#Choo! Choo!
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If needed, I can add the rigging to the models.
Rigging or timeline one ?
Unity is timeline so that might work, the model you send didnt properly go over into unity @strange blade
I don't know what is needed. Not sure a timeline can be imported and used in Unity.
Well, it's easy to make timeline after you have a working rigg , so ...
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...
Ok, I will watch this video too.
Oh, just checked the code and i acedentely commented some code ๐ will try to upload fix soon
The train design looks really good
Do you plan on adding a tender or did you decide otherwise?
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.
Hi all, my trains got stuck , the sending place is full of scrap metal, the receiving one empty. Trains are not loaded, the track free of other trains, what went wrong ? ๐
https://media.discordapp.net/attachments/1064824959697944666/1070668364101468170/image.png?width=1593&height=89
Hmm, not much i can do with the image, maybe show the layout? Maybe something wrong with the sections?
The track on the second screen that is not connected is a different part if track that I want to connect later
Oke, so whats happening, both trains are trying to enter the section of the other
Put a extra one way in between them
U had unlucky colouring
Otherwise it might have been more obvious
Ok now that worked ๐ thanks
can you briefly explain what the colours mean please?
A section. I also wrote it in the description. But one train can be on a colour
Trains cannot enter the color that is occupied by another train
Make sure you have more sections than trains
So they can keep moving
oh okay, so by placing more one ways I can create more sections ?
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
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
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 ...
Qaahz good feedback. I will look at the descriptions. Thanks
I have resized my ChooChoo train model proposal and added some wagons.
ooooh, perfect, that means i can start working on the code
though it would require one more, namely the flat one
for materials like scrap metal and planks
and maybe a tank, bc the third one is more for dirt
And perhaps a tank wagon for liquids?
ey, we thought the same 
What about a passenger waggon which expands the district range or just transports them and gives benefits like fun
to expand the district range you can just use the district management mod
it could be like a rollercoaster for fun, but there is no point in using trains to transport beavers around
The flat car can also have some bench at the side for passengers ๐ฎ
I really fislike the expand district range
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.
Te only option i see is a need that requires beavers to sit in the train for a circle.
Well, mud bath, lido, ferris wheel, carousel, passenger train ....., it's time for Beaverland (former Disneyland) ๐ฅณ
No i imagined sending lines of track out could function as paths but with more range
They extend the district range on to their next stop
I like this setup, and, is working ๐
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).
Should not add those bumps, will add to much triangles. Can be done with a new texture (with those bumps) ...
Im indeed worri3d about texturing
I can apply for you, if you make that bump texture ...
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?
Speed up and down is alr3qdy in code
But, in game we have windmills and waterwheels with variable speed animation ...
You can changr the speed with code aswell
Yes, but one need to adjust wheels and rod speed.
Yes, i can make it so its dependend in the actual speed of the train. If its zero (standstill) no animation will play
I can only make it work if the animation is circular. So it comes back to start position.
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 ?
BTW : I'll send you the blender file with each wagons as soon as I have added the Iron Teeth loco.
Yes, i havent coded to turn it off, but when its in a waiting station i wanna disable it
Disable smoke or just reduce it (like a Grill or Bakery with missing ingredients): steam trains are rarely completely shut down, except when the are garaged for a long time.
Correct, it will be less when it stands still. But the waiting station is a standstill. It will wait there for atelast an hour.
Yes, The TGV (French High Speed Train, for those you don't know it) during it's speed record.
You decide.
One hour is not enough to cool down a real steam train boiler (the heating, even for a narrow gauge train, requires at least 1h30), but it could be interesting in Timberborn to signal that the train has stopped for a long period.
The hour is for performance reasons. Lowers the amount of calculations
Unable to find a pattern for using waiting stations, but, it works ! https://youtu.be/dqalHd-zToQ
The platforms over the paths remind me of a lot of old EL lines
what if beavers were able to commute to different districts for work (but not settle there indefinitely)
Would be cool
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
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.
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).
quite likely more code complexity than it's worth, though
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
if that's even possible to do within the API
i really like your input
bc i think its a extremely good suggestion
i think it could be good enough to actually create it
and with good enough i mean that its fun to play around with
oh, it be a builders thing I think would be cool
this could be how you build long distance rails
the train can carry materials and builders, the train would need to be able to reverse tho
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
beavers fill the train during the night like the breeding pods of IT
or haulers fill a new train building and the building fills the train when it goes there during the night
the train building is probably easier
as i can just also refrence that to the beavers
Currently working on a teleporter
that would make beavers be able to recognise the train as a possible way of transportation
yeah, train builder would be awesome
This would actually be an amazing addition to the game, you could just have one residential district and one for work and everything else
if the commute length issue is addressed (e.g. making the day longer) it would probably be wonderful
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
yeah, this is like what I suggested above. big +1 for me
haha yeah something was screwy and i dint see you messages
very much in agreement
So I have this track with 10 trains. Worked perfectly. But now I got this error message:
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)'
And my game keeps crashing :p
Something wrong with pathfinding?
One of these 2 spots seems to be the problem area
Trains seemed to get turned around there
On that note: is it possible to have trains turn around automatically if they reach a one way sign in the wrong direction?
t-section built adjacent to corner might be the issue here
there used to be an issue with that setup, dunno if it was fixed
The issue seems to be that you have one way only on waiting stations ... Must be also on main track, to prevent trains from turning ...
I mean, one way, before the T junction, parallel with the one(s) in the waiting stations ...
Sorry that i still havent uploaded this
I made the fix, but forgot to upload
I have it on both
oh, the issue is that there is a train that isnt on the tracks
I'm sorry? :p
one train is not on any tracks
Is the problem with my setup?
nono, its bug, but thats the problem you have right now
That's not the thing you referenced here?
ooh, i did, like a week ago i think
I updated choo choo 2 days ago tho
say better that you want to keep only for you ๐ฅณ
I like it when people crash 
btw, i havent had any complaints since update, so seems fine

well, must learn how to report bugs, too ๐
@kind acorn update should be live
nono, ty for the reminder! 
btw, lemme know if you find anything wierd with the new intersections
i forgot i created those, and just saw they are in the build ๐
Also, wanted to ask how these are comming along? Are you still working on them?
I just laid out all my rail :p Will have to see if I can change something
Btw, since I updated the trains keep getting turned around
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
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?
im not 100% sure what you mean?
can you send some screens or video of whats happening?
Will do
Just have to wait till it happens again :p
๐
I'm gonna afk for 30mins. Should happen again in that time cause it happened 3 times in 10 mins before :p
Might it be cause my game is lagging too hard?
So my laptop "forgets" stuff
You mean it didnt do this before the update?
Nono, this does have to do with the game and the mod
No :p
Oke, thats extremely wierd
Or definitely not nearly as often
Have you been building more tracks lately?
In my map: yes. On the tracks these trains can reach: no
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.
I also built a lot more tracks before this update
Basically nothing changed between before and after the update on my map
Ok, I will wait till all my tracks are build
I can't really use them for my tracks... Bit too big. I crammed in a lot of stuff in little space :p
aaah, thats fine ofcourse, they are just for beaty building ๐
im sorry about that
And with the addition of puns, localization has become much more difficult
XD
Sorry
I knew that would happen
But was like, i cannot let it slide
Do what you want with it ofcourse
this train gotta keep rolling ๐
I couldn't think of a good way to phrase it, but anyway, I PR for localization update
BTW isn't the right and left reversed
If it's an R intersection, that may be correct, but it's not intuitive to me
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
OOooooh, i forgot the change the name, stupid of me
i just copy pasted it
oh, and right i called left 
i was drunk i guess
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
Lucky 'cause the Japanese localization is uploaded instantly
you mean that you already did it correctly?
Right and left directions? I named it by looking at the shape because Japanese already has a word for that intersection.
oooh, i see
japanese is so interesting
im always honored with your translations. Means they should be fine then. Will see if i have time tonight to update it again
found and english equivalant
switch would be better indeed, right?
Seems to be working fine for me now ๐ 24 trains on 2 separate tracks ๐
Watch them all colliding right after I post this ๐
Footage of my 2 working lines :p
Why, i do like all the colors ๐. toggle switch/setting to a list of colors or random?
Is there a reason why only one way signals end sections of the track?
I need to place soooo many one way signals :p
New translation
Ty, added to the project
i havent gotten around to updating, so both changes will be included
juf
thats currently a limitation im thinking about, it would be better you can add flags to tracks to make them sections
It would be cool if there were passenger trains
Also beaver streetcars, unrealistic suggestion but would be cool to see trolleys on paths
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.
im not sure how this calculation right now works, but perhaps that would reduce the need for a zillion track sections
tl;dr ignore existing trains when looking for a path to travel, i guess
Im not entiarely sure what you mean
i will try to clarify later when im home
What does that mean for you?
Well I just let my map run for 12 hours on lowest speed and no troubles ๐
So seems to be working well forme
aaah, very happy to hear 
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
well, two way will make it so trains can run into eachother tho
i guess you could call it player error
but having only the one ways be section dividers is the easist solution
@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.
oooh, i already love that you take the time to do it 
its insane so many people have helped with it
It's probably because your ChooChoo add-on is such a much needed enhancement to the game!
@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.
Basically the 5x1 is forcing me to put a space in between which I don't want to do.
That is limitation of how im doing the bridges in path extention
(Codeless)
#1064984389299212288
Ahh okay. I guess I'll have to figure out a new design then
Hmm dual sided version?
It's complicated to explain ๐ 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
The 5x1 was the exact size needed to match the middle of the bridges unfortunately
image?
I'll take a screenshot when I get back home
I'm going to create an easy map with zillions of trees and scrap metal to test the plugin ๐
@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.
๐ฒwierd will look at it later could be the pivot is wrong for 5x1
It dorsnt have to do much with trains, correct?
ya what i can see its my #1064984389299212288 that has some problem with 5x1
@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?
ty man
can you send a screen of the situation?
including the colored lines that is
could you try clicking the turn around button when you select a train
to see if that maybe works
would help figuring out the problem
thanks but already thought and tried that, it didnt appear to do anything
oh, oke, then hmmmm
your trains will not depart if there are no goods to transport
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
I can see multiple trains in your video that are already going around. you might just have hit capacity of needed trains
another option might be the lack of resources in your "sending" goods station
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.
No, no, no that was the 3rd and 2nd latest, this one is great.....except I cant create any more trains ๐ฆ
how many "sending" stations and "receiving" stations do you have?
so how many in total?
not as many......12
so 6 sending and 6 receiving stations?
the previous video from @quick thistle showed many more than mine
nope, I mix up sending and receiving in some stations
that could be the reason
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
most are receiving food from home base and sending back raw goods into home base
ok, I'm doing that a lot
im thinking so hard why, but i really cannot think of a reason. Would you mind sending the save and the mod list?
are you experiencing that trains will usually take only the top listed goods and leave out the rest?
@quick thistle more than happy to pass it over, how would I do that?
I'm finding that given enough time with 20-25 trains it would clear out the backlogs
look in documents -> timberborn and find the folder and the name of the save
ok, got, the computer spec, mod list and save game, were do you want me to load it?
here is fine
ok, hope it helps to find the problem
ty very much 
So have you found it better to setup seperate stations for only 'sending' and 'receiving' and dont combine them?
generally what I come across is that, the bigger your train network and the more stations you have, the weirder trains will behave
so I prefer to keep it simple
but then again I am playing more with aesthetics in mind rather than actual functionality
Yeah, lol, I've been sitting here cursing the train that dropped off books while the next district over was running out of water ๐
my suggestion to you would be to limit the amount of different types of resources that you're transporting by train
Using KISS would be better but I'm all for pushing the limits.
I transport everything with trains, mostly do away with Distribution posts
now that you're saying this, it could maybe just be a (lack of) priority for trains
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??
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
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
exactly correct, its the same with me, limits at the station will reach 300-450 before the switch to the second or third station
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?
I think the best approach now would be to have a single goods station per goods, per district
which is crazy, but yeah
advanced train tactics 
so your home base would have 6 goods stations per 1 good
wait no nevermind that
1 good station per 1 good
which will still not be great because it will still cater to the closest good station first
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
I think the ultimate solution here would be to build a complete seperate track
for each district
so the entire track will serve only one district
meanwhile, Mr and Mrs beaver are dying of thirst
that would be interesting to setup and function
@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.
Any , I'm off its 2am here, night guys
oh
can you send a pic of the new setup?
a screen
i probably know why it doesnt work
on the old one, as you dont have access to the Train yard from both sides
I think its safe to assume more people use Train Yards like you do and change some code based on that assumtpion
tbh train yards in a way should only have one way out really
well I guess it depends how u look at it
The plan is/was to make it have maintance there
yeah ok
maybe the building itself should have a built-in roundabout that makes trains turn
maybe charging/fueling too, that'd be cool to have that happen in the train yards
but for now i can change it so it look only one way and not both ways
my train wont leave the train yard, any idea what im doing wrong?
just found out about it, it needs to be able to get back to it aswell
remove any one ways that connect to the system
๐ฎ i have so many lol
can you make a screen of the situation?
Also don't use the flip mod on the Train Yard.
here is my garbage
@quick thistle Can you add a flipped Train Yard?
this situation i dont even know
It's exiting the other way.
does it not work with the building flip mod?
no, my logic is semi hardcoded
ah
Train spawns on the wrong side.
the place where the building has the tracks is hardcoded
i think i had a 1-way facing the wrong direction before i placed the trainyard, maybe before i built the train too
@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. 
no one else on the section?
tried clicking on the turn around button?
can you show the other side?
It's a single track all the way up to hill...
i meant of the trainyard
We need to see how the track is connected (or not) on the other side of the Train Yard.
i deleted all of the 1-way signs i have connected, and its working now
may have had one the wrong way around?
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
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
similar to the section divider colors, can have a train path line too
when you click a train
OMG, yes i can
I have the one that are the path
Not sure how to show the last one
use District transfer code Arrow and line?
or/and colored/ dotted line where it want to go
And intersections do look wierd bc they will cut off 1 way
can you make it half width?
Maybe something like in district management ? A broken one connecting the stations ?
or can you add a border to the line?
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
nope, it just trial and error for the most part
one ways is to make sure what direction
always have more waiting stations than trains
and have waiting station outside the main route
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
@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 ... ๐ฎ
But, they do ...
oh, sadge
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 !
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
yeah, they can be rotated, no problem
yea, bc right now it requires those one ways anyways
haha pun
so in essention nothing changes
Seems fine

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
Ah, good!
I was trying to figure out how to extract something debuggable out of it
but it wasnt the soluction to anotheer problem 
its has 2 exits on the saame side, which my system didnt take into account
yep, that sounds like it would fit what I was seeing.
train always took the same exit
in the mean time, fix with T intection
not sure how long its gonna be before i update
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
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
do your trains have a way to turn around?
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
Maybe those 3 small intersections will be made ?
Thanks for looking at the problem Tobbert, now I'm aware of the current codebase, I'll factor in a loop to both sides of the Train yard until the new changes are done. ๐
are beavers sending resources to your "sending" station? trains will not depart if the station has no goods to collect
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?
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?
haulers need to move the items
yes the sending stations are full
Maybe if some people would like to test something, this build now makes waiting stations be section dividers themselfs. Took longer than expected
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
nono, because knowing when they are occupied is hard, so beter to always prevent them from pathfinding over it
what was the reason to make them a section divider?
if they arent involved in the pathfinding
so you dont need a one way in front and after it
ah
i feel this makes more intuitively more sense
yes, it does
i think its more easier to understand what waiting stations are for, if they are behaving like this
did you notice they are one way now?
i thought I noticed that, but that was because I incorporated it into my main tracks
good improvement, i like ๐
I finally fixed this bug
wasnt a bug, as it worked as intened, but i shouldnt have intended it that way 
I uploaded the build! Ty @gilded fern much love 
np
Looks good! 
Ya, waiting station don't need now. Was so before the update, when all trains was in the waiting station, doing nothing ...
You are on the update now? And befoe they didnt work?
I dont know what the issue is that i should be looking at
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 ?
aaah, yea thats because of an issue with the R-intersections
its fixed in the latest build, indeed
That's why I posted the video, it's fixed !
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.
your track has a problem, the train cant find a path to the destination
maybe a 1 way is inverted
must have been the case. I updated and it looked like one of the waiting stations was inverted. working great now!
with last version you dont need 1 way before and after the wayting station anymore
Any updates on the new train models?
They looked really good in the initial rendering
How ?
total storage of the goods station is 8000 goods
Uuuh hihi
They can make requests to dwliver as long as the actual amount is low enough
Ooh, good question no, sadly i think @smoky girder is very busy, so we will have to wait a but more
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 ๐ฆ I have pictures if that helps ?
I had an update yesterday, do you have that one?
version 4 ?
Yes
yeah I have that one
Oh, then yes please some screens of the situation
Hmmmmmmm
I spent aaaaages making this train line too lol
the bridge took forever alone haha
I was super excited
Very very wierd sitaution. I can also not tell what is the problem and currently not aware of any issues
that' sad ๐ฆ 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
The only thing i could think of is having a space in between the train yard and the station, but thats just a guess.
For some reason it cannot find a path
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
Oooh aaah oke. Yea im thinking hard, but i just dont know. I would have to debug it myself... sorry ๐ฆ
Is there any way I could send you the save file? And you could tinker with it when you get some free time ?
Yes please. The file is located in documents -> timberborn -> saved
Can I send you it via here, or would I need to put it on dropbox or something ?
Here is fine, probably is small enough
I thank you for letting me know. Im busy today, but will look at it tonight
Roger that. Take you're time obviously ๐ You can feel free to private message me any time, just if it's after 11, I won't reply of course haha
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

what you could do, is just send these designs so i can already try to create the system and see how these look
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
Thx for checking 
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 ?
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
So just add a 1 way flag there or ?
yeah, adding one there will force the train to use the other side
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
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
https://puu.sh/Jzrwk/1b126ea1e8.png one section
https://puu.sh/Jzrxv/34cb6872cd.png 3 sections
you will need this to allow trains to pass eachother https://puu.sh/Jzrzr/5dd4fe991d.png
a train will be able to wait on the blue section at the bottom
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
https://puu.sh/JzrzS/aba79c5dfd.png visualised mrillies approach, its better to have the waiting sections on both sides
they need to be a seperate section
I see
otherwise any train there will still block the main path
Youre issue seems to be diffeent, if your save file works on another pc no issues
I will try again
maybe worth uninstalling and reinstalling the mod
https://puu.sh/JzrAA/d2fdfd1b43.png train is waiting on the longer stretch until the other train has passed
https://puu.sh/JzrAK/bc3bbd6d43.png and will proceed once track is available
so do the areas inbetween need to be waitingstations ?
so like this Track Split > 1 way flag > Track (say x4) > 1 way Flag > Track reconnect ?
yep
I also spotted another issue infront of your goods station
oh ?
https://puu.sh/JzrBx/5949184d28.png upon return to the home station, you will find that the train will take the shortest route
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
so put the 1 way flag the other side of the goods station ?
yep
roger roger
train still won't move. Gods this is so much more complicated then I thought it would be ๐ฆ
I made sure there was rest areas
but nothing
no movement
๐ฆ
And you have one as sending and one receiving?
yes

I mean I think thats right
Will there be switches with the 2x2 curve instead of an s bend?
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 ๐
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 ๐
Started playing my town with the trains again. When did the waiting stations stop being a separate zone?
2 fays ago
Looks like I'm redoing my holding yard with one way signals. 
Do trains ever have to come back to the Train Yard?
If you make a route passing thru, yes !
But in essence, currently no reason for them to go there
Then, no reason to have entrance for trains ๐ฅณ
Train won't leave the yard if entrance not connected.
currently
This should be fix
Oh wait
Omg
Aaaah
Planning adding maintenance or refuleing?
Yes exactly
That's why trains have age, don't ?
Like, i understand why you add 1 side, but it has 2. Just connect tooo aaaarg
Not you specificly
But im like, users... please
Sheee
But this is still the old version no? Waiting station should have obly 1 flag
LOL. too many waiting stations, and, too less farmland ....
Hmm. Why didn't it say there was a new version....
I have enough farmland. Need to get some more production going.
First rule when play Timberborn. Launch ModManager to see for updated mods ...
Now it says there's an update.
I did before starting a few hours ago. It didn't pop up there were updates. 
?? It's 2 days old the last version ....
Happy it works now!
Hence the 
Why does loading saves take so loooong?! ๐ข
Unzip a save file to see how big is (mainly in later stage of playing)...
has todo with the assets. Every asset of every mod has to be loaded seperately
Hah! The colours matched for a good number of them. 
I know my save has a lot of pieces in it.
thats a restriction i havent made yet. you cannot place 2 waiting stations nextto eachother or place a one way infont or behind
the size of the save is also a big indicator
for example buildings with lots of mechanics have a lot more loading times
Huh? Why do you need that restriction?
does that setup currently work?
i believe it shouldnt
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.
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) ...
Made a few more trains to fill up the holding section more:
oh, hmmm
When I didn't have the one ways I only got one train there and all others were waiting on the tracks.
thats why i updated the waiting stations like this
Way back with an older version it would park the trains spaced out (odd yards) then fill in the even ones.
You have luck that trains do gets jobs by itself ... If you had to do-it by hands ....
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:
Well. one way at every 3 tracks, do the job : https://www.youtube.com/watch?v=jvKK86dxLmI
Yeah. I need to add more sections down to 3
Dejavu
Is there a way to see how many trains I have? I don't want to go over how many waiting yards I have.
i guess you can see a counter on the window that opens when you click on the population
@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) ?
what should happen if you delete a waiting station?
What happen now ? The same ...
so someone has to build more stations for another train
that would be confusing or restricting in certain situations
Ya, but the safest way to avoid gridlock, since a train without job and free waiting station will block other trains from running ...
it also doesnt work if there are mutliple systems

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.
Trains check for jobs only after a few ingame hours, I guess ...
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.
closest unoccupied station
at the moment it has to start waiting
I found where it deadlocks. Need to rethink some of my โshirtcutโ tracks.
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!
@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: ,-
ty man, thank you for the feedback aswell. A train like that is a idea i wanna consider in some form
It might have some hard details to implement it. The train might need to ignore one-way signs so it can get back and pick more supply. Also, it might need to be able to build platforms and maybe bridges ("Path Extention" mod)? Anyways, I'm posting wishes and not paying, so I better shut up.
yea, exactly, those are question that have to be answer, i appreciate your thinking
!
though making the mod more stable is my priority for now
Hmm, tunnels for trains anyone? ๐ฅด
I agree. Stability is more important than features.
Tobbert.TrackSystem.ToggleSectionDivider,Trennt Streckenabschnitte: ,-
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!
Tobbert.TrackSystem.ToggleSectionDivider,้ใใๅบ้ใๅๅฒ๏ผ ,-Divides sections:
Oooh, very good idea. I do wanna nake like an arrow or something, but i havent thought of anything yet. Ty for the feedback! Very good o e
Maybe arrow when showing section colors?
my save doesn't work since the last update, what are the changes?
Waiting stations ! Now. it's one way with track separator included.
looks like i can load my save now
nice, my track works better now
happy it works now ๐
@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
oh, wait, this is about adding new mods after having choo choo
hmmm, yea seems to be a problem yea
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.```
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
Before I reloaded it, the trains would pause for a bit at the stations. Could that be the cause?
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
Yesz they are really stupid 
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.
have your haulers broght the supplies of planks/scrap metal to the train yard yet?
Ahh the goods have to be brought first. Good to know. Thanks!
train yard needs materials to build a train
Yeah I thought it was the other way around. Create a train then they'd gather materials.
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
Yeah everything else was set up so all good
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)
Any tip for using trains in the same discrict?
Don't ! The haulers will bring goods back to sending stations ...
@quick thistle , can you add footprint for unfinished building to slope track ?
Trains between 3 districts https://youtu.be/mHW-XpbYWbo ๐ 
They zooming
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?
uuuhm... i thought i had fixed this issue. I think you can work around it by setting the storages to empty and it will fill the yard
im sorry for the inconvience

Can anyone think of a reason why you wouldnt want a waiting station to divide sections?
Strange "parking" for trains... Maybe, bent waiting stations ? ๐
I think it's better when they have their own sections, as long as there are no trains which are longer than the station. I just had to rework some tracks after the latest update, as some of my waiting stations were between one-way rails of the other direction... ๐
aaah, sorry about that
Next update will make one ways completely UI related.
But, I wish to have the Yard as a separate section, too . I mean, more options for train to pass ...
I honestly cannot think of any reason. There is a reason why everyone used the one way tracks to seperate the waiting station from the rest of the tracks, and that is because the waiting station has no pathfinding. Everyone that has used a waiting station on their main route, knows that your trains will eventually stop moving if there is no way around said working station.
it should be its own section but maybe it should also be both ways
The problem with a section divider being 2 ways is that a train on section 1 will want ot enter section 2 and the section 2 train section 1. Now they are stuck with both not being able to advance.
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
Thats what it does now, but there is the problem of waiting stations not being occupied on load... im not sure if the solution is so easy... worth a try
I'm just at the part where you say you almost never have to research ๐ฆ so sorry 
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
@quick thistle https://www.youtube.com/watch?v=1IdZbDjTpaY ๐ฎ
Timberborners Season 5 is here! This is episode 8 where we build a train line thanks to the help of Timberborn mods!
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isnt his trainyard pointing the wrong way?
Cant wait to see how many downloads will have after this ๐
It's an engineer, will figure out ...
What you mean?
I can send a screen in 10 min
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
Tried doing a loop out from the back of the trainyard to the track system?
i just rebuild the trainyard backwards
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
Not sure have not played enought with trains ๐ญ but was the only thing that was not in a loop ๐
I think it alwas this xD
It's ok - that's the natural risk when using a version 0.x ๐
true, everything is very fragile and can easily change/break
i try to keep it to a minimum ofcourse
And a mod for a game which doesn't officially support mods is another factor which doesn't really increase the stability.
@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?
hard part would be to avoid beavers being run over
maybe they can simply ignore eachother. i.e. they can be on the same tile at the same time
imho i would rename it to a parking station
waiting staion implies to me that they would be waiting for the tracks to be clear ๐
@narrow oasis and @ornate loom sorry for pinging again ๐ฆ last new translation for next update
Tobbert.TrackSystem.ButtonChangeDirection,Change direction,-
Fair, though it could be that my english is to bad, because i feel waiting feels better, idk why
Its for the direction of one ways
Tobbert.TrackSystem.ButtonChangeDirection,ๅใใๅคใใ,-Change direction
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?
aaaah, big oof, i need another translation 
Tobbert.TrackSystem.CollidingSectionDividers,Cannot connect 2 Section Dividers,-
Interesting. Is it intentional that we can no longer click-and-drag to place a straight line track
Tobbert.TrackSystem.CollidingSectionDividers,้ใใใ้ฃ็ถใใฆๅบๅใ้
็ฝฎใฏใงใใพใใ,-Cannot connect 2 Section Dividers
Nope, i just forgot xD
Ty โค๏ธ
Oooh, i think im gonna quickly make something for this
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.
hmmm, wierd, as that means it thinks it can reach it while it actually cannot
btw, this means you tried it for a bit?
I think you mentioned there was an update available? Any chance that had an impact?
yep
i did update that logic, but i maybe have messed it up
didnt found any problems other than the one you mentioned?
can you i see the specific area? then i can better debug
Well I haven't updated it yet so I don't think it would affect it, right? I closed out the game unfortunately as I'm on my way to work. I will update and check tonight when I'm home.
aaah, ty for your time 
dont think it should affect it, no
Um, there is no issue that I know of
Unfortunately, I lost my save data using one-way signal, so I don't know about compatibility
oooh, im testing on an ancient save, i think it should be fine. No other problems makes me very happy ๐
It's okay! No worries 
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
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.... 
I love it btw
Thank you for this suggest, it indeed makes it better
thats for the waiting stationss
to make it more clear that they are now one way
this just keeps getting better
thats wonderful
I'm eagerly waiting for the next update ๐
The actual train yard inventory acts as a warehouse
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 ๐
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 
yes, i created it quickly bc i saw you struggle a lot with beavers getting stuck and things
I am honored
I've already done tomorrow's video but I'll be sure to put them to use this weekend, thank you!
Im gonna watch ur timberborn vids.
The modded atleast
I appreciate it!
hey can anyone help me? im trying to build trains and train yard isnt getting materials inside
Try setting the warehouses in the district to empty, it should push the items into the yard
do you have haulers? then try disabling "Prioritize building by haulers" from the other buildings
ah k thanks
i dont have any
it worked tysm
Love the new one way dividers.
But I did just divide my new railway into small sections last night the old way. 
now you can do it again! heee
kidding ofc 
Just did. ๐
Now we just need one of these and I'll be a happy beaver. 
Hmmm, that would require some more reworks to be able have 2 colors in the same block
it needs to be all the same color
No. Those would be two separate tracks.
but if it is at the same height they need all to block each other
Can you make it like a section divider where the four track's colours end at it?
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
As long as only one train is allowed to be in that piece. I'm talking about the 1x1 piece in the middle. Not the four tracks attacked to it in the picture.
yeah, that piece need to be its own color
OMG this message made me realise something
i can simplefy so many systems
IM SO STUPID 
People can still make overpasses to avoid stopping there for the other train. This would be for the people that want it.
Self deprecation. I like it! 
That would take too much room. I prefer the larger turns and switches so that would space things out way too much. Hmmm.
Too much room.
a T intersection uses the same space
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.
If we didn't make it a section divider it would be fine.
I make intersections like this
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.
maybe he can add a big and a small + like the others
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.
the problem is that the wagons do not block sections
if they did the 1x1 + would be fine
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.
Tobbert.TrackSystem.ButtonChangeDirection,Richtung wechseln,- Tobbert.TrackSystem.CollidingSectionDividers,2 Streckenabschnittstrenner kรถnnen nicht verbunden werden,-
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
Redesigned that intersection. Much better looking! 
@quick thistle i still have issues with the Y section
Today is a holiday. The flavor text for the railroad crossing is a big laugh, and I PR for you
BTW, dragging and placing the Waiting Station crashes the game
Maybe just set the Layout of the Placeable Block Object component to Single
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.
How do people get these colored lines on their tracks?
Thats from update 0.4.x and higher
Yesterday had an big update
does the ingame mod manager mod auto update?
This update is great !
And if i would have the right update is it automaticly colored or is there a button i would need to press?
Clicking on tracks enables them
It will make sense if you try it out
Ty man 
Oh, you do? In what way?
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.
It should take as much as it can, no?
Ya
With hte option to disable halffull trips
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
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
That is what the number on the train does. I think it could be made more clear what it does. It also doesnt help the number says the number of items but while picking up it looks for the amount in kgs that it can take.
Can a single train take multiple rescources at once?
Not yet, though i do eanna add that in the future
The whole item movement pririty system is very basic. Its just, whats the most desired resource and then pick that
and wont haulers bring the items from their origin to their storage by hand instead of using the trains
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.
and to force players to use districts, if want trains ๐
Is it a idea to add a fun ride(to get the beavers some fun.
Yes, though really hard code wise. Something i do really wanna do though.
is there a changelog of the choo choo mod?
is not
It is
That's RCE video, I guess ...
Yup, yesterday 400... so 100% rce video
Though it does impact all the mods
A general increase of 100% of a normal day
Yeah but its still alot
Lets see what devs can do. I mean, we have trains from you, maybe devs will make some water transport, like rafts ...
NO, I don't want to see beavers stuck in rollercoaster ๐ฎ
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
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?
Its all 1 section? No?
wdym 1 section?
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
Oh, in the image uou had 2
So its working now?
Hmm not sure what you did... hmmm
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
I always try to add some funny joke or something 
For ur sitaution, i currently have no idea. I have to leave from home now, so will check more when i get back
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)
Day, going to chool now xD
Why not having multiple tracks on good stations ?
Have a good day at chool!
TY, also ...
is that a message to me?
No, to Tobbert ...
ill link it tonight in a dm ๐
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?
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.
Is this how you make a straight track 
oh snap
maybe the train is blocking itself, because it is looking to see if the section ahead is empty, only to realize it is not empty because there is a train (itself). I would recommend to include 1 way tracks around the same height as the waitign stations to establish 2 seperate track sections
I have been summoned
I reall yliked ur first 4 timberborn vids and cant wait to see the trains in your playtrough.
for sure, his voice is so nice to listen to 
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
Yeah and the gameplay is also very good( no stupid mistakes).
I would love to see some Cities: Skylines playtroughs or even minecraft modded.
its fixed now i think just loaded my save and now he waits where he is supposed to
That train has been training to get that amount in.
Power wagon ๐
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
Sometimes my train also rides back to wait at another waiting stop
Hmmm thats wierd, thats on load, isnt it?
On load?
When loading the save, not while playing for a while
Ne just randomle
Oh 
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
yes, for sure one of the things im thinking about the most:
- building train
- beaver transport
Yeah and as beaver transport it would be nice for district extending
maybe with a big crane that can build 2 or 3 blocks from the tracks
yes, though coding that is pretty hard
Or a rail building machine inforny
not sure if its possible yet
District reach continues at beaver station
Yes, though making that in code is pretty hard
I can imagine
as the pathfinding is very complex
I have a idea: add the station as a district town(forgot the name) but within the same district
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
Cant you make it a path like structure?
yes, but recognising that they can go in 1 station and come out another is whats hard
aaah, its gonna take a while, thx for letting me know. I normally share builds here when i have finished some stuff
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.
I like your thinking and suggestions 
This is the first mod with new buildings that i actually used and i love it
I like your mod
Do trains run 24 hours a day since they don't actually take jobs, or do they only run during listed working hours?
24-7
Thx
why dont you build you tracks ontop of a 1 high platform so your beevers can walk underneath it? ๐
actually a really nice setup in your series
