#Choo! Choo!
1 messages · Page 6 of 1
I don't now why the bots (the beavers also), move like this, is this behavior normal or is it a bug?
thats a bug, are you on the latest version
have you tried out the Create trains from the Minecraft Mod Create?
ESPECIALLY with the Steam'n'Rails Addon mod!
I didn't
And I meant more "engineering" games like Factorio
OpenTTD (economic simulator) is also a bit streetcar-like)
Create adds in alot of engineering into minecraft
logistics and engineering
its fun making fully automated factories with it
But can you automate shunting?
@quick thistle did you see how trains reverse?
I guess it's temporary solution
I prevented that behavior, but because im bad at coding, i enabled it by accedent
havent bothered disabling it again
Well, how do you want trains to reverse (if at all)?
Ok, I hoped for a realistic direction change
what you mean by that?
Run-around with locomotive, or multiple-unit/streetcar that has cabs on each end
So going forward and backwards all the time
Yeah
while looking cool and realistic yes, would be worse from gameplay
Althought locomotives don't have that much distinction between "forward" and "backward"
Except for USA
I guess you're from right-hand drive country
no, from the Netherlands
whats that again?
also most likely yes
Moving railcars around inside one station/yard
naturally
there was an issue that you couldnt decouple cars from trains but the addon mod made that possible
https://www.youtube.com/watch?v=rR8W-f9YhYA
https://youtu.be/WvO-Xl6lDOU
https://youtu.be/4Ri_ax1J8-s
the 3 trailers for the main mods train update and the 2 trailers of the addon mod
also prolly should move this to another channel...
It was due time to revisit our Cake assembly line for a few touch ups!
Create is a powerful Minecraft mod nearing three years of Development. It adds a variety of useful building tools, as well as technology based on kinetics and rotational power. It is a free-time open-source project by a bunch of Minecraft players who love the creative aspect...
Create: Steam 'n Rails is an addon mod for Create 0.5.0e on Minecraft Forge 1.18.2 that seeks to expand the visual options for railways, as well as adding fun little quirks, like the conductor. Future plans include monorails and a custom steam system.
Download: https://www.curseforge.com/minecraft/mc-mods/create-steam-n-rails/
Github: https://g...
Decorate your trains with twelve new bogey designs, or become a [sus] conductor and v e n t...
All aboard a mod dedicated to expanding the possibilities of Create’s railway system. We are turning a basic logistical system into an extensive and aesthetic integration of railways into Minecraft.
v1.4.0:
- Added switches
- Added invisible bogeys...
For a moment I thought this was not timberborn discord 
Either remove choo choo, or install Unstuckify for the time being
havent figured out a fix yet
And in the air
The idea is great of choo choo, I think I go with unstuckify
I also updated Unstuckify, because you made me think of automating Unstucking beavers.
That setting is on by default
so i also added it as dependency on ChooChoo, so that bug is "fixed" 
atleast to the point that it shouldnt impact peoples gameplay, which i find more importantly right now
For clarification, with the updated mod it should work within one district correct? Or is it still better to split districts between goods stations?
Infinity loop still exists, watch out
So 2 with the same good can result in problems
First of all, I love trains in these kind of games and I appreciate the effort put into the mod! There should totally be trains the base game.

Now, onto something I noticed, that is a bit weird: There seems to be no storage limit to the goods station (just noticed 1.6k water being stored so far) and there's only import none or import always. I'd prefer, if the goods station had a buffer, but bigger (2x to 5x larger, perhaps?) than the district crossing, instead, because "infinite" storage just asks to be abused.
Now, something I'd like to see, but do not know how difficult it might be is, having the mod use the options and values from the base game, instead of a separate configuration tab. Having to manually enter what you wanna import strikes me as a temporary solution compared to being able to just import whatever your district-wide storage can handle with one button.
Ty i apreciate that 
As for the first point, i didnt know that that could happen. Thx for letting me know, i thought that was fixed.
As for the second point, using the base game one is one per district. So within the same district is not possible. As for the options, there needs to be another one or something, but indeed, it needs to improve
Ahh, I didn't think about using them to transfer goods within the same district. Thanks for clarifying! That does make it more complicated, indeed.
Had to think for a bit. So, each goods station is assigned to exactly 1 district by the walking path it connects to. That means, it's theoretically possible to figure out if 2 by-rail connected goods stations are either inter- or intra-district. What's causing me a headache is, if the network is a mix of inter- and intra-district connections.
What might be the best solution is to have separate stations for inter- and intra-district connections, i.e. you can prevent wrong connections and use the appropriate interface for whatever station is used.
On that note, perhaps the station is neutral itself and the track carries the information. The reason I think about it that way is, because I'd like to have a station with 2 tracks. That'd allow inter-district and intra-district to exist within the same goods station and there wouldn't be the need for a hauler to get the goods from one station to another, that are next to each other, because one would be for internal use and the other for external use.
I just noticed, the goods station that is exporting the water has an internal buffer of 200 units, but the importing station has unlimited storage.
This mod has been an amazing addition to timberborn.
In my testing, I can only get the trains to transport 2 goods at a time, like the export goods station will only fill up with 2 resources, is this intentional?
Another thing that I am wondering is if it will be possible at some point like it used to be to choose the exports on the individual stations.
I've been really enjoying the mod! I set up a main district separated from a far-away mine operated by robots, with only fuel, gears, and treated planks needing to be imported. It was working great but then the importing station stopped receiving fuel, even though the export station showed fuel in stock. So I started importing spadderdock and water to make fuel on-site at the mine. A little frustrating bug but I worked around it.
Hey all! So I think I'm messing up my goods stations and I want to make sure I'm doing this right.
Goods station A is in District A, where all resources are gathered and produced except scrap metal. I have this goods station set to import scrap metal at the highest available amount (200).
Goods station B is in District B, and is centered around a scrap metal mine. I already have all the storage built around it. I have this set to import gears, treated planks, explosives, biofuel, and catalyst (only bots work in the mine/goods station) at the highest amount.
I've had the system online for about a day, and the workers in goods station A (bots) are just standing around doing nothing. They're not adding any resources to be exported to the mine. I have 8 trains sitting in waiting stations. Thoughts on what I'm doing wrong?
I have had similar issues where the export station becomes a bit lazy and does not fill the cargo station. The best fix that I have found is replacing the cargo stations. This usually fixes at least part of the problem
Unfortunately neither of mine are filling the stations. That's why I think I'm just doing something wrong.
Mod.io is the site for al timberborn mods
Use the mod manager
where is that
See pinned message in #🚀mod-users for link how to install it
thanks i am installing it now
im confused again
how do you put the mod onto the game????
please refer to the #🚀mod-users channel, that is the main palce for help
ok
Hello! First of hats off to @quick thistle this mod is awesome! I'm trying to make sure I have the basics down before making a huge rail line. In the picture I have 2 seperate districts and both sides have loaded goods onto the goods station. They're both asking for the materials that the other has but the train is stuck in the waiting station. Are trains allowed to pass through the train yard once created?
Two more ideas:
- pieces like S curves or 90 degrees turnouts
- interlocking the way, not the section in certain places
Hey all. I eventually got them to start loading after deleting and replacing the buildings. But as soon as they started putting resources in the goods station, the below happened.
The game then froze and wouldn't let me do anything so I had to hard stop the app
I keep on getting "Uncaught exception occured" and the game freezes. Is there a page or video that explains the dos and don'ts?
This happened to me too. See the picture above
I feel like it has something to do with the platforms accepting way more goods than they should but not sure... I tried deleting all my trains before making changes and it still froze. Have you tried anything else?
I deleted my goods stations and decided to wait to use the trains until the bug is fixed.
Deleted stations and trains then rebuilt and it's running fine currently! Going to see if they overflow again though.
I don't know if you figured this out, but it seems like your track is 1 big section. Eachs ection can only have 1 train. You can divide the track into sections at straight tracks. There's a button you need to tick.
People don't seem to take the train but instead just walk from passenger station to passenger station. They do this in the most direct way possible, not looking at paths. Is this how it is meant to work?
Soo, update on my choo choo issue that I already mentioned in #🚀mod-users : trains are moving now after I deleted a bit of the "bottom" rail loop to rework the former bidirectional part. But I still can't get them to deliver scrap metal from the top district to the bottom. Top goods station is fully stocked on scrap to export, but trains are just importing stuff from the other station... Made an imgur album with screenshots of the settings for both sides (district 1 is "bottom", district 2 "top"): https://imgur.com/a/j3qpaDu
If anything else is needed screenshot-wise, let me know and I'll add it to the album.
Ugh, nvm, it works now. For whatever reason I "just" had to delete and rebuild the goods station in district 2...
When looking at a lot of the images i finally found a thing that people are doing wrong and therefore i forgot to prevent the user from doing, which is changing the number when importing is disabled. I quickly changed that so now its blocked when items arent importable
Should clearlify a lot for a lot of poeple i guess
Didn’t check in for a while, was there anything new since u4?
Bugs 
And no time to fix them
make them frogs, not bugs 😮
Is there mentioned anything about the game crashing when lowering the number? My game crashes every time and I cant reload any save. Am I doing something wrong, that makes this happen?
Rip
Bit more information?
When I have my trains setup, they loaded in the wood at the station. When I change the import counter below a number that was previous in it ( as an example I put 20 in and then later put it on 0), the whole game crashes when I unpause the game.
It happens when I do the above, and I tried it with multiple saves.
Note to self: Postfix PreReconstructPath to find all buildings that a path goes through. Reuse PathFollowerUtilities. Cache the calucalted path based on the Start and End position into a dictionary or something. This way I can find the special path based on the Start and End position on NewPathStarted and access it using the PathFollowerUtilities.
Should fix flying beavers
Prefix GetNeighbors to dynamicly add certain neighbours under certain conditions. This is a very performance reliant function, so should be cautious. This can fix that beavers will walk normally if the station is full.
what does this message mean? im just trying to transport some wood and planks between to districts
If you mean the one at the bottom, it's not relevant if you have no passenger stations in use.
Tobbert, loving this mod!!! The trains are so insanely cute and bring so much extra feelgood to the gameplay. 🙂
In the spirit of bug reporting (in case it helps, no stress about fixing anything), I, too, find it currently impossible to get the trains to haul scrap metal, specifically, and (seemingly) all the other heavier (?) resources, for that matter. Haven't been able to systematically test this, but it would definitely look like that the workers in the Goods Station simply do not go and fetch (scrap) metal, wood, or planks - even if those are the only ones asked on the other end of the line. If I change the ask to ~corn rations or mushrooms, the same workers will immediately go stock corn rations and mushrooms. Available inventory space on the receiving end doesn't make a difference.
ooooooooh
THANK YOU
i will test this and see if that is concistent
then i FINALLY have a reason why that is the case
im always wierded out by people saying it doesnt work
but then i test and it works fine
thank you thank you
Just really glad if I could help! I work with games myself (sound design, not programming) and was actually miffed I couldn't give you a properly documented bug description 😄 Not holding my breath about whether that's the core of the issue but hey worth trying? 😅
Could it be that the items is to heavy to haul the amount you tell them to get🤔
Just checking in to see if there were any updates on the beavers "falling" through the map bug yet. Is there any more info needed on this? I could definitely see if I could find the saves where they are still doing that if it helps.
im just not motivated enough to work on it 😦
I tried to see if anyone already discussed it but.. quick question; is the train working without the district crossing building? Because I want to connect 2 different districts only with the train, for passengers and goods.
When connected everything, and tick the box for allowing the train to cross districts, it still says no connection in between.
Help! 🙅🏻♂️
This is not the answer you are looking for, but it should be possible to troubleshoot this by building the district crossing anyway and seeing if it fixes the trains? Might be relevant info for development/Tobbert, too. Obviously, if the trains don't run even with the district crossing, the problem/bug is somewhere else. If the building does make the trains to run, perhaps leave the building but either pause it, give it no workers, or just prevent the district crossing from doing any trade?
Im not sure how buggy the mod is to begin with. As far as i know the mod is basicly unusable, but im starting to begin thinking people are actually able to use the mod so i dont know anymore
But yes, trains can replace disttict crossings
From my testing, the mod works great in the short term though after a cycle problems start to arise
Ive now hidden the mod until i can work on it
im on my phone right now so it’s difficult to see if this has been asked before also it eont let me look at the mod on the website for some reason AND the game crashes when i open the mod manager so this is my last place to ask…
do trains carry passengers within a district? im doing a playthrough where i only have one district and it got to the point where beavers would have to run 300 paths to get to their job so i got trains, beavers go to the passenger station and the train rides around but it says ‘no passengers waiting’ and doesn’t move any beavers
is this something i have done wrong?
(its one straight track with three passenger stations and one train)
please @ me so i get a noti :)
very bad timing from my side i'd say 😂
friday: i'm preparing for a new game and search for the mods i want to use (including choo choo as i'm a big train fan 😍)
saturday: i'm finally updating the game to update 4, renewing the mod manager, looking into the mods and installing everything - except the choo choo mod as i couldn't find it anymore
sunday: another try, still not found, i thought i'm dumb but then i stumbled across the discord invitation on reddit and read this message cited above. nice 😂
i used to play it back in april just before update 4 was released. i loved it and i hope you'll get it to a state where you're okay with rerelasing it 
It was released vut after many people having many issues ive decided to hide it untill i can fix the issues which i dont know when i have the energy to do so. Ty for wanting to try it though ❤️
take your time. the less bugs the better. i first need to grow my settlement at all to even be able to make usage of trains 😄
just curious, how do I make a choo choo work within the same district? also when have a passenger station, the beavers teleport instant and not take the train.
noticed the same, they dont teleport tho, they take some time, based on how far the distance between both passanger stations is. if im right
Hi guys, Im having problem with choochoo mod when i click the menu button for example to save the game, the game crash but if im go from escape button the menu work, i search the log and i find this ChooChoo.TrackSectionMeshShower.ShouldBeActive () (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/TrackSystem/TrackSectionMeshShower.cs:139) ChooChoo.TrackSectionMeshShower.OnToolGroupEntered (Timberborn.ToolSystem.ToolGroupEnteredEvent toolGroupEnteredEvent) (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/TrackSystem/TrackSectionMeshShower.cs:97) , anyone having this problem?
i forgot the message and I only put part of the stacktrace
NullReferenceException: Object reference not set to an instance of an object
ChooChoo.TrackSectionMeshShower.ShouldBeActive () (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/TrackSystem/TrackSectionMeshShower.cs:139)
ChooChoo.TrackSectionMeshShower.OnToolGroupEntered (Timberborn.ToolSystem.ToolGroupEnteredEvent toolGroupEnteredEvent) (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/TrackSystem/TrackSectionMeshShower.cs:97)
I'll post here so Tobbert can keep track 🙂
Trying to load a save where trains have been built crashed the game as a "bug"
However, removing Choo Choo let's you load the save but without any trains and all those buildings/tracks are removed
im gonna see if that might be an easy fix
could you send the crash report in the image?
just the zip, but if you wanna do it private thats fine
i know its about that image
Sent it in a dm
Thank you very much in the very least
No thank you 😄
OMG IM A ***
ty but the mod is to buggy for it being appreciated
I’m still stuck setting up the track network and doing a second district to take usage of so up until now nothing’s buggy for me
oke yes, i feel incredibly stupid now as i forgot to save the state of it goes across districts. So upon load save it would recognise that it should be true and connect to districts that should not be connected.
Speaking of that, yesterday I did the passanger station (between two districts) and I noticed that beavers did not get on the trains from the passanger station. Instead they went into the station and then made a b-line straight to the next station in the other district going through all terrain/buildings/trees/etc that was in the way. The function works in the sense that i transports the beavers but there is no train and instead they kind of just walk across everything.
correct, i disabled the system for actuall transportation as it was also VERY buggy
but i kept the moving of beavers for players already having it in their game
and bc i do wanna fix it
oke i fixed the issue of districts connecting directly as it now remembers what was chosen
the correct path link is created now based on the settings
now back onto flying beavers
You adding an airport to timberborn? Nice!
🤭
I pushed a update that should fix the error that sirpenguin was having and finally (probably) fixed the flying beaver issue
now i only need a save that has problems with the items movement
then i can try fixing those issues
I now also improve the logic of the goods distribution
i hope all big issues are fixed
@quick thistle The District Fix isnt pushed yet?
it is, but doesnt work reproactivly
So new Save?
or old enough that it loads
Ehm, it loads, but I still crash when connecting districts to a loop.
You mean the exception logfile?
yes, possibly
this is after you let the game run for a bit
so you pressed a button or something?
I reversed a direction.
i see
well then
gonna have to take another look
ty for sharing that with mee
sorry for having wasted your time again 😦
Dont worry^^ I love the mod, so contributing to improvements is a pleasure^^
Hey there 🙂 First off, awesome concept with the train mod, I love the idea of having a huge sprawling civilization, with specialized areas, and trains connecting them transporting workers and goods. However, I cant seem to get the trains to work. I placed down the rails, made passenger and goods stations at both ends, made sure there's space for the train to turn around, but when I build a train, it wont leave the train yard, it just sits there. Unless I build a waiting station, then the train goes there, and again just sits there, even though there are goods and passengers waiting. Help please? 🙂
It doesn’t need special buildings to turn, it will turn around on its own if it needs to go back
You said goods are waiting, so I guess you have the stations in different districts and set the imports properly?
Then it might just be a bug. The author stated many times that it’s currently a bit buggy and I finally finished my first rail track yesterday and can confirm that it doesn’t work as expected atm 😅
Initially it transported 200 water to the new district but later it wasn’t transported anymore. And also more goods were waiting to be transported and weren’t transported by the train. I also didn’t get it to work properly. But at least the train drives back and forth delivering at least some scrap metal I produce in my new district 
One question: is the track going through the waiting station or the train yard? Or are those two connected to the route via a switch? It possibly doesn’t find a route between stations if it has to go through waiting stations or train yards
Actually its the same district. I tried making it two different districts, and set up a switch too. I have two tracks running parralel, one going in each direction. Both tracks are set up with splits so the train can go through either station, or around them, but it still just sits there
When the train line is set up, and the stations are active, the distance to the district center is updated to fairly short, so it does work to some regard, but the train still just sits there, and the beavers just walk along the very very long path, they barely make it to the workplace before work hours are done, then they arrive back at their houses just as the next day starts, only to start walking back again
Hm then I can’t help unfortunately, I didn’t try it neither in same district nor with passengers
I'll try making it separate districts again, and specifically migrate some beavers to the workplace, maybe its the passenger stations that are the bug
Alot is bugged im sorry 😦
no problem mate, thats just modding 🙂 ANy suggestions on how to get the train running?
got it to run a little bit now, dont really know how. I got the train to deliver food and water to the new district, but it wont take any goods back with it. Its a start I guess 🙂
Idk, in my testing it always seems to work, but i know how its intended to be hsed so if someone does something then i dont know how to replicate
Could you maybe make a video or something on the problem and the steps you set to getting to the point of it not working.
You have correctly set the goodsstations? Not the district window? (Saw some people confuse the 2)
So one that has not import and the other said to import?
With number thats bigger than 0
I set the goods stations to both import, but different things. One imports food, water, logs, planks and gears. The other, in my main district, imports scrap metal and metal blocks
I'm currently trying out making a train yard at the other end and making a new train there, maybe the train can deliver from its "home district", but not get goods from other districts back home
cant really make a video, I can show you screenshots of the two different train stations though, if that can help
messed around with it a big more, didnt work, even with a train originating frome ach district. And the game crashes every 10 minutes or so now, so I think I'll just leave it for now. Let me know if I can provide any information to help troubleshoot the issue though 🙂
its crashing, i see
i took it offline then
its too unstable and making me too sad to work on, ty for telling me 
That’s exactly what I want to do too 😄
It can do both. In my game yesterday it did deliver things in both directions. But not as reliable as I would want it to. The carrying beavers also seem to not deliver all the scrap material to the station (what I would prefer). They do if I use the trading gate tho
I’ve seen the repo is on GitHub. I’ve never done a mod for timberborn but now I’m triggered to help fixing the issues because I want to expand my train network towards playing railroadborn 😂
I guess the reason for the bugs is the new district system? Because I can’t remember having had problems back in April before update 4. I used it to supply three districts and it worked just fine as it was supposed to
probably the new district system messing everything up yeah, that would make sense to me (me not being a modder at all :p ) Let us know when you got a fix for it Tobbert, I'll happily test it out
Passanger stations are acting wierder than the intentional teleportation. Beavers get stuck (pushed up into the air?) the BepInex window is going crazy with cache error
deleting and rebuiling the passenger station releases the beavers
to be clear, nearly everything regarding the mod is custom, custom track system (which works good enough and shouldnt have to do anything with what people are having problems with.) Its mostly the custom distribution system ive written. That is because there are a lot of things that can go wrong, beaver not delivering their items, sending queue being empty while not being empty but trains do think its empty. trains unsuccefull in delevering, unclear UI elements and therefore wrong.
that is probably a little older version
should be removed, but you probably cannot update as the mod is not online anymore
Looks like choo choo makes discord buggy as well 
The thing that I am noticing is that it is the storage for the cargo that is causing the instability for me.
Crash reports are suggesting that the trains are try to deliver goods to a warehouse that exceeds the limits of the warehouse.
Or trying to deliver to a warehouse that cannot accept that type of good.
The idea for Intra-District goods transportation...
then you'd need to link the relevant storages. idk if that is a user-friendly approach
i'd rather make it use storages in a certain range if that would be possible somehow
There are 3 options:
- No inside district movement of item
- Only allow for manufactoryies OR storage.
- Rewrite item system of base game
Its gonna be either 1 or 3
What is option 2
If an item arrives at a station via a train, in the ui you can set it to either only transportable to manufactories or storages
That would solve the loop
How? I set it to storages, it goes from storage to the other train 
does it? if you have two stations in the same district set to storage then that could cause a loop again? or do you prohibit this as allowing only one station to deliver to storage per district?
^ this but in less words 🙂
like making an import hub that delivers to storage and distribution stations that deliver to factories
i guess there's also a problem when thinking about the way back. i guess two stations per district could work, but three or more will be difficult
oh, and take aswell
it wouldnt be the best solution, for sure
@quick thistle hey mate 😄 firstly thanks for the great mod! There is a bug tho - when I choose import always, the train delivers without issue, but since the good station has no upper limit on resources received, all my resources get concentrated into one district which makes the mod pretty much unusable. Would you mind looking into it? Thanks a lot! Also please tell me if i am doing anything wrong, I am setting one district to not import, the other to import always.
@winged reef If you say it works perfectly fine (besides the described bug), how many goods did you set up to deliver? Only one? Or more? And do you have both directions set up?
More than one good, with one district set to not import and the other set to always import
Once the storage is full in my import district the goods pile up in my goods station
And the trains keep delivering to said goods station, draining my other district of resource
Hello, I have just started using trains. I am wanting to set up the trains more like a subway, moving my beavers rather than goods around the map. How can I set up different lines so that one train will just go to one station and back? Thank you.
seperate tracks
whenever i try to delete a goods station the game crashes when i try to save, is there something i can do about that?
I have a similar problem, this has never happened before. When I remove one/more imported good the game crashes.
Although I have already played several hours with this mod, and only recently this started happening
Oh, could you sent the crash report in that case? Maybe small fix?
i made my route then built the trains and everything was working perfect until i wanted to make changes, i even put all the goods station on hold and waited until the trains are in the waiting stations but still cant delete any station
oh?
dont delete stations and if you do wait a while before saving
that might prevent it
untill have fixed it which can take a while
Thank you. So, I would have to have to a different train station for each line...
@sturdy pilot just to be sure as it was sort of a joke in your episode, but please dont use ChooChoo currently. It is extremely buggy and also hidden for that reason. (Also sorry for pinging either way)
Choo Choo is finaly stable? eh? 🙂
Why r u stating that as a qeustion?
because i dont know anymore

i uploaded a new update
featuring the old system
which the mod was designed for
and in my testing was WAAAAAY more stable
so
?
choo choo is back?
and also cross intersections
big and small
With such amount of warning about not working, no one dare to use the trains. Must be a "guinea pig" now. I'll keep you informed.
absolutely the best

Guess will celebrate the new year, tonight 🤣
notice that this version is able to be used inside one district if used correctly
dont be to excited, im a bad tester afterall 
Oh my god is it actually??
Wait where did that text come from
The preview was just the locomotive, oh well
I just hope both the passenger system and goods system are just stable
then i can feel way beter
@rotund marsh current version works inside a district if you set it up correctly.
Looks like it's time for me to do testing
My viewers will be happy to see the train return, I appreciate all the hard work
The more people the faster i get the problems there are still left.
Bc this system is waaay easier to fix
@quick thistle , sometime when I use drag to layout tracks, I have 1 FPS 😮
Hmmm, thank you will try
is it actually fixed?
In tests ...
also im having trouble downloading the update through mod manager
so i guess ill install it manually
How ?
Why is coffee and coffee beans inside and why receiving ?
This was when I click to show the game menu 😮
and, still unable to make trains moving. But, tonight is train testing time, plenty of time 😂
Strange is that is no import of coffee beans thru distribution post ...
maybe must try to delete all trains since they exists before I've setup all distribution ?
no, shouldnt matter
you do need to press reset
on all station
that might fix most things
could explain this, as it remembers what you had before
OH, TY, will try that
but overwrites it
thought it wouldnt be much of an issue, but for existing saves yea... ups
But, only today I've installed Choo! , so, no old saves 😜
How I got that beans, and , in tha station ?
NO ! Strange is that I have in the district with this station a log storage, full with logs before. All receiving of planks are disabled and, no planks or storage . But, when I placed a platform, somehow workers manage to get planks (Houdini worker, maybe 🤣 ) and build that platform. Looks like, train distribution system collide with district crossing system 
BTW, the reset on all (2) stations, didn't help ...
in no way they should be defaulting to 200
they should be set to 50
if you dont manually change the number
I did not touch the number settings on train distribution system, only I adjusted the percentage into district crossing, but, not forcCoffee or beans ...
Houdini strikes again 🤣 From nowhere, got all kinds of stuffs and export them. Has own mind ? New feature in mod ? 🤣 Anyway, after I've delete all existing train, I build a new one and it start working, After I've added a new piece of track, trains go to sleep, forever 😮
Crash again on attempt to go to main menu, so, cannot save 
YA, to go to main menu
i see, i always use esc
BTW, 2 train and it works until a new piece of track has been built .
Nothing more to do now, go to bed. Good Night.
The capacity should be 200 ? WTF is going on ? 😬
I have absoltely no clue how you can possibly do that so i cannot debug it
my goods station is stuck in a loop they are filling it up with gears and the train is unloading it again and also they are filling it up with random stuff that should not even be in that district
Poor @quick thistle , now 455 gears 😮 😬
what did you do?
Tobbert don't want to admit, trains has it's own mind now ....
i just bult a station and configured it to what i want to import and export
At least, in the latest version, no more crash when clicking to go to ingame menu and when add new tracks, trains keep running !
yeah no more crash but sus trains
like litterly, i place down station and set one thing to send and beavers will just take that one item
so what are you guys doing different?
Both station send and receive goods
i noticed something things that i configure have a porpper limit and the rest 200
oh wait nvm
mine is doing it too
**
aiygdskusgduygakfgslidfggaf
why didnt it do it like that yesterday
man i hate testing
i suck at it
Luckly for you, have some Guinea pigs for testing 🤣
when i setup the goods station my district crossing tried to import everything suddenly
I know that since yesterday 😬
but clicking reset should fix it, but you said it didnt
No, the issue is the station are considered a storages and goods will be stored inside from District crossing (who import also uneeded stuffs)
sure but its quite big
I run the command <<dir /w >a.txt>> inside the plugins folder and drop here the file ...
@hoary pulsar you have actually tried clicking the reset all button?
where is the reset all?
Meanwhile trains:
let's wait until he releases it so we can go MAYHEM
Pushed fix where it should be fixed when building a new station
old stations are still affected, unless the reset button is clicked
@strange blade and you clicked that button aswell?
oh wow that was quick
I changed the order of 1 line
so was cut1 line and paste it above the line it was after
and changed the max capacity of receiving from 2000 to 200
OMG
UPS
uuuh
YA, but, no effect on storage capacity
xD
it did not change it from 200 to 0?
the higher one
the 200 in this image
those should be set to 0
otherwise you are clicking the wrong button or im extremely stupid
It changed, but, stored items continue to grow
green one
it was set to disabled so it should be 0
now it looks better
why would you pause it?
to stop it from filling up
they are still fillinging it?
pausing i guess would be easier than disabling and manual enabling everything yes
would have to look how easy disabling is
yeah thats what i mean
lol
Is working now !!
epic, cannot wait for you to find the next broken thing 😄
it means to try passenger train ? 🤣
xD
well... it should also be fairly good, but the problem with that, is that it doesnt involve trains
its just teleporting
but if you see flying beavers then im gonna lose my mind
But, still need to check if the district crossing is working ...
District crossing also behave as should be, so, trains crises avoided 👏
Still a small "bug". Chimney make more smoke then trains ? Call firefighters 🤣
i have one problem my train just stopped in the middle of nowhere
and you did nothing?
he doesnt have anything anything to do so he should go to the waiting station
yeah i did nothing
is there awaiting station available?
yeah
he can pathfind to it?
same happend before but there i changed directions of tracks so that was probably because of that
I have 4 trains and run like hell. Just night waits in the waiting stations (no bots yet) ...
another train made it there perfectly fine
they cannot pathfind over other waiting stations
@hoary pulsar they can now be paused, pushed an update for that
enough space
amazing
i just delete the train for now and see it it happens again
then i think its a problem with the layout
I have a bigger train yard 😄
thats a lot of trains xD
i only use the big tain pieces so i need more space
cool to hear that, makes the train move waaaay nicer
yeah thats why i do it
oooh i only just noticed the 4 4-ways
my layout is pretty much a circle with a few offtracks for the goods stations
Nicer ? Maybe you fix the "elastic coupling" .... Trains is "compact" only in stations or waiting stations 🥳
How I need now the automation mod to be ready for building tracks without workers get stuck 🙏
@quick thistle , something is still missing. Can you make, please, something like Knatte's tunnels, but, for trains ?
yea i was thinking about that
A video with working trains may come verry soon
pausing is still not possible
No need to pause, is working like a charm
well sometimes i want to pause the stations to let the trains wait
In cause of shortage in one district ? Ya, it make sense
stopping the trains when paused is a lot harder
if i pause the beavers the trains will also pause when they delivered everything
how much can one train transport?
no clue on throughput, but its speed is 2x a beaver and about 7-8 the lifting capacity
and is able to carry different goods at the same time
it looks like about 20
Built an area for water with just few houses and train stations to transport the water everywhere
Isolated poor beavers
and, if the train drivers strikes ? 🤣
everytime when train 1 approaches the signal train 2 stops
Not enough sections
how would that change it?
click on a straight track, click on "Enable section" and you can change also the orientation
Train can enter only in a free section, that's you have some issue, Look into my video
yeah i know that there are 2 signals
and train 1 stops at the signal to wait but train 2 stops at the same time
train 1 is trying to enter the section of train 2 and the train 2 the section of train 1
both cannot enter as it is already occupied
you need a third one for one train to enter a new section and leaver the other
general rule: amount of sections is amount of active trains + 1
Special rule. Build as many section you can. Helps a lot !
i tried to make it so on train can pass while the other is at the station and forgot trains can also wait behind him
I'm glad that in the video I have trains crossing districts but also inside the same district. Both are working. Nice job, @quick thistle 👏
Wait, Distribution inside districts is actually working? 😮
If that is true that will revolutionise my hauling 😂
yes, it works
if setup correctly that is
somehow it's still a bit buggy. this train does not want to move the scrap metal when bringing in stuff from the other station. in the first pic the train is full with other stuff, it gets unloaded correctly, but then it just leaves without picking up the scrap metal (i only have two stations and it is destined for the other one). i've reset both stations as you said above plus i rebuilt the other station (not in the screen)
plus it seems that trains do not take stuff that was delivered to the station during the time it travelled there. it worked with the scrap metal before (i had a crash in between then i rebuilt the other station) and i could see that the train was about to arrive and the haulers added more scrap metal to the station. however, the train left with empty waggons and only carried the scrap metal that was inside the station when it began its journey to the station
maybe i am wrong tho and it just gets "teleported" 
i saw it leaving with 30 pieces in storage in the station, then it arrived at the other station. after leaving there i saw there were 24 instead of 12 scrap metal in storage of station. i looked now in the origin station and: it was 21. so i guess there were 12 pieces teleported by the train and 3 were delivered by haulers (hence the difference between 30 and 21 instead of 18)
also: is it correct that the content of the station has no red arrow? it is set as to be sent. in the other station every good has an arrow either red or green as expected 
but in general: i love it again, it might be a bit buggy but it expands my game experience and i can close down the district crossings again 

@quick thistle i've tracked that teleporting and when i thought it could happen i saved the game in advance so i can send it to you now (and yeah, it did happen). if you watch the train and where it comes from, then you see it is empty and the station it has left has 5 scrap metal. when the train arrives these 5 get teleported to the destination. i also added the mod list (sorry, it's a bit longer 😅). thx @strange blade for that idea
choochoo broke 😭😂
i was sending a pic of it (second one) on another discord and was outside the game for a while, tabbed back in and it just broke 😂
(it found its way back to the track after pressing play so i guess it's no bug of the mod itself but more a funny behaviour)
If only the modding tools worked on Linux, I would have jumped in and tried to contribute my own fixes to some of the remaining bugs,
Becouse I love this mod, yet it has so many issues.
And no. I am not moving back to Windows, not even as a duel boot. VM, maybe. But that just don't run all that well.
i have found an issue, i have 6 districts setup in a loop and the train moves from station A to station B perfect but all other stations get ignored even tho it drives through them
thank you, yes, forgot to sort by distance
those 2 districts are pretty much on the opposite of the map
but they are the first ones you placed correct?
I think ima go with order by total amount that can be filled for a receiving inventory. And try to fill it based on the closest to the train.
maybe you could check if it works better now with the update?
ok will try
sorry about that, best to reset to previous version in that case
as i dont know why it would do that, and currently cannot fix
no worries i play something else for now tell me when you push another update ^^
Im busy this weekend though, so can take a while 🙂
i can wait
Hi, im experiencing a bug with the mod, my trains just refuse to move to get water even when there is 0 water in the district and there is one station set up to export water in another district with 2.6k water
even before this update they refused to move
there is only 2 goods station conected and 6 trains in the waiting stations
when i started using the mod it worked fine
Could it be its a station that is later placed than the others?
there is only 2 stations conected
i do have some being built
but they are not completed yet
it was first
then it started bugging
And the layout is correct?
then i destroyed it and build it again
Different colors? One ways in correct direction?
Tried with 1 train?
just a sec let me try
didnt work
it just sits in the waiting station
deleted all the trains and built a new one didnt work
So one set to sent and other to receive doesnt work?
yes
Hmm, stations has been build before the revert to U3 distribution system for freight trains ? If yes , I suggest delete all station, built hew ones and set-up !
No clue, i guess best to sent your save and currently used mods
it didnt work even before update
Before update makes sense, you have 0.7.5?
What if old settings are the pulpritt ?
Am I blind ? Where he say that ?
He said they were the first build, i expect thats with the latest build
But, "didn't work before the update" don't means that the station has been build also before the update ? I understand in this way 
after the update i destroyed them and rebuild
english is not my first language sorry
OK then...
Me neither 🤣
https://youtu.be/lAW19VZUAY0 Anyway, I build this layout only in 0.7.4 , and, is working. Can be a one track with wrong direction, not enough sections or wrong settings for distribution ....
also thought it was a wrong direction
but i remove everything and it still didnt work
the settegins are also correct
one station set to export water
and another to import
hmm, betwen 2 districts or in the same one ?
2 districts
Only thing that I haven't checked is what happen if also exist a distribution for the same good with district crossing .....
Main point is that is working, rest .... no matter 👍
i have 2 district crossing set up to always import water
as far as i can tell
the train import only count whats in the station
Could be some trouble then, @quick thistle , with the reserve capacity ? I avoided trabsporting with train even something marked as "import when needed" .
now the train is constantly going between stations transporting only 3-5 water cause i cant empty the station fast enough
im glad it doesnt consume fuel
im slowing add more trains to see if any bug happen
there is another bug
if there is more than 2 stations they just stop trying to import anything
as soon as i deleted the third station everything started working again
?? One station set-up to import from the other 2 located both in the same district ?
one station to export in another district and 2 to import in the same district
nvm
wait
wtf
i think it only bugs if the two stations has the exact same import config
yeah
i have one to import both carrot and water and another to import only water
its working
Make sense in this case, it confuse pathfindings ...
also, to reduce lag, Tobbert has limited, to (3-4 hours, I guess), the interval for checking the need of goods.
So I've been testing the map I had where beavers were falling through the ground and causing a crash, but unfortunately I'm still getting the same crash. Not sure if it has to do with the number of beavers in the rail depots, or if its something else, but still getting consistent crashes.
Hmm, crash log will be needed to see what happen. I don't have such a problem, so, I want to see what other mods may cause that issue.
on the latest build?
that would be sad 😦
I had removed the mod and just reinstalled yesterday, so I think its the newest verion. Unless there has been an update in the last 24ish hours. Looking for all the info now.
oh, well, still flying beavers?
No, just falling.
They "fall" through the bottom of the map at the stations. It looks like they have been assigned a point to travel to under the map that doesnt exist. It only happens at the inner city train depots though. And usually when a train station gets very full.
hmm, that i would have to investigate, would mind sharing the map and mod list?
Ya, working on gathering all of that together now.
@quick thistle
Too step, I guess
HES ACTUALLY USING IT
Its just doing a wheelee 🤣
Wagon carries 150?
dynamic specifications?
Nope, I do not use dynamic specificaton on any mod, YET. I don't figure how...
Choo choo mod usage boosted by 300%
But, only 3 downloads ? Someone need to make an announcement ! 
oh my god
wtf
0,75 downloads per hour
ayop
around the same downloads as faction exchange 
Timberborn Update 4 mods
Timberborn Mods
Stable Branch Update 4
Game Version:0.4.0.0,These are the Mods that is known to work on Update 4 of Timberborn, any other may crash game!
If a row is orange that mean that you need to install a other version than the latest one
Install by selecting mod ...
That is still a thing
still works if its a thing is a good question 😛
I could make it a dependency of choo choo 
or do a choo choo mod pack? 😉
Don't rush. 3 Youtubers already knows about Thomas, so, in a few days, will see downloads exploding.
Trueeee
If you can fix the Station capacity and priority until first Youtube playthru , will be perfect ...
lol
series pretty good so far
Check the download count again on Tuesday after my next video goes live 🤣
With the Thomas add-on, need longer waiting stations ....
Rundabout with train ? Watch to the end of the video. LOL 🤣 https://youtu.be/-98N_7PlBUg
Even super long waiting station for passenger cars 😮
Do other trains drive through those „obstacles“ or is the track blocked?
Wagons dont have collision. So drive through
Okay, but how is the logic behind blocked tracks? Is it a standard length per train not depending on actual length?
I mean if a block is reserved by a train and it drives out of it there must be a threshold when freeing it for the next train to be able to enter it 😄
It is only checking the train
checking on the wagons would be incredibly diffcult, or someone has a easy to implmenet idea
But i dont mind that behavior, i care about the default train models
thomas is just a fun addon which doesnt hurt gameplay but might sometimes look wierd
Hi guys! I just built my first train line, but I can't get it working. I have 1 station set to exporting, with materials in it, an another to importing, it's all connected, yet the train just sits in a waiting station. Is that a known issue or did I f*ck up when building?
How is ypur track layout?
No one ways in the wrong direction
But, you have already in the mod specification the length of loco and wagons. So, instead of checking with the loco length to declare a segment free for the next train, use the train length ...
No easy way of doing that sadly
So many things that can go wrong
So many exceptions
So, you check only when the front of the loco pass ?
When the train passes yes

what there are passenger cars now?
so they dont just teleport from one station to another anymore
YA, but, only visual. Still teleport beavers 
oof
Was messing with Choo Choo again in dev mode and when I clicked "modify inventory" on the goods station it threw an "uncaught exception" and the game locked up
I don't know if that's something I'm not supposed to be messing with, but figured it was worth telling you
im aware
annoying when testing
but didnt bother fixing it
Okay cool
Nah it's okay, no worries
I was sitting there trying to get goods and passenger transit to work in a blank world without playing for hours to unlock and build up resources
🤣
xD sorry sorry
I want to make sure I at least understand it a little bit before I potentially slander you on a video because of things that aren't your fault
LOL
Awesome thank you!
hopefully you dont encounter something bad
priority is a issue, i will try to fix that, but that shouldnt matter with 2 or 3 stations
I'm going to mess with it a bit more before I go and record next
Perfect, im sorry in advance for anything going wrong 😦
im not confident in ChooChoo anymore
Though it seems stable now
The new district goods transfer system should operate the same on the goods station as it does with the district crossings, right? Just indicate whether the station should import or export
yea, one export one import and it will distribute
@strange blade now that debug window is fixed, you can maybe look wheter your assumption is correct
it shows how many are reserved
if that is indeed the case, then its easier to debug
did you update already?
I will in a aecond
Gotcha
I bet you've never heard this before, my trains are just hanging in the waiting station when theres a import and export station and plenty of track between
lol I am dumb, all my one way signs are the wrong way
Nvm still no moving
So, I have my "subway" system set up, three completely different tracks to take my little beavers to three different locations on the map. However, I noticed the trains will just sit at one end of the track (like the destination) for a long time before returning. Is there a way to get them to spend less time at a station?
I don't see any problems, was solved even before, so, it's good. Only if this kind of mess could be solved will be perfect .
I really don't see any problem now ...
hey, so my train just wont go anywhere. I have a cargo station set to supply with 200 water in it and another station set to "aquire" that has no water. am i missing somthing?
How is you layout ? Do you have enough sections for trains to move (a train can enter only in a free section).
it is only one train on the entire map. I deleted some waiting points that made it go all the way to the other station and it made it just fine
it might be worth mentioning, the train just sits at a waiting station dispite there being a need for it
Then, something in the your setup is wrong. Look here , is working ! https://www.youtube.com/watch?v=cb0TG8RMD8A
Only something with the stations must be wrong, as the train was able to make its way over to the waiting station on the other side of the map.
and from what I can tell, my stations dont violate any rules put forward in that video
unload station;
load station:
Ignore the blueprints of rails. i had to delete them to get the train to go over to the unload station.
there are two t-joints that arent placed for the sake of being able to build all of it
but it was there before, and when it was, the train just waited at one of the two stations there instead of delivering.
it is really frustrating as I want to get a Bulk water route up and running.
Not sure, I don't want to make a mess , better will wait for @quick thistle to take a look....
@inner axle i see you have different colors? Is a one way in the middle?
Or was the tracks changed in the time between screenshots?
I just woke up 🙂
Could you show the track layout?
Yes I do, I triple checked
Yes, but no. There is a two track switch that separates the two areas
That means that there are two tracks with one-way signals going opposite of each other.
This is only for one "block" before it re-combines.
so train can go both ways? can you sent screen?
or 2 big?
The middle section
The train can go both ways. I can send a screenshot soon. Not on my computer atm.
It's 2 tracks wide.
this image doesnt show the storage, it did actually have water inside?
Yep. 200.
then you can try sending me the save file. does it have other mods?
Is there anything i should do?
No, sorry i didnt see this yesterday, thank you
im completely baffeld by this bug
Guess we are two 😮
Damnit.
Does it atleast work on your side?
If it does I can work on my side. I'm invested in this now.
looked for 2 hours
no clue
actually the wierdest bug yet
i know the precise location, but not why
and it frustrates me

Hmm... well, if I can help, I will. I know atleast a little bit about coding.
where specifically is the issue?
Is this the same issue as the beavers falling through the map?
Nah. Trains just aren't driving.
That issue is too big for me to look
I will, but its a very busy time woth school roght now
Do you have by any chance the 4-way-district-centre mod activ in this save?
ohyea, forgot to ask that
I have that mod active even in 0.7.4 when trains start moving ..., so 
and, it's a codeless mode ...
Not because of the trains moving, but the beavers flying/falling.
I have a save, only district center workers start flying away after going into a passenger station. They start climbing an invisible staircase, all to the same place.
Pausing the district centre (even a original game one) and relocating them to a builders hut, let the passenger stations work fine in this save. Possibly the way the pathing through the district centre works, is the culprit for the pathfinding errors?
Yea, for sure, as he did something wierd probably which i dont expect
But also havent looked yet
But making it work from 4 sides changes the accessible or something and therefore the order might be wrong
Hope nothing goes wrong in jc new video 🤞
Found it
Finally fixed the issue
not sure how to explain, but some wierd things were going on
Also added priority
@inner axle it should be fixed now
it was working on your save
Is it on a new update? do i need to do anything?
just update, should just work
ver 7.7?
yea, i was wonderin
np! thanks for fixin it!
what was the problem if you dont mind me asking? rouge variable?
to complicated
but it came down to something wrong with limitng how much a storage can have
which was 200 in your case, but actaully 0
for some stupid reason
hmm... well, thats code. good luck with school!
Its up now 😄
But, why on me, the same version was working ? Sure, was the layout built in 0.7.4, but has keep working in later version 😮
yea, i have absoletly no clue why his case was so wierd
did some small code improvements aswell
No matter, important is to work, to save J C life and lives 🤣
If its working then its working 😄
Supreme rule ... Never ask why is working 🤣
I'm still afraid to check in my working layout 😄
YA, is working and the priority system also (different trains now really hauls different goods) 👏 Hope that dev's will give us few days to enjoy trains before U5 broke again something .... or , maybe not ? Who knows, Guess, only dev's 🤣
i got an error i just selected some goods at one station and deselected them at another station in one district
wtf is that error
i donno
i know
cant give 0
oh ok so it doesnt make sense good to know
sorry about that
i just try again and see if it happens again ^^
im laughing, but im sorry for the crash
oh btw why do i see your file location in the error log?
Yes, you do
ah ok thats reasonable
i just saw it and was like hum interesting
I mean im hacking you 
sure

hack me with your synology nas
puts keylogger in choo choo
That's the moment you noticed 1K network outputs when playing Timberborn with CHooCHoo 
what is "_reservedCapacity: Goods:" for?
oh ok
bc if it isnt, then there is a bigger root issue
which isnt clear from the surface
@hoary pulsar its live now
hopefully it doesnt happen, that would mean it works 😄
oke, hope it doesnt happen again anyways
i didnt really do anything else
i will update later
loading the games takes forever for me
aaah, oke then 🤞
oh i think i found something i pressed prioritize by hauler and my game froze
on the goods station that made the problem before
froze?
yeah my game froze i had to force close it
everything is working well now after the update
Happy for u 
i have big changes planned for my loop so you will here again from me probably 😅
but not today
Just saw this, but no its not active, there's only one district center and its a regular center. I think originally it was a 4 way district center, but I removed it and put in the regular one as it only has one entrance attached to a road.
the trains couldnt reach one goods station so they ignored everything and just drove empty in circles
Hmm, one train, 4 cars, and ... 4 different cargo on that train 😮 No more mess with a lot of almost do nothing trains ? It's amazing ! 🚆 👏 
But the mod itself is deactivated or only a original district center with the mod still active? Because for me, if the mod is still activated in the mod manager, the original district centre breaks the pathfinding. What works for me with the mod activated, is pausing the district centre and reassigning the workers to builder huts.
I had in the past after removing the 4 way district, disabled the mod and still had the problem. Im thinking the fact that the passenger stations at some point can have anywhere between 40 and 120 beavers trying to load in on a single space. But no reason for thinking that other than disabling the busy stations caused the crash to happen later rather than sooner.
The actual momevement is disabled. They are currently just teleporting
So something i noticed, not sure if it's a feature or unintentional: I have a map I use with console commands to test stuff out, and there's a rather large district where I have numerous passenger and goods stations scattered throughout. To my surprise, the beavers are using the passenger stations to teleport themselves to the good stations nearest to the passenger one they popped out of. So while there may be a goods station close to their work area, if there's a passenger station that's closer, they'll take that one and teleport themselves to another passenger station that has a goods station that's even closer. Many times they've teleported themselves clear across the district!
Hi,how can i instal the mod
Like other mods. You have here #🚀mod-users message all the instructions needed.
Thanks
If you have some issue with install , ask in https://discord.com/channels/558398674389172225/1064824959697944666
@maiden agate , don't ask, if you don't read what is in the link I give to you (the instructions)
Dear, I installed the mod and I love it. I do notice that the beavers do not tend to prioritize emptying the stations. Is there a setting or something I can select to make them empty the station?
Have storage for that goods set to obtain !
That has been done (see screenshot attached) and now I have a goods station with 51 logs and 50 scrap metal. If I lower the number in obtain to 1 the beavers empty the station and then if i raise it back to 50 then the train will fill it bach up to 50 but the beavers won't fetch the goods.
External storage set to obtain a good will make haulers filling that storage !
How i designed it to work is that a goods station is the same as a storage building in "normal" mode
This means that items will only be deliverd to storage items set to obtain
otherwise they will just be inside the receiving side
Oh so I have to set the other warehouses to obtain! Now I get it.
Yes this fixed it. Thank you for the swift reply and help
this is so it doesnt flood the local storage buildings if you dont want to
npnp, happy you enjoy using it 😄
This will test for sure the Choo! Choo! https://www.youtube.com/watch?v=sQSsWk9YGI0 😮
Today, we have a lot of train infrastructure to build as well as some other various improvements. Let's get to work!
Want to support me and get recognition in videos? Join the channel to get access to perks as a Beard Booster here! https://www.youtube.com/channel/UCPBH_pjwd8AqdZIadn_G8qg/join
Or, if you prefer, become a Beard Booster on Patreon...
is it possible to run 2 trains on 1 line
Yes, but you must have sections to allow bypass.
hows that done
It's an older video, but, the bypass works the same way https://www.youtube.com/watch?v=ODFYLU6Evsc
so something like this?
yeah this doesnt seem to work
and ive also noticed trains get stuck at waiting stations and never leave it
yeah ive clocked one not leaving a waiting station for over 10 minutes
and its still not left
is this normal?
I ended up just building completely separate lines for everything. I stacked the buildings where the trains are made, and had the lines elevated on platforms. It took A LONG time to run all the lines that way (like 4 or 5 hours of our time at 3 times their speed).
Sorry to disappoint, but we're still a ways away from trains actually running. Maybe next episode
What disappoint ? We have to see how will work, Nice route for a train .
It is most likely scuffed, do the train stations have to be pointing a certain way?
my understanding (from experience with trains in general rather than from this mod) is that you need to build a bypass like that between stations, and build a one-way signal at the end of each track on alternate sides of the bypass, like so:
Is there a distance limit for trains? I can't get this station to deliver biofuel to the other after rebuilding some track
It just sits there, empty
Looks like someone else had this problem, but I have 0.7.9
the reason it would sit somewhere is because it cannot pathfind, probably
But all is purple, so it seems that the layout should be traversable
Only if is a second train in the TrainYard, NO, maybe 
no distance limit, but as Todor makes a good thing, do you have mutliple trains? I think not, but to be sure
I added a new one, and put sidings along that track, but when it stopped wroking, I deleted all but one train, and gave it a direct route
I'm testing now to see if it'll deliver other things
to be clear, the max is 1 train per color
OK, so it will take water from the station, but won't deliver biofuel
hmmm oke
I'm going to fiddle with a few things, and get back to you--want to try and problem solve as much as I can on my part 😄
it can totally be an issue with the code ofcourse, so love the fiddling, but dont get to stuck on it. 
so I set up the district crossing to drop off biofuel, just to get the bots to start making water, and the train(set to drop off bio fuel) is stealing fuel from the crossing, to take to the district supplying, that crossing
oh
I think it's working?
I turned some imports on and off again in the crossing, and it's fine now? I think?
Siding work great! The trains are really clever. I wish I could tell you what my problem was 😅
so you just updated some random imports and exports?
increased and decreased the amount?
or set it to import or export or disable?
not even that, just turning imports on, then off
but not for the station, for the district crossing
wut?
I agree
it seems that the district crossings are doing something wierd then
wtf
i heard that before, but i look at the district crossing and didnt see anything wierd
well, happy it works for you now
idk where it picked this up, as the only thing that should be exported by this station, should be water
Lemme know if it happens again 😄 i will try to look at it again
what?
but the crossing has some
but it was at 28 before sooo
I'm going to delete the road connection to it, and see if it still grabs stray spadderdock :P
I don't want to spam chat with screenshots, but this time it grabbed 6 logs (and 75 water, which is expected)
this is the chat for my mod, you can sent as much as you want. Makes it more understandable for me
oh, I think it grabbed it from another station
after visiting this station
dropping it off here (44/50 logs, before it's arrived)
and this totally different station it hasn't been to, but is on the same line, is missin 6 logs
I also suspect that stray spadderdock was from this station too
I hope that's helpful in some way?
the train hasnt gone to that station?
no, those were all taken paused, right before it arrived
but this station is still missing 6?
oh! you mean, before going to the other 2
train was empty before picking up the 6 logs and water from the water station
it can pick up goods for diferent stations
or atleast, i tried to make that system, could be buggy i guess
It arrived at the water station(pic 2), and picked up 6 logs(taken from another station's inventory(pic 4)) and 75 water, all to be dropped of at another station(pic 3)
IT DID WHAT?

But I do see what you're saying! it only dropped off some of the water, and 22 was left in the train for the next station it went to
So that's working!
the picking up 6 logs from a satiation across the map? yes
oh, I think I read your question wrong
aaah, oke, i can check how that can happen, thank you





