#Choo! Choo!
1 messages · Page 3 of 1
So am i 🤣
Im building on the recommended map
So the water is 2 deep
And i built way too much
Instead of getting 3 tnt to make it easy i built the whole thing on water
2000 messages in this thread WHAT
@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.",-
``
ooooh, yea i forgot i had to push the language changes, hope i wwont forget now. Thank you once again 
No problem for me, my german game is up-to-date. 😇
@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!
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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?
they arent removed, you have to enable them using the ui
click on some straight tracks
yup nothing change, just more QOL
ok, thnx
Gah! That reminds me. I have to redo the one ways on my other map. 
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
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?
https://puu.sh/JAbsO/d9e622a871.png for me they are still a seperate section
Ah, I got fooled - it had just picked really similar colors
yea, have to maybe think of something better xD
not normally a big deal
and the circles would make it obvious if there wasn't a train parked on it
just the two sides were so close I though it was still joining them
So why does the divide sections flag clear when loading an older map?
new normal track are fallback for non existing old one way track ...
Behind the sences everything is now a one way track. But if they are not configured, then the flag is hidden. So on load it looks like everything is now straight track while its the other way around
Ah. I was wondering if there was a way of identifying the old pieces on load and turning on the one way for the old one ways.
I could maybe have found a way, but that would require significant work with how the loading system works
so i didnt bother with trying as its just a one time setup again
No worries. I only have one other map to update.
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...
it's a well-studied NP-complete problem
is that math 
yes, but also a dozen lines of pseudocode 🙂
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
(if you added an X, thus having nodes with 4 edges, it might need 5 colors - it's N+1)
the random colors are pretty OK too, though
maybe it can help in making sure that colors are different enough to make out they are different
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
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.
Trans can pathfind themselfs. If you have the space and resources than 1 tracks seems fine.
I am not sure whether 3 colors are really enough. We're not in a plane, trains can cross each over on bridges.
can check out sweet transit for some ideas 😅
this is fun to see in Timberborn - did someone do barges already?
What are barges?
You dont really have a map to use them? The most maps have small rivers, waterfalls or just no reason to use a barge.
@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
Wut? Hmmm
True, 3 colors is not enough if you consider that crossing on bridges as touching
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....
the answer is 4
As borders twist and turn through geographic features and political realities, maps get complex quickly. But no matter how many bodies are being mapped, it's only necessary to use 4 different colors to make sure that no two that are touching share the same color. Given how intricate and complicated maps can be, how can we not need more than 4?!
...
But it isnt a map? Its a railroad, in a game
and a map
Definition 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.
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"
Meer informatie?
sorry hek niet jonguh
Kan gebeuren
Yeah
I got this.
no even if its tracks or roads its still a map
and if you need to visualize it think of it like very long thin countries 😛
3 would do for now but to make it futureproof 4 is the answer
I think it should just be a random hex color
i dont care either way im just here farming rankpoints 😄
With atleast x amount between the other ones
Bro wants the level, whats ur level?
xD
lemme join in 
Ofc u can joun ur the mod maker
i would like to see the lines be replaced with shapes
Is this a good idea for the rail color?
Maybe a option to do?
oh, whats your idea
i dunno i just made this up
Maybe shapes with a random color
😄
A line with every 2 teacks a shape, triangle, square etc.
well actually
changing to shapes might not solve the problem, but it might make it more obvious
it will inprove for colorblind ppl 😛
or it will look very chaotic
I gtg but ill make a huge text about the ideas
https://puu.sh/JAfap/9409c19c5b.png maybe it can work 🤷
i dunno how difficult it would be to randomize this
There are also a limited amount of shapes you can use(no one will see the diffirence between a 7 corner thingy and a 8 corner thingy)
did i already mention the number 4?
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?
what does the stuf in the carts have to do with the track sections?
and why would you need 4 railways ^^
1 item per railway
but y
U need multiple stations
no you dont xD
Im pretty sure u do
@copper crypt can you be more clear in what you mean, bc it looks like you are just saying random things
Does it really look like that?
Wait let me write it in a doc and copy paste kt
It*
Every station can only have 1 product right? @quick thistle
In this episode we'll be building a Geothermal Powerplant!
During this series we are playing with the Folktails but with the Unified mod on the Lakes map. During this playtrough, I will challenge myself to make a "nice looking" completely filled map. I will not cut any footage out and if we need to wait a long time on a resource like wood, i'll...
no xD
nope
What
click the link :p
Is that a new update?
bc, i thought it would suck if only 1 per station
Yeah makes sense
3 working lines from 3 districts ...
But then ill need to rework my beaver train
i do am wondering if its really necessary to have so many sections though
sections allows for more trains 🙂
It must, if all trains go to one station , since is 17 trains ...
maybe that just means u have too many trains lol
Maybe, maybe not 😄
i just personally dont like to see my trains waiting somewhere random
in the middle of a tracks
why to wait in the middle of the track ? Count, 17 waiting stations .
I mean, if for whatever reason a train is blocked
it will cause a giant backlog with all these trains following up because of the many sections
See this : #1064952561687343235 message
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
almost no trains are standing still here 🙂
but thats just my way of playing i suppose
iv see this and i changed my y tracks to a t junction+a bendy 🙂
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.
This is what i think about it
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)
nono, thats very clear, definitly worth considering
adding different shapes does it make it plenty more complex.
There a re multiple shapes like ♤♡◇♧■□●○ u can double the amount with being fill and empty
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?
not sure, maybe later
which one you mean?
Future proofing never is a bad thing
even if u use shapes, u will still have a possibility of having the same shapes next to one another
same colors - same shapes, same problem
not necceserialy that hard, but i prefer working on passenger system or something cool like that, its a mod after all xD
yeh
Maybe a dotted line, with different variants ?
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.
Being able to see colours is not necessary to see where the sections are.
I'd rather have those arrows show the one way directions.
Thinking about it, this is reasonably easy change
Because it is essentially just changing these 2 sides
Hi, that is well known aged math knowledge. It works for areas on a plane. It does not work with enclaves, or bridges.
Yea, but i still believe the problem to be that it is n + 1
As suggested here
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.
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.
How does the "random" (idk if its random) color system work now?
Color = new Color32((byte)(Random.value * 255), (byte)(Random.value * 255), (byte)(Random.value * 255), 255);
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.
And you get a hex code i assume?
Would it be possible to add shapes and check if that combination has already been chose?
When leaving the plane by using bridges, you can create a connection between any two sections, thus (in the extreme cases) you will need as many colors as you have sections. Of course, in practice, rail networks are not built like that (and special cases like the waiting station cannot have direct connections in the middle).
Color and shape combination
cant agree sorry 🙂 show me
Give me a few secs, I need to rebuild to make space for the bridges.
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.
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).
. o O ( sometimes, I wish I was wrong... )
you are 100%
now anser me this
answer 😮
why would you make this in this mod 🙂
because section4 has no business bieng there 🙂
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 😄
Yes, most networks in practice look differently.
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.
@quick thistle You have created a MONSTER
true
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:
- 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.
- Simpliness - the algorithm must be simple enough so that the developer still understands it.
- 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.
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
What will be fun will be a first eye view mod, mainly for trains ...
someone created that right?
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.
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.
No complicated and run-time expensive graph algorithm necessary.
Better coloring would improve this mod so much
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.
the system gets a little chaotic with 3+ districts and multiple exporters/importers of the same type of goods
Watching RCE using the train mod was painful
I apologize for unleashing a math monster 🙂
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.
I agree that if colour is the only way to tell things apart then an alternate means should be given. But, as you can already tell sections apart without colour there's no need to visually clutter the rails with symbols.
yeah
are trains broken? mine wont leave the yard 😦
Oh, they should be working, i was very excited to see them working, i didnt see anything in the video that would prevent them to
did you change anything?
I've got two goods stations set up to receive and send goods- each has over 20 of each item
one end of bridge (bridge is two-way)
this is probably the reason why
it has to do with a bug, that i havent figured out how to solve yet
the yard needs a loop? even though I put a one way at the front of it?
i wanna add repairing in the future, which will require the loop to be there, but no time yet
or coal usage or something
@strange blade was that your suggestion aswel?
so sorry for the inconvience 
You need to activate the one way(check box) in straight track
I believe he hasnt updated it, i believe, so that bug is still present
I thought I updated every mod this morning- maybe not
And, Tobbert, what suggestion ?
oooh, i didnt know you did... then it sstill is bugged, have to look again
I wanted to tell you im feeling so honoured, like really thank you so much, im all shaking right now talking to you 🙈
What bug ? Is working, look : https://www.youtube.com/watch?v=KzDRJ7YuezQ
you were also typing, so i thought you had a suggestion regarding the problem
the bug is that there is a one way between the train yard and the system
because its trying to look for places that it can go to and get back to
OOOOOOH
i think i thought of the reason of the bug
im stooopid
gonna look for tonight
btw if you're still here
do you know whether mods have stopped the ctrl + H from hiding the ui/hud?
it doesnt seem to work for me, I assume one of my mods disabled it perhaps?
(or I forgot the correct command)
Someone mentioned it before, I'm not sure which mod causes it though 😦
Im extremely hyped for the next one, because as you can see, he is gonna make them move 
I stopped watching timberborn bcs it got boring but now i see he has mods
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.
If there is something going on, then im most likely aware of it 
except Water beaver overhaul, thats a beast i cannot tame 
@fallow charm I saw you typing, but the problem is solved?
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??
yes, it does it on every track build
oke, ty for that feedback, i hoped i had optimised that enough
but i will have to revisited it to optimise it some more

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
It ensures that the pathfinding at any other time is very fast
Yes, what you say is totally fair, i will see what i can do
Great!! Really love playing with the mod, so many thanks!! Brought a new life into the game for me
Btw, i just looked at this, and i finally found the problem, another typo 
wrong overload of a function
are u talking to urself there?
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.
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
Honestly no clue
maybe from before the update?
when did you download the mod?
30 min ago
when does the gam crash?
as soon as as the waiting station is placed
I had it working yesterday with the modio manager for a while and then it happened again 5 hours in lol
Thanks for the quick reply, just wanted to make sure it isn't a common issue that I'm just ignorant of
you are for sure the first one, because that error messsage is also not helping
im very intrigued by that error, im a bit busy, so will look at it tomorrow
no worries, totally was not expecting you to. Ill keep trying stuff out and see what happens, thanks!
this is the code that raises the error
I like the use of $" for interpolation in the string and then the + "there should be " +
Are you using several mods? Or only Choo Choo?
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
And of course timber api and bepinex
did you try to reinstall choo! choo!?
Only 5 times
oh
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
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)
In case of problems, the safest way is to manually delete the folder with the mod from plugin folder, and, then, download- the mod again with ModManager !
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
It just seems safer to do it manually to me than add more mods
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.
It has support to download any dependencis mods for the mod your downloading 😎
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
There is no way to prevent that except from manually looking if the mods don't work toghether
hey how comes my train isnt moving?
i have it set also
and i have the good stations as well
can you show a screen?
You have one as reciving and one as sending?
yup
and my game just crashed
so im guessing there is a mod thats messing with it
the waiting station is crashing my game
it looks like i cant use trains
although i really want to
owo second one with that problem?
yup
can you go to documents -> timberborn -> crashes?
and can you send the corresponding error report?
Hope that you don't try to use drag method (like for path) to place multiple ones ...
I just installed it fresh with mod manager this time and same thing after placing the third waiting station
is this the correct file?
no, the whole folder please
yesss, thank you
@strange blade you are correct. @raven elm and @stark moon you guys are dragging
its my bad you can do it in the first place, but that is why its crashing
this is the best i can send you
todor, the bug catcher
it was the report for when it crashed
Well, too sensitive mouse = dragging ....
ya
yup
that was really simple
hey guys which side does the train go into for the waiting staions
the side wth the sign or?
Its indicated by the green and red sign
One side of the sign is green, other, red, so ....
i dont understand my train wont move
yes, that is wierd, if you can send the safe, then i can look tomorrow
saves are very small
i can try and find it
@quick thistle here
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
One train per color, add colors by inserting one way signals
You divide sections. Click on some straight track and click the toggle
ok
@stark moon and @raven elm i pushed an update where you cannot drag anymore. Should prevent that issue from comming up again
ok
hey can they go under water?
yup 🙂
k
Underwater trains, you say?
This changes everything
havent made any systems that would take water into account. Not sure how it would work even, because disableing the train doesnt seem fun.
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.
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.
this could mean it cannot pathfind towards its goal for some reason, could you provide a screen?
Ok
have you turned of the game since placing and building it?
could you try that for a sec
Ok
yes please 
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
That fixed it! It's sending and receiving perfectly now. Thanks!
oke, means i have some work to do, thank you for sharing 
Thank you for the mod, I love it now!
have fun with the mod 
OMG
WHAT A STUPID MISTAKE

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

what was the mistake?
I was calling something to late
so the indexing happened before a station was created
therefore it wasnt indexed
oh
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
I love this you know, seeing images like this 
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.
It might be a race condition when the network is recalculated after adding a new track.
i confirm the issue, except with the goods. I switch direction of the stuck train, and, is working !
Ah, switching direction. I could try that next time. 🙂
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.
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
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 😮
Yes, for me, it also always happened the same spot.
regarding what you say in this mesage (#📷screenshots message) Do you mean waiting stations by any chance?
@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
i mean, what made you crash?
ohhh sorry
deleting tracks part of a line
its not currently happening. but it happed a few times the other day
sometimes i would would lad the game out for a few minutes
ty for telling me
note: currently its acting fine
maybe you have the crash report
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
Was there a new update of the mod with grade crossings?
I thought that was still in development
It was in development 🥳
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)
This looks fantastic! Is that a side platform in the left part of the frame going over the aquatic farmhouse?
ty, yes it is a platform.
now expanding to the rest of the map.
Adding new tracks is time consuming, maybe 1 track per evening, but i havent had time this week
these are the platforms i use.
one a week is plenty lol we re all patient and well behaved lol.
Either that one with bridges if its straight or these other ones if theres curves or slopes.
@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.
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
Its not? There is a train at yhe flags
The purple section is occupied
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
Yes, if you want a single track, then both sides need number of trains + 1 sections
for the moment, your feature to just select a track to make it one-way saved me
The six trains on the left are deadlocked.
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.
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
@quick thistle https://www.youtube.com/watch?v=TGqBluogqVg
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://...

and the download count rise again 😮
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...
You need to add one way signs (act as track separators), sine in a section of tracks can be only one train !
ok ty but inside the train mod menu i dont really see a 1 way sign anywhere
... this is all i have there
click on a built track
dont use the cursor thing btw
turn off the mode
duuuuh me .... got it thanks, how often do i need the signs?
or where are they really needed?
you must click on a already built straight section and activate (checkbox) the one way ! You can also can switch direction
you can have 1 train per section
if a train is in a section another train cannot enter it
so... just to get it right... if i wanted at least 2 trains i need at least 1 sign through out the whole track.
How many section ? Look : https://youtu.be/KzDRJ7YuezQ
you need at least 2 section
number of seections = number of trains + 1
ok so section = districts then? i have 4 total districts through the track
to create 2 sections in a loop you need 2 signals
no
when you click a track each color is a section
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
then its only 1 section and only 1 train can enter it
ok fair enough ty a lot.
@strange blade That is really cool, thanks for the vids, now ill have to do the proper settings with the tracks.
Well, if will help you , glad that I make that video . 👍
what you mean, just copy the repo and just throw it in
I have no idea what you just said
aaah, go to this page: https://github.com/TobbyTheBobby/TimberbornModsUnity
that is the repository, repo for short
download that
then you place it in your unity project
do you still have that?
what you wanna do, if i may ask?
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
https://puu.sh/JAHdw/1c6136415d.png https://puu.sh/JAHdE/8f733a8bfb.png im missing some assets, did I open it correctly?
not sure why they didnt load
what happened is that the files have different id's
what makes it so they dont load
the refrence to the file is wrong
the vanilla buildings wont even load either, so it might just imported the file incorrectly or something
Have not checked choo choo but your other mods usualy work great.
Feels like its missing reference to mesh
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
Thanks a lot to @strange blade @winged hull and @quick thistle for explaining earlier, now its running with multiple trains at once 👌
Why didnt it make sense? What was unclear?
So i can improve
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
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.
did you finally get mod manager to work?
Yup! It’s working flawlessly, thanks!
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 !
That could help also
Oooh, i forgot to add unexperired
Will try to remeber to fix, how stupid
Its changed since recently
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.
Is anyone else getting an error message related to choo choo?
probably there is another train in the next section
So 1 way rail "cut" the section?
only 1 train can be inside a color
Oooooh
yes
So i need to split the road basically to my needs
Uhmm
Any tricks for the train go to 2 stations instead of 1
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
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
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?
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
if it crashes you can share the error log here
in the error screen it shows the log location
its a .zip file
I cant find the file
This is the sending station
the trains always go to the left station
oh, you have 2 stations in the same district, I dont know how this works
Train
nice
In my personal experience, as long as one does not import the goods the other exports, it should work fine.
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).
@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
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
Currently i made the overflow possible because it was the easiest solution. I do wanna make a fix where they cannot deliver more than the max (as it should be, but you know, i suck
), but i havent gotten around to that yet. Because as i understand, that would fix your issue right? Because they wouldnt have made the request and wouldnt start it, so they would look to fill something else.
What I found helps fix this problem is changing the minimum load on all the trains to like 20, 40 , 60 ect so they auto stagger.
When i have overflow i just cancel the sending/receiving thing, the items just stay in the station
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
This is the way
How is this done in the meantime?
Click on a train, then change the number
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?
c#, there is link in the mod io page
Oh, oh gawd... My arch enemy
if you can understand it that is xD
oh, i mean the code ive written
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
And none of it is "clean"
Well you've done a fantastic job so far for not being a developer
my friends are always laughing at my code 
ty, makes me happy 
Well your friends aren't published successful modders are they?
Maybe a promise system for the trains?
what do you mean?
If I understand how the mechanism works by the behavior, the trains are looking for jobs all the time
yea, correct
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
lots of things on the todo list and no time todo it
i dont completely undestand the promise. though the current system works exactly like the beavers.
Except it doesn't exactly
Beavers don't overfill target inventory or grab resources they don't need to move
thats because i forgot a function to call
Lol
looked at it this afternonn, should be fixed
So it should now only be 1 train?
it shouldnt overfill.
im in bed now
Damn
The majority of you modders appear to be
if you have a envoirment up and running, you can try ut
oh, i thought you had a working envoirment already, mb
Ehhh, I can pull some crazy shit off in node
but yea, sadly very busy lately, no time to mod or to tired.
Have a sleep sir/madam/apache attack helicopter
Timberborn itself uses the Unity Framework, which is "scripted" by game developers in C#.
Microsoft still tries to push its own MVVM model instead of MVC. But somehow, I managed to write c# for 14 years now, in a dozen different projects, and never used one nor the other. A specific UI Framework doesn't define the language. 🤗
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
The timberborn devs are in Europe. Poland, IIRC. 🇵🇱 🇪🇺 🇺🇳
That's my main excuse for not trying to contribute with patches. 🤷🏼♂️
Sorry, it was more curiosity than offense. (And gone)
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
i know
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
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
has to do with some other things that i have to improve
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 🤣
that was probably when you were building tracks, correct?
The persistent issue now is occurring on completed lines
oh
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
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
aaah, tahts fine then, i think thats the cause of the issue
Do you think it could also have something to do with changing existing track pieces to one-way pieces as well?
I also like the kingdrom video's, also bought that game like 2 years ago, has improved tons xD
Most of the loops haven't had any new construction but I have put in "blocks" on a few of them
this also triggers a complete update
It's a great game! I just need to get better at resource management 🤣
I bet that's the issue then
then thank you for the notification 
You are most welcome!
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. 🙂
By chance, that station it isn't the first one you have build ?
I found when trains are misbehaving, especially after a network change (new rails, stations added) it helps to purge the network of all trains and rebuild them. For some reason they seem to think the old network layout is still valid. Try deleting that "short circuit" and then purge all trains from the line and rebuild them, see if that fixes it.
It is, although I'm not sure whether I rebuilt it in the meantime, or not. 🙂
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
...
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
...
@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. 😇
In this casez you can see the one way is incorrect or the train got turned around
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... 😦 )
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
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?
But, from what I see, both stations are in the same district, so, haulers move water from receiving to sending station !
No, they're not in the same district.
The water dissapearing i know why
@strange blade There's the district border.
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
Here he solved it: https://youtu.be/VVInnyR11LE?t=3349
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
...
Ah, I see. So the idea is that it tries to find a path to somewhere else (waiting station) if it cannot find a path to the destination.
But maybe it could still "magically transfer" the goods back to the station where they've been picked? Or drop them as a stack like when demolishing a building?
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
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.
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
Yes, the current implementation recalculates all train networks whenever a single track is build, destroyed, or the one-way settings changed.
@quick thistle trainyard 2.0? https://puu.sh/JBcQ0/29c97b0dbf.png
well, why not?
Or, will be a maintenance facility or a charging (refuelling) station ?
My guess is that this has something to do with fueling
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
I want to know

We know when we know 😁 
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
@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 ....
This is the result of difference between number of items and amount in KG's. Currently look at that, but what would be a good default KG amount?
100? So like half full currently?
or 150?
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
But math don't explain the only one item been delivered 😮
1 item total or 1 in all 4?
1 in total
what item was it?
@native vortex I uploaded a new version which you can download with the mod manager
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
Thanks! I'll try it this weekend.
@quick thistle , now train brings log, for example at receiving station, unloaded, but the inventory did not change 😮
what you mean?
Can I show you on live ? On beaver-noises .
yes sure
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
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
I pushed the changes
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
@quick thistle rail crossing 2.0? https://puu.sh/JBil0/f39ec9c865.png
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
im not yet able to turn this into a functioning mod, im stuck at the designing phase 😂
i have prefabs, thats as far as I get
that looks sick
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?
That's okay, I can give some examples later once I'm not at work
Factorio does it
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
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
this is what the mod does now, right?
yes, the mod works like factorio but the signals dont change color if the section ahead is occupied
or moving arm if blocked like old style marking 😉
Moving arm probably fits the timberborn aesthetic better
I love that old-style stuff
https://www.transportfever2.com/wiki/lib/exe/fetch.php?media=gamemanual:management:signals:semaphore.png
something like the red arm 😉
maybe intresting reading about signals? https://www.transportfever2.com/wiki/doku.php?id=gamemanual:railwaysignals
also @regal matrix They now automaticly turn around, so that should relive it a bit
Awesome, thank you!
once again, thx for reporting things, hopefully you wont notice now xD
@quick thistle , wrong live version number
Question on the train mod: does each district only need 1 good station of that station can send and receive all the goods?
No, but, it's better to have only one, to avoid the possibility that haulers bring back goods to sending station.
Okay! I guess it’s better to have wait stations than good stations, for more trains to go
At least one waiting station per train !
Yeah! That makes sense
I reverted the update as i found a bug which i didnt understand
If you upfate the tracks while trains are trying to dilver somewhere, then the cacpity of a station gets bugged
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 ?
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
Changelog: - Added more bugs
(Typical update)
Oke, 3th time is the charm. Uploaded another new version
is there a way to make the small bend fit inside the big bend? 😄
I was going to ask about this too
🙈
The geometry of the big bend seems like it wouldn't allow the small one to fit inside but it sure would be nice
Maybe a different corner piece that has the two bound together?
there are 2 options:
- sketchy
- very complicated
lets earmark it as wishlisted maybe?
If it's outside the realm of realistic possibility then that's okay
@fleet orchid and @regal matrix sketch is doable
What makes it sketchy?

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 🤣🤣🤣
probably to complicated to explain, but uuuh you can place things there that may shouldnt be there
Oke, yolo i pushed it 
its good that we have beta testers
yeap
this is just like what happens with Dutch Windmill, and after a week people stopped reporting it, so its fine xD
its as buggy as the corner piece now

thats not a bug, thats an easter egg
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
recreated it
this might be nitpicking, but maybe add some metal here and there
like the roof perhaps
or is it already metal
the metal texture are so ugly
a bit hard to tell
not it isnt yet
hmm
but the roof i can try, havent yet
That looks great
https://puu.sh/JBnML/9d68a82f11.png looks like it would be more accurate if its the same texture as its surroundings
looks like a big headlight right now because of the small lights at the bottom
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
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
ye no this light metal isnt doing it any good
Yeah, texture is not the best match, so I do think it's where it should go for improvement
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)
again, like, im starting to make the shape and thats fine, but than throwing textures on im like GARBAGE
Is it? this one looks pretty good to me
i feel what makes this one look off is that the wooden pillars stand right where the metal is
so it looks decidedly off
Maybe
Maybe a light on the front circle
I would suggest, stick to the wood, overall its more consistent than the metal. forget the metal 😅
Tbh, I like the current design of the locomotive. 🙂
yes, i do wanna allow for changing it back. once ima add different wagons im not sure how im gonna do it, but idk
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...
I was thinking about this the other day too! It would definitely be a fun addition to this mod
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
Don't forget to backup anyway
havent setup that properly on the server yet, but i have setup other security meseares
It's hard to chop rounded wheels only with teeth 😄
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.
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
on this one the mettal feels way better
neat
That's cool!
Fluid specific transport coming?
Or just some nice variety to trains
type specific, yes, not sure how exactly yet
customising trains or something, where you can select what wagons a train will pull
Yes please
so you want all round train, or 1 type specific
dont ask us what we want, u will regret it
oh, i mean as in, you can choose if you want a all round train or 1 type all wagons
Maybe, just loco must go to train station to pick a job, and there, attach wagons according to cargo type and, maybe, amount ?
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
Ya, but a train do not travel long distances with empty wagons ...
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
Or mix and match as you choose
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
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
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.
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
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.
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
maybe then just adding the fuel part with enough wood to burn to make it run.
Yea, fuel i think is still a fun mechanic
Probably just a part of the train yard or something
then that model @gilded fern made could be handy for the fuel depo.
And having it go through the train yard for fuel would also encourage good track design so people don't do what I did in my first couple of loops where the train yard was off on some abomination of ugly track with weird one ways everywhere 🤣
You still don't have enough waiting stations. When a train gets empty at a cargo station, and there's no free waiting station, it will stay sitting at the cargo station till it gets the next task, and block the station for other trains to fulfil their tasks.
oh, im a fan
yea, currently trying that before going to bed xD
xD
Wow that's cute
This is amazing
I'm interested in this mod, but I was wondering what supporting mods I should add to it
Path extension, to have steel bridges ...
Huh?
They're blocking each other. (I'm building lots of new tracks right now, that might be the cause...)
I always stop the trains before i change something with the tracks
deleting one of them should fix,
You can kind of fake 2 or 3-wide bridges by using the side platforms
I don't remember what mod pack those are in unfortunately
Yes, deleting fixed it.
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.
everything is purple
one train will occupy a color
another train wont enter a already occupied section
Hmmm. Okay I have an idea. Thanks!
Click on any straight track and click the "divide section" toggle
