Overfreight shunting separates locomotives from freight cars, allowing trains to uncouple, reorganize cargo, and switch engines across dedicated sorting yards. Introduced as part of the realistic mode in OneSkyVed's Roblox logistics simulator, this mechanic replaces the unified train mechanics of standard mode with independent car management and realistic directional reversals.
How to Unlock Realistic Mode in Overfreight
Realistic mode is not accessible on standard existing saves or sandbox mode. You must meet specific progression requirements before accessing shunting mechanics:
- Required Badge: You must unlock the "A nice gift" badge, which is awarded upon unlocking the Electric Locomotives research node in a career save.
- Career Saves Only: Sandbox progression does not track or grant research milestones toward badges. If you completed research on a sandbox save, you will not receive the badge.
- Legacy Saves: Saves created prior to the introduction of the badge do not retroactively grant it upon loading; you must research electric locomotives on a new save to qualify.
- Starting a Save: Realistic mode cannot be toggled on an existing save because it alters routing and infrastructure rules. Instead, open a new save slot, select one of the three realistic mode map variants (such as Flatlands), and launch. Realistic saves start with 50,000 in cash, no introductory tutorial, and a 75% money bonus to offset initial infrastructure costs.
Sorting Yards: Building and Dimensions
In realistic mode, locomotives and freight cars are bought individually rather than as fixed sets. Rolling stock options available separately include passenger coaches, container cargo cars, universal cargo cars, and log cargo cars. Cars wait in yards until assigned locomotives couple to them.
To construct a sorting yard, open the Build menu and select the Yard tool. Drag across the map to define the yard zone.
| Yard Property | Specification and Limits |
|---|---|
| Default Size Boundary | Maximum 500 m by 200 m per designated yard area |
| Maximum Train Handling | Accommodates trains up to 750 m long when 31-car research is unlocked |
| Long-Train Route Requirement | Requires an uninterrupted 800 m track between yards without intermediate switches |
| System Capacity Multiplier | Yard limit expanded to three times the initial capacity cap |
| Track Access | Dual-side access (two access points) recommended to avoid gridlock |
Clicking on an established yard opens its management panel, displaying:
- Current dimensions and active storage lanes.
- Total parked vehicles and assigned locomotives.
- Average locomotive wait times.
- Boundary editing and deletion options.
- Toggles to allow or forbid world connection trains from entering.
- A Use only assigned locomotives toggle to prevent external engines from picking up local jobs.
Reversing and Shunting Modes Explained
In standard Overfreight gameplay, trains reverse direction instantly at route ends. In realistic mode, trains perform actual rail reversals using one of three shunting settings configured directly on stations and factories:
- Turnaround: The active locomotive uncouples from its cars, navigates through a bypass track to the opposite end of the train, recouples, and pulls the consist forward. This maneuver fails if bypass tracks are blocked, if signals do not permit bidirectional movement, or if the station setting is overridden.
- Terminus: A second locomotive waiting at the opposite end couples to the rear of the train and takes over the route, leaving the original engine behind.
- None (Push-Pull): The train reverses without uncoupling, operating backwards under an applied speed restriction. Custom trains also include push-pull settings to prevent unwanted uncoupling.
Station and industry settings take priority over physical track layouts. If a station is set to "None," an engine will perform a push-pull maneuver even if turnaround track loops are physically present. Additionally, mid-route switchbacks require bidirectional track signaling and a tail track long enough to accommodate the full length of the train and its cars.
Step-by-Step: Locomotive Switching Between Diesel and Electric
Because electric locomotives cannot enter factory platforms directly, long-distance freight operations require locomotive relays between diesel shunters and mainline electric haulers.
- Construct Yard 1 and Yard 2: Place Yard 1 adjacent to your extraction industry (such as a coal mine) and Yard 2 adjacent to the processing facility (such as an ingot factory). Ensure diesel sidings connect both yards to their nearby industry platforms.
- Build and Electrify the Mainline: Lay an electrified track connection strictly between Yard 1 and Yard 2. Electrify any switchback tail tracks that electric engines need for maneuvering.
- Assign Shunters and Enable Restrictions: Assign a diesel shunter to Yard 1 and another to Yard 2. In each yard menu, enable Use only assigned locomotives to prevent outside engines from taking local shunting routes. Set both industry platforms to None to prevent stations from calling secondary engines.
- Deploy Mainline Power: Assign electric locomotives to Yard 1 and Yard 2 for the inter-yard run. If multiple diesel engines are present in the same yard, the game automatically assigns the most powerful available unit.
- Configure the Wagon Route: Set the wagon loop order sequentially: Yard 1 -> Industry A (Coal Mine) -> Yard 1 -> Yard 2 -> Industry B (Ingot Factory) -> Yard 2.
- Consist Combination: If multiple wagons in Yard 1 share the exact path to Yard 2, they will automatically couple into a single longer train for the electrified leg, provided both the starting yard and destination yard have sufficient track capacity.
To replace aging or low-tier locomotives and cars later, select the vehicle on track and use the built-in Replace function rather than deleting and purchasing new units from scratch.
Frequently Asked Questions
Why does my train show a "no path found" error when departing?
A "no path found" error indicates a physical break in the rail network between the vehicle's current position and its targeted destination, an incorrectly signaled one-way switch, or an electrified locomotive attempting to path onto un-electrified factory tracks.
Why won't my locomotive perform a turnaround at the station?
Turnarounds fail when the station or factory shunting mode is set to "None" (which takes precedence over track design), when bypass tracks or platforms are occupied by other rolling stock, or when signaling switches do not permit bidirectional travel through the loop.
What cargo types can be transported through the World Connection?
The World Connection tunnel accepts coal, wooden planks, iron ingots, copper ingots, city goods, and passengers. Deliveries made through this connection feed into the Overfreight HQ weekly leaderboards.
Can I run 31-car trains between any two yards?
Long trains up to 750 m can only run between yards that have an uninterrupted track section of at least 800 m without switches dividing the segment, provided you have researched the 31-car train milestone.












