#Choo! Choo!

1 messages · Page 3 of 1

copper crypt
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Water

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Im building rails on a lake

fleet orchid
copper crypt
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Im building on the recommended map

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So the water is 2 deep

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And i built way too much

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Instead of getting 3 tnt to make it easy i built the whole thing on water

clear rain
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2000 messages in this thread WHAT

silver egret
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It's a big thread

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He already got 6K downloads

narrow oasis
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@quick thistle corrected left/right switches 2x3
``Tobbert.TrackRIntersectionLeft2x3.DisplayName,Gleis Abzweigung Links 2x3,-
Tobbert.TrackRIntersectionLeft2x3.Description,"Eine Abzweigung, die die Züge nach links führt.",-
Tobbert.TrackRIntersectionLeft2x3.FlavorDescription,"Links ist da, wo der Daumen rechts ist.",-

Tobbert.TrackRIntersectionRight2x3.DisplayName,Gleis Abzweigung Rechts 2x3,-
Tobbert.TrackRIntersectionRight2x3.Description,"Eine Abzweigung, die die Züge nach rechts führt.",-
Tobbert.TrackRIntersectionRight2x3.FlavorDescription,"Rechts ist da, wo der Daumen links ist.",-
``

quick thistle
narrow oasis
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No problem for me, my german game is up-to-date. 😇

strange blade
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@quick thistle , you see the visualisation number for this : https://www.youtube.com/watch?v=1IdZbDjTpaY ??

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.com
MEMBERSHIP: https://www.youtube.com/channel/UCeP4Yv3s4RvS0-6d9OInRMw/join
DISCORD: https://discord.gg/6uY2pC5eU2
REDDIT: https://w...

▶ Play video
gilded fern
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i realized i wasnt using the latest version of this mod. now I see that 1 way tracks have been removed. how does this affect the behaviour of the trains?

quick thistle
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click on some straight tracks

gilded fern
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oh

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o damn

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so the trains still work the same?

quick thistle
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yup nothing change, just more QOL

gilded fern
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ok, thnx

clever nest
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Out of curiosity, under the hood are the old one way still a separate piece?

quick thistle
# clever nest Out of curiosity, under the hood are the old one way still a separate piece?

no, the only thing that was important about an one way is a bool that says "DividesSections" set to true. So now i changed the ui so the player can set it with the toggle, but had to add the possability to switch the direction. Which was the hard part to get working with my pathfinding system. But thats mostly because i didnt know some complexe tricks with c#. Bc how i solved it now is i overwrite a property and add something to it only for those tracks

sinful scarab
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Hmm. Seems waiting stations no longer constitute their own section and cannot be set to do so, and curves/T/R junctions also cannot be set to do so. So you're back to needing a straight piece on each end of a waiting station, to be the divider?

gilded fern
sinful scarab
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Ah, I got fooled - it had just picked really similar colors

quick thistle
sinful scarab
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not normally a big deal

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and the circles would make it obvious if there wasn't a train parked on it

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just the two sides were so close I though it was still joining them

clever nest
strange blade
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new normal track are fallback for non existing old one way track ...

quick thistle
clever nest
quick thistle
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I could maybe have found a way, but that would require significant work with how the loading system works

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so i didnt bother with trying as its just a one time setup again

clever nest
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No worries. I only have one other map to update.

sinful scarab
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But if you want to get fancier, see https://en.wikipedia.org/wiki/Edge_coloring - since your highest-degree nodes are the T/R intersections (degree 3), you only need 3 colors, though it's hard to find the 3-color solution. the N+1 (4-color) solution could be https://en.wikipedia.org/wiki/Misra_%26_Gries_edge_coloring_algorithm

In graph theory, an edge coloring of a graph is an assignment of "colors" to the edges of the graph so that no two incident edges have the same color. For example, the figure to the right shows an edge coloring of a graph by the colors red, blue, and green. Edge colorings are one of several different types of graph coloring. The edge-coloring p...

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it's a well-studied NP-complete problem

quick thistle
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is that math ChillBar_scared

sinful scarab
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yes, but also a dozen lines of pseudocode 🙂

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but it's an algorithm that could reuses set of 4 distinct colors such that you reuse colors, but never for adjacent edges that touch with the same colors

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(if you added an X, thus having nodes with 4 edges, it might need 5 colors - it's N+1)

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the random colors are pretty OK too, though

quick thistle
sinful scarab
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yep. Though that turns into the same problem as just starting out with 4 very different colors and then choosing which edges get which one

dusk plover
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so what would be best way to do 3 distrion area, ie i have one area for framing one for wood/scrap/make stuff and last area where just where start. would be better to have one isngle tract goign to all 3 locations, or track to each other loction ie oen goes to farma nd wood are and then one good to the wood area to the start zoen nad oen to start zoen to farm.

quick thistle
delicate sierra
late hinge
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can check out sweet transit for some ideas 😅
this is fun to see in Timberborn - did someone do barges already?

copper crypt
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What are barges?

late hinge
copper crypt
gilded fern
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@quick thistle FYI the track crossings don't always connect to the paths next to them. It's a visual quirk, the paths will still function as expected. It's solved by rotating the track crossing itself. https://puu.sh/JAeZJ/2edf2bc6dc.png

sinful scarab
strange blade
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Strange behaviour. In the point indicated by arrow, when track on the right side is still on construction, sometimes, a train get stuck ! Solved by reversing. After a while, get stuck again in the same spot. After the right line is completed and set-up, no stuck anymore....

fleet orchid
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the answer is 4

copper crypt
fleet orchid
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and a map

copper crypt
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Definition of a map?

gentle cloakBOT
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\> Whats the defenition of a map?

A map is a symbolic representation of an area, showing features such as physical features, roads, landmarks, and other points of interest. Maps are typically drawn to scale and may include symbols to represent different features.

fleet orchid
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Definities van Oxford Languages · Meer informatie
map
/map/
Definities bekijken in:
all
astronomy
genetics
mathematics
noun
noun: map; plural noun: maps

1.
a diagrammatic representation of an area of land or sea showing physical features, cities, roads, etc.
"a street map"
h
Vergelijkbaar:
plan

chart

a two-dimensional representation of the positions of stars or other astronomical objects.
"she went inside to check a star map"
a diagram or collection of data showing the spatial arrangement or distribution of something over an area.
"an electron density map"
h
Vergelijkbaar:
plan

    chart
    Genetics
    a representation of the sequence of genes on a chromosome or genome, or of bases in a DNA or RNA molecule.
    "a physical and genetic map of the entire human genome"
    Mathematics
    another term for mapping.
2.
dated•informal
a person's face.
"you ought to know my map by now"

verb
verb: map; 3rd person present: maps; past tense: mapped; past participle: mapped; gerund or present participle: mapping

represent (an area) on a map; make a map of.
"inaccessible parts will be mapped from the air"
copper crypt
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Meer informatie?

fleet orchid
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sorry hek niet jonguh

copper crypt
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Kan gebeuren

fleet orchid
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xD

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lets go inglish again

copper crypt
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Yeah

copper crypt
fleet orchid
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no even if its tracks or roads its still a map

copper crypt
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I dont see a game or a railroed in there

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But a game is not a map?

fleet orchid
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and if you need to visualize it think of it like very long thin countries 😛

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3 would do for now but to make it futureproof 4 is the answer

copper crypt
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I think it should just be a random hex color

fleet orchid
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i dont care either way im just here farming rankpoints 😄

copper crypt
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With atleast x amount between the other ones

copper crypt
fleet orchid
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xD

quick thistle
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lemme join in OwO

copper crypt
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Ofc u can joun ur the mod maker

gilded fern
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i would like to see the lines be replaced with shapes

copper crypt
copper crypt
quick thistle
gilded fern
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i dunno i just made this up

copper crypt
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Maybe shapes with a random color

gilded fern
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😄

copper crypt
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A line with every 2 teacks a shape, triangle, square etc.

gilded fern
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well actually

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changing to shapes might not solve the problem, but it might make it more obvious

fleet orchid
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it will inprove for colorblind ppl 😛

gilded fern
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or it will look very chaotic

copper crypt
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I gtg but ill make a huge text about the ideas

gilded fern
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i dunno how difficult it would be to randomize this

copper crypt
gilded fern
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well ye but u shouldnt use symbols that look alike

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keep it basic

fleet orchid
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did i already mention the number 4?

copper crypt
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Yeah but imagine: your playing a 512×512 map and you want 4 railways between each district for food, water and logs. But you have 9 districts?

fleet orchid
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what does the stuf in the carts have to do with the track sections?

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and why would you need 4 railways ^^

copper crypt
fleet orchid
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but y

copper crypt
fleet orchid
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no you dont xD

copper crypt
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Im pretty sure u do

quick thistle
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@copper crypt can you be more clear in what you mean, bc it looks like you are just saying random things

copper crypt
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Does it really look like that?

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Wait let me write it in a doc and copy paste kt

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It*

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Every station can only have 1 product right? @quick thistle

fleet orchid
fleet orchid
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nope

copper crypt
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What

fleet orchid
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click the link :p

copper crypt
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Is that a new update?

quick thistle
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i mean, is it that unclear?

copper crypt
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No

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I really thought 1 product for every station

fleet orchid
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TBF!

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i tought the same thing

quick thistle
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bc, i thought it would suck if only 1 per station

copper crypt
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Yeah makes sense

strange blade
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3 working lines from 3 districts ...

copper crypt
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But then ill need to rework my beaver train

gilded fern
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i do am wondering if its really necessary to have so many sections though

fleet orchid
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sections allows for more trains 🙂

strange blade
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It must, if all trains go to one station , since is 17 trains ...

copper crypt
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That changes it a bit

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I would still like colors more

gilded fern
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maybe that just means u have too many trains lol

fleet orchid
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😮

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you take that back anythin!

strange blade
gilded fern
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i just personally dont like to see my trains waiting somewhere random

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in the middle of a tracks

strange blade
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why to wait in the middle of the track ? Count, 17 waiting stations .

gilded fern
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I mean, if for whatever reason a train is blocked

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it will cause a giant backlog with all these trains following up because of the many sections

strange blade
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See this : #1064952561687343235 message

gilded fern
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basically, in a situation like that, the big amount of sections mask the fact that the road from A to B isn't actually free

fleet orchid
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almost no trains are standing still here 🙂

gilded fern
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but thats just my way of playing i suppose

fleet orchid
copper crypt
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Section Shower

Color
Pro's
•A lot of options
•No zooming in to see what exactly
•Already implemented
Cons
•If your colorblind its bad
Shapes
Pro's
•Good for colorblind
•Easy to see up close
Cons
•Might be harder to see from far.

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This is what i think about it

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If u want anything changed or have more pros or cons dm or ping me(if you want me to put it in the list)

quick thistle
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nono, thats very clear, definitly worth considering

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adding different shapes does it make it plenty more complex.

gilded fern
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indeed

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its probably not worth it

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because the underlying problem remains

copper crypt
quick thistle
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unless i get multiple peole, but at max i think 3-4 thousand people use the mod, maybe even 2k (updates count poeple double) how many would be color blind?

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not sure, maybe later

quick thistle
copper crypt
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Future proofing never is a bad thing

gilded fern
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even if u use shapes, u will still have a possibility of having the same shapes next to one another

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same colors - same shapes, same problem

copper crypt
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Only if its too complicated its bad

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Just make every dhape occupie 1 line

quick thistle
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not necceserialy that hard, but i prefer working on passenger system or something cool like that, its a mod after all xD

gilded fern
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yeh

copper crypt
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Gtg will be back in a hour

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I got a small idea

strange blade
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Maybe a dotted line, with different variants ?

copper crypt
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Just(if possible) make a script that if a shape gets chosen get the prefix Chosen to 1. If trying to look for new shape search for Chosen 0. If no shape has Chosen 0 say: You got too much rails maybe you should start a railway company.

clever nest
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Being able to see colours is not necessary to see where the sections are.

clever nest
quick thistle
quick thistle
delicate sierra
fleet orchid
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Wut? 🤣

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This whole game is a plane

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Even bridges r planes

quick thistle
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Yea, but i still believe the problem to be that it is n + 1

delicate sierra
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All the standard coloring rules only work without bridges. With a bridge, you may add additional connections which could not be there when you're restricted to a single level.

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Also, AFAICs, the "edge coloring" rules don't strictly apply in our case - that would only work when the track switches would be the "nodes" of the graph. However, in our cases, the one-way tracks are the nodes.

copper crypt
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How does the "random" (idk if its random) color system work now?

quick thistle
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Color = new Color32((byte)(Random.value * 255), (byte)(Random.value * 255), (byte)(Random.value * 255), 255);
delicate sierra
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For example, we need 3 colors for the outside rectangle. Any of the three colors touches both of the others. So we definitel need those three.
Now add the track in the middle. It touches all 3 colors, so we need a 4th color.

copper crypt
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And you get a hex code i assume?

copper crypt
delicate sierra
delicate sierra
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We still have the square needing 3 colors (1,2,3), and the "inner" connection 4 touching all 3 square colors. Now, with the bridge, we can add section 5, which touches all 4 other sections. Given more space, you could add even more.

fleet orchid
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fair point

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gg you win

delicate sierra
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Neither the standard map coloring nor edge coloring rules apply in our case, as we can have arbitrary connections using the bridges (and for the edge coloring, our model of nodes does not match the one for the rule).

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. o O ( sometimes, I wish I was wrong... )

fleet orchid
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you are 100%

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now anser me this

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answer 😮

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why would you make this in this mod 🙂

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because section4 has no business bieng there 🙂

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or as you have used the 1 way to make this happen a 1 way in section 5 with would make this usable will solve the problem 😄

delicate sierra
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Yes, most networks in practice look differently.

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But on the other hand, Tobbert should not waste time trying to implement an algorithm which will break (or even crash the game) in case someone gets creative.

cobalt jolt
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@quick thistle You have created a MONSTER

delicate sierra
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The current random algorithm is a good start, I can work with it, as we have the little circles clearly showing the sections. As it is a game mod, we have several constraints:

  1. Speed - the solution must be fast, we can neither use expensive algorithms, nor quantom computers to find an optimal solution. And complexity in graph algorithms tends to scale hyperlinear to the number of nodes/edges.
  2. Simpliness - the algorithm must be simple enough so that the developer still understands it.
  3. Development time - There are lots of features (like passenger transport, or construction train, or tunnels, or different capacities) which are far more important and have higher priority. And, TBH, even his real life should have higher priority. 🙂
    So any algorithm which is fast and usually good enough, but may produce suboptimal solutions sometimes, will be ok.
quick thistle
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You make some very good points. I could probably think of something, but as i said before, prefer some other things that i think are more fun xD

strange blade
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What will be fun will be a first eye view mod, mainly for trains ...

quick thistle
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someone created that right?

strange blade
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??

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Like view from loco thru driver eyes ? I don't think so ...

clever nest
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How about a simpler solution? When assigning a colour to a section compare the hue of the random color with the hue of the adjoining sections (if they've been coloured already). If it's too close (make sure you wrap around) then randomly pick another colour. You only need the Hue part of the RGB to HSV calc.

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Or even better, randomly generate a hue. Do the comparison and "re-roll" if necessary. Then randomly generate S and V restricting their range to the top 50% to keep the colour from being too black or too white. Then HSV to RGB and done.

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No complicated and run-time expensive graph algorithm necessary.

silver egret
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Better coloring would improve this mod so much

raven elm
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not sure if its been mentioned but I'd love a way to delineate specific routes and distribution limits like the distribution center and drop off point currently do for each goods station.

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the system gets a little chaotic with 3+ districts and multiple exporters/importers of the same type of goods

jaunty halo
sinful scarab
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I apologize for unleashing a math monster 🙂

sinful scarab
# quick thistle unless i get multiple peole, but at max i think 3-4 thousand people use the mod,...

though, for one more level of doing the monster math, some degree of colorblindness is about 1 in 12 for males, 1 in 200 for females (it's X chromosome linked, and they get a backup copy) So if you have ~4k users and no gender bias, probably ~175 of them have some degree of colorblindness. Which doesn't mean it needs take priority over fun, but it's a lot more common than most realize (I was certainly shocked when I released an internal tool to our ~50 person department had had 3 people approach me about places I had used color in the UI in ways they simply couldn't see.

clever nest
sinful scarab
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yeah

sturdy pilot
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are trains broken? mine wont leave the yard 😦

quick thistle
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did you change anything?

sturdy pilot
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I've got two goods stations set up to receive and send goods- each has over 20 of each item

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one end of bridge (bridge is two-way)

quick thistle
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this is probably the reason why

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it has to do with a bug, that i havent figured out how to solve yet

sturdy pilot
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the yard needs a loop? even though I put a one way at the front of it?

quick thistle
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i wanna add repairing in the future, which will require the loop to be there, but no time yet

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or coal usage or something

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@strange blade was that your suggestion aswel?

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so sorry for the inconvience SadIT

sturdy pilot
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nope

quick thistle
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sorry, and remove the 1 way track that leads there

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replace by a normal one

sturdy pilot
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yay!

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thank you haha

quick thistle
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sorry, SadIT

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np LoveIT i love the video

strange blade
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You need to activate the one way(check box) in straight track

quick thistle
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I believe he hasnt updated it, i believe, so that bug is still present

sturdy pilot
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I thought I updated every mod this morning- maybe not

strange blade
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And, Tobbert, what suggestion ?

quick thistle
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oooh, i didnt know you did... then it sstill is bugged, have to look again

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I wanted to tell you im feeling so honoured, like really thank you so much, im all shaking right now talking to you 🙈

quick thistle
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the bug is that there is a one way between the train yard and the system

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because its trying to look for places that it can go to and get back to

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OOOOOOH

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i think i thought of the reason of the bug

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im stooopid

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gonna look for tonight

sturdy pilot
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btw if you're still here

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do you know whether mods have stopped the ctrl + H from hiding the ui/hud?

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it doesnt seem to work for me, I assume one of my mods disabled it perhaps?

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(or I forgot the correct command)

quick thistle
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Someone mentioned it before, I'm not sure which mod causes it though 😦

sturdy pilot
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okay I'll go through- I suspect camera tweaker

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thank you

copper crypt
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I love rces video

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Video's*

quick thistle
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Im extremely hyped for the next one, because as you can see, he is gonna make them move hype

copper crypt
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I stopped watching timberborn bcs it got boring but now i see he has mods

quick thistle
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There is so much content, so I only watch modded content en also skip parts that don't have my mods or any mods at all. This way I can keep up with most news regarding modding on Timberborn.

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If there is something going on, then im most likely aware of it KEKW

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except Water beaver overhaul, thats a beast i cannot tame OMEGALUL

quick thistle
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@fallow charm I saw you typing, but the problem is solved?

fallow charm
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Oh sorry forgot I was typing hahah. Not necessarily a problem (I think?) but my network has gotten so large that any time I complete a new track piece my game freezes for a few seconds, is that just the game figuring out pathfinding and stuff??

quick thistle
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oke, ty for that feedback, i hoped i had optimised that enough

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but i will have to revisited it to optimise it some more

fallow charm
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Yeah I figured hahaha, was thinking maybe you could split it up in some way?? It happens when I'm building completely new sections that are not connected to my main network yet and also do not have trains on them yet

quick thistle
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It ensures that the pathfinding at any other time is very fast

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Yes, what you say is totally fair, i will see what i can do

fallow charm
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Great!! Really love playing with the mod, so many thanks!! Brought a new life into the game for me

quick thistle
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wrong overload of a function

gilded fern
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are u talking to urself there?

quick thistle
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Yes, sharing what was the problem

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Has been a long day

delicate sierra
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I just found a small, negative side effect of using trains: As they transport the goods in larger batches (and sometimes even multiple trains ship the same goods at once), the productivity statistics of the buildings are not as reliable - the producing buildings work in bursts with 100% productivity (to fill up the storage), and then have idle times (till the trains start again), instead of a more smooth work distribution when beavers transport the material.

raven elm
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I feel like I'm doing something basic wrong with this mod that keeps causing it to crash. I finally did a fresh install of the game and re-downloaded updated versions of everything today (thought it was the mod manager so I manually installed everything). It seems to randomly crash when placing waiting stations, particularly when they are not connected to existing tracks. The error message is always the same for me

quick thistle
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Honestly no clue

copper crypt
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when did you download the mod?

raven elm
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30 min ago

copper crypt
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when does the gam crash?

raven elm
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as soon as as the waiting station is placed

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I had it working yesterday with the modio manager for a while and then it happened again 5 hours in lol

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Thanks for the quick reply, just wanted to make sure it isn't a common issue that I'm just ignorant of

quick thistle
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you are for sure the first one, because that error messsage is also not helping

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im very intrigued by that error, im a bit busy, so will look at it tomorrow

raven elm
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no worries, totally was not expecting you to. Ill keep trying stuff out and see what happens, thanks!

winged hull
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this is the code that raises the error

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I like the use of $" for interpolation in the string and then the + "there should be " +

delicate sierra
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Are you using several mods? Or only Choo Choo?

raven elm
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It happened with just choo choo installed but that particular instance I also have categorybutton and path extensions active. You can see versions in the text file

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And of course timber api and bepinex

copper crypt
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did you try to reinstall choo! choo!?

raven elm
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Only 5 times

copper crypt
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oh

raven elm
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Once it’s deleted from the plug-in folder it’s gone from the game right? Or do I have to uninstall and reinstall the game every time

copper crypt
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idk exactly how that works but i think the most effective thing is the uninstzll it from plugin folder launch game and start a new settelment(so u dont crash or corrupt ur save)

strange blade
raven elm
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Wrong place for this I know but what does mod manager do, no offense just genuinely curious how it works or why it would cause fewer cross compatibility issues

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It just seems safer to do it manually to me than add more mods

strange blade
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Mod manager allow to download and install mods from ModIO, and, also, in case of maps, it place-them in the correct folder when downloaded.

tall bridge
raven elm
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Alright I’ll try it again, like I said it worked for a long while yesterday while I was using the modmanager, I was just trying to eliminate all possibilities of mods fighting each other

silver egret
stark moon
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hey how comes my train isnt moving?

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i have it set also

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and i have the good stations as well

quick thistle
stark moon
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i might

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there

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@quick thistle

tall bridge
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You have one as reciving and one as sending?

stark moon
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yup

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and my game just crashed

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so im guessing there is a mod thats messing with it

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the waiting station is crashing my game

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it looks like i cant use trains

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although i really want to

quick thistle
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owo second one with that problem?

stark moon
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yup

quick thistle
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can you go to documents -> timberborn -> crashes?

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and can you send the corresponding error report?

stark moon
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hmmm

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im looking for the crash thing

strange blade
stark moon
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nope

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holdup

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im going to try somethin

raven elm
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I just installed it fresh with mod manager this time and same thing after placing the third waiting station

raven elm
quick thistle
raven elm
quick thistle
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yesss, thank you

raven elm
#

Anything to help, blown away by the time and effort yall dedicate to this

#

love it

quick thistle
# raven elm

@strange blade you are correct. @raven elm and @stark moon you guys are dragging

stark moon
quick thistle
#

its my bad you can do it in the first place, but that is why its crashing

stark moon
#

this is the best i can send you

quick thistle
#

todor, the bug catcher

stark moon
#

it was the report for when it crashed

strange blade
#

Well, too sensitive mouse = dragging ....

stark moon
#

ya

raven elm
#

thatll do it, wow, so simple

#

thanks

stark moon
#

yup

#

that was really simple

#

hey guys which side does the train go into for the waiting staions

#

the side wth the sign or?

quick thistle
#

Its indicated by the green and red sign

strange blade
#

One side of the sign is green, other, red, so ....

stark moon
#

i dont understand my train wont move

quick thistle
stark moon
#

uhhhh

#

i dont have nitro

#

so i dont think so

#

and i use steam cloud

quick thistle
#

saves are very small

stark moon
#

i can try and find it

#

wait

#

wron one i believe

#

this one is it

#

and you might freak out when you see my load

#

nvm

#

i got it

#

hey can you not have two trains on the same rought?

#

cause when i make another one it wont move

raven elm
#

One train per color, add colors by inserting one way signals

quick thistle
stark moon
#

ok

quick thistle
#

@stark moon and @raven elm i pushed an update where you cannot drag anymore. Should prevent that issue from comming up again

stark moon
#

ok

stark moon
#

hey can they go under water?

quick thistle
stark moon
#

k

regal matrix
#

Underwater trains, you say?
This changes everything

quick thistle
#

havent made any systems that would take water into account. Not sure how it would work even, because disableing the train doesnt seem fun.

sinful scarab
#

Time for somebody to model up a https://en.wikipedia.org/wiki/Car_float

A railroad car float or rail barge is a specialised form of lighter with railway tracks mounted on its deck used to move rolling stock across water obstacles, or to locations they could not otherwise go. An unpowered barge, it is towed by a tugboat or pushed by a towboat.
This is distinguished from a train ferry, which is self-powered.

uncut socket
#

Hi, I have an issue I can't fix with the ChooChoo mod. I have beavers delivering scrap metal to a Goods Station where a train is sat waiting and scrap disappears from the station but it doesn't appear in the train wagon. Every pile of 20 scrap disappears from the station but still the wagon doesn't fill up.

#

It's a single track with 1 train and a single coloured line going along the tracks from start to finish (no break points)

#

I have 2 good stations on the track, 1 set to send and the other receive - both scrap metal.

quick thistle
uncut socket
quick thistle
uncut socket
#

No

#

Should I restart?

quick thistle
#

could you try that for a sec

uncut socket
#

Ok

quick thistle
#

yes please LoveIT

#

i hope it works, i believe some other people also mentioned this a while ago, but this would make it way way easier to find the problem

uncut socket
#

That fixed it! It's sending and receiving perfectly now. Thanks!

quick thistle
#

oke, means i have some work to do, thank you for sharing LoveIT

uncut socket
#

Thank you for the mod, I love it now!

quick thistle
#

OMG

#

WHAT A STUPID MISTAKE

#

@uncut socket thank you very much for telling me, because this mistake is so funny to me KEKW (in my code to be clear)

uncut socket
copper crypt
quick thistle
#

I was calling something to late

#

so the indexing happened before a station was created

#

therefore it wasnt indexed

copper crypt
#

oh

raven elm
#

just got district 5 up attached to the network and still running like butter at nearly 400 beavers. Such a fun build, I could watch these trains all day long, thanks again Tobbert

quick thistle
delicate sierra
#

I don't know how, but somehow one of my trains gets stuck at one of the stations, seemingly standing in the wrong direction. Materials then just disappear, it seems, and the train is stuck until I delete it. As far as I can see, this only happens at times when new tracks are built anywhere else.

#

The problem of the disappearing materials is even worse than the train getting stuck itself, as the haulers refill the cargo station, where the materials just disappear again, thus draining all my stored ressources.

delicate sierra
strange blade
#

i confirm the issue, except with the goods. I switch direction of the stuck train, and, is working !

delicate sierra
#

It always happened at the same station, interestingly. I now reworked the network so the train can also leave the other direction, by adding some redundant tracks.

#

Let's see whether it will happen again.

regal matrix
#

Yeah that happened to me when the mod updated recently but it all fixed as soon as I reversed the trains and double checked the direction of travel of the one way tracks

strange blade
#

It seems when add a new track, even a train with job (at least one), got a recompute in route, and this cause route "confusion" and lost of goods.

#

Weird is that seems to happened at the same spot, the first placed intersection 😮

delicate sierra
#

Yes, for me, it also always happened the same spot.

quick thistle
#

regarding what you say in this mesage (#📷screenshots message) Do you mean waiting stations by any chance?

#

@tranquil hare

tranquil hare
#

i have a lot of waiting stations. and one "line" with three goods/dropoff stations

#

i'm using a lot of one-way signs. and waiting stations to enable 'buffering?" of the trains

quick thistle
#

i mean, what made you crash?

tranquil hare
#

ohhh sorry

#

deleting tracks part of a line

#

its not currently happening. but it happed a few times the other day

quick thistle
#

oh really

#

hmmm

tranquil hare
#

sometimes i would would lad the game out for a few minutes

quick thistle
#

ty for telling me

tranquil hare
#

note: currently its acting fine

cobalt jolt
#

maybe you have the crash report

tranquil hare
#

i have a bunch of other mods, and as you can tell my build is pretty large

#

just tested again, and no issues with deleting a track

cobalt jolt
jaunty halo
#

Was there a new update of the mod with grade crossings?

#

I thought that was still in development

strange blade
#

It was in development 🥳

novel turtle
#

I was starting to design the train lay-out in my newest save and thought if would be pretty nice to have an S-shape
(Like the R-shape basically but without it also keep going straight)

regal matrix
# cobalt jolt

This looks fantastic! Is that a side platform in the left part of the frame going over the aquatic farmhouse?

cobalt jolt
#

now expanding to the rest of the map.

quick thistle
#

Adding new tracks is time consuming, maybe 1 track per evening, but i havent had time this week

cobalt jolt
#

these are the platforms i use.

cobalt jolt
#

Either that one with bridges if its straight or these other ones if theres curves or slopes.

cobalt jolt
#

@quick thistle what do you think about being able to change the names in the good stations? if theres more than one (good stations) in one district thatll be easier to know or to mark which one is delivering what or to which other district.

lapis coyote
#

anyone know why my train on the right won't move? The whole traintrack is free on his side

#

worked perfectly fine befor but for some reason not anymore

silver egret
quick thistle
lapis coyote
#

alright thanks, missed that, need to make the line in both directions there too,if i add a new separation, only trains from the other direction will move and block the train

#

keep up the good work @quick thistle, i love your mod

quick thistle
#

Yes, if you want a single track, then both sides need number of trains + 1 sections

lapis coyote
#

for the moment, your feature to just select a track to make it one-way saved me

clever nest
#

Until that’s cleared none of the trains on the right can advance. Put more one way flags to split up those branches at the left.

lapis coyote
#

fixed it now with a second track

#

logs can flow now

quick thistle
#

Maybe i can make a more advanced Section service that can make it so trains know more about the sections that are ahead of him. For example how many are connected in a certain direction. Not sure how much load that would create

strange blade
#

Timberborners Season 5 is here! This is episode 9 where we build a huge bridge thanks to the help of Timberborn mods!

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

▶ Play video
quick thistle
strange blade
#

and the download count rise again 😮

cobalt jolt
#

I just recently started really playing with the train and not an expert, i know theres something im not doing right but cant figure it out.... any good soul here to take me out of my ignorance please... i built the whole track (1 way) the first train goes around smooth delivering and receiving goods from at least 3 different districts, the problem start when i want to add a 2nd train to the track, the train gets built but wont leave the train yard ever...

strange blade
#

You need to add one way signs (act as track separators), sine in a section of tracks can be only one train !

cobalt jolt
#

ok ty but inside the train mod menu i dont really see a 1 way sign anywhere ThinkingIT ... this is all i have there

winged hull
#

click on a built track

quick thistle
#

turn off the mode

cobalt jolt
#

duuuuh me .... got it thanks, how often do i need the signs?

#

or where are they really needed?

strange blade
winged hull
#

if a train is in a section another train cannot enter it

cobalt jolt
#

so... just to get it right... if i wanted at least 2 trains i need at least 1 sign through out the whole track.

strange blade
winged hull
#

you need at least 2 section

quick thistle
#

number of seections = number of trains + 1

cobalt jolt
#

ok so section = districts then? i have 4 total districts through the track

winged hull
#

to create 2 sections in a loop you need 2 signals

#

no

#

when you click a track each color is a section

cobalt jolt
#

ok i will watch the video not to clog the chat here if i have any further question (hope not) i will ask and thanks for the help.

#

the whole track is only 1 color but the track is huuuge it goes across the whole map

winged hull
#

then its only 1 section and only 1 train can enter it

cobalt jolt
cobalt jolt
jaunty halo
#

Love the changes to the signaling system btw

#

Makes track building so much easier

cobalt jolt
#

@strange blade That is really cool, thanks for the vids, now ill have to do the proper settings with the tracks.

strange blade
#

Well, if will help you , glad that I make that video . 👍

gilded fern
#

@quick thistle how do I import your buildings into unity?

#

from choo choo

quick thistle
gilded fern
#

I have no idea what you just said

quick thistle
#

that is the repository, repo for short

#

download that

#

then you place it in your unity project

#

do you still have that?

gilded fern
#

ah ok i see the prefabs

#

ye I reinstalled it

quick thistle
#

what you wanna do, if i may ask?

gilded fern
#

i felt useless asking so many things from everyone

#

i still want those decorative trees

#

now im gonna see if I can play around wih your buildings

gilded fern
#

i think i forgot to copy the assets from the ripper

#

yee nvm its not working

quick thistle
#

what happened is that the files have different id's

#

what makes it so they dont load

#

the refrence to the file is wrong

gilded fern
#

how can I fix that?

#

or can I not

quick thistle
#

im not sure actually

#

@tall bridge did you hve problems with models not showing?

gilded fern
#

the vanilla buildings wont even load either, so it might just imported the file incorrectly or something

tall bridge
gilded fern
#

i just downloaded and opened his entire github

#

all the mods are in the assets

#

i think I will just go back to the Minimalmod and start from there, that worked for me

#

thnx anyways

cobalt jolt
#

Thanks a lot to @strange blade @winged hull and @quick thistle for explaining earlier, now its running with multiple trains at once 👌

quick thistle
#

So i can improve

raven elm
#

I know this isn’t particularly related to this issue, or, is any way your problem, but as someone completely new to discord and not having the app installed on my computer/phone was definitely confusing. Every link in my chrome browser said the invite was invalid/expired. So after seeing your mod on mod.io and the link that didn’t work was frustrating. I’ve worked with slack before but discord still has its nuances

cobalt jolt
# quick thistle Why didnt it make sense? What was unclear?

I normally watch a couple videos every time I start using a new mod but in the ones i saw no one talked about the placing of the one way signals, once i knew how to place them it went smooth so TBH its not your fault at all but mine by not knowing how to properly, thanks as always.

cobalt jolt
raven elm
#

Yup! It’s working flawlessly, thanks!

strange blade
#

Think it should must be specified in mod description that the scope of one way track divider is to act like signal in real life, to have only one train in a section !

quick thistle
#

Will try to remeber to fix, how stupid

cobalt jolt
#

maybe, used to other mods i was desperately looking for the one way signal inside the mod menu next to the goods station and all other buttons

#

i even thought i didnt have the up to date version installed.

#

well, i think its a great mod, its like a new whole game inside the game... highest respect for all your work.

native vortex
#

Is anyone else getting an error message related to choo choo?

rich rapids
#

Why my trains stop in the 1 way rail_

#

?

winged hull
#

probably there is another train in the next section

rich rapids
#

So 1 way rail "cut" the section?

winged hull
#

only 1 train can be inside a color

rich rapids
#

Oooooh

winged hull
#

yes

rich rapids
#

So i need to split the road basically to my needs

#

Uhmm

#

Any tricks for the train go to 2 stations instead of 1

winged hull
#

no, for now its only point to point

#

when it delivers it will find the next job, and if there is none it goes to a waiting station

#

or I misunderstood what you mean

rich rapids
#

i have 2 stations going to 2 aswell

#

but all the trains only use 1

#

i have like 3-4 trains

#

i have a lot of parking in bod roads

#

but nvm i will fix the issue now i know the cut road thing

winged hull
#

if it is not sending to a station there must be a problem with your path

#

a wrong 1 way probably or the train cant get around after delivering

#

can you show a print of the problem?

rich rapids
#

sure but i will take some time for some ss, it crash when i was playing the the pathfinding xD

#

But ye probably that is the issue

winged hull
#

if it crashes you can share the error log here

#

in the error screen it shows the log location

#

its a .zip file

rich rapids
#

I cant find the file

#

This is the sending station

#

the trains always go to the left station

winged hull
#

oh, you have 2 stations in the same district, I dont know how this works

rich rapids
#

Maybe it doesnt

#

Uhmm

reef valve
#

Train

rich rapids
#

Update: so i cut the road several times and works perfectly

#

No more long waiting

winged hull
#

nice

delicate sierra
safe valley
#

So I found some odd behavior and wanted to check if it's something that's already been filed as a bug or something. I have 5 goods stations, a whole run of side-by-side tracks (think like a road, directional), waiting stations dotted along the line and near/between stations, I've got everything sectioned off with signals so traffic is flowing nicely, that's all well and good. The problem is when a station gets to 180/200 of an imported item, all 5 trains (1:1 with stations) I have on the track go to one of the stations that is exporting the material, pick up the minimum load of 20, and then proceed to deliver it to the requesting importing station. Is this to be expected? Should I cut out trains? I'm firing up the game to get a screenshot of the tracks.

#

While I'm not complaining about the over-delivery to the importing station, it just means that if another station on the network makes a request for materials and all 5 trains are already busy, it delays the response. Is this expected behavior or is there something I can adjust or change to fix the behavior?

#

This is the "core" of the train network, the lines leading out of the top go to the 5th district.

#

This additionally gets worse if a station runs down to say 150/200 of that item before the trains all finish their first run, then they each queue up 50 items each from the exporting stations and dump that on the importing station, now pushing it to 300/200 (I do see that the station actually makes it 300/300 so it's not completely bugging out).

winged hull
#

@safe valley yes, the over delivery is a known "feature" of how the distribution is calculated

#

to minimize the problem I run the minimum amount of trains needed

safe valley
#

What's the ratio if not 1:1 with stations?

#

1:2, 1:3?

gilded fern
#

if you want a more reliable delivery speed, consider building additional tracks parallel but disconnected to your main track, and divide your goods stations across both tracks. each track will have less goods stations to take care of

quick thistle
modern matrix
rich rapids
#

When i have overflow i just cancel the sending/receiving thing, the items just stay in the station

winged hull
#

to fix it you are going to need trains to mark storage as occupied before being delivered, but need to handle the train being evaporated mid journey to release the storage again

safe valley
quick thistle
safe valley
#

What language is the mod written in? Is there anywhere the code is posted that I may attempt to contribute a patch if I figure out the code?

winged hull
#

c#, there is link in the mod io page

safe valley
#

Oh, oh gawd... My arch enemy

quick thistle
#

if you can understand it that is xD

safe valley
#

I understand it

#

I hate it

quick thistle
#

oh, i mean the code ive written

safe valley
#

Can't be much worse than the crap I've written

#

Literally my code examples (portfolio) lose me interviews lol

#

I don't have much and it's scattered across multiple languages

quick thistle
#

im not even a deleper

#

developer

safe valley
#

And none of it is "clean"

#

Well you've done a fantastic job so far for not being a developer

quick thistle
#

my friends are always laughing at my code KEKW

safe valley
#

I use many of your mods

#

Oof

quick thistle
#

ty, makes me happy LoveIT

safe valley
#

Well your friends aren't published successful modders are they?

quick thistle
#

he is, he made TimberAPI

safe valley
quick thistle
#

though even more honored that you said that

safe valley
#

Maybe a promise system for the trains?

quick thistle
#

what do you mean?

safe valley
#

If I understand how the mechanism works by the behavior, the trains are looking for jobs all the time

quick thistle
#

yea, correct

safe valley
#

This is why all the trains react when there's enough for them take based on their configured minimum load value

#

Rather, have the station announce to trains when it crosses a single global value like 20 items a promise, and have a train call back and fulfill that promise

#

Once the promise is fulfilled, wait for the train to arrive in the station and clear the promise as fulfilled

#

Keep checking the status of the station and issuing more promises every time it loses another count of the items using modulus to figure out how many promises it needs

#

If a train is deleted before arrival for some reason, the promise it was holding and fulfilling is reopened

#

Rinse repeat

#

Also trains need a bit more to make them, balanced?

#

Like wood and water consumption

#

That can be worked out later

quick thistle
#

lots of things on the todo list and no time todo it SadIT i dont completely undestand the promise. though the current system works exactly like the beavers.

safe valley
#

Except it doesn't exactly

#

Beavers don't overfill target inventory or grab resources they don't need to move

quick thistle
#

thats because i forgot a function to call

safe valley
#

Lol

quick thistle
#

looked at it this afternonn, should be fixed

safe valley
#

So it should now only be 1 train?

quick thistle
#

it shouldnt overfill.

safe valley
#

Give me a minute

#

I'll fire up and test that, just woke up

#

I slept way in

quick thistle
#

nono

#

wait

#

i didnt upload, had to test more

safe valley
#

Make me guinea pig?

#

I'll test it

quick thistle
#

im in bed now

safe valley
#

Damn

quick thistle
#

about to sleep 😦

#

european u know xD

safe valley
#

The majority of you modders appear to be

quick thistle
#

if you have a envoirment up and running, you can try ut

safe valley
#

Environment? IDE?

#

I have no c# IDE

quick thistle
#

oh, i thought you had a working envoirment already, mb

safe valley
#

I tried that language years ago and sucked hard at MVC

#

So I gave up

quick thistle
#

its the most fun language untill now

#

better than javascript and python

safe valley
#

Ehhh, I can pull some crazy shit off in node

quick thistle
#

but yea, sadly very busy lately, no time to mod or to tired.

safe valley
#

Fur enough

#

(yes that was on punpose)

quick thistle
#

nice KEKW

#

have a nice day atealst, ima Bedge

safe valley
#

Have a sleep sir/madam/apache attack helicopter

delicate sierra
delicate sierra
safe valley
#

Wow, I'm touched that you'd take such offense and try to change my personal opinion on a single language.

#

Won't change the fact that I suck at C# and have no desire to learn it right now.

#

Thanks anyways. Tunes out and mutes thread

delicate sierra
delicate sierra
delicate sierra
regal matrix
#

Question for Tobbert or anyone else who might know: I've noticed that sometimes my trains will randomly be in the goods station reversed going the wrong way. I have all of my train lines in my map set up to be complete counterclockwise loops so they shouldn't be able to reverse like that

quick thistle
#

Hmm i know

regal matrix
#

Do we know what might be causing that? I don't think it's possible for them to find some weird routing that enables them to reverse

#

Oh boy

quick thistle
#

i thought it wouldnt happen

regal matrix
#

I did find that one of my loops was set up so that they could enter the first station backwards, but I was always able to fix that by manually reversing that train and then from then on it worked fine

quick thistle
#

has to do with some other things that i have to improve

regal matrix
#

Gotcha

#

So long as you're aware, and that it's a thing that can be fixed

#

I'm able to get them to reverse manually but I do have to keep an eye on them to make sure they haven't been sneaky on me before I have a huge supply crisis 🤣

quick thistle
#

that was probably when you were building tracks, correct?

regal matrix
#

The persistent issue now is occurring on completed lines

quick thistle
#

oh

regal matrix
#

And sometimes it happens on map load

#

Other times it seems to happen during play

quick thistle
#

but when you place tracks anywhere?

#

If a track is placed, ALL tracks are updated, so thats why im asking

#

that is what i have to improve

regal matrix
#

Oh, that makes sense

#

I honestly don't remember if I've updated any pieces in the older loops recently

#

I'll be building a completely new loop tonight when I go to make tomorrow's video so I can be on the lookout for anything weird

quick thistle
#

aaah, tahts fine then, i think thats the cause of the issue

regal matrix
#

Do you think it could also have something to do with changing existing track pieces to one-way pieces as well?

quick thistle
#

I also like the kingdrom video's, also bought that game like 2 years ago, has improved tons xD

regal matrix
#

Most of the loops haven't had any new construction but I have put in "blocks" on a few of them

quick thistle
regal matrix
#

It's a great game! I just need to get better at resource management 🤣

regal matrix
quick thistle
#

then thank you for the notification LoveIT

regal matrix
#

You are most welcome!

delicate sierra
#

For me, it always happened while building tracks somewhere, but it happened always at the same station, so I just built a "short circuit" track which the train can use to reverse its direction. Since then, I did not notice that problem any more. 🙂

strange blade
#

By chance, that station it isn't the first one you have build ?

safe valley
delicate sierra
delicate sierra
#

Here's the "train turns around and gets stuck" problem prominently featured on youtube by @regal matrix , with almost 1300 views so far 🥴
https://youtu.be/VVInnyR11LE?t=2822

This is definitely not the first station he built, but it might be the first in this specific rail network (anyone with enough time can go back and review the previous episodes to find out...)

We're on the back half of the longest possible drought in this playthrough, and there's several small things to take care of and improve all over the map. Let's get to work!

MOD LIST:
Everything is loaded into Timberborn's normal Steam launcher using Mod Manager.
-Choo Choo!
-Geothermal Power Plant
-Extended Architecture
-10x Distribution Post
...

▶ Play video
#

And starting with this timestamp one can also see the disappearing resources - the beavers deliver water to the station, which just seems to disappear. 🚂
https://youtu.be/VVInnyR11LE?t=2896

We're on the back half of the longest possible drought in this playthrough, and there's several small things to take care of and improve all over the map. Let's get to work!

MOD LIST:
Everything is loaded into Timberborn's normal Steam launcher using Mod Manager.
-Choo Choo!
-Geothermal Power Plant
-Extended Architecture
-10x Distribution Post
...

▶ Play video
#

@regal matrix Thanks for making that video, as I promised reproduction of the problem and could not reproduce it in my local setup (and not enough time to play a lot), and now I've clear evidence on video, provided by a independent 3rd party. 😇

quick thistle
delicate sierra
#

As the trains already used to work on that network, I'm confident that the train got turned around. (Again, going back in the video or previous episodes could definitely answer that question.)
Not sure about what triggered it, most probably finishing the tracks on the steel bridge in the other network.

#

. o O ( just a pity that @regal matrix doesn't realize that either turning the train or the one-way signs should resolve the issue... 😦 )

quick thistle
#

I think yhe mod should do a better job at informing the player, but i havent had any ideas

#

Though that issue is also jsut a bug ehich should be fixed

delicate sierra
#

Hmm. Maybe the train could auto-turn on segments which have a clear one-way situation? (Just as a workaround/mitigation till the underlying problem is fixed?)
And the other problem is why the water disappears. Maybe it should go back to the station when the train notices it cannot fulfil the transport?

strange blade
#

But, from what I see, both stations are in the same district, so, haulers move water from receiving to sending station !

delicate sierra
#

No, they're not in the same district.

quick thistle
#

The water dissapearing i know why

delicate sierra
#

@strange blade There's the district border.

quick thistle
#

On trackupdate checks what things are connected only from 1 exit -> train can pathfind to it via the one way -> cannot leave bc other direction it cannot leave -> if cannot pathfind it will delete current possed items and try again

delicate sierra
# delicate sierra . o O ( just a pity that <@375108214758440970> doesn't realize that either turni...

We're on the back half of the longest possible drought in this playthrough, and there's several small things to take care of and improve all over the map. Let's get to work!

MOD LIST:
Everything is loaded into Timberborn's normal Steam launcher using Mod Manager.
-Choo Choo!
-Geothermal Power Plant
-Extended Architecture
-10x Distribution Post
...

▶ Play video
delicate sierra
quick thistle
#

Again the underlying problem has to be fixed that they wont even try to do it. But its also caused by having errors in the track design or trains turning around.

#

And only the trains turning around i can fix aswell

delicate sierra
#

I agree. On the other hand, the user could always force a train go get stuck by changing his tracks in conflicting ways. This should not cause resource loss. But I'm not into your code, nor the Timberborn internas, so I can just wildly guess around.

regal matrix
#

Good morning, I did some more work last night building part of a separate track loop during recording for today's video. Interestingly, the trains in my other loops did get turned around a few times during this same period so now I'm wondering if updating any track piece on the entire map might be causing the issues? I figured it would have only been track pieces that were specifically connected to the same loop that any given train is using but now I'm not sure that's the case

#

If this has already been established then I apologize

delicate sierra
#

Yes, the current implementation recalculates all train networks whenever a single track is build, destroyed, or the one-way settings changed.

gilded fern
outer loom
#

Why train yard has that many chimneys ?

#

Or what it is?

gilded fern
#

well, why not?

strange blade
#

Or, will be a maintenance facility or a charging (refuelling) station ?

regal matrix
#

My guess is that this has something to do with fueling

outer loom
#

That means there are some kind of furnace or ventilated chamber. I don't see need of 3 furnaces if it's assembly \ maintenance facility

#

Rather roof lights like on builders hut to give assemblers good lighting

gilded fern
#

maybe they are just pipes that allow sunlight to come in

#

who knows

outer loom
#

I want to know HappyIT ThinkingIT

strange blade
#

We know when we know 😁 LoveIT

regal matrix
#

Hold up, you guys scraped this from his github?

#

🤣

#

Alright Tobbert is big time now

#

We're in there deep looking for clues on upcoming content

strange blade
#

@quick thistle , why even I've set the Minimum Item To Move , still have trains who carry only one piece ? If ever will need refuelling, will be more efficient do have distribution posts then having train to carry only one pieces ....

quick thistle
#

100? So like half full currently?

#

or 150?

strange blade
#

I can tell, since every items has a different weight ! But, why not then, instead of amount, to be percentage of maximum carrying capabilities ?

#

Of course. per item type

quick thistle
#

that requires math

strange blade
#

But math don't explain the only one item been delivered 😮

quick thistle
#

1 item total or 1 in all 4?

strange blade
#

1 in total

quick thistle
#

what item was it?

strange blade
#

was 1 log, but earlier train has 20 !

#

in total

quick thistle
#

@native vortex I uploaded a new version which you can download with the mod manager

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if you would be so kind to download it and test it out, then i can probably set it to the newest version

#

now its called [Beta] 0.5.3

#

Also has the overfill fix and the automatic turn around fix

#

if someone wants to test them

native vortex
strange blade
#

@quick thistle , now train brings log, for example at receiving station, unloaded, but the inventory did not change 😮

strange blade
#

Can I show you on live ? On beaver-noises .

quick thistle
#

yes sure

dusk plover
#

quesiton and not sure if it been ask befofre but can the train's carry more then one item at a time, ie be care let say logs, water and carrots? or can the train only carry one item at a time

quick thistle
#

currently, no

#

wanna change that in the future though

#

but that becomes complicated fast

#

because what i did was use the same logic as the beavers, but beavers cannot transfer different things

quick thistle
#

I pushed the changes

winged hull
#

yeah, and you have 4 carts, so if you are gonna make a trip from station A to station B, you are going to need to find all available resources to transport and then do some math to find the right proportion to transport, could be 2 wagons of carrots, 1 of planks and 1 of logs

gilded fern
quick thistle
#

oooh, what this makes me think of, is adding the corses, yes, but make the fences and the house decorations?

#

which you can place over tracks

gilded fern
#

im not yet able to turn this into a functioning mod, im stuck at the designing phase 😂

quick thistle
#

aaah, thats fine, we can work something out

#

i love the design LoveIT

gilded fern
#

i have prefabs, thats as far as I get

quick thistle
#

that looks sick

regal matrix
#

I love the idea of train-related decorations

#

I don't know how much more complicated you're planning on making this mod but it would be amazing to have little trackside signals and stuff

#

I don't have much knowledge of coding but if the one-way tracks are already checking for the presence of a train in the next block of track, would it be hard to add a functionality to display a green light if the block ahead is open and a red light if the block ahead is occupied?

quick thistle
#

No, thats fairly easy

#

but im not sure how u exactly mean what it should look liek

regal matrix
#

That's okay, I can give some examples later once I'm not at work

winged hull
#

Factorio does it

regal matrix
#

I don't want to assume how much you do or do not know about real railroad operations but there's tons of little detail stuff that shouldn't be too hard to put into the mod if that's something you want to do

winged hull
#

look how the bottom left signal changes color

regal matrix
#

The good thing is that your one-way tracks already do the stop/go functionality and you'd just have to add a color-changing light into the model

quick thistle
winged hull
#

yes, the mod works like factorio but the signals dont change color if the section ahead is occupied

tall bridge
regal matrix
#

I love that old-style stuff

regal matrix
#

The euro style stuff is much simpler than the old American ones

#

And looks nice

quick thistle
#

also @regal matrix They now automaticly turn around, so that should relive it a bit

regal matrix
#

Awesome, thank you!

quick thistle
#

once again, thx for reporting things, hopefully you wont notice now xD

strange blade
#

@quick thistle , wrong live version number

chrome chasm
#

Question on the train mod: does each district only need 1 good station of that station can send and receive all the goods?

strange blade
#

No, but, it's better to have only one, to avoid the possibility that haulers bring back goods to sending station.

chrome chasm
#

Okay! I guess it’s better to have wait stations than good stations, for more trains to go

strange blade
#

At least one waiting station per train !

chrome chasm
#

Yeah! That makes sense

quick thistle
#

If you upfate the tracks while trains are trying to dilver somewhere, then the cacpity of a station gets bugged

strange blade
#

Ok, then I tell you another bug. Trains wait too long in the station when have no jobs, blocking the other trains delivering goods to that station. Maybe, a train with no job must go to the waiting station if a train with goods is behind ?

quick thistle
#

To be clear, anyone with 0.5.4 i suggest downgrading as the version has bugs

#

Which have big impact, bc all of them have bugs, but that one has more

outer loom
#

Changelog: - Added more bugs BeaverDabbing (Typical update)

quick thistle
#

Oke, 3th time is the charm. Uploaded another new version

fleet orchid
#

is there a way to make the small bend fit inside the big bend? 😄

regal matrix
quick thistle
#

🙈

regal matrix
#

The geometry of the big bend seems like it wouldn't allow the small one to fit inside but it sure would be nice

fleet orchid
#

dont feel any presure by ppl making videos

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buttum

#

TOBBERT!

regal matrix
#

Maybe a different corner piece that has the two bound together?

quick thistle
#

there are 2 options:

  1. sketchy
  2. very complicated
fleet orchid
#

lets earmark it as wishlisted maybe?

regal matrix
#

If it's outside the realm of realistic possibility then that's okay

quick thistle
#

@fleet orchid and @regal matrix sketch is doable

regal matrix
#

What makes it sketchy?

quick thistle
regal matrix
#

Or am I missing that is has to be connected to the switch tracks

#

Sometimes I'm dense, as you may know from watching some of my videos 🤣🤣🤣

quick thistle
#

probably to complicated to explain, but uuuh you can place things there that may shouldnt be there

#

Oke, yolo i pushed it KEKW

winged hull
#

its good that we have beta testers

quick thistle
#

u mean that i dont let people beta test? KEKW

#

nono, the players are beta tester

winged hull
#

yeap

quick thistle
#

this is just like what happens with Dutch Windmill, and after a week people stopped reporting it, so its fine xD

regal matrix
#

Dutch windmill is awesome

#

I'm never using a gristmill again

quick thistle
#

its as buggy as the corner piece now

regal matrix
gilded fern
novel turtle
#

it would be nice to be able to put some kind of platform over the 2x2 corner too
I'm thinking about the 1 leg pillar and using the pillar top for example
that or a 2x2 1 high platform I suppose

quick thistle
#

recreated it

quick thistle
#

any feedback?

#

please do tell it

gilded fern
#

this might be nitpicking, but maybe add some metal here and there

#

like the roof perhaps

#

or is it already metal

quick thistle
#

the metal texture are so ugly

gilded fern
#

a bit hard to tell

quick thistle
#

not it isnt yet

gilded fern
#

hmm

quick thistle
#

but the roof i can try, havent yet

gilded fern
#

other than that, looks very good

#

what is the big white circle at the front?

quick thistle
#

i have no clue

#

the texuter is a folktails window

regal matrix
#

That looks great

gilded fern
#

looks like a big headlight right now because of the small lights at the bottom

outer loom
#

Yeah, I agree. Wooden textures look great, but only wood make it look too much of a toy. It needs some "hardness" of a power machinery

quick thistle
#

the cabin with a bit more metal would be also good, but i just cannot seem to find a nice looking ssomething

#

looks like pee

gilded fern
#

ye no this light metal isnt doing it any good

quick thistle
outer loom
#

Yeah, texture is not the best match, so I do think it's where it should go for improvement

gilded fern
#

maybe consider some irregularPlanks instead of metal

#

but if theres no suitable metal, then the original wood one will work just fine (the initial design)

quick thistle
quick thistle
#

again, like, im starting to make the shape and thats fine, but than throwing textures on im like GARBAGE

outer loom
#

Is it? this one looks pretty good to me

near gazelle
#

i feel what makes this one look off is that the wooden pillars stand right where the metal is

#

so it looks decidedly off

outer loom
#

Maybe

rich rapids
#

Maybe a light on the front circle

gilded fern
#

I would suggest, stick to the wood, overall its more consistent than the metal. forget the metal 😅

delicate sierra
#

Tbh, I like the current design of the locomotive. 🙂

quick thistle
lavish rune
#

Oh. I have an idea. Maybe you can change the train into handcar for fueless slower option.
https://en.wikipedia.org/wiki/Draisine

A draisine (English: ) is a light auxiliary rail vehicle, driven by service personnel, equipped to transport crew and material necessary for the maintenance of railway infrastructure.
The eponymous term is derived from the German inventor Baron Karl Drais, who invented his Laufmaschine (German for "running machine") in 1817, which was called Dr...

raven elm
quick thistle
#

bad news btw, my main pc drive got corrupt this morning, so i couldnt do much sadly. Will have to buy new ssd tomorrow

#

no files were lost, as i keep everything on my server

outer loom
#

Don't forget to backup anyway

quick thistle
#

havent setup that properly on the server yet, but i have setup other security meseares

cobalt jolt
#

wheels dont even look round

strange blade
#

It's hard to chop rounded wheels only with teeth 😄

cobalt jolt
#

they need a "round theeth" mod

#

Maybe im just crazy but i would love to see like 3 diff trains like 1 of them being coal "wood" operated being the smaller and slower, then the mid option somewhat water engine bigger size bigger loads and faster than coal one, and then the bullet, totally electric with more loads capacity and waaay faster than other 2, but i know its easier to say it than doing it so its only a daydream.

quick thistle
#

Currently installing unity and things again, so soon up to speed!

#

but i do have to change the fan noise, holy dang is standard annoying

quick thistle
#

on this one the mettal feels way better

gilded fern
#

neat

quick thistle
regal matrix
#

That's cool!

#

Fluid specific transport coming?

#

Or just some nice variety to trains

quick thistle
#

type specific, yes, not sure how exactly yet

regal matrix
quick thistle
#

customising trains or something, where you can select what wagons a train will pull

regal matrix
#

Yes please

quick thistle
#

so you want all round train, or 1 type specific

gilded fern
#

dont ask us what we want, u will regret it

quick thistle
#

oh, i mean as in, you can choose if you want a all round train or 1 type all wagons

strange blade
#

Maybe, just loco must go to train station to pick a job, and there, attach wagons according to cargo type and, maybe, amount ?

quick thistle
#

TheBloodEyes said it maybe looks wierd that it changes the model all the time

#

So, thats why im leaning more to a more "permanent" option where they dont change

#

but maybe only on demand

strange blade
#

Ya, but a train do not travel long distances with empty wagons ...

regal matrix
#

Having multiple trains on a line that each have specific types of wagons would be excellent

#

And very realistic

#

One train for liquids, one for building materials, etc

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Or mix and match as you choose

quick thistle
#

yes, so there fore i think its fun that you can click on a train and select the wagons. minimum 2 max 4.

#

maybe does or doesnt require materials, but the trains goes back to a train yard and switches the model in there to not show that they are switched

#

But this would require a rework of the distribution system, as this does ask for multiple goods in a single trip

regal matrix
#

I like that

#

Also while I'm here, I literally just figured out the other day that you could change the number of goods required to get a train to move

#

By accident

#

That was a very happy discovery

#

If you end up doing any UI work, though, could I suggest maybe making it a bit more obvious that you can change that value? Either a box to click inside like the other multi-value inputs in the game have, or a slider or something

cobalt jolt
#

Have you considered making it a bit harder to get the trains? maybe each player need to have the right amount of materials (and fuel) to build then run the train? I know its a mod but if it was a bit harder to use it would really be something to work for instead of just clicking it and "voila" the train is ready.

#

fuel could just be water so we had to add a water barrel next to each train/goods station. or wood or carrots or taters... any already existing resource for fuel.

regal matrix
#

In the American west in the 1800s, they'd fuel trains with wood before coal became readily available across the country. I don't think it's unreasonable to require logs as fuel and water supply to keep the trains operating as well

#

Of course, part of the fun of the mod is how simple and easy it is to get up and running if you have the scrap metal to build tracks so idk that making it difficult is 100% the right move

quick thistle
#

The goal is replacing the distribution system. So i think JC hits the nail on the head. Gonna write that down in case of future argument.

outer loom
# quick thistle

I'd add a small rim around edges of tank cylinder and make ladders lower, may -1 step, they don't have to stand out that much, but overall looks very good

cobalt jolt
quick thistle
#

Yea, fuel i think is still a fun mechanic

#

Probably just a part of the train yard or something

cobalt jolt
#

then that model @gilded fern made could be handy for the fuel depo.

regal matrix
delicate sierra
regal matrix
#

You're probably right lol

#

Something to do for tomorrow's video

quick thistle
#

oh, im a fan

rich rapids
#

Omg so cool

#

The beavers are missing TwT

quick thistle
#

yea, currently trying that before going to bed xD

rich rapids
#

xD

quick thistle
#

Good work today guys! 🫡

outer loom
cobalt jolt
#

Welcome to ChooChooville...

regal matrix
#

This is amazing

waxen walrus
#

I'm interested in this mod, but I was wondering what supporting mods I should add to it

strange blade
#

Path extension, to have steel bridges ...

waxen walrus
#

huh

#

2 and 3 wide bridges would be nice

delicate sierra
#

Huh?

They're blocking each other. (I'm building lots of new tracks right now, that might be the cause...)

rich rapids
#

I always stop the trains before i change something with the tracks

quick thistle
regal matrix
#

I don't remember what mod pack those are in unfortunately

delicate sierra
native vortex
#

Any idea why train #2 (highlighted in the train yard) is refusing to come out? Train #1 is working perfectly and moving between the districts transporting items. There are plenty of waiting stations in the other district as well.

quick thistle
#

one train will occupy a color

#

another train wont enter a already occupied section

native vortex
#

Hmmm. Okay I have an idea. Thanks!

quick thistle
#

Click on any straight track and click the "divide section" toggle