#Choo! Choo!
1 messages · Page 7 of 1
@bleak kindle just quick notice, i just checked and yes, while picking up goods, it is currently ignoring where the train is currently at, so it will pick up goods from all the stations where it wants to pick up goods at the first time it tries to pick up items.
so across the map pickup is to be expect
should be nice fix
Woo!
Ya! And if I come across that other problem again, and give you a poke, and see if the same solution works
i noticed something odd my train only picked up only 9 logs so 1.5 wagons isch instead of a full load (there are 100 available and the other station needs 50)
you have mutiple trains?
loads
could be another reserved it already
dont know that is what happened, but could be
not really
the one staion is full and the other empty
i check if i increase the limit
when does the train check how many resources are needed?
when it picks them up or before that
that might be it then
i do wanna add a recalculation, but it didnt work, so i didnt implement it yet
so probably when it drops off the load before
something else the prioritisation is a bit off in my mind
some stations get almost ignored and other districts stations get sucked empty
i have a district with loads of logs but a train rarely stops there, maybe because it doesnt have any imports
Any idea when this mod is getting updated to version 5?
absoletly no clue, havent even been able to update my envoirment yet
no problems you are doing a great job, I love the mod just a bit keen
T R A I N
multiple stations in one district should work, right?
yes, if setup correctly
they will keep items in them, unless a storage is set to obtain. Items can only go in if it is not on obtain
but does it also work when setup with different districts too?
because i have 2 in one district and when i set the fist to receive it works as normal but when i want to receive something in the other station nothing arrives
Yea, should work just fine. Might be a bug ofcourse, but maybe you can make some screen to explain the situation
maybe i have too many stations
it seems like no train ever stops there
but they are driving by
Yea, thats a bug where im aware of
Its not a bug, but the priority is wrong
Its based on total missing items
Not fill rate
so they deliver what has the highest limit first?
it seems im finding all the limitations
i have 10 stations and 11 ish trains ^^
It seems that bug I was having before for items not being delivered seems to be just liquids? Trains will deliver logs, explosives, and planks just fine, but biofuel, catalyst, and water is having problems :<
It'll work before I quit, and then break when I load it back up
Main station stopped receiving water, which is new, and the only thing I did that fixed it was up the limit on explosive, wait for it to be delivered, and then dropped the limit back down.
thats odd for me its the opposite biofuel and catalyst are always transported everywhere
just something not quite right with the priority
why are trains so weird going up and down?
They'll sit at a wait station rather than deliver it :p
thats base game behavior. Beavers do it also, but it is less noticable
might that be why this isn't working?
and also why it's doing this (beavers taking the walking in the air from one passenger station to another, also happens when I don't disconnect the path to one of the stations, but disconnecting them makes it repeatable)?
Norfolk Southern train simulator
Other than that I got nothing
Ok, I think something is really wrong with my game 😂
I just toggled the "Divides sections" box, and then 2 beavers elevated to heaven...
alr, tried again, but they're just running on air from one station to the other, even before I even build a train in the train yard. After I build a train, it just sits in the train yard and does nothing.
Leftover kickflip energy
Playing on update 5 with 0.8.0 and crashed on creating my first train
I've got the stack trace if you need it.
Hey I've got the error log dump from my 0.8.0 crash hit me up and I can send it to you
Hi, is there any limits on the amount of inter-district transport of goods in the mod?
I have 4 districts connected with trains and the newest one doesn't seems to be reciving any trains.
I May provide with the savegame if usefull
There weren't in terms of u4 that I experienced
I'm playing with update4
Perhaps not enough trains? I think trains can only carry one type of item if I remember correctly.
I have a few One Way Signal Tracks, to optimize travel times, but i disabled them on the new district, to check if it was some kind of pathfinding issue, but no sucess.
At a time I mean
There are sometimes trains resting, so i assume not.
Good assumption, distribution limits maybe?
Also not. For example, this last goods station is set to export scrap metal, and receive logs, water and Packaged foods (basic), a mod item (The other districs handles this mod item just fine).
The good station get's loaded with local metal scrap, but doesn't recive logs, water or food.
I'm familiar with that mod lol
All of the related warehouses are set on Obtain goods.
Lol beat me to my next trouble shooting question
. * cries in spanish *
Is your track design more like a spoke or loop?
My next trouble shooting step is usually build a dedicated track between the main district and the problem one
Which one of the 3 are the issue?
I do see that lol
1, 2 and 3 works fine
Oh I see the 4 now
Hmmmm
Perhaps it sees logs and water as "full" in district 4?
I see that it's exporting scrap like it's supposed to
Add another log pile in district 4 then see if they try to import logs
Or replace the existing one with an underground pile
I'm, for example, also importing planks and medicine, and have plenty space (almost empty) to receive them.
Will try to build a new one.
Ya I noticed that....
Your track looks fine, distribution from what I saw looks fine, idk tbh
This district was before a part of district 3, and was then separated. It may be no labeling those building because they were build under "district 3 tasks list"?
IDK, just brainstorming nonsense at this point.
I wouldn't think so but I didn't do that in update 4 while trains were active
Right there with you
Wish tobbert or at least a modder who could see his code lol
I'm just negated to go back to old district crossing. Trains are so effective.
I mean both are effective as of u4, but yes trains are preferable
I miss my trains in u5expeimental
I also miss packaged foods
@radiant geyser
Its not a bug, but the priority is wrong
Its based on total missing items
Not fill rate
maybe it has something to do with that
I suppose not, on District 4 I have space for 2k of Packaged food, and the rest of districs the storage is mostly full (only 10% aprox missing on each storage).
I'm trying to make some testing, and by some reason, scrap metal from district 4 just teleports to the district 1.
Also I noticed something weird, why this goods station have a 3rd section with no arrows?
Instead of having a normal "in" and "out" arrows?
What am I doing wrong? ( I will be very happy for tips that could work)
Is the mod working for update 5 currently?
It seems like
That would be news to me, I'd love my trains back
You mean 4, right? 5 is in experimental...
Well... I could create tracks and trains. The trains looks to be super duper sped up... And whenever I try to setup the transfers things kinda... Collapse. It's probably something i've done wrong but... shrug The mod is marked as version 5 compatable in the mod manager
v0.5.1.0-41bc9c8-xsw NullReferenceException: Object reference not set to an instance of an object ChooChoo.GoodDistributionSettingItemFactory.Create (ChooChoo.GoodsStationDistributionSettings goodsStationDistributionSettings, ChooChoo.GoodsStationGoodDistributionSetting goodsStationGoodDistributionSetting) (at C:/Users/jordy/SynologyDrive/Unity Projecten/TimberbornModsUnity Update 4/Assets/ChooChoo/Scripts/GoodsStationBatchControl/GoodDistributionSettingItemFactory.cs:59)
Are you on version 0.8.1?
{
"Name": "ChooChoo",
"Version": "0.8.1",
"UniqueId": "tobbert.choochoo",
"MinimumApiVersion": "0.5.5",
"MinimumGameVersion": "0.5.0.0",
"EntryDll": "ChooChoo.dll",
"Assets": [
{
"Prefix": "tobbert.choochoo",
"Scenes": [
"All"
]
}
]
}
Aka... I'm 99% sure that the answer is yes, but I also had to download it manually as the mod manager seems to crash when I try to download that version
Mod version 8.1 was fully functional on the first Update 5 release (red badwater)
But the Cargo management window broke with the last update (Brown badwater) when they added Grease and Time Cards to the game. I can still place track and create trains but it crashes when I click on "Manage Distribution"
Thanks for clarifying what does actually work
I have a question about the mechanics/animations/game play/physics of the trains. I am still using U4. I have three lines of trains, so I don't have to deal with waiting stations. I have them set up to transport my beavers from where the housing is, to the more "fun" areas of the map, and back again. However, I was clicking on the train station, and the number of beavers in there can be 0-20, but it is constantly changing. If the train is there, I will click on it, and it says that there aren't any passengers waiting in the station. I was able to catch a beaver before it went into the station, and followed it. It automatically transported me to the other station attached to that line. I have my engines of the train as the big one, and all that cars are set to passenger. Is this normal, or am I missing something? Thank you.
One of the patch-notes mentioned that the passanger thing is practically a teleport due to... Glitchy apperance? Don't remember exact phrasing.
when I got my passenger stations setup beavers started using them to teleport before I even had trains built. I had a long line of floating beavers floating between 2 stations. But then they would lose their way and end up stranded on my track. I wasn't watching and lost 2/3 of my colony before I destroyed the stations
I don't think I have had that problem of beavers getting stuck on the track. My numbers aren't going down. I was just curious if that is a normal thing, or if I am missing something.
My setup was on several different levels with supporting platforms a little bit everywhere. My beavers would get stuck on random supports underneath or beside my tracks. I was designing another project and didn't notice my numbers dropping as more and more got stuck and starved 😦
Mine are over existing paths, or over water. I do have one platform extension (one of the path mods that allows you to build a structure over other things, but not the bridge that comes with the game.) over some small food storage.
here's a screenshot of my setup. I had my passenger station on top of my plank storage (bottom middle) and beavers were flying along the red line, getting stuck on support platforms with no ground access near the orange circles
the other stations were getting some travellers and I didn't notice any issues but finally pulled all my passenger stations out when I lost 2/3 of my colony. took several hours to get the numbers back up
(I'm freely using all the platform mods so maybe it just didn't like all the structure above my water tanks)
It is weird that they would get stuck with a path right next to them. So, did they decompose in the tanks and everyone else drank them?
they were falling below the paths for some reason
Oh NICE! haulers use the passenger station even when hauling cargo. I can get my buildsite supplied without the broken cargo station 🙂
starting a new map and my first passenger station is pretty far away. Beavers are now just teleporting between the two so hopefully I won't lose any this time
has the one way peice of track been removed from the game? Ive only just come back to game after a couple months off, and I can't find it any more.
The Straight Train Track can now be toggled to be an One Way Track.
Im back and wanted to share here that the mod is updated again. Shouldnt crash on the button anymore
Fix Confirmed! Thanks man!
Quick question, I have a train going out to a metal outpost, and my haulers keep taking scrap from the district and back out to the outpost (through the passenger stations), creating a perpetual loop of wasted time
Is there any way I can stop this?
I tried switching the send/receive order around but like, that doesn't work
It's like my beavers are determined to use the train in the worst way possible for moving goods
Please help me my beavers are too stupid to use a train
(Through this entire process, the station they're supposed to pick the metal up from is completely ignored)
Other way then deleting the passengers station.... 
But they use those to get to the scrap pile
I guess I can't use trains for intra-district transport
I solved the problem by just turning the metal outpost into it's own mini-district, with 6 beavers & everything they need shipped in
Food & water goes in, scrap comes out
When the scrap pile runs dry I'll either just assimilate it back in or turn it into something else
Do train-stations have in-built signals? Do i have to have signals like this or can i leave them out before and after the station?
this is fine
you dont need that many
those are just to indicate sections
As a satisfactory and tpf2 player, i see those as train signals.
hey gang, hows the bug situation rn, specifically interested in the bug where the beavers teleport between passenger stations while the trains just chill at stations
It's not a bug, it's how it works. No way, yet, to make it works as it sould be.
Because of the many situations that can come up and no time to work on it it is still the same. Teleporting based on absolute distance.
The problem are situations like what do beavers do when no train exists. What happens when trains are stuck bc of the layout and cannot acces the pickup or delivery station. What happens with beavers that are inside a train that gets stuck? And possibly a few more.
I havent thought about how to actually implement it aswell. I have some ideas, but those are complex aswell 😦
Creative mode/dev mode build but it still took me an hour or two to wrap my head around this circuit & get rid of the deadlocks
Hello! I'm hoping someone here can help me get my trains to run (and generally explain how waiting stations work 🥲) I have set up the sections to only allow trains to run in an anti-clockwise direction around my town , but they keep getting stuck at the waiting stations...
My track circuit only has passenger stations all in the same district and i'm running the game on Update 4.
You only have passenger stations?
yup, and 1 waiting station, but its not part of the track. its where the train currently is in the first pic
can they go from point a- point B without going trought waiting stations or other stations?
what i know that is a limitation but can be wrong.
Real passenger station movement is disabled. Passengers will teleport between passenger stations as the system for the actual movement was extremely buggy and havent had time to fix. For now having 2 connected passenger stations is enough and a train will do most of the time nothing
ohhh got it, perhaps i will replace the passenger stations with goods stations just to check if the circuit works fine. thanks for clarifying !
Is this mod broken? Im on Timber API 0.6.3.0 and Choo! Choo! version 0.8.3. I've turned off all other mods leaving on dependencies for this one). The error looks like its referencing a location not on my computer?
Is broken
Got reports it broke. I will try this weekend
As i saw from the error, might be small fix
Probably a name got changed
can we just make this mod official already? my gosh I love this
is that why the train is just sitting there on my world? lol
gorgeous mod i cant wait to have a working train..
No, you shouldt get in game kind of errors
What version you using?
Experimental or stable?
If stable, then trains work fine i believe
Been a while
oh? i use stable... it just sits in the station
the layour is sort of
|___x|
| being goods stations
x train station
the guy working in the station just kinda drinks water and pray all day and the train smokes and does nothing
do i need to take the train station out of between the goods stations? can it not pathfind through
could you show some screens of the situation? It might be your layout should be changed or didnt setup the good configuration correctly
i will as soon as i can! really appreciate your time on this
might be im a sleep though, been a tiresome day
When in need for general help with modding, please check out #🚀mod-users
This is for specific help with my Choo Choo mod
There is nothing specific
i have decided to be a responsible person and quit trying to mod
is choo choo still broken in update 5
I believe last update broke it yes. Started my job so havent had time 😦
not a problem was just checking
can i please get some help
Could you post the problem?
went to server direct, figured it out eventually after 5 HOURS of testing tracks facepalm
how do i actually get the trains to transport passengers? there are trains active but theye wont move the people
oh... that would inspiration? 😅
https://store.steampowered.com/app/1766740/ChooChoo_Charles/
Charles is a bloodthirsty train, and you need to destroy him.Navigate a massive play area in your trusty old engine.These winding tracks are treacherous, so you'll need to plan each mission carefully. Be wary when traveling on foot, or switching the track's direction; Charles might be waiting for you.Upgrade your train to fit your needs.Go looti...
$19.99
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Funny model yes xD
I built a train loop for my world and the trains just.. aren't running...
What do I do?
how many sections have you got?
You have configured the Goods Stations correctly?
One
There are no goods stations
Only passenger
This is likely your issue. Need at least 1 section per train
Even with one train, you still need 2 sections I believe
This is the loop, what's the issue
I believe you need at least one more section of track. From what I remember, the trains only move forwards if the section of track in front of it is empty. So the train looks up and sees another train ahead of it currently(it's own back)
is Choo Choo mod still broken for Update 5? If so, does anyone know the last stable release for Update 4?
Did you ever get an answer? Just tried to add it and it broke things. 
U5 is indeed broken. Will try to update once it hits stable.
Love the choo choos
Wish the wide corners could be nested in each other but I suppose that's a limitation of the game and how it handles building footprints lol
same for wide corners + the wide three ways and such
im still on stable tho
i changed this in exp, but that build is broken. Dont have time to keep it running.
now i think about it, we have a release date
i can start working on it
Are stations broken in update 4, by the way? Beavers don't haul away the contents to storage it seems. Not sure if that's intentional to deal with some game limitation or a glitch.
so what happens is that the storage at the goods station will fill up to the maximum set and just sit there instead of being emptied to storage in that district
I remember something being wrong on update 4. Might be yes. I believe i fixed it on upsate 5 but an update broke the whole mods so. It should work normally from update 5 onwards.
Hurray! The return of choo choo mod is coming. I'm excited
It seems that in update 4 the game sometimes gets stuck and you have to fiddle with the send/receive boxes on stuff to get it unstuck
Bit if that's fixed in update 5 then yippee
I believe that is the case yes. That its already fixed.
Images is more than 1000 words😉
Why not?
How are you still active here?
i hate it when french people start talking french in english servers
Yeah, but you have been active for a long time without any pause, as far as i know
?
rules of the discord
Yeah whats with that?
Which master?
Sounds difficult
Thats the goal!
and i find it fun, :p
could be better home sick with a cold but im in here now to not think of that 😛
ohno, not a cold
Hope u get better soon
me 2 😉
do you have fireworks in Sweden?
Has anything big happend except from the official updates?
otherwise sadge going outside
Like big mods or something?
we all arent as active i believe
Mimic started ripping of other mods and creating small value chaning mods
Oh, so its kind of a coincidence i find the only 2 ppl i talked to in the same channel at the same time
ya we do tonight (23h)
But regarding choochoo im gonna try to get it update before the 18th so it can be used on release
I should really do another Timberborn playtrough
But idk if i feel like playing it
Might as well try the new update on the 18th
Hopefully with trains
Is there a dedicated FAQ for this mod? I was experimenting with how it works but it wasn't filling the train wagons completely
I know that some things were buggy and some were not, I dont believe one exists, but youre free to ask!
best is to send images of the situation. Best way i can help 🙂
Fair enough - I'd have to recreate it as it was a throw-away game
BUt the description has a lot of info btw
also has some videos of youtubers using the mod and explaining as they go
But also good news! got flipping working!
And removed most corners which people wouldnt like to be ocupied
if it looks wierd, its on the the player 
Thanks - the usage of the mod seems pretty straight forward (I am used to Factorio and LTN)
Yea it does a lot for you
As Timberborn is more chill, i wanted to make it fit the game more
It was just odd the train took less than the full cargo load
by being more automatied
I do like the train animations 😄
goes as soon as it can
Choo! Choo!
I debug loaded the station with 200 logs as it's only cargo and only requested amount at the other station
nice. just wanted the corners to be open for more track anyway :p
fix is live, not gonna add the update 5 tag, but ima play with it myself right now
hoping to find some more bugs
@quick thistle , will start a new game, to test. Hope will be a game, not a bug game 🤣 But, can you talk with Knatte to use his tunnels for trains ? And, maybe, also the metal bridges (but with prebuilded tracks ? 
I will discuess with Knatte about it 🙂
And, if I am not too sadistic, to break the train if running in badwater ? 👹
@quick thistle [Error : Unity Log] InvalidOperationException: Failed to load asset (tobbert.choochoo/tobbert_choochoo/TrackRIntersectionRight2x3.IronTeeth). Asset name does not exists inside bundle
what, i dont have that crash
It is not a crash
what faction?
IT

tobbert tested ft?
maaaaybe 
have Neeever done that error my self 🤣
Just a short break in playthrough 😄 Not a big deal 🤣
I find it funny, as a i started a new world and was like, less do FT for once
its finished uploading
@strange blade flipping goods stations will not working for some ** reason
Track issue ?
i think its because it when flipping the track moves to other side but is it moved in all places in code 
Visual , flip is OK ...
yea, but trains wont transport
better if just entry was moved between sides i think
and the yard is working ?
Perfect place for my FT hammocks
Hope it gets weird
Trains whizzing by at high speeds should provide a nice breeze
As long as
Beavers
Need
Safe
Fields
isn't driving the trains
only noticed the unstuck one, any others as well?
Wind changer is nearly 1 on 1 aswell
And there was the name changer
Which is just a worse version of another one
ah ok
@strange blade can you load a save with trains added?
or wait could be last timberborn update that broke stuff
Could be
a save without choo choo as only removed item did not load
Or it doesnt work with mimic mods
see my findings in #🤖mod-creators
A new record. Train broke in the same day was fixed 😭
or new record its not his fault this time 😛
It is not !
Nope, was another game update 🤣
Yes please add train tunnels 😅
@quick thistle The issue I'm having with it not fully loading wagons, could it be that I am still on Update 4 and v0.7.9 of Choo! Choo! ?
I used whatever version of the mods the mod manager automagically installs - I assume they are latest versions for the base game - the mods have a severe lack of changelogs 😄
Usually, live version of a mod is for stable version of the game, latest version of a mod, for experimental
As I said - no changelogs for anything so I have no idea what's going on with any of them 😛
and update 4 is stable branch
until January 18 🥳
what does the yellow things tell you?
🙂
when clicking on a trackpiece i can now also see what points it will use
this is what will show it for tunnels aswell
Fixed the building issue
Can you update from 0.8.5 ? I got a crash when updating 😮
not allwoed either
Why ? The folder name is correct and exists ... 🤔
could it be that assets is loaded at all and not just map editor and ingame?
yes it is it seems
changed and i was able to update
"Scenes": [
"InGame",
"MapEditor"
]
whats new? 😉
is ||tunnel ||work 😛
||think i did it to high||
ya but if i have models ready then its eayer to do 😉
||and thinking of an extention to and extention or "Rail Extention"||
fair fair
At least, you don't have to change anything for the bridges
There we go folktails also prepared 🙂
You still have rpoblems with pathinding @tall bridge ?
have not tried to flip will do some tests soon
well, i think i FINALLY found it
well
i didnt
but
i just COMPLETELY RESET the whole track system ANYTHING happens
should fix it
xD
hehe
gonna have to test this build a lot myself aswell
WANTED TODO THAT YESTERDAY
BUT THEN AN UPDATE CAME OUT

Can you add, in Choo! Choo! settings, if Thomas the tank engine is installed, those engine in Default engine list ?
Finally have that dynamic 
Specification and declare a locname + prefab to use?😉
The problem was some logic. Had to rewrite 2 classes
They depended on game logic. They are now split so they can be loaded in main menu
All mods do have changelogs on the mod.io page
Thank you so much for tunnels 
I must have missed them - I'll have a look, thanks
Just finished the Specification system for the track system
it now uses specification files
slight performance hit, under half a second
should be fine overal
Massive changelog: TrackPieces now use specifications. This means its more easy to add external mods that add tracks. Fixed a massive bug which was often causing trains to randomly stop moving. Added several debugging tools. Move passenger station to Dev Mode to discourage the building while working on a improved system.
"massive" 
Seems the acces denied to move directory is still a problem
what is the maximum storage for a goods station
200 i believe
I see
the good station looks so small for 200 resources lol
advanced freight storage technology
do tell (image of components needed) when your ready to get rail extention 🙂
will do! wont be today though
np
Feature request: A simple stand alone S-bend from the switch as it's own piece
For the train illiterate: a wuh?
Look at the switches - then remove the straight bit so you're left with the "S" bend
S bend would be so useful for Terrace Valley 
Best example would be the 1x1 corner i guess.
Track distance is used for the pathfinding, it should be the average length in whole numbers of the track
Divides section doesnt need to be used. Is used by waiting stations for example
Path Marker does is important, its what shows the colors of the sections in game
its best you copy a extisting one and just duplicate it and offset it
Here you have the crossing, it has a 1 long straight
🙂 can you right click on a track prefab and press export package?
straight piece maybe 
Though i have to say, it might be easier to just have the tunnels be in the base mod
would make changes easier
then i compile the model for you
Straight track is exception
😮 because it has option for deviners?
Yes, has a lot more going on
The crossing is a even better example yea
Also having the wiating station is a good example. As that one is straight but a few meters long
you see what would need to change to indicate that
will look into it tonight/tomorrow
Cool! lemme know if you stuck on anything!
do the #TrackMarker need to be one piece right?
@quick thistle Hmm not sure what im not doing
now should be without the .Folktails
as it is used for all versions
So just have RE_Tunnel_1 as the name and then RE_Tunnel_1 .Folktails and RE_Tunnel_1 .IronTeeth as the prefabnames
🤔
😄 @quick thistle Weee 🙂
time for dinner then continue add more lengths and bridges
what does this do? for curves?
Correct, you can specify how a train should move when going from one place to another
Points can be as close to eachother as possible, but they cannot be off the tracks
otherwise it wouldnt be able to move if it gets stuck at some point
also points are based on the center of the track
so route corners can me 0 for me as all is straight atm?
Yea, when straight: 1x [0,0,0]
Grr why am i getting this error.
i have even copied folktail version and just change model and disable 4 long tunnel on folktail but still same error :S
wait you only use one track for both factions?
removed the 2 components for rails and it loads
uuuh, no, as the materials are different
but if i remove the track component it loads :S
That is because having a track will trigger the lock mecanism
which, if there are multiple of, will make it crash
it will not happen if Science is set to 0
oke wierd
well setting to 0 worked so 0 it is
if science is not 0 it should always crash
Question how should i do the bridges
as image A 2 rails built in
as Image B 1 rail built in
Pros:
B: can set a track at start of bridge or in between bridges
Cons: ?
B is better right?
ya my thought 2
then we go for B
as the inside of the corner is now empty
🙂
and doesnt seem it would intersect, so look epic
hmm looks correct but i use corner to mount to for the bridge and looks like you block corner or use it
oooh
hmmm
i block corner yes
bc i dont want a pole from a platform in the middle of the tracks
how does block object look like for it? maybe has some space i can use instead without blocking the transition up
Hu (its lifted up one Z because it blocks top under bridge)
sent you the plugin if you have some debug you can do
do i have to declare connection for both ways?
could be that then
trackroute is just 1 route, so if they can go both ways you need 2
Different colors shouldnt be happening though
Yes, exactly, if you reverse the one you have, it should be fine
Beautiful 
Also, you only need 1 routecorner
The last image, only 1 x0y0z0 is needed
Tunnel now works in both ways but bridges still behave strange
thats because (i think) they have 1 below
how does this work again
from the side, can you show which blocks are occupied?
What you say here, means it isnt on the ground right
but the arrow is on the right place 
ya or using Base Z 1 maybe Specs does not take that into acount but other parts do?
well we can look more tomorrow
Yea, tried looking, but dont see anything wierd, would have to indeed install, will do that tomorrow
Option B add long track pieces for bridges and use path extention bridges 😉
ya think i will go for it
can you have 2 tracks beside each other like 2 S-tracks and have them as sepperate systems? or will all be connected together as one segment?
Sections are per object
So if they are in the same, then no, they cannot be on seperate segments
S tracks 
I would accept S tracks having gaps just for the utility of something vaguely diagonal lol
I just want to nudge the track over one tile without using two 90's - it's really jarring :\
Ive been working on debugging tools to make the making of tracks easier
SSo i hope to make some more types
I will understand if you don't want to make a bunch of one-off variants though - I made a conveyor belt mod for RimWorld years ago >.<
those types of tracks are really usefull though
just making them sucks balls
with how the track system works
The "selectors" addon for the conveyor mod was the entire set of all possible variants - They were super useful but a PITA to implement
Haven't played that game in a long time
If I had S tracks I would have probably used them instead of the big 90 degree bend I ended up using lol
It would also be faster to just place S tracks to go diagonally lol
There are many reasons, lol

what would you say to have the option to do 3-7 long straight tracks as one building?
Depend only where you activate the track divider in straight track.
hmm was not planned to enable that
the tought was to have it easier to build on long straight tracks and you add singel track where you want signals
Mainly to help build track over bridges
For sure is not a bad idea
If you dont add the divider, which shouldnt be done on anything else, because i believe its very specific and will break if used on a bigger trackpiece
hmm maybe found the problem why bridges did not work
oh
wrong written spec 😉
ooh, so it might work?
checking atm
New locomotive model with a wheelie bar?
no working on bridges and tunnels
That was a joke 😛
Loool
roundcorners have to be at same height and connection should not point inward towards itself 😛
Choo! Choo! 0.8.8 and Thomas the tang engine add-on
Soon ™️ 😉
LOL, trains underwater ? And will still smoke ❓ 😍 🤣
why not 😛 safe work environment was optional 😛
Trains with active cooling x)
how will be with badwater cooling ?🐸
"As a commantary for it : "Wait, it has to be safe?"
Poor Tobbert. No solutions, yet, for beaver hats, and now, has to make snorkels 🤣
reminds me actually. think it would be kinda fun to have little cargo boats in this game. but that is beyond the scope of choo choo mod
they could have beavers on them driving them like flinstones cars
problem is that water height is not constant and its hard to get it so not so realistic thing to add
I was just saying yesterday with how many injured beavers I have they need an OSHA inspector
Rail extention released (alpha release)
Findings and such:
https://discordapp.com/channels/558398674389172225/1193637751761936556/1193637751761936556
@quick thistle 😄 its released 🥳
Maybe bridges and tunnels should allow workers to reach the other end. I do not see other way (a quite easy one) to continue the construction to the other side. Anyway, when tracks will be placed to connect the bridges and tunnels with network tracks, will become impassable (except trains) 🤔 But, excelent work 👏
or you build a walkway on one side 😉
but there is some bridges that has both sides in it could add more of those
for bridges, yes, but for tunnels ?
I've just been using a single tunnel section in path extention lol
didn't think to build it using two lol
The "usual" approach to large constructions is temporary scaffolding and ladders which is removed when the project is completed
Is working, but, if you have to build a tunnel from the other side, its not so funny 😮
funny part will be with tunnels. If you miss the correct place to start, will have, at the end, more tunnels 🐸
@tall bridge , KnatteTobbert.RE_Tunnel_1L.Description,Allows beavers to pass through Levees. should be KnatteTobbert.RE_Tunnel_1L.Description,Allows trains to pass through Levees.
Fixed
ermagurd, the in-game mod manager is shyte >:|
Well, it took a couple hours - but I now am on the experimental branch just in time for it to go live and break my game >.<
I see you Thomas
Not sure what you mean rail extention has choo choo as a dep
Its reverse. But, already depends on Choo! Choo! mod.
Choochoo depends on rail so its always installed
And, if you look into mod.json for rail, it depends on Choo Choo 🤣
Yea, but if i add it on mod.io then it will always be installed
when using mod manager that is
and i feel its just better with it always being installed no?
Sure, but, circular dependencies ... 🤫
yea i know, thats why im asking to switch it around
well i do not see a problem with having choo choo req it on mod.io it just enforces it to be installed 😉 and by having choo choo as a dep in my mod.json i enforce that it do not crash if choo choo would be disabled 😉 so go for it. its like water beaver what mods are thought to be used together
Hello everyone, I love the idea of this mod Choo! Choo!
Speaking of water beaver, I trying to play it with ChooChoo. I really didn't expect to work, but thought I'd give it a shot.
@rose stirrup suggested cloning and renaming ChooChoo_0.8.8\Specifications\Folktails\FactionSpecification.Folktails.json to
ChooChoo_0.8.8\Specifications\Folktails\FactionSpecification.waterbeaver.json
It appeared to work. I can build track and stuff. It crashed when I tried to build a train.
Again no worries if this is out of scope and not where you want to go with it. I'm on U5.
yea, thats true, the choo choo doesnt handle custom factions
maybe if i find time to look at that
but earliest is sunday
thanks for sharing though
not sure if anyone tried yet
Thanks, it'll be cool if it works.
Will we have S-Bends in next release of Choo Choo? 
Or is Knatte doing that in extentions
I think a triple switch would also be a nice addition
just a regular switch but it splits into three parallel tracks like a trident
Maybe wait until U5 goes live?
Thats basicly a 4 way but better looking right 1 to the left 3 to the right for example
Depends, if i have time and energy i can probably make that
not from me, but maybe @tall bridge has energy. Its fine if you dont ofcourse
It basically would be like the switch but it branches off in both directions
I believe you cannot take the R-intersection as its not symmetrical
?
i know, impressive
Something like that yea
Will probably do it is it ok to your switch model to do it?(bot s bend and above switch)
(Hopefully before u5 release but not sure)
With a loop on the left side a train can pick three paths. Could also be used to put a goods station and passenger station on either side and such
I had a situation with a map where this would have been useful since sticking a switch onto another switch took up too much length
yea u can use the models, but i guess they arent on the github anymore
i can send you them
nono
you man
for doing all of that
tbh, I can think of several more prefab tracks that would be nice
There's also this three way that would be useful
It can sort of be done with nested switches right now but this would be more compact
Maybe a scissor crossing as well :p
scissor is possible if it is 1 piece
a sort of mirrored y intersection
Ive also been thinking about diagonals aswell
Yea
it should be possible with the current system
though very specific, so would have to try
Also N shaped crossings like this
I think about diagonals in Timberborn a lot honestly. I've seen those beavers walk diagonally but you give them a path..
Notice Rail bridges and tunnels will soon have science upkeep
(will not affect the shortest of them)
Planned science upkeep cost:
Train tunnel:
- 1,2 long free
- levee + 3 = 1/h
- 4,5 = 2/h
- 6,7 = 3/h
- 8,9 = 4/h
Train bridges:
1,2 = free
3,4 = 2/h
5 = 3/h
6 = 4/h
Full bridge
7,8 = 5/h
9 6/h
10 8/h
its a rework im doing also for normal bridges and tunnels and lowering the science cost of tunnels 😉
oooh also gives more meaning to science, so im a fan
YA, but how can block tunnels and bridges for working if no science ?
1 and 2 are free aswell, so thats nice
ya have an enty way to get them hooked 😛
if they need to go through something, thats doable, but if they wanna optimise, its more expensive
ya
its even so that the tunnel will work even without science its just that you will not be able to reseach anything new until you inc you production 😉
Rail extention updated.
Notice any built bridge or tunnel with rail longer than 2 long need to be deleted and rebuilt after mod update else it will crash!
Update removed waiting on hotfix by tobbert
my only real compliant is that IT have a way to get science w/o beavers and FT do not
meaning i'll always need those FT to upkeep my tunnels
i don't hate it, just wonder about the usefullness of it to the FT
gonna absoultely suck for the WB LOL
hmm true maybe have them little higher before it req science upkeep
Starting to get railroad tycoon vibes..
If anything the switches should cost research because they gotta coordinate that stuff somehow :9
what happens if you run out of science ?
Nothing just will not get more until you have hogher production
would be nice if that could be turned off in the mods config (haven't tried it just yet so might already be the case)
Well each piece have a pause button so it can be paused but at end game where choo choo is how big problem is it with a few points/hr
I'm trying to place two complete train bridges end to end. I have platforms at the midpoint of the two. But I can't seem to reach the middle points to place the missing straight tracks. This wasn't a problem when placing regular suspension bridges because they included a path on the end pieces. Any ideas?
Use regular bridges for workers or use platforms ...
You can demolish them later if needed and recover goods
Do you mean run regular bridges along side the train bridge. If so can the worker reach the train bridge endpoint to place the straight track?
Either that or teach your beavers to fly
Build temp bridge/scaffolding (beavers can only reach up two levels, down to the bottom) so you will need to build and plan accordingly
So build a temp bridge under the train bridge? Would make more sense and be easier if the train bridge included track at the end point.
hmm can also be more problem becasue then you cant have any signals between bridges then
best build a bridge beside the railway for beavers
do you need longer low cost bridges? like 2 sided normal bridge?
Right now I have 3 normal 2 sided bridges placed end to end. I'm trying to replace them with train bridges. I'm trying the train and regular side by side approach now.
fwiw, if using the ladder mod you can build scaffolding fairly quickly and easily or even embed them directly into your support structure
Looks like the side by side works, BUT, the regular bridge can't be end to end. There must be one section of regular path between in order for the workers to place the missing track.
or, from more platform mod you can use Reinforce ladder for climbing and supporting bridges ...
Yeah, if you look at my bridges, you'll see there is a single track between setup as a section block
Those too, I actually use a mix depending on need - ie, metal for when I attach side platforms
But for temporary access to build a train support, the cheaper wood ladders are all that's needed and they will get torn down in the end anyway
YA, if you want to use solid column support for bridges. But, for metal bridges, trusted suport columns like reiforsed ladders, looks better.
maybe need to release a arc decoration cube so you can build with cubes up 
this but metal/tree look
The minimal "inline" station platform I could come up with, elevated above the "potable reservoir"
thats wild
experiencing any issues?
Station side
Other than the massive footprint? 😄 No
top-down
know that metal levee blocks contamination? (decoration extention)
Don't know about that - I have a specialized "bad tide spill way" and a "clever" system of gauges and gates to direct them through
I've kept my beavers very busy
Am I banned for image spamming yet?
nope we love it 😛
Well, cycle 62 ... Sure not a short game 👏 🥳
I set them up with a mountain of work and then take the dog for a walk 😉
After you get past the first 10 cycles, they pretty much take care of themselves
hmm, not seeing them in the build list - did it recently update?
do you have that mod? https://mod.io/g/timberborn/m/decoration-extention
Ahh! I only have the base mod - thanks for the link 🙂
btw, your strings are not being translated properly, the escape sequences are being displayed instead of being escaped
🤔 will look at it
found a bug 😦
Crash if opening map editor
you add groups so you need to set mod.json to include "MapEditor"
else it does not find the icon used
Already do this 3 weeks ago 😄
do the trains work properly now?!?
havent had any issues in a few months now
reported to me that is
yay!
I wanted to get back into the game cause of the update and was worried the mods would take too long to update!
I'm watching a train stop at a goods station that only sends one item and accepts nothing. I can see the wagon contents go up, then back to 0, then up, then back to 0. The train always leaves the station empty. Any ideas why?
I solved the empty train problem by setting the item's export threshold to a non-zero value. Selecting "export without restriction" or "export none" also works. This seems odd since both sending station and accepting stations are in the same district (I haven't added other districts yet). Perhaps at this point in the mod development trains are not meant to transfer goods within the same district. Or its just early in the mod's development. Or I just don't understand district import and export. In any case I'm enjoying the hell out of it!
hmmm deletes items? i thought i had fixed that issues 😦
How about 3x1 and 4x1 ramps so we can have a softer grade for aesthetics when there is room to do so :9
Honestly if we have all these super long tunnels why not make super long ramps too lol
Bc i dont like modelling that much xD
Lol
Would you be accepting, and maybe consider adding these if someone else did the modeling work?(and it met your standards for quality ofc)
i dont have standards
does it look good, then lets goo
the train models are someone elses design
he probably died or something (didnt respond anymore) so i modeled it after some of his iamges
@tall bridge could you remove the dependency on choochoo? it seems it can result in loop depedency and crash mod manager.
Done
Hello, all...sorry if Im asking something that has already been answered, but I just started playing with the trains again and in U5 Im not seeing the passenger station any more, but it's still listed in the mod notes. Did it get taken out or did I mess something up installing it?
Was removed (moved to dev mode). Not working as intended so, will be rebuilded but, will take some time.
Thanks so much...I thought Id messed something up LOL
also, it does is in the changelog: Moved passenger station to Dev Mode to discourage the building while working on an improved system.
and it is unchanged, but any issues related to it, i will not help with it untill i have worked on the improved system .
Sorry, I missed that. Thank you though
Dont have to say sorry, im happy you are using the mod 😊
Would a 2x4ish S-bend be something that can be added? Purely an ascetics option but would be nice none the less.
The S bend is a popular suggestion
I think Knatte might be working on that for rail extentions but I'm not sure
Need some Roller Coaster Tycoon track pieces - helixes and loops or something ¬¸¬
Do good stations function internally to a district?
Hey all, what's your favorite map to play with the Choo! Choo! mod?
Since now we have train tunnels, any map with full of mountains .
im currently playing on the red Tide map
love to build bridges over the water
I personally liked thousand needles before up5 broke my save
and sadly i don't think that its is playable even if you plopped badwater sources in
i really liked the thousands islands map pre U5
now? ehh...
In order to stay within a goods station's capacity, it would sure help if the total items sent and total items received was displayed on each station's distribution list. If this has already been suggested, I second it.
What you mean exactly?
The goods inside the station one the right should always show? Instead of only goods currently in there?
I mean on the view you see when you tap "manage distribution". For each station show the total number of items desired to be sent, and the total number of items desired to be accepted (two numbers for each station).
hi, I was wondering if the mod has any bug/hidden limitation with complex railways setup. i have a station that is not served anymore for some reason and i can't manage to find a reason for that. (i already check the 1ways rails on my railway network like 5 time and simplified station to transport only 1 resource)
Hmmm, interesting, you could try to provide some screens of the layout and settings.
Maybe i see something, its a big mod, so there can be bugs for situations that i didnt think of
sorry, i wasted your time for nothing, i play on a heavily modded game and for some reason the station was paused but the pause logo wasn't appearing on top of it. it resolved itself when i relaunched the game ><
Np! Happy you are enjoying it
Hey, so anytime I try editing tracks I have to close the game cause the path bugs out with the steel railbridges
not fun to do with 400 creatures (beavers and bots) on cycle 43
Game takes years to load up now
Potato pc go brrr lol
So, the bug is with bridges with track ?
Yes
First time I noticed it was when the last section of the loop was made, it didn't finish the loop, I restarted game and it fixed the path
Then I tried making one-way and it did it again, currently rebootinh
@tall bridge , you may join , it is something with rail extension
can you send/upload a crash report
Didn't crash
Restarted to fix the path
The 2x1 connected to 1x1 railbridge bugs out when you edit tracks/build a loop with them
Hmm so track is not connecting got any visual indication that it goes wrong
Yes, I didn't take a photo tho
If so image would be good, and ehat race? Ft?
The whole loop was white, the 2x1 was green
I'll try and test some tomorrow, I just don't have room to test on this save, and last I checked creative mode isnt up to date
unsure which is causing the path bug
I probably am just over engineering this beever save has I am now like 50'sh hours in lol
Will have to see if i can reproduce it
Yeah, I have done to much, my laptop doesn't like the amount of data in this save, threatening to crash but doesn't lol
@tall bridge hey so, I restarted paths look all good now, but my trains no moving
Send the save and let me look at it in the weekend
I'll share it tmr
I deleted the railyard, would that possibly break the engines?
no, once a train is created its there, dont care what happened to the yard
wtf, im so wierded out, what
so placing it places it wrong, but rebooting fixes it, but it should run the same code
It only happens with bridges?
yes
tracks arnt connected so pink and purple is right due to the one way loop being broken but see an issue?
Then i think its a configuration mistake, though its wierd its fixed after restart
are those filpable?
1x1 to 6x1 bridges are the issue
if you connected one of those to another one of those the pathfinding goes silly
Good luck
@quick thistle oh question, passenger trains how do they work, I see the train car model and that's it
a way you can click and drag the path the train goes via the one way signs might be a way to do it, just a random thought
Someone mentioned on reddit changing the name to Chew! Chew!
lol
love this mod
i hope we get some other options for moving goods as well so we can make whole networks of trains, conveyers, ropeways, cargo lifts, etc. 
i see 😮
To trade with waterbeavers ? 😆
I appreciate mods like Choo Choo! because they address something I feel like is missing from the game which is some middle ground between beaver labor and bot labor lol
@quick thistle btw, if you need a test for Choo Choo lmk, I can find ways to break it lol
@quick thistle my suggestion to fix the bug, is don't allow 1x1-6x1 rail bridges, but have a free rail that can only be built on the brdiges
I wonder if it's possible to employ beavers to drive the trains
Right now it appears that a train is basically a new fully formed beaver that just sort of lives in a train
This is a U4 observation tho
I haven't gotten to building my train line again in U5
(there is now badwater in the way in the new version of Terrace Valley)
same way
I updated TimberAPI and now I get this. I can make it go away by disabling Choo! Choo!, but where's the fun in that? Any ideas?
not without the crash zip no
Of course, where do I find it on a steamdeck?
Documents\Timberorn\Error reports folder. We need the crash archive .
I am using Dolphin in desktop mode on a steamdeck. Its all I know to use. there is nothing in the Documents folder. I suspect this not the Documents folder you are talking about.
from the load menu use the button to open the saves-folder, then go to the parent folder ... steamDeck is Linux, so the Documents dir to open is likely somewhere under proton's compat folders in the steam filetree
yep,
it should be at .steam/steamapps/compatdata/1062090/pfx/drive_c/users/steamuser/My Documents/Timberborn/Error reports/
found it!
@tall bridge , the error is from rail extension mod ...
Parameter name: Component ScienceNeedingBuilding wasn't found in entity RE_Bridge_1x6.Folktails
Ya happens when he has played with an older version of rail extention and then upgrade @quick thistle talked about doing a hotfix for it later.
How to do in the mean time is select the mod in modmanager and go back one veraion
Went back to 0.02 and it's working again. Thank you!
Hi, why i cant add workers to good stations? And for some reason no good are added to station. And yes I set up export (and import in other station)
I found solution lol 😄 goods will be added only by beavers from hauling post
Yep
And only transported if their is storage on other end on "receive"
would be nice if the tunels could pass through leves as well
There should be a 3x1 tunnel or something like that size that doesvthay
Or I thought it existed
Yeah that ^
Yeah the challenge is when you've got a mix of levee and dirt you then need gaps between them to switch tunnel types
So, a half tunnel, to allow connecting with other one at the other side @tall bridge ...
Hmm so a end that can be in side ground
👍
Will take some time until im able to add it tho
is it something I should be aware off?
@quick thistle not sure if mentioned before, but your mod seems to crash the "create new map" option
This should be added to the main game. idk how I feel about the tight turns though. Seems unrealistic for trains to turn so sharply.
It's really good for preland scaping tech
you can support the track with platforms and levees so it's always possible to make a wide turn if you want to
well
mostly
Forgot to mention but made an issue linking to your message. Will look when i have time
Np! Also i made sure i isolated your mod. I deactivated all mods and tested which ones crash the game. Enabling your mod made my game crash
the beavers inside workshop buildings are visible for me even though they are working (in this save, the specific buildings are the water pumps, the inventors, and the lumbermill)
I've also noticed that beavers other than the first idle builder stand "inside" the door of the district center rather than sitting in the same spot as the first idle builder (which is what I think they did before I installed choo choo?) could be related, could be unrelated, could be something that happens in vanilla that I just didn't notice
I've confirmed that if I remove this folder from plugins, the animation bug does not occur
I mean with hills and stuff
Making science doing nothing 🤣
why you posting this in choochoo?
Is due to this mod 😮
They are, but with mod removed, all is normal
All buildings that is supposed to have workers inside when working, are affected
so with choo choo only it is also broken?
Let me try with only trains
because i dont even know where to start even checking this bug
i dont change anything related to taht
Only choo! choo! and Thomas 😢
But, buildings are working. May add this as a feature (automated) 🤣
wait, so the animation is broken only?
YA
oooh, oke
phew
still an issue
though less of an issue
i thought you couldnt play the game anymore
Is not so bad, just odd ...
then i might know where this is located
The issue be like
// TODO: This breaks animation
exactly, it so i wont forget it exists
what is that push wheel??
Hamster wheel, IT variant (4 beavers, 4 X more power, 100 logs to build) ...
oh ok.
Can someone tell me what I'm doing wrong? In a basic closed loop, the trains work. As soon as I build a larger network, they don't.
Picture of train yard and one station which offers water. Another station which expects water is in a different district. No train is driving
you have configured the stations?
The one in the image to offer 200 water (which has already been delivered by haulers), the other one to request 200 water. Then, because I thought perhaps something is wrong with the fluids, I configured the second to offer 200 iron scrap, and the one in the image to request 200 iron scrap (hence the second train)
:/ im not aware of issues, but there might be still some then? Idk
they can navigate to the other station?
They don't navigate at all, even though as far as I can see, they should be able to
Picture of the other station, with view of the entire system
i could only suggest saving and restarting your game
if it does not work, then i sadly wouldnt know what is going wrong 😦
You could give your save and mod list so i can take a look
Not the actual mods ofcourse, just the list of them, maybe a screen of them in the folder
Sure, thank you
https://drive.google.com/file/d/1RZmF9pixuYQ9XtepAECPe8miHrh5Gz-F/view?usp=drive_link
Mods are basically choo choo, vertical power shafts and simple floodgate triggers, with dependencies
Just now send request
Currently at work still, so I will look sometime later, dont knoww when as im very tired 😦
i recently started playing with this mod and when i created the trains i noticed that my stuff is going into the train and disappearing. I wanted to transport some wood and dynamite for a mega project and the stuff was gone. Haulers go pack the train and i have 2 goods stations, 1 for sending and 1 for receiving, the trains can loop. Am i doing something wrong?
Thank you very much. Take your time, my trains are not going anywhere (obviously) 😄
this means it thinks it can pathfind between to stations while it actually cannot. Please double check the layout to see if they can actually pathfind.
I will try that thanks.
if you made sure it should, then you could take the same steps as Dullahan to provide the map and i can take a closer look
alright
I found out what was the problem. some of the tracks were set to 1 way only. my bad 😅
my bad that that issue is deleting items though, sorry about that
will add it to the list
no problem i did have 4 k wood anyway so some cleanup was nice
In my case, the tunnels seem to be the issue. I've made a small test track without tunnels - works. added tunnels - doesn't work. removed them again, works
maybe because tunnels count as a path train can go through and mountans count as a solid terrain and so train is constantly switching beetween passable and impassable?
oooh, thanks for the checking
i am not mod dev in any way so its just something that came to my mind
I did not create the system like that, but it seems that my system still has problems
who knows maybe its just timberborn path code bugging it
oh, the tracksystem is 100% custom code
I write all of that myself
oh in that case i hope you can fix it
which tunnels did you test specificly?
1x1 in the test track, 1x1 and 1x4 in the big one. I might try others
I cant test it too if you want
2x1 works. 1x1 seems to be the issue in my case
Doesn't help with the big track yet though. I'll have to keep experimenting
have a chance to look into the animation bug yet?
I just pushed all fixes for the mod manger
ill do some testing later to make sure its all working right
i see i didnt finished my sentence, i mean to add that i can therefore look to work on my own mods again
I know that feeling. I finished writing the "report abuse" interface for my game and now I can go back to doing fun stuff that isn't UI-related
Dont get me started in ui 
UI
you mean torture
need any current bugs looked int
*into
I am build a large rail network
Found a visual but while building, the colored line appears on the the most recently built 1x1 track piece
this is a very easy to work around bug, but when you place a straight track piece and then select it, the option to make it a one-way only appears if you select it again after it's built
Ohyea,thats a bug still. I forgot as it doesnt impact that much



