#Choo! Choo!

1 messages ยท Page 2 of 1

quick thistle
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From there i can just make the code and fix the rest

smoky girder
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If needed, I can add the rigging to the models.

strange blade
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Rigging or timeline one ?

quick thistle
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Unity is timeline so that might work, the model you send didnt properly go over into unity @strange blade

smoky girder
strange blade
quick thistle
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If i watch this video then i think its possible https://www.youtube.com/watch?v=3CSUxATQVLw

Unity Tutorial - Importing Animations From Blender / Blender to Unity

In this unity tutorial number seventeen of the Lost in the Sea series, we import animations from blender to Unity. This includes importing the animations we created of the Octopus to Unity.
From Blender to Unity import animations correctly and fix problems with location, rot...

โ–ถ Play video
smoky girder
quick thistle
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Oh, just checked the code and i acedentely commented some code ๐Ÿ™ˆ will try to upload fix soon

smoky girder
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A very short animation I made this afternoon in blender.

jaunty halo
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The train design looks really good

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Do you plan on adding a tender or did you decide otherwise?

smoky girder
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Hello. I have not added a tender for the moment because there is no tender in the current version of the train.
But it makes sense for storing water and coal. I will add a tender to my model and let decide the mod creator if it is useful or not.

hard quarry
quick thistle
hard quarry
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The track on the second screen that is not connected is a different part if track that I want to connect later

quick thistle
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Oke, so whats happening, both trains are trying to enter the section of the other

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Put a extra one way in between them

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U had unlucky colouring

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Otherwise it might have been more obvious

hard quarry
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Ok now that worked ๐Ÿ™‚ thanks

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can you briefly explain what the colours mean please?

quick thistle
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A section. I also wrote it in the description. But one train can be on a colour

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Trains cannot enter the color that is occupied by another train

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Make sure you have more sections than trains

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So they can keep moving

hard quarry
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oh okay, so by placing more one ways I can create more sections ?

quick thistle
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Also, make sure you have waiting stations. Read the description of the items. If its still unclear, then i know i need to add some more clearifications

hard quarry
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yeah sorry, it wasn't really clear from the items description, I didn't place any waiting stations as at this stage I'm sending all my scrap metal to the main district so I wasn't expecting any empty trains or what ever

strange blade
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Can work without waiting stations, however, if a train don't have a job, will block the others with jobs. That's the need for waiting stations ...

quick thistle
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Qaahz good feedback. I will look at the descriptions. Thanks

smoky girder
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I have resized my ChooChoo train model proposal and added some wagons.

quick thistle
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ooooh, perfect, that means i can start working on the code

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though it would require one more, namely the flat one

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for materials like scrap metal and planks

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and maybe a tank, bc the third one is more for dirt

smoky girder
quick thistle
reef valve
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What about a passenger waggon which expands the district range or just transports them and gives benefits like fun

winged hull
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to expand the district range you can just use the district management mod

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it could be like a rollercoaster for fun, but there is no point in using trains to transport beavers around

strange blade
quick thistle
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District range is een game machanic bc to prevent lag. I dont want to increase lag. Using a district manager makes more sense to me.

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Te only option i see is a need that requires beavers to sit in the train for a circle.

strange blade
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Well, mud bath, lido, ferris wheel, carousel, passenger train ....., it's time for Beaverland (former Disneyland) ๐Ÿฅณ

reef valve
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They extend the district range on to their next stop

strange blade
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I like this setup, and, is working ๐Ÿ˜

smoky girder
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A family portrait.

All cars have the same wheelbase and length, the maximum height is 0.75 units.

The colours are inaccurate and no texture is applied. I should maybe add some bump maps to enhance the look (bolts on the boiler of the locomotive for example).

strange blade
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Should not add those bumps, will add to much triangles. Can be done with a new texture (with those bumps) ...

quick thistle
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Im indeed worri3d about texturing

strange blade
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I can apply for you, if you make that bump texture ...

smoky girder
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Regarding the animation of the train, several choices are possible. I don't think a timeline is adequate, because for realism the train needs to be able to accelerate to its maximum speed, and decelerate before stopping.

Do you have any suggestions?

quick thistle
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Speed up and down is alr3qdy in code

strange blade
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But, in game we have windmills and waterwheels with variable speed animation ...

quick thistle
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You can changr the speed with code aswell

smoky girder
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Yes, but one need to adjust wheels and rod speed.

quick thistle
quick thistle
smoky girder
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The only "tricky" part of the animation is the connecting rod displacement (no so complicated in fact). But is is circular : the rod returns to the same position after a complete rotation of the wheels.

Did you add a particle emitter for the locomotive chimney ?

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BTW : I'll send you the blender file with each wagons as soon as I have added the Iron Teeth loco.

quick thistle
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Yes, i havent coded to turn it off, but when its in a waiting station i wanna disable it

smoky girder
quick thistle
smoky girder
smoky girder
quick thistle
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The hour is for performance reasons. Lowers the amount of calculations

strange blade
jaunty halo
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The platforms over the paths remind me of a lot of old EL lines

solemn monolith
winged hull
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I dont see how this would work, they would take at least 3 hours to go from the house to the station and then to their working place, and then again at least another 3 hours back. it would be like 10 hours working day

sinful scarab
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yeah, not that practical, just kind of cute. Would make the most sense as a "work camp" flag that, placed adjacent to rails, functioned as a combination of goods station and a very short-ranged district center. No permanent population, workers come in and out each day (at a steep cost to the working day length, as you say), and any necessary materials brought in by rail.

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Would be nice roleplay when building that distant bridge or dam as part of preparing the logistics for an actual new district, instead of just moving the district center repeatedly farther away (or the trick of filling warehouses and then moving the gate as a way to transfer their contents).

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quite likely more code complexity than it's worth, though

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probably no road connection at all (and so no ability to "connect" other buildings), just a build radius like you get off the sides of roads

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if that's even possible to do within the API

quick thistle
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i really like your input

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bc i think its a extremely good suggestion

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i think it could be good enough to actually create it

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and with good enough i mean that its fun to play around with

winged hull
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oh, it be a builders thing I think would be cool

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this could be how you build long distance rails

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the train can carry materials and builders, the train would need to be able to reverse tho

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How I would do it, make the train: locomotive > cargo wagon with scrap metal, logs, gears and planks(to build rails, waiting points and cargo stations) > builders wagon carries the builder beavers and gives road acces to both sides of the rail) > food wagon (with water and 1 or 2 food types) > locomotive

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beavers fill the train during the night like the breeding pods of IT

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or haulers fill a new train building and the building fills the train when it goes there during the night

quick thistle
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the train building is probably easier

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as i can just also refrence that to the beavers

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Currently working on a teleporter

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that would make beavers be able to recognise the train as a possible way of transportation

winged hull
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yeah, train builder would be awesome

jaunty halo
solemn monolith
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if the commute length issue is addressed (e.g. making the day longer) it would probably be wonderful

eternal hollow
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So this would make a lot of sense with:

  • A Railways works car, capable of "Building" railway as it goes, would need to cart materials and workers back and forth (need to go back and forwards). This means you wouldn't require all the intermediate districts to be setup, cart materials to and build the line to far away places.
  • A normal train capable of carting workers and materials to remote work sites.

Suddenly building that little bit of dam ages away is much simplified, without needing full intermediate districts. Or building a remote mine.
An extension to this would be creating "building bundles". If i want to build a mine or storage in a remote district, i can make a material bundle with everything needed to build a mine, and ship it, not having to setup individual shipping routes for all the different materials

winged hull
eternal hollow
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haha yeah something was screwy and i dint see you messages

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very much in agreement

kind acorn
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So I have this track with 10 trains. Worked perfectly. But now I got this error message:

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v0.3.5.2-ec4b867-sw
NullReferenceException: Object reference not set to an instance of an object
ChooChoo.TrainNavigationService.FindRailTrackPath (UnityEngine.Transform transform, ChooChoo.TrainDestination destination, System.Collections.Generic.List1[T] tempPathTrackRoutes, System.Boolean isStuck) (at C:/Users/Tobbert/SynologyDrive/Unity Projecten/TimberbornModsUnity/Assets/ChooChoo/Scripts/TrainNavigationSystem/TrainNavigationService.cs:60) ChooChoo.TrainPositionDestination.GeneratePath (UnityEngine.Transform transform, System.Collections.Generic.List1[T] pathCorners, System.Boolean isStuck) (at C:/Users/Tobbert/SynologyDrive/Unity Projecten/TimberbornModsUnity/Assets/ChooChoo/Scripts/TrainNavigationSystem/TrainPositionDestination.cs:21)
ChooChoo.Machinist.FindPath (ChooChoo.ITrainDestination trainDestination) (at C:/Users/Tobbert/SynologyDrive/Unity Projecten/TimberbornModsUnity/Assets/ChooChoo/Scripts/TrainMovementSystem/Machinist.cs:118)
ChooChoo.Machinist.RefreshPath () (at C:/Users/Tobbert/SynologyDrive/Unity Projecten/TimberbornModsUnity/Assets/ChooChoo/Scripts/TrainMovementSystem/Machinist.cs:96)
ChooChoo.TrackObserver.Tick () (at C:/Users/Tobbert/SynologyDrive/Unity Projecten/TimberbornModsUnity/Assets/ChooChoo/Scripts/TrainMovementSystem/TrackObserver.cs:42)
Timberborn.TickSystem.TickableComponent.StartAndTick () (at <12fde18f1c6c41fb8a9e3eb6eff67e2b>:0)
Timberborn.TickSystem.TickableEntity.TickTickableComponents () (at <12fde18f1c6c41fb8a9e3eb6eff67e2b>:0)
Timberborn.TickSystem.TickableEntity.Tick () (at <12fde18f1c6c41fb8a9e3eb6eff67e2b>:0)
Rethrow as Exception: Exception thrown while ticking entity a27682f5-21e9-4fce-a6da-eec77d16a640 'SmallLogTrain.Folktails(Clone)'

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And my game keeps crashing :p

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Something wrong with pathfinding?

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One of these 2 spots seems to be the problem area

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Trains seemed to get turned around there

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On that note: is it possible to have trains turn around automatically if they reach a one way sign in the wrong direction?

gilded fern
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t-section built adjacent to corner might be the issue here

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there used to be an issue with that setup, dunno if it was fixed

strange blade
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I mean, one way, before the T junction, parallel with the one(s) in the waiting stations ...

quick thistle
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I made the fix, but forgot to upload

quick thistle
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oh, the issue is that there is a train that isnt on the tracks

quick thistle
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one train is not on any tracks

kind acorn
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Is the problem with my setup?

quick thistle
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nono, its bug, but thats the problem you have right now

kind acorn
quick thistle
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ooh, i did, like a week ago i think

kind acorn
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I updated choo choo 2 days ago tho

quick thistle
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yea, but i forgot that i fixed it and hadnt uploaded it

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just sad down at the pc

kind acorn
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Oh ok

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No hurries

strange blade
quick thistle
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I like it when people crash evil

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btw, i havent had any complaints since update, so seems fine

strange blade
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well, must learn how to report bugs, too ๐Ÿ˜„

quick thistle
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@kind acorn update should be live

kind acorn
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Thank you!

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Sorry for the bother

quick thistle
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btw, lemme know if you find anything wierd with the new intersections

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i forgot i created those, and just saw they are in the build ๐Ÿ˜…

quick thistle
kind acorn
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Btw, since I updated the trains keep getting turned around

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I can just click turn around for them to be good again but I like to leave the game running for a bit so they can build my megalomaniac plans

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How hard is it to implement a fix that let's them turn around automatically if they approach a one way signal from the wrong side?

quick thistle
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im not 100% sure what you mean?

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can you send some screens or video of whats happening?

kind acorn
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Just have to wait till it happens again :p

quick thistle
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๐Ÿ‘

kind acorn
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I'm gonna afk for 30mins. Should happen again in that time cause it happened 3 times in 10 mins before :p

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Might it be cause my game is lagging too hard?

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So my laptop "forgets" stuff

quick thistle
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You mean it didnt do this before the update?

quick thistle
kind acorn
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No :p

quick thistle
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Oke, thats extremely wierd

kind acorn
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Or definitely not nearly as often

quick thistle
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Have you been building more tracks lately?

kind acorn
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In my map: yes. On the tracks these trains can reach: no

quick thistle
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Yea, maybe i can optimise, but they can do wierd things if new tracks are placed anywhere. If it didnt happen before so much, then you disnt have many trains and werent placing many tracks. I will have to look into the underlying problem, but for now i created that button.

kind acorn
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I also built a lot more tracks before this update

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Basically nothing changed between before and after the update on my map

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Ok, I will wait till all my tracks are build

kind acorn
quick thistle
quick thistle
kind acorn
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Thanks for fixing the crashing

ornate loom
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And with the addition of puns, localization has become much more difficultGuitarFT

quick thistle
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XD

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Sorry

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I knew that would happen

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But was like, i cannot let it slide

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Do what you want with it ofcourse

near gazelle
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this train gotta keep rolling ๐Ÿš‚BeaverDabbing

ornate loom
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I couldn't think of a good way to phrase it, but anyway, I PR for localization updateFlyingF
BTW isn't the right and left reversedThinkingF
If it's an R intersection, that may be correct, but it's not intuitive to me

quick thistle
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I was from the way it reach out from the straight. You think it should be the other way atound? It made sense in my head

ornate loom
quick thistle
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Oh, wait what

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I think i forgot to add the left?

quick thistle
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i just copy pasted it

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oh, and right i called left OMEGALUL

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i was drunk i guess

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Tobbert.TrackRIntersectionLeft2x3.DisplayName,R intersection towards the left Train Track 2x3,-
Tobbert.TrackRIntersectionLeft2x3.Description,A intersection in the form of a R for trains.,-
Tobbert.TrackRIntersectionLeft2x3.FlavorDescription,Where R we going?,A joke of the letter R

Tobbert.TrackRIntersectionRight2x3.DisplayName,R intersection towards the right Train Track 2x3,-
Tobbert.TrackRIntersectionRight2x3.Description,A intersection in the form of a R for trains.,-
Tobbert.TrackRIntersectionRight2x3.FlavorDescription,Where R we going?,A joke of the letter R
ornate loom
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Lucky 'cause the Japanese localization is uploaded instantlySingerFT

quick thistle
ornate loom
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Right and left directions? I named it by looking at the shape because Japanese already has a word for that intersection.

quick thistle
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oooh, i see

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japanese is so interesting

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im always honored with your translations. Means they should be fine then. Will see if i have time tonight to update it again

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found and english equivalant

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switch would be better indeed, right?

kind acorn
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Seems to be working fine for me now ๐Ÿ™‚ 24 trains on 2 separate tracks ๐Ÿ™‚

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Watch them all colliding right after I post this ๐Ÿ˜„

quick thistle
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dang, i do really need to specify the colors, as that looks bad

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xD

tall bridge
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Why, i do like all the colors ๐Ÿ˜‰. toggle switch/setting to a list of colors or random?

kind acorn
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Is there a reason why only one way signals end sections of the track?

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I need to place soooo many one way signals :p

narrow oasis
quick thistle
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Ty, added to the project

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i havent gotten around to updating, so both changes will be included LoveIT juf

quick thistle
vestal elm
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It would be cool if there were passenger trains

jaunty halo
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Also beaver streetcars, unrealistic suggestion but would be cool to see trolleys on paths

gilded fern
# quick thistle thats currently a limitation im thinking about, it would be better you can add f...

Maybe you can experiment with the idea of removing the empty track check every train makes right now. trains will move forward regardless of wether the track is available or not, unless the final destination is not accessible at all. It will ignore any trains that are already on the tracks. In case of a block it is up to the player to fix their track layout. The one way tracks could be used as checkpoints that will trigger the train to do a check. I think this way the player will have more control over when to apply this check (e.g. in a stretch of track which has a lot of intersections), and it can choose to ignore the calculation if there's for example a single large stretch of track which doesn't require continuous checking. dunno if I explained this properly.

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im not sure how this calculation right now works, but perhaps that would reduce the need for a zillion track sections

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tl;dr ignore existing trains when looking for a path to travel, i guess

quick thistle
gilded fern
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i will try to clarify later when im home

quick thistle
kind acorn
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Well I just let my map run for 12 hours on lowest speed and no troubles ๐Ÿ™‚

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So seems to be working well forme

quick thistle
eternal hollow
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The "signal" block could be switchable, ie have it togglable for one way or either. Would make it much more friendly to reconfigure a network for changes in demand.

I think anything is saying don't limit trains to one per section. If so I disagree, the one per section makes the operation much more like real trains and one of the real charms/challenges to plan around

quick thistle
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well, two way will make it so trains can run into eachother tho

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i guess you could call it player error

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but having only the one ways be section dividers is the easist solution

smoky girder
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@quick thistle This weekend I will send you in PM a Blender file containing the complete collection of locos and wagons I created (including the Iron Teeth loco).
Sorry for the delay โ€” I was working on other projects last week.

quick thistle
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its insane so many people have helped with it

smoky girder
native vortex
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@quick thistle I'm getting an issue where I can't directly line up a 5x1 metal bridge to the height up platform piece. The height up piece will directly attach to the 4x1 though. This is all happening on top of a side platform.

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Basically the 5x1 is forcing me to put a space in between which I don't want to do.

tall bridge
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That is limitation of how im doing the bridges in path extention

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(Codeless)

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#1064984389299212288

native vortex
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Ahh okay. I guess I'll have to figure out a new design then

tall bridge
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Hmm dual sided version?ThinkingIT

native vortex
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It's complicated to explain ๐Ÿ˜‚ basically I have a 4 way intersection between 4 6x1 metal bridges onto a single platform. My train bridges go along side the metal bridges, so I have to send them up and over the walkways. I'd rather not leave open spaces but I'll figure it out

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The 5x1 was the exact size needed to match the middle of the bridges unfortunately

tall bridge
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image?

native vortex
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I'll take a screenshot when I get back home

smoky girder
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I'm going to create an easy map with zillions of trees and scrap metal to test the plugin ๐Ÿ˜‰

native vortex
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@quick thistle @tall bridge here's the screenshots you suggested. In the second one, my mouse is in the same spot as it is for the 4x1 bridge. You can see how I'd prefer to use the 5x1 because the center lines up with the center of the metal bridges.

tall bridge
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๐Ÿ˜ฒwierd will look at it later could be the pivot is wrong for 5x1

quick thistle
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It dorsnt have to do much with trains, correct?

tall bridge
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ya what i can see its my #1064984389299212288 that has some problem with 5x1

lament vault
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@quick thistle, thanks for creating the train mod, its a blast.
Not sure if it's my machine, but in the last 2 updates when I create a train in each of the 7 train yards i have, the trains just sit in there and don't depart. Thought it might be the 1-way signal track but it's not the case. Has anyone else seen this happen?

quick thistle
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including the colored lines that is

lament vault
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ok, doing it now, recording a small video

quick thistle
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to see if that maybe works

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would help figuring out the problem

lament vault
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thanks but already thought and tried that, it didnt appear to do anything

quick thistle
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oh, oke, then hmmmm

gilded fern
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your trains will not depart if there are no goods to transport

lament vault
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yeah, im stuck as well, I was rolling back to the 3rd latest version to create trains then roll back forward on the version, I'm not stuffed because I started using the r-tracks

gilded fern
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I can see multiple trains in your video that are already going around. you might just have hit capacity of needed trains

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another option might be the lack of resources in your "sending" goods station

lament vault
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I was running 20-25 trains, but due the derailments over the last 2 updates, I'm down to 4, there are stations that a empty and waiting to receive and there are stations sending which are full.

quick thistle
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derailment? on the latest builds?

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ohno

lament vault
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No, no, no that was the 3rd and 2nd latest, this one is great.....except I cant create any more trains ๐Ÿ˜ฆ

gilded fern
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how many "sending" stations and "receiving" stations do you have?

lament vault
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hummmmm, lots, I'll count them.

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sending and receiving stations are show

gilded fern
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so how many in total?

lament vault
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not as many......12

gilded fern
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so 6 sending and 6 receiving stations?

lament vault
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the previous video from @quick thistle showed many more than mine

lament vault
gilded fern
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that could be the reason

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I don't know the exact reason why, but it seems like trains get confused when we're trying to use one good station for multiple resources

lament vault
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most are receiving food from home base and sending back raw goods into home base

quick thistle
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im thinking so hard why, but i really cannot think of a reason. Would you mind sending the save and the mod list?

gilded fern
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are you experiencing that trains will usually take only the top listed goods and leave out the rest?

lament vault
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@quick thistle more than happy to pass it over, how would I do that?

lament vault
quick thistle
lament vault
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ok, got, the computer spec, mod list and save game, were do you want me to load it?

quick thistle
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here is fine

lament vault
quick thistle
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ty very much LoveIT

lament vault
gilded fern
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generally what I come across is that, the bigger your train network and the more stations you have, the weirder trains will behave

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so I prefer to keep it simple

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but then again I am playing more with aesthetics in mind rather than actual functionality

lament vault
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Yeah, lol, I've been sitting here cursing the train that dropped off books while the next district over was running out of water ๐Ÿ™‚

gilded fern
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my suggestion to you would be to limit the amount of different types of resources that you're transporting by train

lament vault
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Using KISS would be better but I'm all for pushing the limits.
I transport everything with trains, mostly do away with Distribution posts

gilded fern
lament vault
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I've been using the saturation principle, Use enough trains and it will fix it.
Having a priority would be great.....but how to implement it??

gilded fern
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in my savegame, I have 3 goods stations that can receive the same items. the trains will consistently stock up the closest goods station, and will only go to the second goods station once the first one is completely full

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I am gonna try out a set up where each goods station can only send or receive one type of goods, so trains are forced to specialize

lament vault
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exactly correct, its the same with me, limits at the station will reach 300-450 before the switch to the second or third station

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I'm using the hub/spoke approach, the home base creates things like maple pasties, I then send that all over the map to 5-6 districts.
How would you tackle this problem?

gilded fern
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I think the best approach now would be to have a single goods station per goods, per district

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which is crazy, but yeah

quick thistle
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advanced train tactics 5Head

gilded fern
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so your home base would have 6 goods stations per 1 good

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wait no nevermind that

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1 good station per 1 good

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which will still not be great because it will still cater to the closest good station first

lament vault
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exactly, thats what I found, I'm trying to send water over the other side of the map and due to the distance appears to be the last train request serviced

gilded fern
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I think the ultimate solution here would be to build a complete seperate track

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for each district

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so the entire track will serve only one district

lament vault
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meanwhile, Mr and Mrs beaver are dying of thirst

lament vault
gilded fern
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it will also take a lot of space so xD

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not ideal

lament vault
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@quick thistle , its the map for sure, I've just run a test map from new start, with 2 stations to transport water and it works ok.

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Any , I'm off its 2am here, night guys

quick thistle
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oh

quick thistle
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a screen

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i probably know why it doesnt work

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on the old one, as you dont have access to the Train yard from both sides

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I think its safe to assume more people use Train Yards like you do and change some code based on that assumtpion

gilded fern
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tbh train yards in a way should only have one way out really

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well I guess it depends how u look at it

quick thistle
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The plan is/was to make it have maintance there

gilded fern
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yeah ok

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maybe the building itself should have a built-in roundabout that makes trains turn

novel turtle
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maybe charging/fueling too, that'd be cool to have that happen in the train yards

quick thistle
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but for now i can change it so it look only one way and not both ways

undone ibex
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my train wont leave the train yard, any idea what im doing wrong?

quick thistle
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remove any one ways that connect to the system

undone ibex
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๐Ÿ˜ฎ i have so many lol

quick thistle
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can you make a screen of the situation?

clever nest
undone ibex
#

here is my garbage

clever nest
#

@quick thistle Can you add a flipped Train Yard?

quick thistle
clever nest
novel turtle
quick thistle
novel turtle
#

ah

clever nest
quick thistle
#

the place where the building has the tracks is hardcoded

undone ibex
#

i think i had a 1-way facing the wrong direction before i placed the trainyard, maybe before i built the train too

clever nest
#

@quick thistle The pic shows where a flipped Train Yard would come in handy. There'd be no need to redo the tracks, paths and stairs. HappyF

quick thistle
#

tried clicking on the turn around button?

undone ibex
#

yeah

quick thistle
#

can you show the other side?

strange blade
#

It's a single track all the way up to hill...

quick thistle
#

i meant of the trainyard

clever nest
#

We need to see how the track is connected (or not) on the other side of the Train Yard.

undone ibex
#

i deleted all of the 1-way signs i have connected, and its working now

quick thistle
#

may have had one the wrong way around?

undone ibex
#

i originally only had the track connnected to the front, but first one spawned backwards and wouldnt turn around, so i built tracks on the back

#

i probably had some loop or reversed sign that was confusing it

quick thistle
#

it probably meant it couldnt get to its destination, whatever that might have been

#

i think an indicator of the current desitnation might be handy

#

that it highlights the building

winged hull
#

similar to the section divider colors, can have a train path line too

#

when you click a train

quick thistle
#

OMG, yes i can

#

I have the one that are the path

#

Not sure how to show the last one

tall bridge
quick thistle
#

And intersections do look wierd bc they will cut off 1 way

winged hull
#

can you make it half width?

strange blade
#

Maybe something like in district management ? A broken one connecting the stations ?

quick thistle
#

Mine arent dynamic though

#

They are part of the model

winged hull
#

or can you add a border to the line?

undone ibex
#

is there a good intro to how to construct tracks? i'm just not sure when it's ok to have a 2-way track, or when to use waiting stations/1-way

quick thistle
#

one ways is to make sure what direction

#

always have more waiting stations than trains

winged hull
#

and have waiting station outside the main route

gilded fern
#

start with 2 way tracks all the way, and then gradually introduce 1 way tracks and waiting stations

#

you will see the effects of each thing as you go

#

minimal setup for 1 train includes: 1x train yard, 2x goods station

#

make sure everything is connected, and there are no dead ends

strange blade
#

@quick thistle , can you force trains to establish routes only between stations in different districts ? I mean, it has no point to have routes inside the same district, since trains will haul goods and haulers will bring them back ... ๐Ÿ˜ฎ

quick thistle
#

they shouldnt do that anymore, right?

#

the beavers i mean

strange blade
#

But, they do ...

quick thistle
#

oh, sadge

strange blade
#

Is happen mostly when is no available room in storage for a specific good, then haulers will get goods from destination to the sending station !

quick thistle
#

oke, im working on making the Waiting station not needing one ways on both sides

#

but that will require the waiting station to be a oneway itself

#

otherwise will get stuck

winged hull
#

yeah, they can be rotated, no problem

quick thistle
#

yea, bc right now it requires those one ways anyways

#

haha pun

#

so in essention nothing changes

quick thistle
#

OMG, i think i found the issue of the trainyard from earlier

#

nvm Sadge

sinful scarab
#

Seems fine

silver egret
sinful scarab
#

I also seem to have a pathfinding glitch with the new R-intersections - when I rebuilt a bunch of T+ 1x1 corner splits to use them, trains entirely quit serving except the closest station (they always take the switch exiting, seemingly never the straight through

#

so the further distinct stopped receiving any supplies at all

quick thistle
#

i think i just found that issue

#

thats why i was excited

sinful scarab
#

Ah, good!

#

I was trying to figure out how to extract something debuggable out of it

quick thistle
#

but it wasnt the soluction to anotheer problem PPalSadge

#

its has 2 exits on the saame side, which my system didnt take into account

sinful scarab
#

yep, that sounds like it would fit what I was seeing.

#

train always took the same exit

quick thistle
#

in the mean time, fix with T intection

#

not sure how long its gonna be before i update

sinful scarab
#

Yep. Not as pretty, but now the little guys are getting fed

#

and T + corner+straight can fit in the same footprint, so it'll be easy to switch back

cobalt hull
#

I have a problem that i build the infrastructure and make 1 station send resources and another accept them but the trains will just go to a waiting station and stay there to never move

sinful scarab
#

do your trains have a way to turn around?

cobalt hull
#

yes

#

i have tried building the tracks in a circle so they can just go around and just building a track there and back with ways to turn around and bypasses

strange blade
#

Maybe those 3 small intersections will be made ?

lament vault
gilded fern
smoky girder
#

I'm afraid that intersections and track crossings are an unsolvable problem, with no way to manage rail blocks and turnouts.
It's obviously very complicated, but why not add signal boxes with manual or automatic rules?

jaunty halo
#

Suggestion for this mod: make train stations able to hook up directly to factories and buildings to supply and export goods directly

#

Or is this already in the mod?

winged hull
#

haulers need to move the items

cobalt hull
quick thistle
#

Maybe if some people would like to test something, this build now makes waiting stations be section dividers themselfs. Took longer than expected

gilded fern
#

i will take this burden upon me

#

waiting station is now a section divider, but they will not allow trains to travel over them

#

so they're not a replacement for one way tracks atm

quick thistle
#

nono, because knowing when they are occupied is hard, so beter to always prevent them from pathfinding over it

gilded fern
#

what was the reason to make them a section divider?

#

if they arent involved in the pathfinding

quick thistle
#

so you dont need a one way in front and after it

gilded fern
#

ah

quick thistle
#

i feel this makes more intuitively more sense

gilded fern
#

yes, it does

#

i think its more easier to understand what waiting stations are for, if they are behaving like this

quick thistle
#

did you notice they are one way now?

gilded fern
#

i thought I noticed that, but that was because I incorporated it into my main tracks

#

good improvement, i like ๐Ÿ‘

quick thistle
#

wasnt a bug, as it worked as intened, but i shouldnt have intended it that way KEKW

#

I uploaded the build! Ty @gilded fern much love LoveIT

gilded fern
#

np

quick thistle
#

Looks good! LoveIT

silver egret
#

:0

#

But those one ways at the end of the station don't need to be there right

strange blade
#

Ya, waiting station don't need now. Was so before the update, when all trains was in the waiting station, doing nothing ...

quick thistle
#

You are on the update now? And befoe they didnt work?

strange blade
#

Yes and no ...

#

I've pm to you the save and the issue ...

quick thistle
#

I dont know what the issue is that i should be looking at

strange blade
#

Now it's fixed. Look when I send-it the pm to you ...

#

All trains, after creation, went to waiting station, and do nothing, just waiting for .... a week ?

quick thistle
#

aaah, yea thats because of an issue with the R-intersections

#

its fixed in the latest build, indeed

strange blade
#

That's why I posted the video, it's fixed !

undone ibex
#

i've been having an issue with a goods station unloading into the train, but the train remains empty. so the goods just disappear and the train never gets anything, it just sits there.

winged hull
#

your track has a problem, the train cant find a path to the destination

#

maybe a 1 way is inverted

undone ibex
#

must have been the case. I updated and it looked like one of the waiting stations was inverted. working great now!

winged hull
#

with last version you dont need 1 way before and after the wayting station anymore

jaunty halo
#

Any updates on the new train models?

#

They looked really good in the initial rendering

strange blade
gilded fern
#

total storage of the goods station is 8000 goods

strange blade
#

But, why 385 water ?

#

all others are set to 200 ...

quick thistle
#

Uuuh hihi

#

They can make requests to dwliver as long as the actual amount is low enough

quick thistle
floral mason
#

Hey there. I have a track all set up but for some reason the train won't move it just keeps saying it needs 20 items to move even though there is 200 ready to be picked up and transported ๐Ÿ˜ฆ I have pictures if that helps ?

quick thistle
#

I had an update yesterday, do you have that one?

floral mason
#

version 4 ?

quick thistle
#

Yes

floral mason
#

yeah I have that one

quick thistle
#

Oh, then yes please some screens of the situation

floral mason
#

kk give me 2 seconds ๐Ÿ˜„

quick thistle
#

Hmmmmmmm

floral mason
#

I spent aaaaages making this train line too lol

#

the bridge took forever alone haha

#

I was super excited

quick thistle
#

Very very wierd sitaution. I can also not tell what is the problem and currently not aware of any issues

floral mason
#

that' sad ๐Ÿ˜ฆ As it seems to just sit there not doing anything with that same "minimum of 20 items to move" message

#

I fast forwarded several days and it just stays there in the train yard

quick thistle
#

The only thing i could think of is having a space in between the train yard and the station, but thats just a guess.

quick thistle
floral mason
#

yeah I originally had a space between them. I had them side by side with a U turn connecting them both. But it wouldn't work so I remodeled thinking maybe the train yard needed to be nexto the goods station

#

thats why there is so many trees cut down in the screenshot lol

#

making space to remodel lol

#

basically where the 1 way flag is, is where the train yard use to be

quick thistle
#

Oooh aaah oke. Yea im thinking hard, but i just dont know. I would have to debug it myself... sorry ๐Ÿ˜ฆ

floral mason
#

Is there any way I could send you the save file? And you could tinker with it when you get some free time ?

quick thistle
#

Yes please. The file is located in documents -> timberborn -> saved

floral mason
#

Can I send you it via here, or would I need to put it on dropbox or something ?

quick thistle
#

Here is fine, probably is small enough

floral mason
#

kk 2 seconds again ๐Ÿ™‚

#

I appreciate you helping btw

quick thistle
#

I thank you for letting me know. Im busy today, but will look at it tonight

floral mason
#

Roger that. Take you're time obviously ๐Ÿ™‚ You can feel free to private message me any time, just if it's after 11, I won't reply of course haha

eternal hollow
#

So my thoughts on possible issues.

It's all one section. In the one way bypasses you have, put a one way the other way on the straight.

Possibly an issue that your station is in the main path with no way to bypass it. Try Move the end station so it's in the one way loop

silver egret
quick thistle
quick thistle
#

owo

gilded fern
#

there seems to be nothing wrong with that train in that savegame tbh. After loading the game I just pressed unpause and the train started moving, without me touching a single thing...

#

there was a one way track inbetween the train yard and the goods station, which is not seen on the screenshots you posted here

#

but as long as there is only 1 train on the track sections are not relevant

quick thistle
#

Thx for checking LoveIT

floral mason
# eternal hollow So my thoughts on possible issues. It's all one section. In the one way bypasse...

I'm not sure I get what you mean ? The train is facing the green side of the 1 way flag in there loop. Futhermore the side offshoots are in difering directions to stop train collision, I also don't get what having the loop around the goods station go the other way will do shrugs I mean I'm more than happy to give it a go when I have a free moment. But I'm not getting what you mean really as the arrows you drew to me look to operate the exact same way they currently already are shrugs ?

gilded fern
#

his point was aimed at the loops you added throughout the track. Since you didn't use one-way tracks to both directions, the train will simply disregard the loop and use the shortest path to its destination, which will always be straight ahead

floral mason
#

So just add a 1 way flag there or ?

gilded fern
#

yeah, adding one there will force the train to use the other side

floral mason
#

I mean I can give it a go, I just assumed that it would use the offshoot path if the path was blocked by another train, you know what I mean

#

I suppose I have a moment, I will quickly go sort that out and see if it helps

#

brb

gilded fern
#

right now it won't do that, because the entire track is one big section

#

the side sections also need to be bigger, to allow them to be a seperate section

#

they have to be a seperate track section, otherwise any train waiting there will still block the entire section

floral mason
#

Ok did that

#

still no movement

gilded fern
#

try deleting the train

#

there was nothing wrong with it

floral mason
#

New track with 2 way flags

#

I will try deleting the train and rebuilding a new one

gilded fern
#

a train will be able to wait on the blue section at the bottom

eternal hollow
#

Right now you have the image on the right, one big section with the one ways doing absolutely noting.
What you want is something like on the right, where there is seperation on the long travel lines from the turn abouts.
having the extra one ways in the turn abouts creates places for trains to wait when you have more than one.

#

hah beat me to it

gilded fern
floral mason
#

So is the issue just the size of the bypasses then ?

#

then need to be longer

gilded fern
#

they need to be a seperate section

floral mason
#

I see

gilded fern
#

otherwise any train there will still block the main path

eternal hollow
#

Youre issue seems to be diffeent, if your save file works on another pc no issues

floral mason
#

I will try again

eternal hollow
#

maybe worth uninstalling and reinstalling the mod

gilded fern
floral mason
#

so do the areas inbetween need to be waitingstations ?

gilded fern
#

nope, one way tracks are fine

#

waiting stations are not included in pathfinding

floral mason
#

so like this Track Split > 1 way flag > Track (say x4) > 1 way Flag > Track reconnect ?

gilded fern
#

yep

floral mason
#

ok gotcha

#

I will try that

gilded fern
#

I also spotted another issue infront of your goods station

floral mason
#

oh ?

gilded fern
#

the one way section infront of the train yard will block the train from ever moving

#

you will need aone way track right after the T-split to force trains to use the loop

#

inbetween t-split and goods station

floral mason
#

so put the 1 way flag the other side of the goods station ?

gilded fern
#

yep

floral mason
#

roger roger

gilded fern
#

also I like the eye candy in ur map, its very creative

#

ivory tower ๐Ÿ‘ ๐Ÿ‘

floral mason
#

oh you mean the tower of power. My goods tower ? xD

#

thats what I call it lol

floral mason
#

train still won't move. Gods this is so much more complicated then I thought it would be ๐Ÿ˜ฆ

#

I made sure there was rest areas

#

but nothing

#

no movement

#

๐Ÿ˜ฆ

tall bridge
#

And you have one as sending and one receiving?

floral mason
#

yes

tall bridge
floral mason
#

I mean I think thats right

jaunty halo
#

Will there be switches with the 2x2 curve instead of an s bend?

fleet orchid
#

its the y tracks

#

i came across the same issue on version 0.3.0 havnt tested in v 0.4.0 tho

#

i fixed it by replacing the y tracks with a t junction and bendyboy (basicly making your own y)

#

just tested in in 0.4.0 and it seems fixed ๐Ÿ˜„

#

at least the issue i had so try updating the mod it might work after that

#

if not replace the Y tracks with a T and a bendy ๐Ÿ˜„

clever nest
#

Started playing my town with the trains again. When did the waiting stations stop being a separate zone?

clever nest
#

DamF Looks like I'm redoing my holding yard with one way signals. ShrugFT

clever nest
#

Do trains ever have to come back to the Train Yard?

strange blade
#

If you make a route passing thru, yes !

quick thistle
#

But in essence, currently no reason for them to go there

strange blade
#

Then, no reason to have entrance for trains ๐Ÿฅณ

clever nest
#

Train won't leave the yard if entrance not connected.

quick thistle
#

currently

quick thistle
#

Oh wait

#

Omg

#

Aaaah

clever nest
#

Planning adding maintenance or refuleing?

quick thistle
#

Yes exactly

strange blade
#

That's why trains have age, don't ?

quick thistle
#

Like, i understand why you add 1 side, but it has 2. Just connect tooo aaaarg

#

Not you specificly

#

But im like, users... please

clever nest
#

I connected them now to get the trains to leave.

#

Rearranged them and added more!

quick thistle
#

Sheee

#

But this is still the old version no? Waiting station should have obly 1 flag

strange blade
#

LOL. too many waiting stations, and, too less farmland ....

clever nest
#

Hmm. Why didn't it say there was a new version....

clever nest
strange blade
#

First rule when play Timberborn. Launch ModManager to see for updated mods ...

clever nest
#

Now it says there's an update.

clever nest
strange blade
#

?? It's 2 days old the last version ....

quick thistle
#

Happy it works now!

clever nest
#

Why does loading saves take so loooong?! ๐Ÿ˜ข

strange blade
#

Unzip a save file to see how big is (mainly in later stage of playing)...

quick thistle
clever nest
#

Hah! The colours matched for a good number of them. HappyF

clever nest
quick thistle
#

thats a restriction i havent made yet. you cannot place 2 waiting stations nextto eachother or place a one way infont or behind

quick thistle
#

for example buildings with lots of mechanics have a lot more loading times

clever nest
quick thistle
#

i believe it shouldnt

clever nest
#

Let me play it a bit on 4.0. It was working on 3.0 where I had to put the one ways because it treated that as one big section and only one train could be in the entire thing.

strange blade
#

Each of the items present in play is saved . And, in later stage of the game, a lot must be saved and, later loaded (including, tree, crops, not only map items, buildings or beavers (bots) ...

clever nest
#

Made a few more trains to fill up the holding section more:

clever nest
#

When I didn't have the one ways I only got one train there and all others were waiting on the tracks.

quick thistle
#

thats why i updated the waiting stations like this

clever nest
#

Way back with an older version it would park the trains spaced out (odd yards) then fill in the even ones.

strange blade
clever nest
#

There were issues when they were their own section?

#

Ooops! Turn around button got him unstuck.

#

I'm definitely going to need to add more sections to my main line:

strange blade
clever nest
#

Yeah. I need to add more sections down to 3

silver egret
clever nest
#

Is there a way to see how many trains I have? I don't want to go over how many waiting yards I have.

quick thistle
#

i guess you can see a counter on the window that opens when you click on the population

strange blade
#

@quick thistle , may be better to allow a train to be build only if exist enough waiting stations, on the connected track (a train per waiting station) ?

quick thistle
strange blade
#

What happen now ? The same ...

quick thistle
#

so someone has to build more stations for another train

#

that would be confusing or restricting in certain situations

strange blade
#

Ya, but the safest way to avoid gridlock, since a train without job and free waiting station will block other trains from running ...

quick thistle
#

it also doesnt work if there are mutliple systems

strange blade
clever nest
#

How are waiting stations assigned? I had a few waiting stations free but it looked like the train couldn't get to it as the one in front just stopped because it had nothing to do.

strange blade
#

Trains check for jobs only after a few ingame hours, I guess ...

clever nest
#

Maybe add the counts to the train yard. Number of trains, number of waiting stations. That way you can see the counts per system and be able to manage not exceeding waiting capacity.

quick thistle
#

at the moment it has to start waiting

clever nest
#

I found where it deadlocks. Need to rethink some of my โ€œshirtcutโ€ tracks.

delicate sierra
#

I just wanted to say that I really like this mod!
Just sometimes, there seems to be some overshipment - the receiving station has more than 200 items.
And I wish there was some special "building train" which could build new tracks, piece by piece, so I could explore the land between districts without building an extra, temporary "building district" just to have beavers reaching there.

#

But this mod should really go into the game itself!

quick thistle
#

@ornate loom and @narrow oasis im about to add this line and test a bit, but i wanted to inform you about it beforehand
Tobbert.TrackSystem.ToggleSectionDivider,Divides sections: ,-

quick thistle
delicate sierra
quick thistle
#

yea, exactly, those are question that have to be answer, i appreciate your thinking LoveIT !

#

though making the mod more stable is my priority for now

delicate sierra
#

Hmm, tunnels for trains anyone? ๐Ÿฅด

delicate sierra
narrow oasis
quick thistle
#

for context btw

#

ty juf LoveIT

random sparrow
#

I'm really enjoying the Choo! Choo! Mod. Thanks @quick thistle for sharing all your efforts.

I do have one suggestion. Currently, the newly updated Waiting-Station gives no indication that they are now one-way, and just looking at one does not make it apparent in which direction that one-way is. Might I suggest that you change the colours of each side of the Waiting-Station's flag to match those of the One-way-Track. I think that would be enough to convey that the Waiting-Station is one-way and it directionality.

Thanks again for the wonderful mod!

ornate loom
quick thistle
tall bridge
#

Maybe arrow when showing section colors?

lapis coyote
#

my save doesn't work since the last update, what are the changes?

strange blade
#

Waiting stations ! Now. it's one way with track separator included.

lapis coyote
#

looks like i can load my save now
nice, my track works better now

quick thistle
gilded fern
#

@quick thistle do u know if your goods stations are able to handle mushrooms and sawdust from the newer mods that have been released? my game crashes when I try to click a goods station

#

i just downloaded the mushroom building mod

quick thistle
#

oh, wait, this is about adding new mods after having choo choo

#

hmmm, yea seems to be a problem yea

clever nest
#

When reloading a game, what does this mean?

[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 2x Paper at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 40x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 59x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 40x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 21x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 20x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 68x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 20x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 12x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 2x Paper at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 2x Paper at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 19x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 21x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 2x Paper at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 20x Gear at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 39x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 21x Paper at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading SmallLogTrain.Folktails(Clone) couldn't reserve capacity for 12x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.```
quick thistle
#

it either means it couldnt reserve and therefore didnt deliver or couldnt reserve and over delivered

#

but i havent gotten around to trying to fix that

clever nest
#

Before I reloaded it, the trains would pause for a bit at the stations. Could that be the cause?

north tulip
#

hello, i have been trying to organize my rails with one-way lines, but my train keeps pathfinding into this dead end.

#

oh, sry i think i understand. it pathfinds to one station at a time and doesn't think any further, so if i put the one way to the other side it should fix it

#

it did

#

sry for bothering you, love your mod

quick thistle
native vortex
#

What would be the issue if the train yard won't allow me to create a train? I have two goods stations, one sending and one receiving the same item.

sinful scarab
#

have your haulers broght the supplies of planks/scrap metal to the train yard yet?

native vortex
#

Ahh the goods have to be brought first. Good to know. Thanks!

sinful scarab
#

train yard needs materials to build a train

native vortex
#

Yeah I thought it was the other way around. Create a train then they'd gather materials.

sinful scarab
#

goods stations move materials around

#

the train yard builds new trains

#

20 Planks and 15 Scrap Metal, I think

#

(once built trains keep circulating, though I think Tobbert plans to eventually add a mechanic where they require maintenence/wear out

#

but it still relies on haulers (or idle builders serving as haulers) to bring goods marked "sending" to a good station, and unload goods being received

#

the trains just do the long-distance haul between good stations

native vortex
#

Yeah everything else was set up so all good

sinful scarab
#

or to put it another way, roughly trains between districts, haulers within a district (you can put multiple goods stations in a district (i.e. put the sending goods station near the industry producing that item), but I don't think trains ever haul between a sender and receiver in the same district (lest you then end up with haulers carrying the received goods right back to the source)

rich rapids
#

Any tip for using trains in the same discrict?

strange blade
#

Don't ! The haulers will bring goods back to sending stations ...

rich rapids
#

Uhmm

#

A tiny district then

strange blade
#

@quick thistle , can you add footprint for unfinished building to slope track ?

strange blade
silver egret
#

They zooming

regal matrix
#

Hey, I'm having an absolute blast with this mod but I have been having some issues with the Train Yard being extremely slow to resupply with the materials to create new trains, even if there are tons of each type in stock in that district

#

Is this a known behavior or am I just having a weird one-off experience?

quick thistle
#

im sorry for the inconvience

quick thistle
#

Can anyone think of a reason why you wouldnt want a waiting station to divide sections?

strange blade
#

Strange "parking" for trains... Maybe, bent waiting stations ? ๐Ÿ˜„

delicate sierra
quick thistle
#

Next update will make one ways completely UI related.

strange blade
#

But, I wish to have the Yard as a separate section, too . I mean, more options for train to pass ...

gilded fern
winged hull
quick thistle
winged hull
#

yeah, the waiting stations would have to be black listed if occupied, like it does not exists, so other trains will not try to go there

#

but maybe it will add more complexity and chance of failure than flexibility

quick thistle
quick thistle
winged hull
#

what I do is put a warehouse close to the train yard with the items

#

it could be a lack of haulers, or wrong priorities on them

#

setting hauler priority on many buildings is a big drain because they will often deliver 1 item to keep it at max when they could wait a few hours and deliver 10 items on a single trip

strange blade
#

Timberborners Season 5 is here! This is episode 8 where we build a train line thanks to the help of Timberborn mods!

LINKS!
PATREON: https://www.patreon.com/Realcivilengineer
MERCH: https://www.realcivilengineer.store
MEMBERSHIP: https://www.youtube.com/channel/UCeP4Yv3s4RvS0-6d9OInRMw/join
DISCORD: https://discord.gg/6uY2pC5eU2
REDDIT: https:/...

โ–ถ Play video
winged hull
#

isnt his trainyard pointing the wrong way?

strange blade
#

Cant wait to see how many downloads will have after this ๐Ÿ˜

strange blade
copper crypt
#

The train doenst work?

#

My train to be clear

quick thistle
copper crypt
#

I can send a screen in 10 min

copper crypt
#

T is the train jard (train maker) 1 is the sending train storage(forgot the name) W is the waiting point and2 is the recieving train storage. its with metal scraps btw (u can see the storage in the top right)

#

I already made 2 trains

#

and knowi i see my msitake

#

i put it thge wrong way

#

and the trains i made dont go away after removing the trainyar

#

it works

#

TY Tobbert

#

for the mod

tall bridge
#

Tried doing a loop out from the back of the trainyard to the track system?

copper crypt
#

i just rebuild the trainyard backwards

gilded fern
#

i think at one point the train would automatically turn around if it was faced backwards in a train yard that was only connected on one side. is that not happening anymore?

#

or was that just a convenient glitch

tall bridge
#

Not sure have not played enought with trains ๐Ÿ˜ญ but was the only thing that was not in a loop ๐Ÿ˜‰

quick thistle
delicate sierra
quick thistle
#

true, everything is very fragile and can easily change/break

#

i try to keep it to a minimum ofcourse

delicate sierra
#

And a mod for a game which doesn't officially support mods is another factor which doesn't really increase the stability.

native vortex
#

@quick thistle would it be possible to put in a little 1x1 railroad crossing for paths? Or does that not work with the existing structure of the game?

winged hull
#

hard part would be to avoid beavers being run over

gilded fern
#

maybe they can simply ignore eachother. i.e. they can be on the same tile at the same time

fleet orchid
#

waiting staion implies to me that they would be waiting for the tracks to be clear ๐Ÿ˜›

quick thistle
#

@narrow oasis and @ornate loom sorry for pinging again ๐Ÿ˜ฆ last new translation for next update

#

Tobbert.TrackSystem.ButtonChangeDirection,Change direction,-

quick thistle
ornate loom
quick thistle
#

Big update as in one way tracks are "removed" actually the straight tracks are removed, but the one ways now act as a straight unless you click the button. Should feel very nice as much more fun than building and rebuilding and things and not being able to reach and things. Maybe if someone can try on their save to see if it works and maybe instant feedback?

quick thistle
#

aaaah, big oof, i need another translation SadIT
Tobbert.TrackSystem.CollidingSectionDividers,Cannot connect 2 Section Dividers,-

ornate loom
#

Interesting. Is it intentional that we can no longer click-and-drag to place a straight line track

ornate loom
quick thistle
#

Ty โค๏ธ

quick thistle
native vortex
#

Also, I think I might've found a bug. I have two trains at waiting stations by my goods station. It's set up to only send scrap metal. The trains will circle the station, stop at the goods area, and the goods station will lose 20 scrap metal but nothing will appear in the wagons. Then they will go back to the waiting station and repeat once the building has more material.

quick thistle
quick thistle
native vortex
ornate loom
quick thistle
quick thistle
quick thistle
native vortex
quick thistle
#

dont think it should affect it, no

ornate loom
quick thistle
regal matrix
#

I am curious as to what might be the issue causing the train yards not to fully stock up with supplies, though. The planks seem to get stocked just fined, but the scrap metal is typically either extremely slow (only a few pieces per hour real-time) or doesn't show up at all.

#

Everything else with the mod seems to be working beautifully and it's an absolute blast to build and send trains all over the place

quick thistle
#

I'm watching the series aswell to maybe find a explaination so i can look to fix, but currently i also dont have a clue.... SadIT

#

I love it btw

quick thistle
#

thats for the waiting stationss

#

to make it more clear that they are now one way

quick thistle
gilded fern
#

this just keeps getting better

lapis coyote
#

thats wonderful

delicate sierra
#

I'm eagerly waiting for the next update ๐Ÿ™‚

fleet orchid
#

So the closer it is to the point where the scrap comes from the faster it gets filled like a warehouse. If you wanna push scrap into the yard empty out the closest warehouse of scrap (or planks if thats running low) the haulers you have will bring it over ๐Ÿ˜…

quick thistle
#

Update is now live with the following changes:

  • Replaced One Way tracks with new UI to make Sections easier to use.
  • Added a new Crossing track for beavers to cross tracks.
  • Fixed an issue where adding new mods that added new items would make it crash.
  • Changed the flag of waiting stations to indicate they are now One Way.

BIG CHANGES which will require some setup on startup.

#

Now i can game some aswell KEKW

regal matrix
#

You are an absolute legend oh my god

#

The crossing track is going to be so useful

quick thistle
#

yes, i created it quickly bc i saw you struggle a lot with beavers getting stuck and things

regal matrix
#

I am honored

quick thistle
#

Was on the todo for a while

#

Nono, im honored you use and like the mod so much LoveIT

regal matrix
#

I've already done tomorrow's video but I'll be sure to put them to use this weekend, thank you!

copper crypt
#

The modded atleast

regal matrix
#

I appreciate it!

dawn barn
#

hey can anyone help me? im trying to build trains and train yard isnt getting materials inside

quick thistle
winged hull
dawn barn
#

it worked tysm

clever nest
quick thistle
#

kidding ofc LoveIT

clever nest
#

Now we just need one of these and I'll be a happy beaver. HappyF

quick thistle
#

Hmmm, that would require some more reworks to be able have 2 colors in the same block

winged hull
#

it needs to be all the same color

clever nest
winged hull
#

but if it is at the same height they need all to block each other

clever nest
quick thistle
#

im still debating a 4 way though. Whats keeping me from adding it is just that not having it seems fun. Have to think about how to lay the tracks

#

could be wrong ofcours

clever nest
winged hull
#

yeah, that piece need to be its own color

quick thistle
#

i can simplefy so many systems

#

IM SO STUPID KEKW

clever nest
clever nest
winged hull
#

I would do the 5 pieces as 1 to avoid train collisions

#

in the cargo

clever nest
winged hull
#

I mean do this as 1

#

and not only the center piece

clever nest
#

Too much room.

winged hull
#

a T intersection uses the same space

clever nest
#

I run my tracks with a single tile in between. Using a large switch would not be possible.

#

Where the cursor is I'd like the X crossing.

winged hull
#

2 spaces for the win ๐Ÿ˜†

#

I use 3 and have returns all over the place

clever nest
#

If we didn't make it a section divider it would be fine.

winged hull
#

I make intersections like this

clever nest
#

I've done that in sections on my previous map when going around buildings. But I really prefer my dual tracks to be as close as possible.

winged hull
#

maybe he can add a big and a small + like the others

clever nest
#

I'm not against a big and small version. Just trying to figure out how to keep trains from driving through the cars in the small one. I'm not against it being in the same section as the attached pieces, I just want to pick the attached pieces.

Ideally I'd love to have the dual tracks with no squares in between. But that would need a 3x3 dual turn and a 3x3 dual track with turnout crossing over the other track.

winged hull
#

the problem is that the wagons do not block sections

#

if they did the 1x1 + would be fine

clever nest
#

But I'll settle for a 1x1 X crossing even if it's not a separator and the four attached pieces would be the same section.

#

This would probably be easier since it would just be one colour.

narrow oasis
#

Tobbert.TrackCrossing.DisplayName,Gleisรผbergang,- Tobbert.TrackCrossing.Description,"Biber kรถnnen hier die Gleise รผberqueren. Kollisionen werden nicht implementiert, da die Leistung zu sehr leiden wรผrde.",- Tobbert.TrackCrossing.FlavorDescription,Dieser Zug nรคhert sich sehr schn-,RIP

clever nest
#

Redesigned that intersection. Much better looking! HappyF

fleet orchid
#

@quick thistle i still have issues with the Y section

ornate loom
#

Today is a holiday. The flavor text for the railroad crossing is a big laugh, and I PR for youHappyF
BTW, dragging and placing the Waiting Station crashes the gamebeaver
Maybe just set the Layout of the Placeable Block Object component to Single

gilded fern
# winged hull I mean do this as 1

imo this puzzle piece can work if its considered as 2 seperate tracks. the chances of having 2 trains on this piece at the same time will not be very big anyways.

copper crypt
#

How do people get these colored lines on their tracks?

quick thistle
#

Yesterday had an big update

copper crypt
#

does the ingame mod manager mod auto update?

quick thistle
#

You need to open the window to make it check

#

It doesnt automaticly ofcourse

strange blade
#

This update is great !

copper crypt
#

And if i would have the right update is it automaticly colored or is there a button i would need to press?

quick thistle
#

It will make sense if you try it out

quick thistle
strange blade
#

But, you can do something with the train ? I mean, the minimum 20 limit is great, but ... it's annoying to see 10 trains hauling 20 logs each. when are tons of other goods to be transported. A train should transport all goods if enough available in the sending station.

quick thistle
strange blade
#

Ya

copper crypt
#

With hte option to disable halffull trips

quick thistle
#

Whats wierd is the number is in items, but its based on KG

#

It should both be in KG's as to make more sense. Ty for that

copper crypt
#

i think u should add a choice menu per train with 3 choices: fast (loads as fast as it can and leaves) Halfull: (Loads it half or more but waits a bit) and full: waits till its completely loaded up

quick thistle
copper crypt
#

Can a single train take multiple rescources at once?

quick thistle
#

The whole item movement pririty system is very basic. Its just, whats the most desired resource and then pick that

copper crypt
#

and wont haulers bring the items from their origin to their storage by hand instead of using the trains

quick thistle
#

The mod wasnt designed to be used with multiple stations inside the same district. It was to make the distribution system of the base game more fun.

strange blade
#

and to force players to use districts, if want trains ๐Ÿ˜„

copper crypt
#

Is it a idea to add a fun ride(to get the beavers some fun.

quick thistle
#

Yes, though really hard code wise. Something i do really wanna do though.

copper crypt
#

is there a changelog of the choo choo mod?

quick thistle
#

Clcik previous versions

silver egret
quick thistle
#

Oh

#

It changed ๐Ÿ™ˆ

strange blade
#

is not

copper crypt
#

5.4k downloads

#

Thats a lot

silver egret
#

It is

strange blade
#

That's RCE video, I guess ...

quick thistle
#

Yup, yesterday 400... so 100% rce video

#

Though it does impact all the mods

#

A general increase of 100% of a normal day

copper crypt
#

Yeah but its still alot

strange blade
#

Lets see what devs can do. I mean, we have trains from you, maybe devs will make some water transport, like rafts ...

copper crypt
#

or a rollercoaster

#

uh wtf

strange blade
#

NO, I don't want to see beavers stuck in rollercoaster ๐Ÿ˜ฎ

copper crypt
#

my scrap loop

#

u can even see the beavers bring it back

quick thistle
#

Yup, this is normal and with how the game works, not sure how you would like to see it changed

#

Items dont keep a history of where they were, so once in a warehouse, beavers will just traspirt them back to the sending station

copper crypt
#

maybe a option only get rescources from their origin place(factory or worker)

#

if thats possible

#

My train is waiting at the drop off point and not the waiting statioN?

quick thistle
copper crypt
#

wdym 1 section?

quick thistle
#

The colors... i should make some warning to indicate whats wrong

#

1 train per section as statet on the mod desceiption. But i should add a ingame warning

copper crypt
quick thistle
#

Oh, in the image uou had 2

copper crypt
#

deleted 1

#

bcs it didnt do anything

#

if thats what u mean

quick thistle
#

So its working now?

copper crypt
#

still waitingat dropp off

#

even in the image

quick thistle
#

Hmm not sure what you did... hmmm

copper crypt
#

is the waiting track too inefficient to wait at?

#

JC the beards yt videos said how funny these texts can be never noticed somethying like this

quick thistle
#

I always try to add some funny joke or something KEKW

#

For ur sitaution, i currently have no idea. I have to leave from home now, so will check more when i get back

copper crypt
#

He waited at the new waiting station(on the left) 1 time but never did it again

#

okay

#

have a good day(or night depending on where u live)

quick thistle
#

Day, going to chool now xD

strange blade
#

Why not having multiple tracks on good stations ?

copper crypt
#

Have a good day at chool!

strange blade
#

TY, also ...

copper crypt
strange blade
#

No, to Tobbert ...

fleet orchid
random sparrow
# quick thistle Update is now live with the following changes: - Replaced One Way tracks with n...

I just checked in and noticed the new update. @quick thistle, you are incredible! The Crossing Track is fantastic, and I love the new UI for One Way Tracks so much that I'd like to make another suggestion.

Add the new One Way UI to the Train Yard, Good Station, and Waiting Station.

When made one way, the Train Yard and Good Station would also become section dividers, but I don't see a problem. It would make it possible to reconfigure a track layout without destroying and rebuilding Waiting Stations or Train Yards facing the wrong way. Personally, I think the Yard and Station should also only be one way to simplify traffic flow and reduce confusion, but I suspect others will disagree. Nevertheless, this change would significantly improve consistency throughout the mod, giving the player more control.

Your thoughts?

quick thistle
# random sparrow I just checked in and noticed the new update. <@144548242691063808>, you are inc...

well, its more that what i currently created the system to be very specific for straight track. I will require more reworking and changing to allow other tracks to have the same treatment. For example i choose to not add it to the buildings as it might break some things and i wanted to get this really nice QOL out. I will test some more to see if adding it to the other buildings is possible and makes sense aswell.

silver egret
#

Is this how you make a straight track ThinkingIT

gilded fern
#

oh snap

gilded fern
copper crypt
quick thistle
#

for sure, his voice is so nice to listen to Pog

#

he also has acuired a nice skill of talking about how he is doing, about to do and has done in the video to keep the watcher entertained

copper crypt
#

Yeah and the gameplay is also very good( no stupid mistakes).

#

I would love to see some Cities: Skylines playtroughs or even minecraft modded.

copper crypt
copper crypt
#

That train has been training to get that amount in.

strange blade
#

Power wagon ๐Ÿ˜„

quick thistle
#

Yea, i noticed a flaw in my calculations. So i calculate the total capacity (200) and then distribute that. But then some carts have less bc 1 les item than the averge and some have more so 1 more than the average. Which makes some wagons have to much

#

I need to rework to calculate 1 cart and then mulitply by the carts

copper crypt
#

Sometimes my train also rides back to wait at another waiting stop

quick thistle
copper crypt
#

On load?

quick thistle
#

When loading the save, not while playing for a while

copper crypt
#

Ne just randomle

quick thistle
#

Oh SadIT

copper crypt
#

He waits at the waiting stop rides away(in the other direction then before) and waits at another stop

#

Im also building a bigger railway (connecting 2 districts) bcs its a really good mod

#

However its pretty annoying that you need to have a walking space right next to the rails to build

#

It would be cool to have a 2nd train that can build the rails(still tkaes the rescources ofc

quick thistle
#

yes, for sure one of the things im thinking about the most:

  1. building train
  2. beaver transport
copper crypt
#

Yeah and as beaver transport it would be nice for district extending

quick thistle
#

maybe with a big crane that can build 2 or 3 blocks from the tracks

#

yes, though coding that is pretty hard

copper crypt
#

Or a rail building machine inforny

quick thistle
#

not sure if its possible yet

copper crypt
quick thistle
#

Yes, though making that in code is pretty hard

copper crypt
#

I can imagine

quick thistle
#

as the pathfinding is very complex

copper crypt
#

Maybe ask the developer of district management

#

(S)He can help

quick thistle
#

no, that doesnt work, bc thats way way easier task

#

thats just changing a veriable

copper crypt
#

I have a idea: add the station as a district town(forgot the name) but within the same district

quick thistle
#

but i would still need to get the ground work working (making beavers recognise that they actually can use the stations) before making that

#

which is the hard part

#

everything else is relatively easy

copper crypt
#

Cant you make it a path like structure?

quick thistle
#

yes, but recognising that they can go in 1 station and come out another is whats hard

copper crypt
#

Yeaj

#

Yeah*

#

If u need a tester i volunteer btw

quick thistle
#

aaah, its gonna take a while, thx for letting me know. I normally share builds here when i have finished some stuff

copper crypt
#

Yeah just ping me and ill respond asap

#

If u need help with anything else(non code related) related with the mod ping me and ill try to do it.

quick thistle
#

I like your thinking and suggestions LoveIT

copper crypt
#

This is the first mod with new buildings that i actually used and i love it

native vortex
#

Do trains run 24 hours a day since they don't actually take jobs, or do they only run during listed working hours?

native vortex
#

Thx

fleet orchid
quick thistle