Elevation++

Elevation++ v0.9.2

by Roest

Elevated train stations, plus taller pillars and longer spans for elevated rails, pipes and belts.

Beta 4 days ago CoI-Open Source code
Game versions: 0.8.5
Save-game: Add Remove
72%
8

Adds elevated train stations and raises the height and pillar-spacing limits of elevated structures.

elevatedrailsplus3.jpg

Elevated stations: every train station — the root plus all cargo modules (unit, loose, fluid, molten, empty) and fuel modules (coal, liquid, nuclear) — can be built on auto-rendered support pillars, for both normal and electrified rail. They live in a dedicated "Elevated stations" toolbar tab, grouped and ordered like the vanilla Stations menu, reuse the vanilla icons, and unlock with the same research as their ground counterparts.

elevatedrailsplus1.jpg

Train tracks: pillars up to 16 tiles tall (vanilla 6) and track up to 14 tiles from a supporting pillar (vanilla 7). Pipes and belts: pillars up to 16 tiles tall (vanilla 6) and transport up to 8 tiles from a pillar (vanilla 4), so auto-built pillars are placed roughly twice as far apart. All four values are configurable in the mod settings (RailPillarMaxHeight, RailPillarSupportDistance, TransportPillarMaxHeight, TransportPillarSupportDistance) and changes apply immediately. Warning: if you remove the mod (or lower the values) after building structures that exceed the vanilla limits, those structures will be considered unsupported and may collapse.

elevatedrailsplus2.jpg

This mod has no dependencies.

No other mods depend on this mod yet.

No announcements yet.

v0.9.2

Latest
Game version 0.8.5 - 0.8.5
Released Jun 21, 2026
File size 866 KB
License CoI-Open
Save-game: Add Remove
Changelog
v0.9.2
------
- Elevated belts/pipes can now be held up by the supported connectors
(balancers, mini-zippers, machine ports) at their ends. A short
segment spanning between two connectors no longer requires its own
pillar, so the auto-placed pillar there can be removed and the segment
stays up instead of collapsing. Only self-supported structures count
as anchors (not bare belt-to-belt junctions), and the normal support
distance still applies between the two anchors, so longer spans still
need a pillar. (The game still auto-places that pillar when you build;
this only lets you remove it.)

Elevation++ — Changelog

Elevation++ — Changelog
================================

v0.9.2

v0.9.2
------
- Elevated belts/pipes can now be held up by the supported connectors
(balancers, mini-zippers, machine ports) at their ends. A short
segment spanning between two connectors no longer requires its own
pillar, so the auto-placed pillar there can be removed and the segment
stays up instead of collapsing. Only self-supported structures count
as anchors (not bare belt-to-belt junctions), and the normal support
distance still applies between the two anchors, so longer spans still
need a pillar. (The game still auto-places that pillar when you build;
this only lets you remove it.)

v0.9.1

v0.9.1
------
- The auto-built support pillars under elevated stations now render as a
hollow ring around the outer edge of the footprint instead of a solid
block beneath the whole building. Interior tiles carry no pillar (and
need none — the deck rests on the ring of edge pillars). The rule is
shape-aware, so thin modules stay fully pillared and the wide
molten/nuclear footprints get a proper outline.

v0.9.0

v0.9.0
------
Elevated train stations:
- Every train station can now be built elevated on auto-rendered
support pillars: the root, all cargo modules (unit, loose, fluid,
molten, empty) and fuel modules (coal, liquid, nuclear), for both
normal and electrified rail.
- They live in a dedicated "Elevated stations" toolbar tab, grouped
and ordered like the vanilla Stations menu (root first, molten last),
reuse the vanilla icons, and unlock with the same research as their
ground counterparts.
- Obsolete / save-compatibility-only station protos (e.g. the legacy
standalone hydrogen fuel module) are skipped, matching the vanilla
menu.
- A non-electrified elevated station can be converted in place with the
vanilla "Electrify track" tool, just like a ground station (previously
the tool reported "Collision with pillar" against the station's own
support pillars, or silently failed at elevation).
- Electrified elevated stations grow their catenary support masts on the
platform like normal stations (the masts would otherwise be rejected
for sitting on the station's own footprint / support pillars).

Pillar limits (formerly "Elevated Rails Plus", now extended to pipes
and belts):

Train tracks (rails):
- Pillar height limit raised from 6 to 16 tiles (configurable up to 30
via RailPillarMaxHeight). This also lifts the rail build cursor's
up-arrow cap.
- Maximum distance between elevated track and its supporting pillar
raised from 7 to 14 tiles (configurable up to 56 via
RailPillarSupportDistance). Auto-built pillars are placed roughly
twice this value apart.
- Rendering fix for rail pillars taller than the vanilla tower mesh:
the mod stacks additional column segments down to the ground so tall
pillars no longer show a gap (Harmony patch on the pillar renderer).

Pipes and belts (transports):
- Pillar height limit raised from 6 to 16 tiles (configurable up to 30
via TransportPillarMaxHeight). This also lifts the pipe/belt build
cursor's up-arrow cap.
- Maximum distance between an elevated pipe/belt and its supporting
pillar raised from 4 to 8 tiles (configurable up to 32 via
TransportPillarSupportDistance), so auto-built pillars are placed
roughly twice as far apart. Transport pillars are drawn tile-by-tile,
so they extend to the new heights with no rendering work needed.

All four values are editable in the in-game mod settings and changes
apply immediately.
Loading forum…