#Choo! Choo!
1 messages · Page 5 of 1
Oh 😦
yeah not sure, if I set the to empty (third option) then the stations fill up- otherwise they remain empty and trains don't move
and the warehouse is not yet full, i believe?
im very sorry, i think its that because the station comes after the warehouse, so if the warehouse is fully, only after they will fill the station
So haulers is needed to load the station?
I believe so, yes
When a new choo choo video 
I'm sure that the warehouses needs to be filled-up first.
maybe I need haulers then? I don't currently
I'm not sure, maybe you can try the test version 0.5.8 It works better, even he has some strange "elastic couple" from train components ...
If you don't have haulers in the sending district, is better to not have a storage for the items you need to send, so, the good station will act as a warehouse for those .
I made this exact signal setup in Transport Fever 2 before and it only works with 2 trains, though with the way signals work in this mod, it may work with more. If you have the patience to fiddle around with signals and make a more complex system that’s your choice, but if you have a lot of trains in the future you might as well double track the whole thing.
This game start to looks like a better factorio, really better 👀
Finally pushed the probably final update of the visual rework. Everything i want is now in there
If some people have tried it out, then i will set it to live, but just in case something with previous saves is not compatible
then i can fix that
tobbert, is it somehow possible to use trains within a district? i guess with update 4 that would make even more sense. or is that not possible at all?
What is the update?
finalized the changes to the new train models. For now, I keep it totally visual and nothing todo with gameplay.
Oh, and added some settings in the settings menu to select the default train model
im hating my life reading the patch logs xd
Will different types of train cars be only able to carry certain loads?
nope, purely visual, so just to make trains look better
hahah, that was my second though, first: "hell yeah, get rid of that bloody annoying limits", second: "how do I now use the trains?" 😄
I havent looked at the code yet, but i will probably figure something out with the new systems
I was worried I would have to scrap my existing trains and manufacture completely new ones
its still usefull to have local acces, maybe they cannot bring them to local warehouses, only directly use them for construction or production
trains might be more niche that way, but i dont mind neccesairily
But seriously, even if there were no performance issues, I would still need multiple districts due to logistical issues.
If someone can make my "We are all connected 512x128" map thrive with only one district, I'll change my mind.
yes, some smaller districts would still make sense I guess. still very happy with that change tho.
Will there be a rework for routing trains, ie setting specific routes which you could set cargo loads for?
thats a very fair point!
Or will the existing system be kept in place?
I will monitor the discord and maybe even play myself (whaaat?) to get a feel for the changes
this is a big point im debating constantly, but i feel like i dont want that, i like how its purely automatic
but that also depends on how the new update feels
I feel you on that one
It is pretty convenient to not have to go through a lengthy process to make things more difficult
noo, thats the charm, i feel like, its just so easy to setup and with the not turning around just enough challange
aaaaand, that reminds me to revert teh automatic turn around change
whoops
i finally had time to play a short run with your trains and noticed few things I wanted to ask you about:
- when I had multiple items listed, my trains always focused on one item and delievered sometimes only 3 of them, while the other district was badly waiting for water - could trains load a specific item only, OR mixing items to fully fill the train?
- even when I only listed one item (logs) - the first train after loading a save, was filled 100%, then it drastically decreased, even tho the station was fullly filled with logs and the remote destination was empty
- do I really need to place signals every third track piece, to put as many trains as possible on my track circle? - is there a better way to solve "colisions" than one train per track?
- can we get some capacity limits like old warehouses, to ship everything above a limit? when I have a district producing logs and water, but also requires those items and I want to ship everything extra, i ran into the issue, that the last drop of water was sent away
- is there any solution to have receive and send the same item on a district, without producing a loop? maybe with the threshold levels above?
btw: maybe to add a little extra challenge, you could add smaller starter all carry goods trains, and better/bigger warehouse depended trains, like for liquids, warehouse items and piles
Idea to add a “garrat” articulated locomotive for this game’s notoriously tight bends and getting large trains around them. Image set in a mining operation (vanilla mine in background)
Couldn’t image these would make it around 1x1 corners tho
Literally my first thought when I saw that update drop was "oh my god I can't play with trains anymore"
Hoping there's a way to still incorporate them
Yea, saw the community post

Will have to think about some ways to make it work!
Or it gets recycled into rollercoaster mod 
We can have the goods stations between District Crossings, since food and water are automatic transfered ... This is a temporary solution 😮
Districts are not useless, just not required and more streamlined
So i need to streamline trains more and it will be fine
Its still better as more capacity and no beavers required (and more fun)
Tbh I'd be content just having trains go around for aesthetics
Or to provide some sort of well being bonus within a distance of stations
Even if the beavers can't physically ride the trains
oh, i changed that release to live btw
so the new models and that system is release, i believe there should be nothing wrong, i think
trains can still be useful for long distance freight
"Wagon Type" is hardcoded.
I added this line in the translation file above the wagon model lines.
Tobbert.WagonModel.WagonModel,Wagenmodell:,-
Hurray my suggestion
I dont see why trains would have a problem with the new update.
districts are not removed, they are just optional.
And unless you are playing in a small map you still are going to need districts or you are going to have beavers that are going to spend all their days walking from home to work and do nothing
the biggest problem to big maps with a single district is that the game doesnt try to put beavers in the closest house of his workplace
You have houses scattered around your district?
you could have
if the game would match workplaces and houses
but my point is that you could have 4 places with houses in a single district that covers a 256x256 map
if you do it now you are going to have beavers with a house in the top left part of the district and working in the bottom right part of the district
beaver transport might be feasable in that way
If we rework jobs so that beavers can be assigned to jobs in other districts commuter trains or even trolleys would be a fun idea
Loving the new update with the retexturing, but how do I know which type of train car carries what?
But its nice to see that these trains look and act like actual trains now
Nothing like that, only visual
I noticed the beavers will take resource from goods station to factory I marked as "send." Is it a bug?
nope, inteded, though maybe not desired? idk
How do the tracks and trains deal with flooding? If I have the stations dry, will trains roll though water? I’m playing on “oasis” and the map is very flat, which is nice for a railroad, but also most of the map is under water during temperate.
Tracks and trains are "waterproof" ? Sort off. Unaffected by water, even the smoke remains under water for now 😄
The beaver riding along uses his gills to breath
This is possibly a dumb question...
Am I getting this error for playing on U4?
The game loads, there's just no button on the tool bar
See here #🤖mod-creators message the list of working mods on experimental. Choo! Choo! is not among them, yet !
Ah, thx!
Once U4 hits, will using districts still be optimal for train usage?
how should that work?
i mean, how do you teach the beavers that? when I used trains within same district, beavers just moved items between train station A and B manually, which resulted in an item loop.
well maybe with the new supply option.
oh i see.
btw: theres no working version for U4, is there?
or he asked it wrong or i understand it wrong ofcourse
no, as modding is currently kind of broken
we cannot update our modding envoirement to update 4
will mod stay in update 4?
yup, i will try to update it, but i cannot currerntly
You answered my question correctly.
my terrain generator does as well, cool to see others working
sad trains is not amongst them but I completely understand the work involved is not trivial
true, well you can remove unstuckify from the list, it causes the game to crash, if you press the button
oof, yeah that's not exactly working
and yh, i miss trains, also some others. but U4 makes tons of fun with my new map 🙂
yeah, I can survive on just rotatingSun (as well as my terrain generator) and that works, forutunately. But it's pretty spartan and there are lots of things I WISH worked lol
but u4's performance is nice
if anyone cares, I have a custom build of SimpleFloodGateTriggers, but it doesn't support water gauge linking. Still better than nothing
works with u4
im interested, but I think this is the wrong thread 🙂
oh yeah we are still in choo choo lol
It's horror without Pipette Tool. All time I make CTRL+ Left click 😮

we just have to wait, Tobbert is on it and U4 is still in beta, so I am positive we will not need to live without beavertrains 🙂
Mostly, im busy playing elden ring 
But thats also mostly becuase update four is not on stable. If its on stable, it will be updated very fast
I'll take that deal, update 4 comes live: 5 weeks later finally updated
Thats what fast means!
No because then is update 5 almost live
aah, better to wait for update 5 then
You are a cruel and awesome mod-master. Quite the paradox.
just kidding of course, thanks for all you do and no rush, just have fun!
(maybe a little rush? But nothing pressuring lol)
At least , will be sooner then the flying stuffs intended by pmduda for update 50 🤣
Mechanistry gave a subtle nod to this mod in today's patch update notes
"In the coming days, we'll provide you with documentation on how to use our Meshy implementation so that you can continue turning Timberborn into a Beaver Train Simulator and so on."
I saw, amazing stuff 
Hi guys, I am new here, I am using this great mod from few weeks on a map right now. May I ask for some support? I don't quite understand how the mechanics of this mod work. I made in my map a circuit with some station extensions but I can't make it work with more than one train at the time, if I build a second train it stays waiting in the factory or in a waiting rail without moving at all. The stations are all furnished with goods to send but still nothing and they are far from each other (basically one for every center). Currently I have in the circuit 5 stations and 2 more with two changes that loops back after the station. Thank you
You need some track dividers between stations most likely
Like giving a double track circuit?
Not really
Could you show the layout with colors?
Because I made dividers at the stations
Ah
Sure, in few hours I will be back at home and make a schema. Thanks
Aaah, perfect! Will be easier to diagnose the problem.
Off the top of my head, the other issues I've had in the past when dealing with a similar problem have included some simple oversight stuff like having all stations set to only receive or send specific goods instead of one send and one receive
and have waiting stations
I really need to rework a lot, but the new distribution system is gonna make that fairly easy i think
The trains need to be able to have a navigable path between stations that isn't presently blocked by another train, so if there is a train in the way and there isn't some way around it they will stay put
Can anyone help me with this error? 0.4.11 experimental
[Error : ChooChoo] Failed: Could not load type of field 'ChooChoo.ChooChooSettingsUI:_dropdownOptionsSetter' (0) due to: Could not resolve type with token 01000016 from typeref (expected class 'Timberborn.CoreUI.DropdownOptionsSetter' in assembly 'Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.CoreUI.DropdownOptionsSetter member:(null)
Choo choo is not supported on current experimental
ah ok i see, thanks 🙂
Beaver train simulator
@quick thistle this is the layout with the current goods. For the routes I marked the waiting stations orientation with a red line where there is the stop signal (also on the top left I have an empty station for future uses)
looks like everything is yellow and 1 line, so what you said about 2 lines is correct
trains cannot go through eachother
So do I need that the stations must be in the same line to be reached or can they be on different lines? I am thinking about doing buffers for each station, like
|_<___|```
Or like line`A---B`, line `C---D---E` but they won't ever be able to reach C, D or E from A and B even if connected?
if it is at a one way signal that is the same color on both sides it cant go becaus that color has a train on it if i understand correct
Ya, signal on tracks is a separator for a section, and, a train cannot enter into a section occupied by another train .
The problem is that they are really stupid. So they dont look ahead. You solution is therefore not possible yet. Im bad at explaing but the rule is: have the number of s3ctions on each side of a single track be the number of trains plus 1. So if you have 4 trains, then you need 5 sections on every side of a single track section. Double tracks is therefore currently the only sollution.
I am not really sure I am getting it. I have found now this video https://www.youtube.com/watch?v=KzDRJ7YuezQ from Todor. I will try again this evening if I can have something working
Thats a very good example, he has a section in the middel that is 1 track. So any of the sides, so the right, left, bollow and above that section has more thatn the number of trains + 1 of train sections
yeah split up each line into two one ways and then for each, every four blocks put a separator
that way they can wait in a queue taking full advantage of the space
Quick question. Can trains theoretically enter a station from both sides?
yup
Ok... then I once again have no idea why the train doesn't want to run....
Does it have to be able to drive back already? Or is that already inside, for the future?
nope, still havent added something of sorts
ok^^
But still does not want.. Are the wagons Cosmetic? or do I have to choose the right one?
cosmetic
ok
not sure why it isnt moving
hmm, then based off the screenshot i cannot say whats wrong directly
here is the rest of the route. The station on my first picture is the station from where he is supposed to pick up. The last picture is the station where he is supposed to go.
ah
found it^^
Stupid signals.. -.-
yes
Noice!
all fine now^^
Will the waiting station actually be made a little longer again? Because currently the trains no longer fit in there.
Yes, that is the plan, but no time probably
mh
how do I put resources into the train yard?
Should happen autoamticly
Make sure other storages dont have obtain.
Haulers will bring resources. But, ensure the is no storage for the needed goods with higher priority !
I... May suddenly have a question, though I love this mod and hope it will get back in update 4 (as soon as it is stable) I always wonder what fuil do the trains use? Beaver pedal power?
i think the power of imagenation
I wish they could use fuil though (there's a huge variety) imagine it train use algae as one XD
@quick thistle hey love the mod but is there any eta on when it will work with update 4?
Atleast not until U4 hits stable
its to much work to keep it updated every patch
I can get ingame for example, but it took considerable amounts of work to get there
thats fair enough love the work tho
and then a small patch comes along and it breaks it again
but look out for when it hits stable
OMG, I JUST THOUGHT OF SOME OF THE MOST EASY SOLUTIONS TO SOME OF THE MOST FREQUENT PROBLEMS
WHY AM I SO STUPID
holy dang

oooh, and i just though about how to solve inside 1 district
so i imagen its possible that if a beaver is working somwhere and trying to fill their workplace
that its possible to see how far they would have to walk to fill it
if that distance is falls in the red area so low efficiency and a train station does is inside it, with a connect trains station that has a lower effeciency, that it will use the station instead
Making train intersections with the Choo Choo train mod has to be one of my favorite parts of Timberborn 😁
idea: some sort of alert for when trains "crash/get stuck" like that same sort of alrt that pops up when a beaver is stranded
OOoh, note, create every time a train cannot progress, a field with the current time. Create new component that checks per tick difference in time.
Note for myself to the solution to that problem
yeah, i just have ideas, zero idea how difficult they can be to add or not
this is pretty easy, ty for that
tbh: i'm extrremely impressed with the mod so far
ahh
aahw, ty
like the only recent issue i had was when ALL the trains got stuck on top of each other when i was playing with dev mode tools for 99x speed xD
do you have single line tracksections?
yeah, one or two. but they got glitched somewhere else. i have a feeling it was b/c of the 99x speed . it took me like 2 real time minutes to get out of that mode it was so laddy/glitchy
(i dont think 99x speed is meant to be used)
i usally playon a big map. but current playthough is a small map, but i have 294 beavers, 284 bots, and 4 districts
oooh, 600 dammmm
entirely made possible with the packaged food mod, train mod, and a couple other mods
4 district train line. (i've done a 6 district in the past)
I can only see it being used for water simulation on a test map that I don't care if the beavers die cuz I'm testing the water sim. Outside of that x99 is a glitchy mess
Hellow
I got a question
Im getting headeach lol, about the opcion divide sections
does it divid the section so in 1 railway can work more than one locomotive
o it just points that it a one way railway?
only one train per section. if you click the rail you see colors for the lines, and it also works as a one way direction
example
thanks a lot i was going crazy with this lol
hmm i got a bug to report ( or maybe i got it not setup correctly ) im trying to make the train go one way to via track and go back via the other track, but insted it doing a 180 degre turn into itself lol. Is this a bug or i got it setup incorrectly?
double check the rest of the railraod, looking for breaks, and incorrect one way signs
iv left it all on default since it wasnt working
but let me show you wht i was doing
wait right now it all on default and its still doing that
let me send a pick
Train will switch direction if cannot cannot find a way to move forward (to try to solve). May be due to a incorrect one way, a blocked section (a train can reach a section only if is not occupied by another train) ...
the only thing i could think is that that train thats doing that is from the past version and its bugged but cannot think of another thing
Always must have number of sections greater then the number of trains !
ohh dint know that
let me try that out
it was that!! thanks a lot
yeah i do a lot of sections
Yeah I just went nuts with sections and it started working really well.
#1064952561687343235 message Approved by Tobbert 😄
Thats a bug
Yes 🙂
So the current setup I have gets some kinda waiting traffic jam once or twice a day. But I'm able to fix it each time by flipping the direction of just one of the dividers.
So I just had an idea. What if there was a way to detect if there was a waiting train at a crossing. And then each crossing can have a trigger that's one or multiple dividers. And if one or all of them are triggered in the waiting state by having a train waiting then it will flip the direction of the track.
If there was a second mode where they could also be in a parent /child relationship to each other then a single one way track could be easily turned into a two way "smart" track with intersection control.
Or a signal that looks 2 step forward?
haha i like it, making a mod for beaver traffic smarter than most city car traffic in real life 😛
The trains will pick-up goods and chose routes by their own (on a good layout design, of course). This make this mod better then the freight companies from real world ! 😮
Ah, I just noticed the other main problem is when a train dies I guess? They have an age. And sometimes when they get up to 80 or 100 or so it looks like they just stop. Can there be a better death disappearance for them if that's the case? Rather than me having to manually delete them
lol okay
If they stuck, thats a problem with the layout or a big
Only if you delete them 😁
True Xd
Is this considered a large system?
First time using this mod so I know it's a bit clunky!
Thats pretty big i think, not sure, havent used the mod 
Sure Tobbert, you make tests on us, not on you 🥳
Throwing things out there 
lol y'all are great. Love the mod btw!
Thx, sadly no time to update it to u4 yet
I read something about studies. This a side project in university?
Bc it still needs
- bigger station
- rework the distribution to include the new system
- better system for inside same district
- people mover (should be pretty easy)
No, this is just my hobby, i study financial auditing
But have some troubles with that
troubles?
ouf,
I know that pain. I dropped out and had to re do a semester. Never got the paper. Still do lots of work
do you have a patreon or something for your coding?
Everything is on github https://github.com/TobbyTheBobby/TimberbornModsUnity
oh wow. Didn't realize how many of those mods were just you. You make my game much more enjoyable!
So no Patreon?
No, debating that more recently, but i dont know what i should put there
I dont like making things exclusive
Well I'd toss a few bucks a month your way for sure. Just a good way to tip developers
Doesn't have to be exclusivity. But if people like your stuff you might be surprised how often they give you a few bucks. Might make it worth it for you
Oh, you dont have to? I havnt looked into it yet
Will watch some toturials xD
Maybe i can buy some cool tools or software and things
To help with mods
Ya you can make everything public. Could be just a monthly tip subscription and that's it
I follow a few people for other games and projects and they keep some things like devloper updates on there. Sometimes livestream some work. Usually never scheduled. Just when they can / feel like it.
Yea, same, i work whenever i have energy and time
pm me when you get it set up and I'll be your first subscriber
Aaahw man, thats awsome!
You have some people that you described to? For "inpiration" xD
I think they would be similar cases as me
This guy doesn't have a patreon. But they sell a lot of in game stuff. Here's their twitch
Hey Guys, Been playing for a good 500 hours, and love the game, particularly this mod. But since Update 4 i haven't been able to find the button in the UI. Mod is installed and no errors on loading, but no way to actually use it in the game. What am i doing wrong?
This mod is not update to update 4. Not sure why you are not crashing xD
Ok, it took a few attempts, but other mods work, and this one is marked as installed. Both with newest and previous versions. Just no UI.
But ok, then it's at least not my fault. I will try to wait patiently. 
Yup, lots has to change as districts are less prominent, but i will keep going. Ty for enjoying it!
Thank you for this note - was just about to try this in my "what mods work with branch rn" so I'm glad I came to look before trying this too ❤️
ETA?
Time till its done basicly
what does ETA stand for?
estimated time of arrival
You are not allowed to point
I'm excited for the update ❤️ Been missing my trains
Why not?
Not nice, my parents told me always, idk why
It is very rude to point
It doesnt say that in the beaver handbook of friendlyness
It does say the points have to be with your tail, tho!
Looking at nobody 👀
The memes are strong here
i wanna be a beaver train driver
I want my beavers to be train driver*
is there a changelog for the mod somewhere?
well, shame on you for not providing us stuff while you're working on it! (jokes, obv)
The distribution works again
as you can see, lots of things that are broken because of update 4
the tracks and the trains themselfs
the tracks has mostly been fixed, though the models are gonna be annoying to fix
The beavers look lovely
Looking forward to this mod in u4 
Regarding the remodel of the goodsstation, probably gonna use this as inspiration
throw some boxes and barrels on there
Any chance of a little crane to load the goods? Even if it's just static
Because it now uses the new distribution system, im also adding to possiblity of having different goods inside the train, therefore i think im gonna automaticly switch the model and a it toggle on the train for that be the case.
If i or someone else comes up with a cool design
When will be the U4 update? Im dying for playing it
I already answered you in the other chat 
The basic functionallity works
Need to create new models
And design a system for items with the same district
If the distance of a beaver gathering goods from a stockpile is too big, that a beaver working at a goods station will gather them instead and will ask a train ro deliver it to the closest station to the workplace. But when that should happen is gonna be the big problem
It sounds like that could take a lot more work and I'm sure most people would be happy with the basic functionality in Update 4 to try out the new ironteeth economy. Have you considered releasing the basic version first?
I am considering that yes. But the biggest thing is that I want it to feel logical. If people feel like something should be in there while its not, that i dont want that to happen. With that i mean transport within the same district mostly
like a full 3d design or is some stupid drawing enough?
nothing stupid, like something i could model
Like, i found this, but im not sure how to make it into a timberborn version
Oke, im hyped for the new distribution system. Its gonna work epicly. So because of the new distribution system, beavers will dill the station with goods, but i will give them a destination aswell. What i now can do is just loop over it, check if there are multiple goods in the queue that want to go somewhere at the time of Loading and delivering. So for example, wagon 1 has some wheat and wagon 2 is carrots and number 3 is empty. If it succesfully delivers the wheat, it can pick up ankther good with a seperate destination. At the current station. Then it will look for the good that has been on the train the longest and start delivering that one. If 2 goods have the same destination, then it can also deliver both.
Will this mean that the trains will drive straight past stations if the goods are the most recent ones?
The first thing a train wants to do is empty its wagons. If it is at a station at which he is trying to empty, it will also look to fill it at that station. So yes, in some situations the train might be empty and will go past a station, because its trying to get goods from another one that requested that train first.
oooh, but i understand what you say, yes that might be the case
hmmm, very good one
will try to see if this is doable
to fix it, i mean xD
So I doubt anyone will get this question... But does the train distribution work like the astroneer distribution with items? 🤔
have not played that 
Now that unlimited distric size is in vanilla, reckon there will be trains for the beavers themselves, to get to places further away more quickly
Tbf, that sounds like a completely different mod, but it would still be cool
yes, i created a basic version of that already
oh really
yea, i was debating to make a sort of api
then release it as a separate mod, and then use it in Trains
but it might be to specific, so might be train only
then copy the code, change it and upload it seperatly aswell
yea, i sent some images before
here it is #🤖mod-creators message
this is just a teleporter, but that is how it would like in code
i would just add some visuals to make it seem that they actually get on the train and out of it
AAYO, WORKS ON THE 5TH TRY
maybe used by airbaloons and so on to 
Like the mod is back up?
New design for the goods station, as the new models are longer
Soooo..... i pushed an update, maybe someone wants to be a guinea pig?
I have parrots, but, why not ?
any crash is good, but i cannot find anymore currently, but im 100% its not done
No crash, but, cannot make train to work. Hope that station aren't one way ....
they arent one way
oh, i see, yup, i forgot some things
thank you for testing
Seems to be a problem with distribution system.
Cannot separate settings from normal crossing to stations (share the same settings)
Oups 😮
wtf did you do?
Just added loops around stations and one way signals on that loops ...
Just a minute, will make again that layout but, I don't unpause the game. Will save, reload and test. If will crash again, will have that layout !
No crash, but, no train moving also 😮
Finishing the Waiting Station with the "Finish now" button
You mean the error? Yea, forgot i added that and have changed that now. It will notify of the station being unconnected
Yes, just wondered because it mentions missing materials.
i copy pasted the code xD
im not 100% if i did it correctly, but you have configured distribution correctly?
????
WTF, at main district, export all, at second one, import all :))
and they do distribute using the crossing?
i thought it was fine (maybe im stupid xD)
With vanilla one, yes
Will this remain or are you creating a custom error message that should be translated?
Otherwise new deDE translation.
rip 😦
i made these:
Tobbert.TrainDestination.UnconnectedWarning,Station is not connected to any other station.,-
Tobbert.TrainDestination.UnconnectedWarningShort,Unconnected station,-
havent tested them yet, might not be final
I dont understand, i can save just fine
the folder is for experimental mode saves?
well, it's time to test only with this mod
and about them not distributing, i have no clue why mine are then
Just in case with a little alternative changing to "any other track"
Tobbert.TrainDestination.UnconnectedWarning,Wartestation ist nicht mit einer Strecke verbunden.,-
Tobbert.TrainDestination.UnconnectedWarningShort,Nichtverbundene Wartestation,-
Which game version do you need to test 0.5.9? It seems not working on U4
0.5.9 is update 3
got it Im going for it
0.5.10 is update 4, but it seems others didnt get it to work
Not sure if this would be helpful or not, but this happened when I tried to Modify Inventory of the Goods Station when I was building a test loop.
yup yup, im aware
did that myself
xD
As its not to be used normally, havent gotten onto that yet
fair enough, figured I would share incase it was relevant. 😄
Love the mod and just wanted to help to get it functional again anyway I can
I love that so much, i will need the weekend and i may have something playable
no promises xd
you never know what happens
understandable, I have done some coding in the past and in my experience it rarely goes to plan at first.... or second.... or fifth.......
I have wanted to try making a mod for a while for a game but A: I don't know where to start and B: I can see it being a big rabbit hole of learning, bugs and fixing. I just haven't found the motivation to jump in yet lol
motivation is something you need a lot of for timberborn
just the sheer amount of things you need to know how they work, requires that
for modding or playing the game?
because atm im using Timberborn as a time sink before bed 🤣
ahhh
the last bit of coding I did was writing a script in Space Engineers to move rotors at the same speed with different mass. I had to make a calibration function, learn about PID controller and calculate rotor speed using radians ( which I didn't know existed)
It took me many many weeks lol
but was fun
sounds like how i started creating the most ugly ui and basic migration system
for timberborn xD
Nearly got a working prototype of the Passenger Station
https://puu.sh/JHKWL/8f89ddb02f.png maybe you can use the gravity battery? That´s pretty much a crane already and doesn´t require a lot of alterations
Is it out yet?
Hi, after a month I had time again to try out the trains and I am still on a version of the game in which they worked. I started a new map just to try them and did this clockwise layout. This should be super simple but in reality it doesn't work at all. The train keep being stuck on the bottom left station, it get all the goods of the station and doesn't leave. What am I doing wrong this time? If I don't put waiting stations only one train works, and only between top and left, it never reaches the right. I am starting to think that I am stupid to not see a simple pattern
I believe trains try not to path over waiting stations, you need to set one way segments without waiting stations in the way
Waiting station must not be on the main track. Trains cannot pathfinding thru them ...
@strange blade but in your video (https://www.youtube.com/watch?v=KzDRJ7YuezQ) they are in the main track, am I wrong?
Those are short one-way segments, I understand why you'd be confused by that
You are wrong, waiting stations are in the bottom part, not on the main track !
I mean, trains can travel without passing waiting stations, that means that are not on the main track
Fuuu.... I have never noticed this thing of the one way tracks, I thought they where waiting stations, in the video they happen also to be 3 piece of tracks long, just as the waiting stations
I am indeed stupid
It's my fault then, I placed one way segments to make segments so short, to have a big number of trains running 🤣
No no, you are right, I should have looked better, your tracks are like O---O---O---O, if you put waiting stations they would appear O---O-O---O-O---O
I know no promises, but I am DAM hyped and am checking discord every hour or so to see if there is news xD
No pressure though, just wanted to state that I love your Mod(s) and will celebrate once ChooChoo is U4 ready 🙂
I too am excited but I haven't actually tried the mod yet. What would be a good map to build a train industry with?
Thousand Islands
I really hope you can fix it soon, I've been playing vanilla again and I'm really struggling without this mod
Same here... At least found a workaround, but that involves extra storages at the district border and hundreds of carriers, while having multiple crossing points, just to match the speed needed...
I just wanted to share that im still working on it, its just a big update and im also very busy irl
Kinda sounds more like a huge inconvenience than a proper workaround, I think I'll just wait until I can use the trains again😅
That's nice to know, I miss my trains but I prefer a properly working mod that's finished over a quick mod with a load of bugs
Its also that i wanted a system in place that can be used inside the same district. So the update will feature passenger stations.
Maybe (idk if u can/want to) you can update mod for new version and then add the other things?
base systems are also broken 
What's the point ? Recent changes in game mechanic make the old mod mechanic to not work, so, need to be a full rework anyway ...
any predictions how long it will take? days or weeks? 🙂
its seems trains dont even wanna work right now
like, at all
so thats one of the final things, but i dont understand why the whole system is broken all of a sudden
I am absolutely not the person to help you with this, but is there someone else that can help with that?
I tried to improve the pathfinding, but i think im gonna throw that work out of the window and keep what i had before. Its good enough i guess.
i dont think you can help much other than testing it out once i upload a beta
i read it again, and you ask if someone else, probably not, as ive written all of it myself, and i dont even understand it sometimes. (im a bad programmer)
xD
Which language?
Unity and therefore Timberborn is written in C#
And the problem seems to be in the code for the mod, right?
yup yup, it works, most of the time xD
its also just that im busy regarding finishing my study
exceptionally busy
If you want help, sent me the project...Am a programmer with C# as main language...
setting up envoirment does take a bit
thats the whole project, it has sepperaate folders for each mod
Am downloading all for now...Will check it out in the evening...
its more that creating a good track system that is more reliable what is the problem
mostly the part that trains can go only forward
What timezone are you in?
as beaver may turn around inside the same block, but a train needs to go around, so a grid pathfinding algorithm isnt that easy
EU +1, that is i believe
netherlands
CET...Same as me...Lets have a talk at 19:00???
I will be there, you just contact me, when you are ready^^
Am curious now, how you work...Found a lot of commented code...
Ayyyyy
Hmmm
XD
I think i will have some time, after dinner
Having that right now
Ok. Enjoy it^^
Csn you fix TimberApi as well

Isnt it working anymore? 0.0
Some parts arent
Then lets look into it together later^^
Yes im kn holiday
https://github.com/Timberborn-Modding-Central/TimberAPI/issues/72
Frel free too look around
@elder tide voice chat of this server?
me wanting to pop into vc just to lurk, knowing I have a toddler singing at the top of his lungs rn
I dont mind really
If I had anything of substance to add, I def would XD
Will be coming back...a driver is messing around...
its, fine np
Gave me time to pop in and mention my love for "more paths" so your drop out was perfect timing XD
So if someone wants to test the mod
its now live again
for testing, but it should be pretty stable
Removed, because obvious bug is obvious
@elder tide im tired, so im off to bed
Good night and sleep well^^
Also need to fix a bug in the software I showed earlier...
The software that looks like you're staring at the matrix? 😂😂
@quick thistle translation V0.5.11
"Wagon Type" is hardcoded. I added the following line before the other wagon type lines.
Tobbert.WagonModel.WagonModel,Wagenmodell: ,-
so it looks like
Tobbert.WagonModel.WagonModel,Wagon Model:,- Tobbert.WagonModel.BoxWagon,Box Wagon,- Tobbert.WagonModel.TankWagon,Tank Wagon,- Tobbert.WagonModel.FlatWagon,Flat Wagon,- Tobbert.WagonModel.FlipperWagon,Gondola Wagon,- Tobbert.WagonModel.MetalCart,Metal Cart,-
And I noticed the error message for the unconnected waiting station is not showing.
oh, i forgot todo that again
are you trying it out?
i removed it again, didnt i?
I could load it with the mod manager. Not really trying, just for checking the translation.
I did see your post about its buged and you would take it down.
i updated it and uploaded it again
not sure if something big is broken
i believe it just works
but not sure
then let's find out
So the mod not running is on purpose?
the mod needs to be fixed for Update 4
He's aware, that's what's been being discussed for the last week? 😅
I asked, as I understood Tobberts messages, so the mod is fixed, but he isnt sure, if it is fixed 100%...
Yes, but it seams there are obscure bugs still
Wow nice work you guys! En groetjes uit nederland😜
well i just stay for now in update 3 and work with the old version lol
@quick thistle For me todays update to the experimental branch broke the logic to give the track sections different colours. I'm sure it was ok with the version before. What irritates me more, on the main branch it is although not working for me, all the sections just one colour

And the same is for the minimum item limit to transport goods. Here I'm not sure, but I think it showed when clicking on a train, but not anymore on both (main, experimantal today) versions of the game.
The small test with 2 districts, 2 trains transporting the 4 materials to and from a mine works for me even after todays update, just the trains carry less than the 20 minimum item limit.
Is it just me?
Not sure, i wouldnt know why it wouldnt show or work
There were fixes for the distribution system, so this could be the culprit for the distribution limit.
But the colours, mysterious.
And its just for your information.
Wait, the mod works in experimental?
Was wondering, as I always get an error in the Loader...
Error displayed, but Game runs just without the mod...
[Error : ChooChoo] Failed: Could not load type of field 'ChooChoo.ChooChooSettingsUI:_dropdownOptionsSetter' (0) due to: Could not resolve type with token 01000016 from typeref (expected class 'Timberborn.CoreUI.DropdownOptionsSetter' in assembly 'Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.CoreUI.DropdownOptionsSetter member:(null)
Have you tried the latest(not live version)?
Just noticed it in the modloader...If I wouldnt have had it on another screen, I wouldnt even know about the error...Was only wondering about the mod running in experimental...
The different colours for the track sections are lost on loading a save.
Building a new track anywhere on the map in the one colour state, brings the different colours back.
Okay, i am confused, does the mod work in update 4 non experimental or not, getting some mixed vibes from the past conversations
Version 0.5.11 loads fine in update 4. All the tracks and buildings are placeable. The section divider works. A setup with a main and a mining district with one good station in each (2 trains shipping the 3 IT materials for the mine from main and metal scrap from mining district) works with the aforementioned little kinks with the colours and the number of minimum items transported. I didn't test more complex good delivery setups nor passenger transportation setups.
So for my usecase it works.
Okay thx! then ill try if its the same for me
Wait, in modloader it still says version 0.5.9 where could i get 0.5.11?
Manyually select it using the drowndown
okay, mine crashed when it started downloading..., ill just wait for the all clear...Really dont enjoy the game without your quick distribution mod, especially since the new distribution system
i you leave the mod window before it has downloaded finished it will crash
I know, why it doesnt update automatically to 0.5.11 ...Because 0.5.9 is higher than 0.5.11 ...Should have named 0.5.9 0.5.09 instead...
That is the reason, I usually have at least 3 digits per Version...Apart from one time, because 5.1 only had one change to 5.0: continuos loop instead of single run...
no that is not the reason its because he have not set latest as Live because its not stable yet and modmanager updates to latest live version its the same as it was for experimental for my mods
Might be, but you also need to scroll down in the dropdown, as it is listed at 0.5.1 instead of top...
well that is just a bug in modmanager 😛
Really a bug and not a feature???^^
So I heard 0.5.11 is stable enough for update 4?
I miss the old train stations...
Where you could select which ressources get loaded/unloaded there... @quick thistle Will you change it back or keep the distribution system currently used in the game???
It shares the same system. But instead of having to be directly connect, they can now be without path between them
Understandable, but i really like the current design. Though they for sure can be improved a bit
It loads and you can play with it. If you encounter anything, lemme know. I dont believe it to be stable enough or be in a place to remove the red text from the tumbnail
The old system had the possibility to move ressources fast inside the same district...With the limits now removed, you could have your golems work on the other side of the map, building stuff, while the train always sends ressources to the stations...Now you would need to have an own district for that...
I just found out, the new distribution in the same district works this way:
You need the passenger stations, not the good station, the beavers and bots delivering their items go to one station, wait for the train, driving to the other station, ignoring already available paths to this destination. So they're taking the train to the destination and are not walking to the destination.
Thank you^^ Now I only need to build passenger stations and storages every now and then^^
Is only around 300/400 x 10 blocks I need to terraform^^ Map Border^^
The moving trains is not implemented yet. So the beavers and bots will enter one station, disappear for a moment and than exiting at the other station.
Maybe, invisible trains or .... , teleporter 😄
Yeah, not beavers and bots anymore, trekkies or how they called.
is it still experimental?
Well, it should work on update 4 atleast
Both stable and experimental
Though still incomplete
what works and what will need more time? maybe will switch on my PC tomorrow evening to play a bit 🙂
The goods can be transported between districts. Within the same districts beavers can teleport to other passengerstations
ok so in short what worked before (goods) does work again, beaver transport is WIP ... I for myself consider this playable already, thanks!
to plan my build, as soon as the transport works as intended, how fast willlbeavers move in comparison to walking?
I plan on having a central city with storage and beavers that commute to outer settlements every day to work there, but that will not work if the train moves comparably with walking if that makes sense 🙂
I have no clue yet, but i expect it to be a cool idea and cool looking, but maybe not that usefull, except for not having a actual path in between
it needs to be a bit faster though at least right? if not beavers would not try to use it for pathfinding I think.
And thats not considering the waiting time until the train arrives, that would come on top ...
So I think my idea will work, but very unproductive ... maybe you could make trainspeed adjustable?
Like, that is the big problem, the game is very easy, as in, beavers just walk and thats the fastest way, always,
but now with trains, there is a chance that a train is late, but letting a beaver know that the train is far away is very complicated
i see an option of keeping the average time to go to a certain station and telling that that is longer
but even that solution is EXTREMELY complicated
making trains usefull in the current system is just so hard
like, believe me, ive spend several hours currently thinking of how it could even be done, but i havent thought of a good way that isnt overly complicated or hard on performance
because if you need to take traveling time into account, than you need to calculate that for every beaver for every time a beaver tries to pathfind, that adds up to a lot really fast xD
Actually, I agree, I prefered the sending this and recieving that function instead of the current system, it isn't working as well
what you mean by not working well? Maybe i can improve?
Well, its mostly the percentages instead of actual numbers. Also, i prefered being able to say which stations recieve which goods without having to go though all the goods for every district
the system you had before, selecting importing or exporting with just a click on a square
It was more intuitive
And you could send the ressources straight to the place needed...I had several train stations per distrikt, depending on what was needed at which corner...
it would be awesome though ...
currently what happens at the passenger stations? the teleport to another station instantly or does it not work alt all? I have Not built them yet and will not have the option until weekend 🙂
teleport, but waiting based on distance
its a bit faster, because it calulates the direct distance and not the distance over the path
I just noticed that the build logs extremely much 
thats why it works?
Helps probably debugging this crash.
The track was build completely. Than the second district was created. The district crossing got paused and the exchange of the goods was done using the good station menu. Now both good stations were filled with the choosen goods and after reaching the maximum amount in the good stations, the 2 trains were build and were running till the crash. If needed I could provide a save (and my used plugins folder per wetransfer) that crashes after a few minutes running.
That issue might be because i had a <= what should be <
so it might be fixed
Oke, someone that has a good idea for a design for passenger wagon?
the code is mostly finished
I can't imagine it's going to be showing beavers inside dynamically, right?
If you don't need to see beavers, an older-style steam era passenger carriage would be fun
But if you are planning on showing beavers in there, you could try a sightseeing train style wagon that would be more or less just the boxcar wagon with shorter sidewalls and no roof with some beavers sat on simple benches
This one has a roof but is more or less what I was thinking for the open wagon concept
You'd probably want to do a much smaller capacity for wagon size considerations, maybe 3 beavers sat in a straight line front to back like how you'd sit in a log flume ride
Actually, just a log flume ride boat with wheels probably wouldn't be a bad idea either and would fit the design language of the game pretty well
Not quite in the spirit of the game. Maybe, something like one of this : https://www.google.ro/imgres?imgurl=https%3A%2F%2Fi.etsystatic.com%2F34302958%2Fr%2Fil%2F07e79a%2F4461585877%2Fil_fullxfull.4461585877_mso2.jpg&tbnid=OAxmOZrQxYQAYM&vet=12ahUKEwjQ2dfcicP_AhWBu6QKHSRWAdYQMygVegUIARDxAQ..i&imgrefurl=https%3A%2F%2Fwww.etsy.com%2Fdk-en%2Flisting%2F1364121379%2Ftrain-passenger-car-wooden-handmade-toy&docid=bSlitbMO4Hdd5M&w=2998&h=2998&itg=1&q=wooden train passenger cars&ved=2ahUKEwjQ2dfcicP_AhWBu6QKHSRWAdYQMygVegUIARDxAQ
As far as the enclosed carriages, I'm always a fan of the old American style wooden ones like this
This is a model railroad version that's heavily condensed and probably more appropriate for the scale of the choo choo mod
Oooh, this looks good
This is also very original, didnt think of that
Very excited to get back into the mod when I start my next playthrough
I have dearly missed my train-loving beavers
I need to get on it then xD
You have some time
At least a couple of weeks before I'll be really trying to bust down your door looking for trains 🤣
I pushed another update
this one features actual movement of beavers
so they dont teleport anymore
Not sure what else has to be done before i update the tumbnail
If no one comes with more bugs
ooooh, I just thought about that they are stuck if you dont have a train running
hmmm, have to think about that some more

This is during gameplay or upon load and save?
If its on load, then i cannot so much against that. If its during game play then i dont think the save is needed. The image has enough info
the first train I made was parked oddly, and was still that way when I loaded the game
oh, and the game crashed
happy to break things!
Thinking about it some more, i think using the old system is indeed better
I can incorperate the new code with the dynamic loading, as that will be the same, but having a few workers that gather and deliver goods in combination with trains is still better then haulers only
Btw, any6one noticed something about the speed of the trains?
for me faster but movement not so smooth
did you notice before i asked?
Yes I did, running the test with the passenger stations today.
I looked at this and it was a big mistake. Agin ty for sharing, really ahppy i havent called it a release yet xD
Thinking some more about it, i think its best to copy the existing exporting rules and interface, but make it per goods station. It will gather and deliver based off of the settings indivdually. Then give back the potential to have an internal capacity which IS changeable and it will be FAR superior to the update 3 mod
The UI is finished for now
the last one is for changing the storage amount
will be able to hover over it and it will tell that
I copied the code for the mirgation tab. So using shift will allow 10x and click 1x
That seems much better!
idk if i just borked something in my game, but I had some weirdness going on with your new passenger system: trains going around and around (empty - I do have waiting stations) and some beavers waiting forever at a station while empty trains stopped there multiple times ... oh well
yea, it is very unstable
like EXTREMELY
i noticed after putting it as live, though still labled unstable
@quick thistle translation file v0.5.12
Reminder for hardcoded "WagonType" 😇
OMG THE WAGON TYPE
Im so stupid
Everytime you say it, im not at my pc and i forgot
Yeah I know how this is, thinking about doing something, going three steps, forgotten. 🤦♂️
Forgets to push 
I pushed it now, with the changes to the goods station
another unstable push, as A LOT still has to change, but it should fix a lot of wierd situations
With this update i would also like to know if you experience worse performance
then i know if the solution is viable
I suddenly get this:
[Warning: ChooChoo] Skipped: Minimum game version required: 0.4.9.2, current game version: 0.4.7.0
how do I get game version 0.4.9.2?
Thats correct, you need to be on experimental to use it, though i dont suggest using choochoo yet
oh ok
the build is highly unstable and can very easily break
its meant for testing by others that know how to break it in ways which i dont xD
well choo-choo 0.5.11 worked fine for me so far, therefore I'll go back to that then
but thanks 🙂
aaah, fair, stay there then yes, but do lemme know if you have issues. That is also a unstable build
doesn't matter to me how unstable it is... best mod ever 😄
Movement of the faster trains now looks good for me.
I agree, i saw i need to adjust the smoke now, as the train moves faster
so it clips a bit now
Im constantly o wierded out by the amount of people that are using but not sharing errors
like, im encountering crashes that should be happening to people xD
@quick thistle You tell us, when one of your updates is for outside experimental? Am currently only outside of it, because I want the dam to be built....Am finally close to having terraformed the central island and run train lines through the underwater tunnel...
ayo, i think its in a releaseable state, will be working on the final touches today and updating the mod page
@copper crypt not sure if you want the ping anymore, but uuuh.... its nearly done. If no errors are found, then 0.5.14 will be the update
Nearly is tommorow or today?
Btw thx for the ping
its up right now
Now i can finally play with the best mod again
currently playing with it
if you tr it aswell, then we know soon enough if there are anymore issues
i did find that the 2x2 corner didnt have a construction site
already added that
Found out that in certain situations beavers dont get transportated correctly
will have to figure out why
`has todo with a higher and lower station
Fixed and pushing the update now
big day
I was thinking some more about it and the current system still has the problem of a infinity loop of goods
I thought that maybe a setting to allow only to workplaces be the solution
In the mod.json the version is still 0.5.12
ty, changed it now
@quick thistle got [Error : ChooChoo] Failed: Could not load type of field 'ChooChoo.ChooChooSettingsUI:_dropdownOptionsSetter' (0) due to: Could not resolve type with token 01000016 from typeref (expected class 'Timberborn.CoreUI.DropdownOptionsSetter' in assembly 'Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.CoreUI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.CoreUI.DropdownOptionsSetter member:(null) for version 0.5.9
What version of thr game you have?
v0.4.8.2
Not 0.4.9?
nope
i'm stuck on 0.4.8
Why?
i don't really know myself
well, even if that isnt the solution, i wouldnt know what could cause it
no, it is modding related, so devs wouldnt know what todo to help
hmm
it says for version 0.5.9
yes
what mod verison you have?
0.5.9
when i try 0.6.1 it says it's incompatible with my version
then you can try 0.6.1
find the mod folder
and change the version number of the game in the mod.json to be lower
might work, might not
lemme see
if it doesnt, i cannto help you further, as you need 0.4.9 version of the game
if you do not mind, i remove the comment from the listing as we know the issue
this you can ask in #🐛bugs
yeah
i just reloaded the game and so far the error is gone
just seeing if it's in game
it works!
thx
@quick thistle The passenger wagon is missing in the settings dropdown list.
@strange blade have you been using choochoo? Does it work for u?
I don't know yet, I have installed the mod, Automation also, but, I have a lot of video cards to fix, so, maybe tommorow, I hope, will test.
Aaah, nw, i thought bc you made igorz aware of that issue
And, right after, the bag of cards to fix has arrived 😮
Couple of issues:
Why is the train not filling up with goods?
Why are my beavers walking from one station to the other, instead of taking the train?
I currently only have 1 hauler employed at one of my goods stations, and he walks to the goods station that imports, grabs the ressource im transporting, and walks back to the goods station that is exporting, with the ressource, which the train will then grab lol
inifty loops is still a problem yes, so using that within the same district is discouraged.
the other problems im not sure
what you mean by not filling up?
and by walking you mean going through the air
yea, thats a bug
havent been able to find that, someone else reported that aswel
doesnt seem to happen all the time, but is consitent when it does
try moving and rotating one of the stations
if they get stuck, try unstuckify
Tomorrow i have an exam and next week im unavailable, so i will try this weekend, but cannot promise anything
When i look in the wagons only the front one is filled, the 3 others have nothing in them.
The train for the passenger line doesnt even leave the trainyard, could that be why?
Also many thanks for the quick answer man, didnt expect it to be so fast!
Best of luck on the exams mate
Juf, might have found a consistend way to trigger the flying beavers, so that one seems fixable.
You have enough goods to fill the rest?
And trains not moving: what does your layout look like? Can you show it including the colors
Yes, more than enough.
The passenger train seems to have solved itself after a restart. Train started moving. New issue is, i have 7 beavers waiting at one station and 4 at another. Ive been cycling days for a bit now, and they seem stuck at the station. Deleting both stations solved it.
There is 84/200 stock at the goods station, but its only transporting 4 at a time
After rebuilding, and another restart, my lads are stuck at the passenger station again.
Yea i still dont know what todo with a station that already has waiting beavers
Ah okey, gotcha
and that has mostly todo with how the game works
I got a crash that may be Choo Choo-releated.
could you share the crash report?
More than that, here's the message link to a frash convo in #🐛bugs with one of the devs.
#🐛bugs message
if you want the crash report here too, give me a sec
First crash, as uploaded in that convo.
latest crash, when confirming if it could be a choo-choo issue.
screenshot of crossing area, in case it might be where the issue comes from. I don't know.
Are the saves included in the logs, or do you need those seperately?
uh? What's the cause? mod conflict? Or outdated?
Either way, will do.
i dont see passenger stations
replaced by TimberAPI
Both districts each have one goods station and one passager station. Both off-screen.
and that could be the cause, not sure
did you click the toggle button on passenger stations?
yes. both.
hmmm
seems there is a bug then
sadly, not sure if i have time to fix it this weekend
will try to take a look aswell
Fair. In case it's relevant. here's my plugin directory. Will delete category now.
yea, usefull as the save is indeed included in the crashreport
ty
humm.. will attempt to revive settlement with passager stations removed.
It did get through my testing, so wondering what is wrong in this case
sorry for the inconvience
and @thorny patrol ty for notifing
Hey, no worries. I'm a developer too. I got some perspective on how this is.
Did your test involve a save&load?
Just asking just in case.
Just did a save&load without the passager stations, but everything else the same. Loaded fine.
to be clear, it doesnt crash on load, it crashes after you press play after the load?
It crashes on load, not play. I do NOT see the game enviroment, just streight to crash screen during or right after loading the save.
ooh. Source code error. This peaks my interest. Haven't looked at c# in years.
aaaah, another person that laughs at me 
I had another crash. runtime this time.
I was adjusting the goods station import settings on my second district when this crash occured. Let me know if you need more info.
Wait, you are on 0.5.12?
Latest is 0.6.1
diden't notice there was an update. The mod manager only warns when I actually open it.
yup, but that should help a fair bid with the problems. Though there are still bugs xD
Heey, I had a crach upon loading my game, not sure if its a choochoo problem or a regular bug though, could someone take a look?
You only have choochoo?
Bc this error doesnt refrence a mod in particular
This is my plugin folder
This is what the extra window that opens up when you start up with mods looks like
No clue sadly, you can try to remove choochoo load the save (create backup by copy pastong the file) and see if it works
Is it worth asking in bugs? or will they dismiss me cause they dont support mods?
They do not support mods indeed, so big chance they cannot help. Try what i said and pm'ed you
Isn't this the InventoryNeedBehavior in prefabs error? Chance its from your windmill?
Aaah, could be
Thx I got it to work on a new safefile, so I guest im starting over
you tried removing windmill?
however, i am also experiencing issues with full goods stations, and almost empty trains transporting like 8 items at the time
rip, i thought it would be fine
but its so bad people notice 
thats a bug ive been stuck on for like 10 hours already
havent found it yet
I actually noticed because there's 4 cars and only one is being used. otherwise i would've probably never found it
for now it is working, so ill manage as long as my districts are small
Looks very sus @north shore
You talking about tge attachment? Idk how to upolload a photo to discord
but you know how to make a pdf and upload the pdf
<@&888412180783980545> , since pmduda seems offline. idk just seems very weird Original message has been removed in meantime.
ill get rid of it an try to figure out how to upload photo, i dont use discord
just the same as the pdf but then the picture
this is not an issue for moderators.
that being said, what are you trying to do, your ping provides no useful information
The reason of ping has in the mean time been removed and change with the word "this", He sent a pdf called "Download.pdf" that in my eyes just looked like a scam.
mumbles something about missing context
?? I just gave context?
as a moderator, shouldnt you read first?
what the hell am i supposed to read
that it was already resolved and therefore didnt have to respond so mean
i read all the way back to 4 hours ago and saw nothing, hence why i stated what i stated
Yeah, should have also attached to the message like I did with pmduda
but thats my opinion on it, so sure, you are the moderator
Forgets that people can remove things 🙂
Didn't know you could edit a uploaded file to a text message though
i think normally you can only edit the message
the file can be removed manually by the user that attached it to their message, but then you cannot reattach a new file
he only removed it
Then I have no idea on which message I pinged pmduda 
I was pretty sure it was on the pdf file
but in the future you know that if i ping the moderators that i dont mean you because that is not your job 👍
Anyway it's gone now
ehhh, let's not get too antagonistic w each other - issue is resolved, miscommunication was had, let's get on w more trains and choo choos for now
there was a pdf here. it's gone now
i badly wanted to use silent hill 2 im sorry lol
lmao
a crossing doesnt count as a path for the purpose of builder reach
Yup, thats correct
walking on air (multiple stations in the same district)
air trains appear to be dangerous
will we get 4 way rail intersections?
could use them
Thats why i added the arrows, to help creating new tracks easier. Though currently on vacation
you can manualy do them
how?
just point a rail into an 3 way intersection?
You can use slopes to go over it thereby creating a 4 way
not the one i was looking for
also maybe experiencing a bug
despite having properly set up the cargo stations, they refuse to transport most goods
when im back home, ill try if reinstalling timber API helps cause that one throws errors on bootup
welp
reinstalled Timber API
now whenever loading my already played on map
the game crashes
heres the error log and the log output
dunno what happend
prolly also the wrong place to post the error log
No, this is the right place. There is a bug regarding 2 passenger stations. Im not sure how to precent it yet 😦
huh
Prevent* (on mobile)
I would need to assume that my savegame is borked atm
right?
maybe one of the older autosaves works but tbh
wanna build in FtD again
Unimog train 
@quick thistle we received few of these errors - like 1% of all crashes sent to us
v0.4.9.3-6c7fb02-sw
InvalidOperationException: Sequence contains no elements
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fa6dfabea46b4d38a92695d5d0cf891d>:0)
ChooChoo.MovePassengersBehavior.Decide (Timberborn.BehaviorSystem.BehaviorAgent agent) (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/PassengerSystem/MovePassengersBehavior.cs:48)
Timberborn.BehaviorSystem.BehaviorManager.ProcessBehavior (Timberborn.BehaviorSystem.Behavior behavior) (at <5d6c0237900a41c08eac0ad31ec31997>:0)
Timberborn.BehaviorSystem.BehaviorManager.ProcessBehaviors () (at <5d6c0237900a41c08eac0ad31ec31997>:0)
Timberborn.BehaviorSystem.BehaviorManager.Tick () (at <5d6c0237900a41c08eac0ad31ec31997>:0)
Timberborn.TickSystem.TickableComponent.StartAndTick () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickableEntity.TickTickableComponents () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickableEntity.Tick () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Rethrow as Exception: Exception thrown while ticking entity 9288f2fa-4b35-40ff-b4ec-4e0ba1eef727 'Train(Clone)'
Timberborn.TickSystem.TickableEntity.Tick () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickableEntityBucket.TickAll () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickableBucketService.TickNextBucket () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickableBucketService.TickBuckets (System.Int32 numberOfBucketsToTick) (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.Ticker.Update (System.Single deltaTimeInSeconds) (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Timberborn.TickSystem.TickerUpdater.Update () (at <ec738ff6533e4a41846a1028d309b2ff>:0)
Oh, ups sorry
No one has sent me that yet 😦
Note to self: dont import when max amount on 0 and notify the player of it being at 0.
Thats a different crash/error from mine?
No, that is about passengers not existing sometimes
Note to self: #🚀mod-users message
Hey, my train is currently not moving, and I am trying to figure out why.
It is urgent I get some logs moved to my secund district, but the train is just not moving.
I recently did some tinkering on the tracks, but the route is complete.
I don't know if there is an issue with my save, the modlist, or the import-export settings on the goods stations.
Any idea what the issue could be?
If I really need to, I could re-enable my district crossing, but that would defeat the purpose of having a train line.
The train was just sitting in the secund district's goods station.
I tried deleting the train and building a new train.
The new train is just sitting in the train yard, as if afraid to leave.
Should it not at least proceed to a waiting station? Why is it not doing so?
aaand the game slows down at full speed. is the choochoo mod stuck in a loop doing calculations? It is spitting out a lot on the bepinex console window.
made a save
Well. the food was urgent too. They ran out. Decided to evacuate the district for the time being, untill this train issue is fixed.
oddly enough, the train line keeps changeing colors as well.
I got the trains running again after trying everything including rebuilding the stations and train yard, and restarting the game. Not sure what did it. Maybe the restart?
Anyway, new issue. One that might be on your to-do list, but just in case it's not, here I am.
Please make this possible, allowing for close double-tracks.
I just played around with removing the district building, and goods stations, with passager stations instead.
It almost works as intended. Problem is, the trains are not optimized correctly, so beavers end up starving to death on the stations, waiting forever.
Trains arrive to pick up OR drop off passagers, but never both.
Soon this became a major issue, so I destroyed the passager stations. This created a new problem. The pathfinding system broke.
Beavers suddenly started to walk though terrain and structures, between passager stations, both current and former.
Not knowing how the trains take on tasks, I can't suggest any improvements. But as a bandaid, I suggest adding an option to shut down a passager station, or at least emptying it. I just had a massive die-off of beavers staying on passager stations.
I am maybe a little bit conflicted. For one, these bugs are irritating, halting my progress in the game. On the other hand, I also love testing things out, learning what works and what does not.
I both love and hate these problems.
hey I was playing around in the passenger stations and there are huge backlogs of beavers waiting, is there any fix for this atm? Adding double tracks doesnt seem to solve it
I am trying to get two sets of goods stations to work in tandem, I want two trains running between my districts. I have a set of double track laid down but no matter how I divide the tracks the adjacent stations always match up to have the same line color and are always served by one train instead of two. How can I fix this?
Wait I think I may have solved my issue. I had too many crossover/turn arounds that weren't able to be divided
are you able to get the goods stations to work correctly @cerulean tangle. The reason Im asking is ive run into a bug where the goods station only works with 2 goods or it bugs out and stops delivering
Kind of, my messing with the lines has caused a backup of items within my goods stations but they are showing multiple goods in the export and import lines
interesting ill try to restart or replace the stations
When I undivide the sections and go back to a single train with my four goods stations it makes deliveries again
Though the beavers do seem to be having some issues pulling goods from the stationss
you may want to post a screenshot of your setup, that will help with troubleshooting
guys, beavers are waiting on passenger stsations that aren't functional yet
and I have little idea what to do
I had to delete the stations
ok, anyone can help me with troubleshooting?
yea... the system is too buggy, so i reverted it, restart the game
then update to latest version where it is reverted
and beavers fying between stations are expected behavior?
right?
Tobbert added jetpacks? WOW
No, but a bug i havent figured out yet
Ropeway would be cool too
But, as trains are concerned, I have yet to see non-train game that doesn't oversimplify trains
I know, I know, this isn't game about trains
I do wanna add depth, but im just a guy that likes trains but is bad at coding 😦
Creating it alone is hard
I'm not a C# guy either
im not even a programmer, i study financial auditing
Mechatronic engineering here
Most train systems in non-train games feel like streetcars or people movers
With just the basic idea of railway signalling added
just want to say I'm a huge fan of this mod! thanks for the work going into it 🙂

