 54-slot hold that takes any item. Right-click the car and click the chest in its menu to open it. Its owner can always open it, and so can the faction of a faction-owned car. While the owner has whitelisting on, players on the car's whitelist and members of the groups allowed in Ownership Settings can open it too. A ticket does not open it.
Hitch horses to a cart
Lead a horse, donkey or mule, then right-click the cart to hitch it. Each cart has two harness spots, and each animal adds speed. Right-click the cart with a Lead to unhitch. Carts and the Small Car stop in water.
Losing a vehicle
A vehicle is destroyed when its hull reaches 0 HP, a fire burns it out or a ship reaches 100% flooding. Aircraft and airships can explode when they hit a block at speed or land badly. A locomotive that runs into another train at speed explodes, along with what it hits. At low speed the moving train just stops. Cargo drops on the ground. A destroyed vehicle is gone for good and frees its personal limit slot.
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/vf keybinds | None | Prints controls for your current vehicle and its current state. Sit in a vehicle first. | None |
/vf findvehicles | None | Lists your vehicles and their world coordinates. An unloaded vehicle can show location unknown (stored). | None |


