All Locomotive Scripts

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Locomotive Scripts

In the earlier days of Trainz development, assets and custom scripts often worked reliably across builds. We created a library of scripts at Greencoast Studios under those stable conditions, confident they’d run in user-assets, builds, and derivatives.

However, as the Trainz series moved forward with major updates and service packs (for example the release of SP 5 for TRS19) the underlying build numbers, asset compatibility and scripting engine behavior changed.

Specifically, many users in the community reported that after upgrading to new builds or cloning assets:

  • Scripts would fail to compile or produce “RED Bug” errors in the log. Trainz

  • Older functions or tags became deprecated, changed or broken— meaning the same script logic would no longer run as expected.

  • Builds labeled as “Trainz-build X.X” would declare that content saved in that build was not compatible with older versions.

  • Some script behaviors, asset dependencies and library links started failing when extending or modifying assets for newer builds.

In short: as Trainz evolved, our scripts and many other creators’ scripts began to feel brittle under new builds and changes in the engine. Instead of being “write once, run many” they required maintenance, fixes, and updates that individual users didn’t always have time for.

Why We’re Releasing Them Publicly

We believe that the creative modding community deserves access to solid script foundations. So we’re offering the full library of Greencoast Studios’ locomotive script files for public use, with the intention that you as a modder, scripter or asset maker can:

  • Use them as the starting point for your own projects.

  • Dive in, fix, modify, repair or extend them for your build, your version of Trainz, and your needs.

  • Share improvements or custom adjustments back with the community if you like.

This is us saying: we’re handing the keys over so you can make them work for your version, for your asset, for your audience. Rather than keeping everything locked away and hoping it just “works”, we recognize the past struggle of script breakage and want to help the community flourish.

Usage Rights & Permissions

By downloading this release, you are granted full permission to:

  • Use the scripts in personal or commercial Trainz content.

  • Modify, repair, extend, update, or re-script as required to fit your version of Trainz, or to fix new build incompatibilities.

  • Re-distribute the modified scripts (or portions thereof) as part of your assets or tools, provided you include a credit to Greencoast Studios (for example: “includes portions of code by Greencoast Studios – Trainz Script Library (Open Release)”).

No further permission from us is required. We encourage you to experiment, adapt, and share improvements with the broader community.

Disclaimer

These scripts are provided as-is. Greencoast Studios cannot guarantee fault-free behavior, and we accept no responsibility for side effects, asset conflicts or version incompatibilities you may encounter after modifying them. Your usage, modifications and distributions are your own responsibility.

Locomotive Scripts

In the earlier days of Trainz development, assets and custom scripts often worked reliably across builds. We created a library of scripts at Greencoast Studios under those stable conditions, confident they’d run in user-assets, builds, and derivatives.

However, as the Trainz series moved forward with major updates and service packs (for example the release of SP 5 for TRS19) the underlying build numbers, asset compatibility and scripting engine behavior changed.

Specifically, many users in the community reported that after upgrading to new builds or cloning assets:

  • Scripts would fail to compile or produce “RED Bug” errors in the log. Trainz

  • Older functions or tags became deprecated, changed or broken— meaning the same script logic would no longer run as expected.

  • Builds labeled as “Trainz-build X.X” would declare that content saved in that build was not compatible with older versions.

  • Some script behaviors, asset dependencies and library links started failing when extending or modifying assets for newer builds.

In short: as Trainz evolved, our scripts and many other creators’ scripts began to feel brittle under new builds and changes in the engine. Instead of being “write once, run many” they required maintenance, fixes, and updates that individual users didn’t always have time for.

Why We’re Releasing Them Publicly

We believe that the creative modding community deserves access to solid script foundations. So we’re offering the full library of Greencoast Studios’ locomotive script files for public use, with the intention that you as a modder, scripter or asset maker can:

  • Use them as the starting point for your own projects.

  • Dive in, fix, modify, repair or extend them for your build, your version of Trainz, and your needs.

  • Share improvements or custom adjustments back with the community if you like.

This is us saying: we’re handing the keys over so you can make them work for your version, for your asset, for your audience. Rather than keeping everything locked away and hoping it just “works”, we recognize the past struggle of script breakage and want to help the community flourish.

Usage Rights & Permissions

By downloading this release, you are granted full permission to:

  • Use the scripts in personal or commercial Trainz content.

  • Modify, repair, extend, update, or re-script as required to fit your version of Trainz, or to fix new build incompatibilities.

  • Re-distribute the modified scripts (or portions thereof) as part of your assets or tools, provided you include a credit to Greencoast Studios (for example: “includes portions of code by Greencoast Studios – Trainz Script Library (Open Release)”).

No further permission from us is required. We encourage you to experiment, adapt, and share improvements with the broader community.

Disclaimer

These scripts are provided as-is. Greencoast Studios cannot guarantee fault-free behavior, and we accept no responsibility for side effects, asset conflicts or version incompatibilities you may encounter after modifying them. Your usage, modifications and distributions are your own responsibility.