#Choo! Choo!

1 messages Ā· Page 4 of 1

native vortex
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Yeah I think I have an idea on where to place it for the most benefit

delicate sierra
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I usually have lots of rather short sections (5-10 tracks), and two parallel tracks in opposite directions.

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Looks like this...

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Sometimes, I combine them using platforms when it's tight.

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And a multifunctional two-way-rail + path + power combination, built just for fun.
(Putting the path on the upper levels allows everything to be build without external scaffolding.)

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Btw, by now, I have 6 districts connected in a more-or-less two-way loop with turning possibility close to the cargo stations. It's one cargo station per district, and everything works well. I don't know where the notion comes from that a rail line cannot connect several districts. ShrugFT

quick thistle
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Did anyone say that?

delicate sierra
quick thistle
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i dont remember anyone saying that ever

delicate sierra
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I've been informed that the hauling posts and builder's huts don't work the way I thought they did. I've uploaded HOW MANY videos on this game??? šŸ˜‚šŸ˜‚šŸ˜‚šŸ˜‚šŸ˜‚
Well, it's never too late to fix my mistakes...

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

ā–¶ Play video
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According to my experience, the only way to get into trouble (or at least lots of busy beavers and trains) is to have two cargo stations in the same district, one exporting the same goods than the other imports.

regal matrix
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I said that because that's what I had gathered from here

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Although I haven't personally tested it

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If I'm wrong I will issue a retraction in Thursday's video šŸ˜…

quick thistle
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I pushed a new updated not as live which has the new models

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Lemme know what people think and how the system that i build works.

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Not final, but i think its in the right direction.

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with new system i mean selecting the model for the wagons. You can change those by clicking on the train

rich rapids
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O-O runs to update

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3 district and 4 stations

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And a water district on the way

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The wagons forms change the resource it takes or is esthetic

quick thistle
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havent implemented changing resources, so costmetic now

rich rapids
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Oh nice

quick thistle
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but thats mostly because i dont know how i want it implemented

rich rapids
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Oh kk np

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Theres and message as well

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When i change the form

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But its just thats

quick thistle
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yea, i saw, but its mostly for getting feedback on the models and system

rich rapids
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Oh kk

rich rapids
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The caos is here!

vestal elm
strange blade
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Ya, 3 length waiting station, now Tobbert need to make them 5 length 😮

delicate sierra
strange blade
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Well, you remember the changes in vanila warehouses ? 🄳

delicate sierra
strange blade
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and now, it isn't ?

waxen walrus
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how do i set tracks to go in one direction? i double track EVERYTHING so i need that to be useful

tall bridge
waxen walrus
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ooooh ok

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once in finish my rails ill do that

delicate sierra
narrow oasis
quick thistle
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Btw, i would love to try and get this ingame

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If you want to ofcourse

rich rapids
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I have an idea about how to implement the wagon system

quick thistle
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Might be just visual and change on type in the wagon

rich rapids
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Can be use for more capacity of the train, for example i have a water district so maybe putting the water wagons, the trains can carry more water, lets say 25% more

quick thistle
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HMMMMM

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meh

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I like the idea a lot, but also feel it can feel wierd

rich rapids
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Uhmm

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Otherwise been totally cosmetic, the train can be changing the type of the wagon depending of the resourse it carrys

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And, in the same time, maybe carry more things? Idk

cobalt jolt
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is the new update out or just some tests with specific players? i didnt get the update notice in mod manager yet?

quick thistle
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to prevent new players from downloading that version, but the mod became to big to share otherwise

quick thistle
cobalt jolt
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uuuuh uuuuhh lol ok i will ty

cobalt jolt
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Actually i was missing not one but two updates, i was missing 5.7 ... AND 5.8, updated now.

quick thistle
cobalt jolt
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yup thats the latest so thats the one i got ty

gilded fern
quick thistle
gilded fern
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because it will take a while before im capable of releasing these things

quick thistle
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if you wanna try that, for sure do ofcourse, i dont wanna take credit or discourage

gilded fern
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no no i just don't have the time to figure it all out now

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so until then im just playing around

cobalt jolt
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By the way @gilded fern those models you made are great, they look awesome.

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Ok first try gave me a crash at start but second try worked and its running now. just noticed it took way longer to load than normal but other than that no biggies so far.

quick thistle
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hmmm, the extra models require more load time maybe? wouldnt know what could cause that

cobalt jolt
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no big deal an extra minute or two waiting wont hurt

quick thistle
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a minute or 2?

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how long is your waiting screen?

cobalt jolt
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(figurative) dunno exactly how long but it took a bit longer.... normally i would say it loads within 2 minutes if i start the game from scratch from steam.

quick thistle
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aaaah, oke

cobalt jolt
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It was the perfect time for remo... that was an old train. 😁

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playing with the new wagons saw this (just visuals). the tank wagon kinda goes inside the box wagon.

quick thistle
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thats on load

cobalt jolt
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its paused right now but the train is running fine, just the visuals i guess from certain angle.

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i think it was only while loading, it kinda blinked and got normal

quick thistle
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yea, thats what i mean, on load

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because the size was smaller before

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now the size is bigger

cobalt jolt
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oooh ...got you, i thought you asked if it was while loading the train lol (loading at the goods station)

gilded fern
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@quick thistle see below

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does this work?

tall bridge
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best is left click and select Export package that way it gets any subprefabs/meshes used also

cobalt jolt
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Happy goes the new train!

gilded fern
delicate sierra
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I also just updated 5.8, was on 5.6 before. Did the size of the waiting stations change, as someone mentioned here?

cobalt jolt
kindred grove
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I wanted to suggest roller coaster cars under well-being to be used with the tracks. Some rollercoaster track parts could fit in the track section

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Maybe after your satisfied with your mod

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Love the crap outta this mod btw

rich rapids
cobalt jolt
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Just a suggestion. (some images used from wiki).

rich rapids
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In the flat wagon maybe can show the boxes of the item

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The gondola maybe put the heavy stuff

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Looks awesome

cobalt jolt
cobalt jolt
rich rapids
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Hahaha yeah!

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Omg its true! xD

waxen walrus
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It would be cool if there was a use for passenger rail

kindred grove
waxen walrus
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yeah

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what if beavers took the train to work

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how bout rail extends district limits?

quick thistle
quick thistle
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The only instance i would see it being even a little bit usefull is jsut beavers being able to teleport between stations

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which is on the todo list and already partially made

waxen walrus
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but beavers need to live close to their job

quick thistle
cobalt jolt
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@quick thistle whenever it gets decided what goes in which let me know if you want to update the chart for future use as reference.

regal matrix
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It is very exciting to see that you're working on beaver teleportation

waxen walrus
regal matrix
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Also while we're here, my trains are experiencing rubber banding

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Distance between cars expands and contracts constantly which is funny to look at but ultimately is something that probably needs to be fixed

quick thistle
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thinking a lot about that, havent thought of a solution yet

rich rapids
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My trains doesnt move, any thought?

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nvm resolved

plain summit
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I am not sure since you can place rails on bridges to connect the tracks, but not into the tunnel. Will have no access to my PC till Monday, so I cannot test myself unfortumately.

rich rapids
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No, tunnel are just for beavers for now i think

delicate sierra
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Sometimes, I wish there was a third mode for goods in the cargo stations - auto balance.
Import, when we're below the districts resource minimum, and export when we're above the maximum, as set in the distribution centre.

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Between minimum and maximum, just do nothing (except act as storage, maybe).

regal matrix
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That would be an excellent mechanic

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A lot of other games have that functionality for trade

quick thistle
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hmm, the hardest reason for not changing the logic for that is that im not sure how to make the UI for it

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the ui in general is pretty bad, but not sure how to improve

delicate sierra
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Just a third option "auto balanced", and a button which opens the district limits dialog, which is also used in the distribution centers.
The advantage of trains against distribution centers is that I don't have to set individual routes, just connect all the cargo stations.

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(And that they don't run out of energy on large distances... )

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Or maybe have your own limits, independent of the distribution centres, as the semantics are different.

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hmm. Not yet thought through 100% on my side. 🄓

cobalt jolt
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Attach a number of haulers to each goods station by placing a hauling post to it, the haulers can also go (teleport) from station to station to load/unload as needed.... (1 hauler per wagon) if theres no haulers theres no cargo movement in any station. that can take care of balance if theres no workers theres no loads to move.

regal matrix
jaunty halo
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Is there any way to delete trains?

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Ok apparently you can but you don’t get anything back from it

strange blade
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Click on loco and press the delete key .

delicate sierra
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It should drop the materials as debris.

rose stirrup
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I'm a bit late but if you're making faction variants, my waterbeaver faction certainly would be happy about it šŸ˜…
But building designs is mostly folktails to be honest, just the colour palette is slightly different

strange blade
quick thistle
plain summit
quick thistle
plain summit
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nice, then I shall patiently wait for it šŸ™‚

rich rapids
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Back to the Future Style (?)

kindred grove
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Less off the rails, more of straight up selectively ignoring the rails

rich rapids
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I fix that with the "H" intersection, the trains was turning because wanna return but there was no exit

rich rapids
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Final Rework

delicate sierra
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These appeared in the console window while loading a saved game. Are those of any importance?
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 20x Plank at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 23x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 20x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 21x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 20x Plank at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 21x Biofuel at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.
[Warning: Unity Log] While loading Train.Folktails(Clone) couldn't reserve capacity for 22x Catalyst at GoodsStation.Folktails(Clone) and ignored this reservation of capacity.

quick thistle
delicate sierra
delicate sierra
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https://youtu.be/da2893Pa-NU?t=4567 at time 1:16:11
My guess why they are "empty" is that they just return to their next task in the queue, which supposedly are logs in the other direction. Maybe trains could check for outgoing transport tasks at the station they just unloaded, before checking for other jobs?

We "beat" the game, but who cares? We're not done yet, we have a giant reservoir to fill!

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

ā–¶ Play video
quick thistle
delicate sierra
gilded fern
outer loom
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mmm, needs second texture in the roof

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Is top walkable?

tall bridge
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Ya would be great with mor contrasts

delicate sierra
regal matrix
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For my video I had messed with the quantities required for trains to move so that could have been it

rose stirrup
gilded fern
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suits them well, right?

tranquil hare
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O_o am i blind or is the one way track gone?

rich rapids
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yep

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Now u can change every track like one way track

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click in a normal track

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and u can change it

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is so much easier now

tranquil hare
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ohhh

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neat

rich rapids
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New design. i was having problems with the enter-exit of the principal road -left road in the middle- both was sharing the same color so i change it a little bit and now works like a charm.

plain summit
rich rapids
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Thanks! its very easy when u learn the trick

jaunty halo
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PSA to any railroad operators: never leave your operations unattended, trains can easily glitch and cause chokepoints on a line. Usually its solved with turning the glitched train around but I’ve learned that lesson the hard way

rich rapids
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Ye, that was the problem i was having

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I like to test the trains after any changes

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But the turn around system indicate something wrong with the configuration

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I like that move actually

tranquil hare
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okay i like how the one direction was changed for the rails šŸ˜„
got a 4 district train line set up

rich rapids
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Nice!

little shore
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so i have a single line with multiple goods stations and plenty of places for one train to sit and wait, i have a second one waiting in the spot where they get made, how do i get it to go do stuff

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ok it started moving when i split up the line in a spot where it loops but the first one froze on the tracks

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oh it just started moving

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weird

rich rapids
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Trains wait until are stuff to move

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to actually move

quick thistle
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Are you updated?

jaunty halo
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Probably not

quick thistle
jaunty halo
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That’s an interesting detail

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On an unrelated note, do you think you will add cross section pieces?

quick thistle
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as in a 4-way?

jaunty halo
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Either that or a piece with two tracks in a perpendicular crossing but don’t connect

quick thistle
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I havent added a 4-way as I didnt like how it looked first off all and that I think not adding it adds bit more thinking to how you make the layout.

The crossed one is not possible with current system and would require some changes to be made. Though i see that is a better solution.

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I do like other peoples thought on the 4-way though, so lemme know what you think

jaunty halo
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I meant something like this

quick thistle
jaunty halo
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Ohh I see so its a signalling issue

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Yeah that makes sense

quick thistle
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Though not sure how hard the fix would be

jaunty halo
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It could technically be made as one section but without the tracks intersecting

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Not sure how that would work tho

little shore
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what about like the 3 way but all 4, so they can come in any direction and leave as any direction

quick thistle
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yes, that is a thing a i dont wanna add, as not having it requires more though, but i might be wrong

little shore
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eh i think it would help organize it better

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it's no less realistic than the 1 tile turns of any sort

quick thistle
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its not that its not realistic, but more that i think its more fun not having it

little shore
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eh i disagree

plain summit
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not everyone needs/wants a challenge, but you can set the challenge yourself if you want to.
ATM I do a "No-Bot-Challenge" for fun, thats not to say i or anyone else should not have Bots in the game.
But if it makes it easier (especially in such a complex mod) for people I think it would be worth adding.
you could make it cost more science or ressources to reduce usage though

quick thistle
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I guess thats pretty fair, if i really wanted to i could make a toggle in the settings or something

gilded fern
delicate sierra
# jaunty halo I meant something like this

Actually, I'd like this kind of crossing (as it's "realistic", such things exist in reality) and can be very useful. (Although I understand it's not easy to implement it for technical reasons.)
I don't really like the Idea of the free "4-way in any direction", as those don't exist for real railways. Even the existing 3-way switch points don't really exist in reality, although - topologically - they're just a smaller version of what can be built by creating a triangle with 3 "normal" switch points. (I hope it's clear what I mean... I'm a train fain, but not a native English speaker, and TBH, should sleep instead of posting here...)

jaunty halo
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4 way any direction diamonds exist but they’re really rare

delicate sierra
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I use the small switches a lot, because space is tight, but they're not realistic at all. šŸ™‚

jaunty halo
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I never use the 1 x 1 curves

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or switches

jaunty halo
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As ā€œintersectionsā€ tho they’re a lot rarer

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I see your point tho

delicate sierra
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But usually, 3-way points are not as small as in our mod, as trans just can't turn that small. Topologically, they're the same independent of the size.

jaunty halo
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I wish we had the 3 way 2x3 but only a two way switch

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I think I’ll draw some concept art for trains

delicate sierra
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We need to make some compromises between the game requirements (squares, only 90° angles, tight space) and reality. šŸ™‚

jaunty halo
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Also trains - tunnel mod collab when?

delicate sierra
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This is how a three way can be built using "classic" switch points. Topologically the same, just a lot bigger.

jaunty halo
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It’s so eerily similar to a 3 way junction in lego where its a similar design for the tightest radii possible

delicate sierra
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There are also fork-shaped 4-way (one way in, three ways out) in reality. Or double-slip switches, which don't really fit well with 90° checkerboard layout.

jaunty halo
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And then theres… uhhhh

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this

delicate sierra
jaunty halo
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It was meant for streetcars and subways exclusively

delicate sierra
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Actually, I think this might be either tram (which has their own rules) or some special tracks for mining carts, due to the very small radii.

jaunty halo
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Now I’m thinking about electric trains in Timberborn

jaunty halo
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Electric substations 😳

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(Beaver) has died from electrocution

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I’m sure there was a unique scenario but most of the time you just need to get carts from the entrance and to a branch and back, not really turn off and take a detour to another tunnel

delicate sierra
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I have several ideas for powering trains:

  • Leave them as they are. It's just a mod, it's fun, why bother.
  • Trains need to pick up wood and water
  • A coal factory which creates coal out of wood (and maybe a coal mine), and the trains pick up coal and water
  • Bio Fuel (for FolkTails)
  • Overhead Wires need to be built on top of the tracks, and occasionally connected to power sources via a power station.

One idea is that steam trains are a bit slower and can only have 2 trailers, and work with wood and water. Modern trains use Bio Fuel (FolkTails) or Overhead Wires (IronTeth), are faster, and can have 4 trailers.

jaunty halo
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I’m against the idea of electricity being in the game, but coal and biofuel are definitely on the table

delicate sierra
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Trams, Undergrounds, and small narrow-gauge lines usually have more freedom than "real" train tracks. The requirements of tracks for "real" trains (length, weight, speed, etc.) place lots of restrictions on how the tracks an be laid out.

jaunty halo
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Also longer trains should be an option, like with a price tag per locomotive and car

delicate sierra
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And, to be honest, noone is building beasts like those nowadays, for good reasons. (I don't even know the English words for it).

delicate sierra
jaunty halo
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Just realized a benefit to that would be better framerates for the game, since it doesn’t have to deal with individual beavers delivering goods

quick thistle
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as currently, the station is to short for the new models

delicate sierra
jaunty halo
delicate sierra
jaunty halo
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Yes

quick thistle
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Currently i dont have time, but if i had, i wouldnt mind, as im also a train enjoyer

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have several LGB model trains that i run sometimes

delicate sierra
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I used to have LGB and MiniTrix/Arnold trains, but they're stored at my parents house and rotting since 20 years, as I don't have the space to put them anywhere in my small city flat.

jaunty halo
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I have a few model trains but they’re all different scales and non compatible

quick thistle
jaunty halo
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What’s a tyhose again?

delicate sierra
jaunty halo
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Oh those lol

quick thistle
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as a other model for the train yard maybe? or even waiting station?

jaunty halo
# quick thistle tyhose would be also cool, right?

I don’t know how you would even work them into the game, since locomotives and cars are still conjoined you would have to make it so locomotives could detach from cars and possibly trade with other trains

quick thistle
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the rotating part might not be feasable in that case

jaunty halo
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Waiting station would make the most sense since that’s the purpose most turntables irl serve

quick thistle
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though thats the coolest part xD

jaunty halo
novel turtle
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just throwing ideas out there (imo not the best solution)
you could make an extra type of track that has a power shaft input and that has to be put every X amount of train tracks to keep the train powered (with like a battery in the trains themselves? could grab the system of the gravity battery maybe)
would fit well with the game and seems feasible

quick thistle
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could use the argument of a flywheel i guess?

quick thistle
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xD

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that sounds decently good

jaunty halo
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Powered rails crossover

quick thistle
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as a power system

novel turtle
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not a clue, I'm not that into trains, just figured it sounded good šŸ˜„

jaunty halo
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As an alternative to electricity

quick thistle
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what would be downside of it not being there?

jaunty halo
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no clue

quick thistle
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slowdown? and if so, how much?

jaunty halo
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Wait I have an idea

quick thistle
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it will try to upkeep it itself, but if the power building doesnt have any aswell

jaunty halo
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What if trains were cable cars that had to be powered by some kind of shaft or central steam engine

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I’ll come back to this forum with some concept art

little shore
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would it be possible to have an option to disable hauling between two goods stations in the same district? i had two nearby and set it up to haul wheat flour and my haulers now take all the flour back to the station it started at, which is hilarious but wastes haulers

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still happens with prioritize by haulers off

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also instead of longer trains, maybe trains that carry more per car

quick thistle
little shore
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darn

quick thistle
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im sorry, for now it is better to only have 1 good in the district

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or atleast, not both send and receive

quick thistle
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i was more thinking of just adding another wagon type

regal matrix
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Regarding train length: what if there were modular station elements? Like you have the station building as it is now, with the three blocks of length for existing train sizes. But what if you could add additional single block platforms to either end to allow increased train length, or add something like a fluid tank platform to unload liquids into a holding tank?

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Kind of like how Satisfactory treats train cargo, if any of you have played that one

quick thistle
regal matrix
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That's too bad, but understandable

delicate sierra
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I sometimes also wish I had some s-shaped track (like the green marked part of the switch), to just change track 1 lane. The workaround using 2 small 90° curves is a bit "squary" šŸ˜‡

regal matrix
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Also I don't think you are, but please don't feel like I'm begging for demanding anything. I understand you're doing this for fun and respect your ability to pick and choose what you put into the mod

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I just get really excited for trains

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LOL

quick thistle
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i dont feel that at all xd LoveIT

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i love the converstation hear and all the ideas

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What i love about the train mod is that its already pretty complicated and just thinking of ways to add to it is just so much fun

novel turtle
regal matrix
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It adds so much utility to the game and helps remove so much frustration

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God, I hate distribution posts

delicate sierra
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Or to cut the lower right "straight" part, so combinations like the following are possible.

delicate sierra
regal matrix
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Well, not the only advantage

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It also saves beaver labor

quick thistle
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@regal matrix havent had time to watch vids though 😦

regal matrix
quick thistle
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i do find it fun you got a sponsor of anno 1800!

regal matrix
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Yeah that was awesome! They just emailed me out of the blue and I was like "uhh... I have less than 4k subscribers" and they didn't care

quick thistle
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no, that team is also incredible, such nice people

regal matrix
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Hopefully that video does well so I can keep getting more work from them. That's the kind of thing that helps elevate YouTube from a hobby into a legitimate job

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The guy I've been talking to was amazing and super helpful. Agreed wholeheartedly

delicate sierra
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train cars on their own ways... šŸ˜‚

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It sometimes happens that the locomotive turns to the waiting station, then turns back and takes the long way, and the cars behind all do the same route.
(I marked the way of the first locomotive in the screenshot, I just didn't react fast enough to catch it on video, but was lucky enough that a second train came just behind so I could at least have some nice screenshot.)

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The same also sometimes happens at other, similar networks, but only occasionally.

quick thistle
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meh, its fine KEKW

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noticed this aswell, havent seen what the problem is

delicate sierra
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It's funny, not critical. šŸ™‚

quick thistle
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no, thats lower on the todo

delicate sierra
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And the next video from @regal matrix - I just managed to finish #33, now it's #34. 🄳

little shore
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my train network

delicate sierra
novel turtle
delicate sierra
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Anyways, @quick thistle , thanks a lot for that mod and all your work! If there's any way I can pay you a pizza or beer...

quick thistle
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im fine, i just enjoy doing it

gilded fern
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are u really turning down that pizza?

quick thistle
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i guess ĀÆ_(惄)_/ĀÆ

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i really really just like doing it

rich rapids
#

@delicate sierra the trains turn around because they dont have more roads to go. U have a lot of green and if a trains enter to a section, and that seccion already have a trains, they fly (?)

#

U need to give them more options, and more space (more sections for avoid the turn around thing

delicate sierra
#

@rich rapids That does not explain why the first train turned there (and then had to turn back when it noticed it cannot enter the waiting station the wrong way).

rich rapids
#

There is one: the train can go back

#

The trains dance like that because wanna turn around but theres no road to do that

delicate sierra
#

But why did it try to short cut in the first place? I'm not yet fully convinced.

rich rapids
#

That short cut is a wairing station

quick thistle
#

oh, found the bug

delicate sierra
#

The train came down the hill, took the turn to the waiting station, then turned 180° back and took the long way to the waiting station, like I painted the orange line.

quick thistle
#

That bug should be fixed in next upload

#

i forgot 1 line of code

delicate sierra
#

the second train did the same, but going to the second waiting station.

#

The waiting stations are directional, they cannot enter the other way, so there was no reason to try to shortcut. But Tobbert found the bug, so everything is moot šŸ™‚

rich rapids
#

In my opinion its not a bug

#

Its logical

quick thistle
#

then i think you are talking about something else?

rich rapids
#

That

quick thistle
#

that short path shouldnt be happening, that is a bug in the pathfinding

rich rapids
#

The trains cant go back and theres to.much green

#

Do u need something like this

#

1 trains per color, if 2 trains are in 1 color, the turnaorund trigger

quick thistle
#

he does have a lot of green, but so he could improve with a one way somwhere

rich rapids
#

Make another line just for the road it self and cut the waiting station like in 2 instead of 1

#

The train have more option= less flying

delicate sierra
#

I just did a small redesign, and it still happens.

Btw, the most annoying thing when (re)building that kind of network is that builders can't cross rails...

#

The locomotive and all cars tried to enter the white-ish waiting station from the wrong end, then turned, and then parked from the correct side.

gilded fern
#

this is where u think ahead and make sure they can reach these spaces from underneath

delicate sierra
rich rapids
#

Any way to return to the waiting station?

#

How many trains do u have?

#

cut the sections on the right line

delicate sierra
#

(Yes, one district has 2 (cargo) stations - one is only exporting, the other one only importing, and not the same goods.)

winged hull
#

you need more waiting stations than trains

rich rapids
#

Thats 1 point

#

But even with more waiting station

#

The flying thing just gonna keep happen

#

Now i nee too much blue

#

When a train leave the waiting station and the other train leave the good station

#

One gonna turn aorung

#

around

#

Because the trains can share 1 color

#

Thats its the logical issue

winged hull
#

if he has trains going the wrong way then he needs more signals

rich rapids
#

The turn around defens skip that

delicate sierra
#

My other waiting stations (all in this same network)

rich rapids
#

defense

#

Same issur

#

Same issue

#

Too much color for all of the waiting

winged hull
#

yeah, he needs more signals

rich rapids
#

Try to use my design in yours

delicate sierra
#

It took me quite some time to get all my stations deadlock free.

#

With the current design, I did not have any deadlocking trains any more, and the turning was just confirmed and fixed by Tobbert as a bug in the path finding.

winged hull
#

oh no, your waiting stations are backwards

#

they should be pointing right not left

rich rapids
#

Nope

#

I just cur the tracks before a waiting station

winged hull
delicate sierra
#

What does a short one-way section before a waiting station actually help?

rich rapids
#

More speed, less waiting

#

more flying

#

Less flying

winged hull
#

it helped before when they didnt have a direction, now it is not needed

rich rapids
#

The train wait less because the section are more short

delicate sierra
winged hull
#

you can remove the bottom waiting station and make it go left

#

make it light blue

delicate sierra
#

It seems I'm starting to make typos. Should go to bed now.

delicate sierra
rich rapids
#

Yes but allows to turn around a train

#

when its needed

#

Maybe the train must to go there but no for the good station

winged hull
delicate sierra
#

Since some updates, trains can turn in case of emergency. And it can always pass a good station or train yard without stopping, only waiting stations cannot be routed.

rich rapids
#

yep

delicate sierra
#

I should have made a video.

rich rapids
#

but hey, its a small bug, the trains still gonna turn around if something is wrong

#

But yes, u need to delete the top side waiting station and make a proper road

#

Honestly, i will just redo that setup, make it perfect and then change the others

delicate sierra
#

Anyways, I have to leave now. It's late night here. See you tomorrow.

rich rapids
#

Okay good night!

winged hull
#

if they try to enter the wrong way cant you just put a signal right after the station?

rich rapids
#

yes, actually i do that

#

i enjoy thinking about how to improve my setup

rich rapids
#

@quick thistle i wanna do a Cho Cho guide

quick thistle
#

you mean writing down how it works and things? get people up to speed?

rich rapids
#

Yep, and a section on it call "why my train do that"

winged hull
#

make it easy to edit 🤣

rich rapids
#

Sure! xD

quick thistle
#

0 bugs

rich rapids
#

its not a bug, its a feature (?)

little shore
#

i have a few waiting stations around but just having parallel separated bits of tracks really helps

jaunty halo
#

Question for everyone, why do people build their railroads with single track only but put passing loops everywhere instead of just having 2 tracks the whole way?

little shore
#

fewer tracks i guess

#

tho that would make it work better

#

two one way loops with branches off to either switch directions or get/give resources

midnight garnet
#

This Mod is fantastic. The amount of work that must have gone into it is incredible! Thank you for your efforts!

little shore
#

ah i was wondering where my trains were

midnight garnet
#

But... As a developer who writes buggy code I recognise that no software is perfect and unfortunately there are some bugs

little shore
#

guess i need to make a bypass

rich rapids
#

The train from down stay in the purple track, and the train from above are waiting the first train

#

That happens to me a lot xD

midnight garnet
#

The issue that I currently have is a station being blocked by a train with nothing to do that is stopping the next train dropping off it's load.
I only have 2 trains on the map and I have 2 waiting stations but the trains seem to very rarely use it.

little shore
#

i just remove and add back a dividing track

#

they get confused and do some fallback ghost train behavior lol

tall bridge
midnight garnet
#

does no one else have the issue with idle trains blocking stations? Has nearly killed my beavers several times when they are running out of water....

quick thistle
#

Clicking on straight track and chacking the box?

midnight garnet
#

yes, I have many section dividers

quick thistle
midnight garnet
#

with the update and trains that only haul specific goods this is more of an issue as a non water train is blocking the station for a train with a water delivery

midnight garnet
#

will post next time I see the issue

quick thistle
#

Rip 😦 thx if you do that LoveIT

delicate sierra
# little shore guess i need to make a bypass

A bypass would not help if the to train also wants to drop off at the cargo station.
I think it's better to put two adjacent tracks in opposite directions everywhere, and make sure the outgoing tracks can always be reached from the cargo station without being blocked.

You might need bridges to implement non-blocking crossings of the two directions.

This is why I don't have any one-way segments in this whole railway station - the Train on the blue segment can always get out either to the left or bottom without being blocked, making space for the next rain. No deadlocks possible.

delicate sierra
#

This is the simplest design of non-blocking. The disadvantage is that while the train is busy at the cargo station, it blocks all other traffic, but it takes relatively few space, and the train can always leave after being processed at the station, as there are always two ways out which cannot be blocked by any train trying to get in. (I have enough waiting stations reachable in the network at other places, so idle trains won't stay and block after processing.)

midnight garnet
little shore
delicate sierra
midnight garnet
#

You can see here that there is a train in the station at the top of the screen blocking the train from the ramp despite there being an empty waiting station at the bottom of the screen

quick thistle
midnight garnet
#

I have 3 trains, 2 waiting stations. I thought that was the recommendation?

#

it's been stuck like this for several beaver days.

#

I would expect the blocking train to go to the visibly empty waiting station

quick thistle
#

Nope #trains = #of waiting stations per side of a single track section. If you have single track sections

quick thistle
midnight garnet
#

ok so in my case I have double track everywhere so that means I have to have same number of waiting as trains?

midnight garnet
#

the waiting station is occupied? how is that?

little shore
#

i have a ton of different track sections and they're rarely not needing to transport something so im not sure if i have 4 waiting stations any more, i know i've removed some

quick thistle
midnight garnet
#

ok, I'll try adding another one

midnight garnet
#

I can't see in the docs anywhere the goods that the different waggons transport. We have 3 types of storage buildings but 4 types of wagons...

quick thistle
midnight garnet
#

ok, sorry. I didn't realise I was on the beta

quick thistle
#

I wanted some feedback from others, but the mod is to big to share in this discord

quick thistle
#

But it should be stable

midnight garnet
#

I also didn't realise you were the developer! Really fantastic work. It has added a completely new dimension to the game

#

is it on Github anywhere?

midnight garnet
#

To give some feedback if we're going with differnet waggons I think 4 would be confusing. Have "piles" "warehouses" and "tanks" is what I would suggest to mirror the storage buildings

delicate sierra
# midnight garnet I have 3 trains, 2 waiting stations. I thought that was the recommendation?

The recommendation is at least as many waiting stations as you have trains. If you have e. G. 3 trains and 2 waiting stations, it might happen that two trains getting idle "reserve" a waiting station and try to get there, while the third train stays at the last cargo station (as it cannot find a free waiting station), blocking the way for the trains to reach their waiting station.

delicate sierra
delicate sierra
quick thistle
#

0 for me means more that its just not finished yet, nothing else really

#

1 would mean it has everything that i want in there

strange blade
#

Hmm, drag and drop tunnels for trains, before version 1, maybe ? šŸš† LoveIT

quick thistle
#

not sure if i can even get to 1 KEKW

plain summit
#

Ok my first traintrack is done i think ... a one-way around the canyon-map, 3 stops with 17 trains in total, works like a charm. This mod is officially aweseome!

#

now that I roughly know how it works, I would build it differently (waiting stations scattered around the map and not that far away from the station, the purple loop does go around to station and then back around each time the main station has something to deliver), but i am pretty pleased how well it works

#

building the big track was rather difficult though because of the range, had to use a "moving district with switching storage" šŸ™‚

jaunty halo
quick thistle
little shore
#

something i’d love to see is a builder train, which could lay down a bunch of tracks more easily, since beavers can’t walk on them i have to micromanage them usually

elder tide
#

I dont know, if it got reported already, but I quite often experience trains getting stuck near their cargo stations without any reason. Tried it even with a single train on that track circuit and only transport in one direction. Worst was it getting stuck after one single delivery.

little shore
#

image with the line colors showing?

elder tide
#

Mom, I start up again.

quick thistle
#

Depends on the image if its known xD

elder tide
#

Screenshotted the shortest line. It mostly gets stuck on the descend on the left or nearly completely in the station on the right.

#

The purple line.

quick thistle
#

Do you have circles at the end?

#

I dont see those

elder tide
#

They just change direction usually. Or is that a bug?

quick thistle
#

Oke, so i do need to revert that change

#

Wait, no i remmeber how i should prevent that

#

Yes, that shouldnt happen

#

Will look at that after my league

elder tide
#

Ok, thank you. Was already thinking about creating a District only for cargo distribution, so no hassle.

jaunty halo
#

Also trains keep getting stuck in this one spot over and over again, and I'm not sure why. Would updating the track be worthwhile?

rich rapids
rich rapids
jaunty halo
#

That’s a lotta signalling

rich rapids
#

And the curves and branches cut them short, more color=less waiting encounters

quick thistle
rich rapids
#

I know the reason but its hard to explain

#

Im gonna upload a new Cho Cho video for references

little shore
quick thistle
#

like, i apreciate helping, but you shouldnt say things that are probably false

#

makes it only more confusing

rich rapids
#

Ok my bad

quick thistle
#

most issues are not the how the tracks are layed out

#

the bug where a train is wierd on a track piece is related to the movement system

#

sometimes the rotation is wrong and can lead to a train not understanding where to go

#

in that instance, it probably is that its 2 pixel to low, therefore it thinks its in the ground

#

that would be my guess

rich rapids
#

My theory is, theres no waiting station and the train wanna get out of the track (return) , but it cant because the other track have oposite way so the train just stay there. in that particular case.

#

The lack of one way track make the train confuse and bug it self. In my opinion.

#

But in my experience ye, still with my setup the trains occasionally bug for no reason, they have where to turn and still fly between tracks

#

Maybe the video can help u guys ā¤ļø

quick thistle
#

i really like them

#

just five minutes of pure relax

rich rapids
#

Sadly in a test video fly action happen but doesnt record. Yeah thats the idea! I really like doing this kind of videos. I will try capture the TMNI -train movement no identified- on video!

rich rapids
#

found the video!

#

2 options and he decide to fly

quick thistle
#

or atleast, what i think is causing it, is now fixed

rich rapids
#

Nice! because is no reason for that turn, Train logic (?)

quick thistle
#

again, as i said before, it has to do with the pathfinding

#

and some recent changes to it

#

forgot 1 line

rich rapids
#

c sharp right?

quick thistle
#

yup!

delicate sierra
quick thistle
#

not yet uploaded

delicate sierra
#

Okay, thanks.

quick thistle
#

sorry to get your hopes up xD

tranquil hare
#

wewt, got a 6 district train line set up. and ONLY using trains for transport. no more distro posts being used šŸ˜„

#

two of the districts are robot only ones too

quick thistle
#

ayo, thats epic

tranquil hare
#

only once had trains get in a 'traffic jam' which was fixed. been going flawlessly since šŸ˜„

rich rapids
native vortex
#

Any idea why my train won't move? The sending item (scrap metal) is full.

rich rapids
#

My theory is the train dont have anything to do and u dont have waiting station

#

Or u mess up 1 one way track

native vortex
#

I have 24 waiting stations, they just aren't in the picture

#

I don't think the track is wrong as I've already checked it but I'll try again

rich rapids
#

Uhmm it happens to me a lot before

little shore
#

you can try toggling separation on a track

#

it’ll glitch out and they overlap if needed to move it on

urban rapids
#

So can you make just one train track connecting 4 districts and 4 goods station and have multiple trains

#

*4 goods station in each district

quick thistle
#

Recommended to only have 1 station per district

urban rapids
#

hi tobbert! love the mod

quick thistle
#

Multiple is possible, but can give some wierd behavior

quick thistle
urban rapids
#

yeah, everything is set to have one goods station each district but only one train is moving

quick thistle
urban rapids
#

oh, do I set sections at every station?

quick thistle
#

Sections are a indication where only 1 train is allowed to be

#

So to keep trains moving you need more sections.

urban rapids
#

ohhhh so if I have 4 trains, I have to have 4 sections?

quick thistle
#

No, you need number of trains + 1 sections

#

As a train cannot enter a section thats occupied

urban rapids
#

gotcha

#

Imma do that now šŸ˜„

quick thistle
#

Just type if you you are having issues

strange blade
#

But, @quick thistle , in 0.5.8, it seems that , if you have 1 station sending a good and others receiving the same goods, only the first built good station will receive that good, at least, until that station cannot receive more.

quick thistle
#

i havent touched that logic, i dont know why that would be the case

strange blade
#

But in 0.5.6, it works, I mean, 1 station sending logs and other two, receiving in the same time ... Weird 😮

little shore
#

if you have a loop of one way track, divide it every 3 or 4 blocks and then they can all queue up and fill the space, but put enough waiting stations in

urban rapids
#

so do train operators die lol mine is currently at 83 years old

quick thistle
#

oh, it records the trains age, not the operators, though no, he doesnt die xD

#

just funny stat to look at

silver egret
strange blade
#

Maybe, when deleting a train, will have that beaver appear into the rubble ? šŸ˜†

little shore
#

would probably make more sense to not have a beaver in it

#

since it doesn;t take a job and can work continuously

quick thistle
#

but... but.. cute machinist

novel turtle
#

afaik the reason there's a beaver in there in the first place is cuz Tobbert took the system of beavers carrying stuff for the trains to be able to carry stuff
That's how I looked at it at least šŸ˜… (TOTAL GUESS)

quick thistle
#

nope, the beaver is only there for costmetic purposes, i thought it would be omega cute

novel turtle
#

definitely cute, did also think it's weird they live forever tho šŸ˜…
also thought it was a sort of placeholder, it would be more realistic or fun to manage if it was an actual beaver imo, but I don't even know if that be possible as they ignore the district boundaries

#

regardless it seems VERY nitpicky!
Love the mod atm as is already!
Distributing stuff to other districts is a PAIN without it and trains are running GREAT for me!

quick thistle
#

hmm, you could think of them switching all the time, just looking the same xD

novel turtle
#

I like it! new head cannon

quick thistle
#

next thing is visual update and maybe some overal improvements to the systems

#

finished the train model switcher today

novel turtle
#

will they indeed change depending to what is being transported? like there was discussed? or did you not find the time to try that?

quick thistle
#

that i havent worked on yet

#

i decided to make a whole system for it

#

now it allows for easy adding of new models

#

which can be for different factions aswell, like water beavers

novel turtle
#

oooh that is nice! Love to see the improvements!

little shore
#

will there be a way to upgrade the train capacity? like same number of train cars but each carrying twice as much?

#

like maybe the default can do anything but a smaller quantity than some that can only carry a smaller set of items but a larger quantity

#

like carrying buckets of water vs a tank of water

#

or a thing meant to stack planks or logs

#

feels pretty realistic to have some additional capacity when using the right thing

quick thistle
#

I think that is the best implementation. So a base rate, and based on the type you selected, its 2x that. But im not sure how to communicate that. The current KG ui is just the defualt game behavior. So i would have to change that.

novel turtle
little shore
#
Basic Car: general but lower capacity, blah blah resources needed
Tank Car: carries liquids at double capacity, blah blah resources needed
Flatbed Car: carries logs, planks, and such at double capacity, blah blah resources needed
Hopper Car: carries raw food, flours, and such at double capacity, blah blah resources needed
Box Car: carries foods and other warehouse goods at double capacity, blah blah resources needed
little shore
#

gonna need to remove one of my train lines and a bit of stuff to remove a dam and move the dam to the edge of the map to hopefully stop flooding

#

so annoying

#

or setting up an automatic overflow path elsewhere that releases water when the level gets too high

little shore
#

i've built up the area so much lol

#

someone ought to make a mod to swap out blocks under some stack of stuff

#

like any 1x1x1 for any other 1x1x1

#

or maybe a dam to platform converter

#

separate building which takes planks and returns logs

#

eventually i'll get around to getting a mod set up

#

or maybe the flow reduction is from all the basic water wheels

delicate sierra
strange blade
#

I had to wait for the "preferred" station to not accept anymore logs (all strorage full), for the second one to receive .. Lucky me that was not about food, sine was only bots in that district šŸ˜„

native vortex
#

Has anyone ever had an issue where the trains will send all the resources from district 1 to district 2, but won't send a different resource from district 2 to district 1 out of the same goods station?

delicate sierra
native vortex
delicate sierra
#

Probably, if you have enough one way signs and waiting tracks. Or just wait till the transport tasks in that direction are finished, then the trains will pick up the other tasks.

quick thistle
#

the problem currently i believe is that they are oredered based on total missing goods. So if one station has more requested goods than another and they both are completely empty, then the one with more goods is priorised

#

will have to change that to based on the amount anywhere, but to make a better system, i will need to build a more complicated priority system

#

mostly as the current system is poorly optimised

native vortex
#

Thanks to both of you. I'll add more trains and see if that works.

quick thistle
#

the answer is always to add more trains xD

#

but yea, more trains will result in faster reservation of capacity and therefore quicker action by other trains to fill in the other direction.

tranquil niche
#

I feel as though trains should respect district separation with receiving and sending stations.
Like. You have two goods stations in one district, one for receiving and the other for sending, but it just leads into a loop of constant supply/demand in the same district.

little shore
#

yeah i think there would need to be some modification of hauler routing to make that work well

silver egret
#

priority ThinkingIT

#

maybe round robin

quick thistle
#

To be clear, multiple stations inside the same district is not possible. Items do not have a history and therefore it will aleays result in some kind of hauler game which cannot be solved.

silver egret
#

or a network where you can configure each station to do special priority/round robin within that network

tranquil niche
#

Hmmm, next map, maybe I'll make some more dedicated rail networks between sending/receiving.
Though, that would take a ton of space. Here's just three "stations" with both sending and receiving in the same districts.

#

Also, trees.

#

Despite all the space, it actually can only handle four at a time because of the first picture playing the hauling game.

quick thistle
#

Within the same district is just not feasable, in ANY form. This is because oke lets say. Beaver takes food from warehouse. Then brings it to station A. Train brings it from station A to station B. Bevaer will take good from station B to warehouse. Now it starts again.

tranquil niche
#

It works "somewhat." But hey, I'm also playing the hauling game with distribution posts, so it's a moot point.

quick thistle
#

i Think i just need to add a disclaimer somwhere, because i also dont see it being feasable that i can prevent the player from placing 2 in the same district.

silver egret
#

Just the same as district gates ThinkingIT

quick thistle
#

I guess thats possible

tall bridge
#

But then if you want one station per external district you cant😳

#

Maybe if you dont allow import of one goods if its exported or vise versa but that has its own problem
Maybe show error message on station that you can check and still allowThinkingIT

quick thistle
#

No, thats the best way to fix. A good can only be active in one station per district

#

Ten you can have multiple stations, but the hauling problem cannot happen

tranquil niche
#

I mean... you could just identify different stations as one group in one district, and have an array of what it requests and what it sends in a combined list. That's the best method I can think of.
It sends the completed list as request and demand... or we could directly control where trains pick up and drop off cargo ala Simple Flood Gate Trigger's Linking between water buildings and stream gauges.
Basically, to reiterate, the player tells where the trains go.

quick thistle
#

Or you mean that stations within the same district have a shared inventory of sorts

tranquil niche
#

I'd still like to use two stations for sending/receiving separately, but kind of.
It'd be like a more advanced form of distribution post, but you're telling trains where they can and cannot go, with respect to signals and direction.

quick thistle
#

I did create a scheduler, and is mostly done, but the problem is more so that i couldnt make it feel good.

#

idk

#

But without giving items a history, it still wouldnt fix the problem

tranquil niche
#

Thus would need a scheduler for said history of how long/old an item has been in storage?

#

I guess that would give priority on what the train picks up first?

#

Hmm. Complicated.
Well, I'll wait and see what this scheduler is all about.
It would probably give me better insight, especially with item history.
Meantime, I'm going to make a new colony and test out the multi-station idea on separated lines.

tranquil niche
#

Ahhh, Okay. Factorio scheduling.

quick thistle
#

Yes, that was the idea

#

But it feels cluncky, mostly because im bad at UI

tranquil niche
#

It's good as a baseline, in my opinion.
Item history seems to be muddying the waters a bit on its implementation in relation to Factorio-style scheduling.
I guess the next item would have to be rotated in a queue to make the most sense. Round-robin style.

#

I suggest name tags for stations so players don't get lost in what station is where.

quick thistle
#

Its also so much fun to me to look back at that gif and see how much has changed and improved

tall bridge
quick thistle
#

Let me be clear, being able to send and receive in the same district is not possible in ANY form.

#

It WILL end up being an endless loop of goods

tranquil niche
#

With the Factorio-esque scheduling system, it'll be alright.

#

But presently, as it has no scheduling system, it'll repeatedly try to push and pull requests to the same district.

#

If you have two goods stations with one receiving and one sending.

#

With the scheduling system, it will be possible to send and receive goods this way.
But apparently Tobbert needs an item history, for some reason.

quick thistle
#

The scheduling system would result in the same

quick thistle
tranquil niche
#

I suppose it would. Considering the pic you sent.

#

It's within the same district, so it delivers to both stations, but it's also set that way in scheduling system.

quick thistle
#

yes, the trains right now are just a automated version of a scheduling system. It is therefore more appropriate for this game as beavers are also fully automatic

#

I made that system as someone suggested and pushed me a lot to make it, but i dont like it as it doesnt feel like it should be part of this game and would add to much complexity to the mod to maintain

tranquil niche
#

Basically, you would need to tweak the scheduling system to be able to target specific goods stations for pickup and drop-off like a distribution post.

quick thistle
#

Yes, and the current distribution system is what i wanna avoid

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because i HATE that

tranquil niche
#

So the only possible solution I see is a completely separate line for each automated train in a push and pull scenario where you could deliver product in that automated way.

quick thistle
#

The solution to what problem?

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bc we may are talking about different things right now

tranquil niche
#

Set one station as receiving, set the next in sending, build a separate line for each push and pull request.
It'd still try to fill requests, but it wouldn't interfere with each other.

quick thistle
#

No, because if you continue this logic, you can setup the same for another district, which is the same. This will result in a loop

tranquil niche
#

Yep. Exactly my point.
Unless there is some kind of limit in storage distribution, it will continue for eternity.

quick thistle
#

and the only way to fix it is just not allow it at all

tall bridge
#

Will do a image of what i mean later but ya the above you want to not allow.

quick thistle
#

but it also just makes sense, as either a district produces something or it doesnt, if it does, only export if it doesnt then only import

#

if production is to small, then it didnt statisfy the local population in the first place, therefore its not enough to begin with

tall bridge
#

Did a quick and dirty image šŸ˜‰
Red = stations
Green = train network
Blue = path between

So if you have a main wood production at station 1 and want to to 2/3 first and if above min value send it to station 4 was the senario i thought of.

So if station 2 and 3 cant both be wood then. You cant do it that wayšŸ˜‰ but its your mod, you do what you see fit.

quick thistle
#

why wouldnt you in this case just want 4 to send directly to 1?

#

this is more of a case of a priority system

tall bridge
#

Hmm true

quick thistle
#

the station 3 (receiving) would need a higher priority

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in essence, there is no reason for station 2 to exist

#

like, the system currently is uncompleted and has to be massivly improved, but allowing both sending and receiving is just not an option.

#

adn believe me, i think way to much about this when im not coding xD

tall bridge
#

Ya and as you said not really needed

quick thistle
#

but @tall bridge and @tranquil niche I LOVE the interaction and critical thinking, as it keeps me very sharp and makes for the best possible mod LoveIT

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for example, for the scheduler, adding different names would go a long way with improving that system

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i do think manually setting trains as a fun option

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just for the giggles

tranquil niche
#

You'd be surprised with the results of a scheduling system.
Though yes, I think you could add it as a config option.

quick thistle
#

nono, it would be a toggle on the train, i think

#

default is automatic, but toggle it off and it will listen to the scheduler

tranquil niche
#

Makes sense.

tall bridge
#

So you set this is a wood train?ThinkingIT

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Or auto

quick thistle
#

I never deleted the code and its still there, just hidden and not doing anything

tranquil niche
#

Like this, but with a toggle.

#

I guess the next step is to be able to extend trains. After toggleable scheduling.

quick thistle
#

All of that is like, i dont know how i wanna do it xD

#

what makes sense, what feels good

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would the player understand?

tranquil niche
#

Or visualization of different cargo being transported.

strange blade
#

@quick thistle , for priority system, maybe a limit to , let say, less then 1/10 of storage capacity in district for a good will led to that good to be prioritize (I assume that great storage capacity = more need for a good). Also, maybe a slider in the station control panel to set the minimum amount that a train can get from that station ?

silver egret
#

What about a minimum items required before exporting šŸ™‚

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so it would need at minimum 100 carrots else trains ignore it

strange blade
#

Already exist a minimum capacity for trains ...

silver egret
strange blade
#

Trouble is that the train is focused on a good, and ignore others ....

delicate sierra
little shore
#

can you prevent haulers from taking items from a goods station? because i think that would be the only thing putting it somewhere to go to another goods station in a loop

delicate sierra
quick thistle
quick thistle
#

thats the only posibility that allows close acces and prevent endless loops

little shore
#

so you can't prevent haulers from taking items from it?

quick thistle
#

I can, but it wouldnt solve the problem, or you are not suggesting for that

little shore
#

because i feel like workers would only grab it to put it in a building and then haulers wouldn't take from its resources

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so like haulers don't take an item but it's close enough to buildings that need it and the workers get it directly

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basically i think haulers are the beavers that are taking it back to start the loop

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so stopping them from taking it out would break the loop

delicate sierra
quick thistle
# quick thistle

Yes, beavers and trains together are the problem as i demonstrate here. the other blocks are warehouses in the district

quick thistle
quick thistle
little shore
#

well if it's a user selected option, then it could solve the problem

#

it has some storage

delicate sierra
# quick thistle But if everywhere its set to 0

Then it will do nothing when you have 0 items (as the amount is not below min), and export as soon as you have 1 item (as we're above max).

But maybe some defaults like 50/100 or 100/200 could be applied. (And a strict min<=max rule enforced in the UI.)

#

The advantage of such a min/max system is that you could connect your districts and the goods would auto-balance between districts - e. G. you do some build project in one district, and all the others with materials in stock would ship it (still keeping their max amount). Later, you do some building in another district, and goods will be automagically shipped there. No manual changing of import/export once you established appropriate min/max rules in all your districts.

#

And the "less micromanagement" is one of the big advantages of trains, compared to distribution posts.

little shore
#

red is haulers, green is workers, dotted would be disabled with what im saying, w is warehouse, s is goods station

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wait forgot the train line blue is train line

delicate sierra
little shore
#

yeah

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if they go a short distance it's fine

#

they get like 80% efficiency

delicate sierra
little shore
#

i mean like they're all really close to the station

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obviously not ideal but until the devs give more control to set/forbid routes, it won't be perfect

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i think this would be a less bad fix than no both send and receive of a good per district

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and togglable per item ideally

#

so some could then be taken by haulers to somewhere else

quick thistle
delicate sierra
#

Agreed. But it will prevent "short circuit" loops between stations within the same district which have the same good activated, as the whole district will either import or export a specific good.

silver egret
#

I have the solution

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šŸ™‚

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It was probably the same solution as markus, but we ain't sure

gilded fern
#

just use seperate loops with unique sending and receiving stations, instead of connecting everything together

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the problem is that people make one giant network, i think using multiple smaller networks in parallel will work better

quick thistle
#

What probably will happen is that i juist completely yoink the district limits

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low will mean send until this amount and hgih will mean receive till this

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that will also fix it i believe

tranquil niche
#

Hmm, priority on items? That might work.
But you'd still need an item history.
Maybe you could yoink something from the building order as well and apply it to items in the goods station?

elder tide
#

Anyone got an Idea, why the train stays in the cargo station and clogs the rest up, instead of proceeding to the wait station? Got this problem with every track using multiple trains. 1 waiting track per train.

#

Sometimes they proceed to the waiting station, but every once in a while, they dont.

quick thistle
elder tide
#

How couldnt it? They are right after the cargo station.

quick thistle
#

they occupy as soon as they start to go there

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so it could be those 4 are occupied

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and therefore cannot go to any of them

elder tide
#

The other 3 trains still have to drop their cargo. And there is 1 waiting station per train.

quick thistle
#

and you have a path that they can use to pass ther

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they cannot pathfind over waiting stations

elder tide
elder tide
urban rapids
#

can trains pass on shallow water

quick thistle
urban rapids
#

even this? šŸ˜„

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that's all water

quick thistle
#

yup, i havent made anything that prevents them from doing that, so now we have smoke underwater hype

urban rapids
#

yay! waterproof smoke

kindred grove
#

I have trains that disappear beneath the water only emerging to visit a station or take that one track running through the sky

#

It's a really fun mod that doesn't try to limit anyone's imaginations

quick thistle
#

Just the limitations of not turning around and sections felt like should work good enough to be fun

kindred grove
#

Now if I can eventually get roller coaster track parts and a set of cars for beavers to ride for well-being

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XD

quick thistle
#

I still feel that roller coasters should be its own mod

kindred grove
#

Maybe but I think it would be fun to make the track parts interchangeable

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So my trains could also do a vertical loop

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But anyway I digress, the roller coaster bit would also fit with the other powered well-being items both vanilla and mod

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I hate being at the reading stage of learning something new, when I already have a fountain of ideas distracting me

quick thistle
#

The only problem with rollercoasters is that just giving well being would be boring

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so i would like to design some things that could be rewards in other wayss

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someone suggested that if kits go into something and get max well being from it, that it will stay forever

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or will increase the max bonus

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The problem with the game in general is that it needs more ways to get cool new things

strange blade
# quick thistle or will increase the max bonus

Why ? A rollercoaster wellbeing could not add something new to wellbeing , but, during fulfill can , let say, double the multiplier for each well-beings (including negative ones), and increase, the need for sleep ?

kindred grove
#

Lol sorry I was basic then

quick thistle
#

i mean, current wellbeing system is pretty boring

kindred grove
#

Legit can't think of what else for reward besides well being

quick thistle
#

Thats why i think that it should become its own mod, with more negative stuff and more simpel attractions aswell

#

just a whole roller coaster tycoon build into timberborn

kindred grove
#

I mean if the roller coaster could cause "injury" in the form of motion sickness from the roller coaster by chance

quick thistle
#

ooooh, that would be fun!

#

yes

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and make it required aswell, a need that like water is required

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big negative impact if a beaver hasnt used a attraction recently

kindred grove
#

And as far as the kits go, I thought all the well-being stuff was supposed to accelerate their growth rate? Or am I totally wrong about that?

quick thistle
#

some system that they become bored after while if only the same one

quick thistle
#

idk, i find well being a bit boring overall

#

yea, so you need to expand and build more attractions

little shore
#

also brings up that there should be a passenger car for the trains to take them long distances

quick thistle
#

i have been working on that, and have a working prototype

kindred grove
#

Huzzah

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Not long now then

quick thistle
#

idk, lots of kinks still

#

prototype just means that my theory works, but not that anything is remotly finished xD

kindred grove
quick thistle
#

true true xD

peak sparrow
#

just a small bridge...

delicate sierra
#

@quick thistle Just a small question out of curiosity: How to trains choose the waiting station? From watching the trains, it seems not always to be the closest free station, but I may be wrong.

quick thistle
delicate sierra
#

Ah, "absolute distance" as in "geographical distance"? I was thinking either "track length", or "segments between one-way signs".

quick thistle
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Nope absolute just means through anything, so just between coordinate 1 and 2

delicate sierra
#

Ok, thanks. That makes sense now. šŸ™‚

still crane
#

anyone know how the one-way sistem works? I want to set up one but dont know what to use

quick thistle
still crane
#

just that?

delicate sierra
#

Yes. The āœ… checkmark activates the one way for this track, and the button changes the direction. Waiting stations are automatically one-way (and cannot be changed).

quick thistle
native vortex
#

How will trains function without districts?

silver egret
#

Pretty sure they added districts again today

#

Added some unwanted things thonkeyes

kindred grove
native vortex
solemn kestrel
#

anyone have a video that could explain how to install the mod, im new to modding and im unsure on how to install independent mods like this one

tall bridge
#

Use the mod manageršŸ˜‰ see pins in #šŸš€mod-users. For guides

urban rapids
#

Doin a little dance when passing through water 🤣

quick thistle
#

Ive seen them doing that in other peoples videos aswell, no clue why thats happening, really wierd

urban rapids
#

It's so cute, although it must not be comfortable for the lil beaver

gilded fern
#

train be like

urban rapids
gilded fern
#

i havent played properly in a while. which version of choo choo is the stable one?

quick thistle
#

0.5.6, 05.8 has new models

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but seems people report one small bug on 0.5.8, but i cannot tell has i havent changed that code,

#

šŸ

gilded fern
#

ok thnx

elder tide
urban rapids
#

do they not carry at max capacity? I have enough planks in the sending district and enough space for planks in the receiving end

quick thistle
#

only thing i could think of is that other trains are trying to fill the same station, but the capacity is just reserved

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so there are still trains underway to fill the same destination

modest juniper
#

@quick thistle i had a bug with mirrored buildings, you can mirror the building but the train spawns on the wrong side, not on the tracks.

strange blade
#

This is because tracks are coded...

#

and, mirrored buildings mod, in description, say, it works with vanila buildings ...

subtle sedge
quick thistle
#

šŸ™ˆ

gilded fern
#

this is where diagonal tracks come in

kindred grove
#

Or maybe one of them train spinning platforms that spin the train around so it looks a bit less conspicuous

plain summit
modest juniper
#

i see

#

just though i share it here

dire river
#

Has anyone made a tutorial on how the trains work - I know it sounds silly but i can't wrap my head around them lol

quick thistle
urban rapids
#

so having more trains doesn't mean faster deliveries?

jaunty halo
#

Evolution of my railroad network - read right first

patent radish
#

Having trouble getting the trains to start pathing and distributing. All tracks lined up correctly with no conflicting paths. Solutions

#

?

quick thistle
#

Btw, please just ask in one place, little annoying getting a message everywhere.

patent radish
quick thistle
# patent radish

You need to divide your track layout. Click on some straight track and press the toggle

#

you will see the colors change, those indicate a section

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one train can only be on one section at a time

patent radish
#

one moment

#

Simplified to one track and one train; still not moving. The pick-up stations are empty, could this be the issue?

quick thistle
#

And ofcourse they need actually goods inside for them to move goods

patent radish
#

testing...

#

immediately started moving. Thanks for the help.

timid flax
#

which map is best to use train i just want a casual gameplay

gilded fern
#

the bigger, the better

silver egret
#

2048x2048

reef valve
#

Could the station code be reused to make a multi item warehouse

quick thistle
#

in some form, yes, though anything todo with inventories just sucks

jaunty halo
#

will we be getting 3 wide curves and switches?

#

or is 2 the most gentile that the mod is going to get in terms of radii?

quick thistle
#

i think, for me, 2 is the max yes

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or atleast, its pretty far down my own todo list

#

mostly bc the models is the most work

sturdy pilot
#

does anyone know why beavers dont deliver goods to my train stations?

#

A sends gears and receives pine resin
B receives gears and sends nothing
C sends resin but receives nothing

#

Can this layout work? There's a loop at A and C so the train can go back the same route

strange blade
#

What version of mod ? But, that station need to had that good set-up to send, and to not have in that district another warehouse with a higher prioryties for that good .

tall bridge
#

question is there a way to go from A to C without going throught a station or waiting station?

tall bridge
#

could affect it not 100% sure

sturdy pilot
#

So this is A, there are gears stored opposite the station

#

do I need to change to not accept goods?

#

Do I need a hauling post? I don't have one

strange blade
#

Do you use track separators to make sections ? A train can be only in a free section...

sturdy pilot
#

hang on the train just moved!

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I think it was because the warehouse was storing the gears

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I had to set it to empty

strange blade
#

Or, be sure that sending goods at train station have higher priorityes .

sturdy pilot
#

the trouble now is that it's stuck at B- I assume because there are no goods being sent to C?

strange blade
#

That train has any goods on it ? (not visual, of course)

sturdy pilot
#

empty

strange blade
#

Hmm, it means that it tries to go to to a waiting station, or, if it not exist, to a station to wait ...

#

Make sure to have a bypass, number of waiting stations and sections to be greater then train numbers .

sturdy pilot
#

so thats my layout, I want to get the pine resin at C and take it back to A

#

there's only 1 train

strange blade
#

@quick thistle, 1 train still need waiting station and sections ?

sturdy pilot
#

how would I add those things anyway?

strange blade
#

for a section, click on a straight track, click on the box to activate section divider and, may change direction

#

It's a one way, so, watch the flow . For waiting station, it's already one way, but, be sure that is not on the main line (don't count in pathfinding)

sturdy pilot
#

so add that?

strange blade
sturdy pilot
#

it still wont move to station C

strange blade
#

remeber that a train can enter in a section only if is free.

sturdy pilot
#

free of what?

#

there's only 1 train

#

okay I fixed it by using the empty storage method. it turns out you cannot get pine resin into a train station without building a storage that you then set to empty

#

they wont take resin from tappers shack to station

#

I guess I need to manually keep changing the storage to accept goods and then empty, so I can then load the train?

tall bridge
#

should not need to do that :S

strange blade
#

No, but you need to have a storage near the receiving station to have the goods taken from that station !

sturdy pilot
#

that's the only way it works for me- beavers wont fill up the goods station unless the storage for that item is set to empty

quick thistle
#

@sturdy pilot sorry for late ping, could be your warehouses are on filling. Filling means they prioritise them over stations. If you put it on normal then they can take from the warehouse if there are haulers with free time.

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With normal i mean the first option. Beavers can bring and take whenever they feel like it