#Choo! Choo!

1 messages · Page 7 of 1

quick thistle
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True, but it shouldnt happen. Happy it works good enough for you now 😄

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will see if i can find that bug

bleak kindle
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I mean, if the solution is more trains, is it really a problem?

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🤣

quick thistle
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@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.

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so across the map pickup is to be expect

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should be nice fix

bleak kindle
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Woo!

quick thistle
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maybe later today i have more time to test a solution

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thank you for notifing me LoveIT

bleak kindle
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Ya! And if I come across that other problem again, and give you a poke, and see if the same solution works

hoary pulsar
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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)

hoary pulsar
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loads

quick thistle
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could be another reserved it already

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dont know that is what happened, but could be

hoary pulsar
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not really

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the one staion is full and the other empty

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i check if i increase the limit

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when does the train check how many resources are needed?

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when it picks them up or before that

quick thistle
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before that

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the moment it tries to initialize a delivery

hoary pulsar
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that might be it then

quick thistle
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i do wanna add a recalculation, but it didnt work, so i didnt implement it yet

hoary pulsar
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so probably when it drops off the load before

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something else the prioritisation is a bit off in my mind

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some stations get almost ignored and other districts stations get sucked empty

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i have a district with loads of logs but a train rarely stops there, maybe because it doesnt have any imports

native tartan
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Any idea when this mod is getting updated to version 5?

quick thistle
native tartan
weak onyx
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T R A I N

hoary pulsar
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multiple stations in one district should work, right?

quick thistle
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they will keep items in them, unless a storage is set to obtain. Items can only go in if it is not on obtain

hoary pulsar
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but does it also work when setup with different districts too?

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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

quick thistle
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Yea, should work just fine. Might be a bug ofcourse, but maybe you can make some screen to explain the situation

hoary pulsar
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maybe i have too many stations

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it seems like no train ever stops there

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but they are driving by

quick thistle
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Yea, thats a bug where im aware of

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Its not a bug, but the priority is wrong

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Its based on total missing items

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Not fill rate

hoary pulsar
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so they deliver what has the highest limit first?

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it seems im finding all the limitations

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i have 10 stations and 11 ish trains ^^

bleak kindle
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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 :<

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It'll work before I quit, and then break when I load it back up

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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.

hoary pulsar
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just something not quite right with the priority

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why are trains so weird going up and down?

bleak kindle
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They'll sit at a wait station rather than deliver it :p

hoary pulsar
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hmmm

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post a screenshot

quick thistle
hexed wagon
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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)?

regal matrix
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Other than that I got nothing

hexed wagon
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Ok, I think something is really wrong with my game 😂
I just toggled the "Divides sections" box, and then 2 beavers elevated to heaven...

hexed wagon
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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.

kindred grove
tired steeple
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Playing on update 5 with 0.8.0 and crashed on creating my first train

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I've got the stack trace if you need it.

tired steeple
radiant geyser
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Hi, is there any limits on the amount of inter-district transport of goods in the mod?

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I have 4 districts connected with trains and the newest one doesn't seems to be reciving any trains.

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I May provide with the savegame if usefull

kindred grove
radiant geyser
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I'm playing with update4

kindred grove
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Perhaps not enough trains? I think trains can only carry one type of item if I remember correctly.

radiant geyser
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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.

kindred grove
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At a time I mean

radiant geyser
kindred grove
radiant geyser
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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).

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The good station get's loaded with local metal scrap, but doesn't recive logs, water or food.

kindred grove
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I'm familiar with that mod lol

radiant geyser
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All of the related warehouses are set on Obtain goods.

kindred grove
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Lol beat me to my next trouble shooting question

radiant geyser
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. * cries in spanish *

kindred grove
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Is your track design more like a spoke or loop?

radiant geyser
kindred grove
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My next trouble shooting step is usually build a dedicated track between the main district and the problem one

radiant geyser
kindred grove
radiant geyser
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There are dedicated tracks for each way, so they do not colide

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4 have the issue

kindred grove
radiant geyser
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1, 2 and 3 works fine

kindred grove
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Oh I see the 4 now

radiant geyser
kindred grove
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Hmmmm

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Perhaps it sees logs and water as "full" in district 4?

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I see that it's exporting scrap like it's supposed to

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Add another log pile in district 4 then see if they try to import logs

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Or replace the existing one with an underground pile

radiant geyser
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I'm, for example, also importing planks and medicine, and have plenty space (almost empty) to receive them.

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Will try to build a new one.

kindred grove
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Ya I noticed that....

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Your track looks fine, distribution from what I saw looks fine, idk tbh

radiant geyser
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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"?

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IDK, just brainstorming nonsense at this point.

kindred grove
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I wouldn't think so but I didn't do that in update 4 while trains were active

kindred grove
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Wish tobbert or at least a modder who could see his code lol

radiant geyser
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I'm just negated to go back to old district crossing. Trains are so effective.

kindred grove
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I mean both are effective as of u4, but yes trains are preferable

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I miss my trains in u5expeimental

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I also miss packaged foods

hoary pulsar
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@radiant geyser

Its not a bug, but the priority is wrong
Its based on total missing items
Not fill rate

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maybe it has something to do with that

radiant geyser
radiant geyser
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I'm trying to make some testing, and by some reason, scrap metal from district 4 just teleports to the district 1.

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Also I noticed something weird, why this goods station have a 3rd section with no arrows?

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Instead of having a normal "in" and "out" arrows?

steady tulip
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What am I doing wrong? ( I will be very happy for tips that could work)

vagrant dove
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Is the mod working for update 5 currently?

steady tulip
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It seems like

kindred grove
elder tide
astral nacelle
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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)

narrow oasis
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Are you on version 0.8.1?

astral nacelle
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{
"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"
]
}
]
}

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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

tired steeple
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Mod version 8.1 was fully functional on the first Update 5 release (red badwater)

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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"

kindred grove
dire zealot
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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.

astral nacelle
tired steeple
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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

dire zealot
tired steeple
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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 😦

dire zealot
tired steeple
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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

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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

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(I'm freely using all the platform mods so maybe it just didn't like all the structure above my water tanks)

dire zealot
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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?

tired steeple
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they were falling below the paths for some reason

tired steeple
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Oh NICE! haulers use the passenger station even when hauling cargo. I can get my buildsite supplied without the broken cargo station 🙂

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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

dense burrow
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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.

narrow oasis
dense burrow
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Thank you very much

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much bettter this way I must say

quick thistle
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Im back and wanted to share here that the mod is updated again. Shouldnt crash on the button anymore

tired steeple
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Fix Confirmed! Thanks man!

jagged rune
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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

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Is there any way I can stop this?

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I tried switching the send/receive order around but like, that doesn't work

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It's like my beavers are determined to use the train in the worst way possible for moving goods

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Please help me my beavers are too stupid to use a train

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(Through this entire process, the station they're supposed to pick the metal up from is completely ignored)

strange blade
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Other way then deleting the passengers station.... ThinkingIT

jagged rune
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But they use those to get to the scrap pile

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I guess I can't use trains for intra-district transport

jagged rune
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I solved the problem by just turning the metal outpost into it's own mini-district, with 6 beavers & everything they need shipped in

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Food & water goes in, scrap comes out

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When the scrap pile runs dry I'll either just assimilate it back in or turn it into something else

loud sentinel
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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?

quick thistle
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you dont need that many

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those are just to indicate sections

loud sentinel
spice terrace
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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

strange blade
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It's not a bug, it's how it works. No way, yet, to make it works as it sould be.

quick thistle
# spice terrace hey gang, hows the bug situation rn, specifically interested in the bug where th...

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 😦

jagged rune
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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

torn cipher
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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.

quick thistle
torn cipher
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yup, and 1 waiting station, but its not part of the track. its where the train currently is in the first pic

tall bridge
quick thistle
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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

torn cipher
obtuse arrow
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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?

strange blade
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Is broken

quick thistle
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Got reports it broke. I will try this weekend

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As i saw from the error, might be small fix

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Probably a name got changed

paper jacinth
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can we just make this mod official already? my gosh I love this

acoustic stone
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gorgeous mod i cant wait to have a working train..

quick thistle
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What version you using?

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Experimental or stable?

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If stable, then trains work fine i believe

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Been a while

acoustic stone
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oh? i use stable... it just sits in the station

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the layour is sort of


|___x|

| being goods stations
x train station

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the guy working in the station just kinda drinks water and pray all day and the train smokes and does nothing

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do i need to take the train station out of between the goods stations? can it not pathfind through

quick thistle
acoustic stone
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i will as soon as i can! really appreciate your time on this

quick thistle
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might be im a sleep though, been a tiresome day

acoustic stone
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oh my god it fixed itself nvm <3

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(train is GORGEOUS)

latent basalt
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what folder do i put it in

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plz help

quick thistle
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This is for specific help with my Choo Choo mod

latent basalt
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yes what folder do i put that specific mod in

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please help

outer loom
latent basalt
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i have decided to be a responsible person and quit trying to mod

unkempt copper
remote iron
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is choo choo still broken in update 5

quick thistle
remote iron
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not a problem was just checking

proper shoal
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can i please get some help

quick thistle
proper shoal
tulip sentinel
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how do i actually get the trains to transport passengers? there are trains active but theye wont move the people

swift harness
#

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...

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▶ Play video
wise ivy
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I built a train loop for my world and the trains just.. aren't running...

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What do I do?

gilded fern
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how many sections have you got?

quick thistle
wise ivy
wise ivy
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Only passenger

kindred grove
# wise ivy One

This is likely your issue. Need at least 1 section per train

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Even with one train, you still need 2 sections I believe

wise ivy
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This is the loop, what's the issue

kindred grove
# wise ivy 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)

errant light
#

is Choo Choo mod still broken for Update 5? If so, does anyone know the last stable release for Update 4?

mighty sun
quick thistle
woven crescent
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Love the choo choos

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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

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same for wide corners + the wide three ways and such

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im still on stable tho

quick thistle
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now i think about it, we have a release date

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i can start working on it

woven crescent
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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.

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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

quick thistle
kindred grove
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Hurray! The return of choo choo mod is coming. I'm excited

woven crescent
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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

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Bit if that's fixed in update 5 then yippee

quick thistle
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I believe that is the case yes. That its already fixed.

plush token
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ok i have a problem with my train

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is there french people

quick thistle
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please no french in this chat

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im very much against

plush token
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ok

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can you help me

quick thistle
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yea sure thing!

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will try to atleast

tall bridge
#

Images is more than 1000 words😉

copper crypt
copper crypt
quick thistle
copper crypt
quick thistle
copper crypt
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Yeah whats with that?

tall bridge
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rule 1

copper crypt
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Yeah

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Ah okau

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How are you 2 doing?

quick thistle
#

i have a job

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and will start with my master next year

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very excited

copper crypt
#

Which master?

quick thistle
#

Register accountancy

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At Nyenrode

copper crypt
#

Sounds difficult

quick thistle
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Yea, probably will be

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but the money is insane

copper crypt
quick thistle
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and i find it fun, :p

tall bridge
copper crypt
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Hope u get better soon

tall bridge
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me 2 😉

quick thistle
#

do you have fireworks in Sweden?

copper crypt
#

Has anything big happend except from the official updates?

quick thistle
#

otherwise sadge going outside

copper crypt
#

Like big mods or something?

quick thistle
quick thistle
copper crypt
#

Oh, so its kind of a coincidence i find the only 2 ppl i talked to in the same channel at the same time

tall bridge
quick thistle
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But regarding choochoo im gonna try to get it update before the 18th so it can be used on release

copper crypt
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I should really do another Timberborn playtrough

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But idk if i feel like playing it

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Might as well try the new update on the 18th

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Hopefully with trains

slender helm
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Is there a dedicated FAQ for this mod? I was experimenting with how it works but it wasn't filling the train wagons completely

quick thistle
#

I know that some things were buggy and some were not, I dont believe one exists, but youre free to ask!

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best is to send images of the situation. Best way i can help 🙂

slender helm
#

Fair enough - I'd have to recreate it as it was a throw-away game

quick thistle
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also has some videos of youtubers using the mod and explaining as they go

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But also good news! got flipping working!

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And removed most corners which people wouldnt like to be ocupied

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if it looks wierd, its on the the player KEKW

slender helm
quick thistle
#

Yea it does a lot for you

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As Timberborn is more chill, i wanted to make it fit the game more

slender helm
#

It was just odd the train took less than the full cargo load

quick thistle
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by being more automatied

slender helm
#

I do like the train animations 😄

quick thistle
slender helm
#

Choo! Choo!

slender helm
woven crescent
quick thistle
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fix is live, not gonna add the update 5 tag, but ima play with it myself right now

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hoping to find some more bugs

strange blade
#

@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 ? ThinkingIT

quick thistle
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hmm tunnels

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hmmm

quick thistle
strange blade
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And, if I am not too sadistic, to break the train if running in badwater ? 👹

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@quick thistle [Error : Unity Log] InvalidOperationException: Failed to load asset (tobbert.choochoo/tobbert_choochoo/TrackRIntersectionRight2x3.IronTeeth). Asset name does not exists inside bundle

quick thistle
#

bruh im such a retard

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wait

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why arent i crashing

strange blade
#

It is not a crash

quick thistle
#

I made a typo?

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hmm

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even on an older save of mine it doesnt do that

tall bridge
#

what faction?

strange blade
#

IT

quick thistle
strange blade
tall bridge
#

tobbert tested ft?

quick thistle
#

maaaaybe IsForMe

tall bridge
#

have Neeever done that error my self 🤣

quick thistle
#

oki, uploading now 🙂

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sorry Todor 😦

strange blade
#

Just a short break in playthrough 😄 Not a big deal 🤣

quick thistle
#

I find it funny, as a i started a new world and was like, less do FT for once

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its finished uploading

strange blade
#

Downloaded. Let test begins 🐸

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New game started 🎆

quick thistle
#

@strange blade flipping goods stations will not working for some ** reason

strange blade
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Track issue ?

quick thistle
#

not sure

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really

tall bridge
#

i think its because it when flipping the track moves to other side but is it moved in all places in code ThinkingIT

strange blade
#

Visual , flip is OK ...

quick thistle
#

yea, but trains wont transport

tall bridge
#

better if just entry was moved between sides i think

strange blade
#

and the yard is working ?

kindred grove
#

Hope it gets weird

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Trains whizzing by at high speeds should provide a nice breeze

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As long as
Beavers
Need
Safe
Fields
isn't driving the trains

bold current
quick thistle
#

Wind changer is nearly 1 on 1 aswell

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And there was the name changer

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Which is just a worse version of another one

bold current
#

ah ok

tall bridge
#

@strange blade can you load a save with trains added?

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or wait could be last timberborn update that broke stuff

tall bridge
#

a save without choo choo as only removed item did not load

quick thistle
#

Or it doesnt work with mimic mods

tall bridge
#

see my findings in #🤖mod-creators

strange blade
tall bridge
#

or new record its not his fault this time 😛

strange blade
#

It is not !

strange blade
regal matrix
woven crescent
#

Yes please add train tunnels 😅

slender helm
#

@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! ?

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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 😄

strange blade
#

Usually, live version of a mod is for stable version of the game, latest version of a mod, for experimental

slender helm
#

As I said - no changelogs for anything so I have no idea what's going on with any of them 😛

tall bridge
#

and update 4 is stable branch

strange blade
quick thistle
#

As i said, should have made this so much earlier

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Debugging the pathfinding system

tall bridge
#

what does the yellow things tell you?

quick thistle
#

which points a train will go to

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its path

tall bridge
#

🙂

quick thistle
#

when clicking on a trackpiece i can now also see what points it will use

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this is what will show it for tunnels aswell

quick thistle
#

Fixed the building issue

strange blade
quick thistle
#

not allwoed either

strange blade
#

Why ? The folder name is correct and exists ... 🤔

quick thistle
#

other mods dont seem to have the issue

#

how wierd

tall bridge
#

could it be that assets is loaded at all and not just map editor and ingame?

tall bridge
#

changed and i was able to update

"Scenes": [
          "InGame",
          "MapEditor"
        ]
quick thistle
#

but this sucks, as people will crash now

tall bridge
#

whats new? 😉
is ||tunnel ||work 😛
||think i did it to high||

quick thistle
#

Love it

#

but still busy updating everything again

tall bridge
#

ya but if i have models ready then its eayer to do 😉
||and thinking of an extention to and extention or "Rail Extention"||

quick thistle
#

fair fair

tall bridge
#

||could do both Tunnel and bridge with rails on them then||

half yacht
#

At least, you don't have to change anything for the bridges

tall bridge
#

There we go folktails also prepared 🙂

quick thistle
#

You still have rpoblems with pathinding @tall bridge ?

tall bridge
#

have not tried to flip will do some tests soon

quick thistle
#

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

tall bridge
#

hehe

quick thistle
#

gonna have to test this build a lot myself aswell

#

WANTED TODO THAT YESTERDAY

#

BUT THEN AN UPDATE CAME OUT

tall bridge
strange blade
#

Can you add, in Choo! Choo! settings, if Thomas the tank engine is installed, those engine in Default engine list ?

quick thistle
#

that isnt happening

#

ohyea

quick thistle
#

Finally have that dynamic CB_wink

tall bridge
#

Specification and declare a locname + prefab to use?😉

quick thistle
#

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

quick thistle
woven crescent
#

Thank you so much for tunnels LoveF

slender helm
quick thistle
#

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" OMEGALUL

#

Seems the acces denied to move directory is still a problem

woven crescent
#

what is the maximum storage for a goods station

quick thistle
woven crescent
#

I see

#

the good station looks so small for 200 resources lol

#

advanced freight storage technology

tall bridge
quick thistle
tall bridge
#

np

slender helm
#

Feature request: A simple stand alone S-bend from the switch as it's own piece

woven crescent
#

oh yeah

#

that would be really useful actually

kindred grove
slender helm
woven crescent
#

S bend would be so useful for Terrace Valley DamF

quick thistle
#

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

tall bridge
#

🙂 can you right click on a track prefab and press export package?
straight piece maybe ThinkingIT

quick thistle
#

Though i have to say, it might be easier to just have the tunnels be in the base mod

#

would make changes easier

tall bridge
#

then i compile the model for you

tall bridge
#

😮 because it has option for deviners?

quick thistle
#

The crossing is a even better example yea

#

you see what would need to change to indicate that

tall bridge
#

will look into it tonight/tomorrow

quick thistle
#

Cool! lemme know if you stuck on anything!

tall bridge
#

do the #TrackMarker need to be one piece right?

quick thistle
#

Yes

#

Or atleast 1 parent

tall bridge
quick thistle
#

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

tall bridge
#

🤔

tall bridge
#

😄 @quick thistle Weee 🙂

#

time for dinner then continue add more lengths and bridges

tall bridge
#

what does this do? for curves?

quick thistle
#

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

tall bridge
#

so route corners can me 0 for me as all is straight atm?

quick thistle
tall bridge
#

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

quick thistle
#

You probably changed the science

#

Should be set to 0

#

@tall bridge

quick thistle
tall bridge
#

but if i remove the track component it loads :S

quick thistle
#

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

tall bridge
#

😮

#

but did work for folktails ThinkingIT

quick thistle
#

oke wierd

tall bridge
#

well setting to 0 worked so 0 it is

quick thistle
#

if science is not 0 it should always crash

tall bridge
#

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: ?

quick thistle
#

B is better right?

tall bridge
#

ya my thought 2

quick thistle
#

Yea, think so 2

#

you can even do a 2x2 corner into it

tall bridge
#

then we go for B

quick thistle
#

as the inside of the corner is now empty

tall bridge
#

🙂

quick thistle
#

and doesnt seem it would intersect, so look epic

tall bridge
#

hmm looks correct but i use corner to mount to for the bridge and looks like you block corner or use it

quick thistle
#

oooh

#

hmmm

#

i block corner yes

#

bc i dont want a pole from a platform in the middle of the tracks

tall bridge
#

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)

quick thistle
#

ooho i know the problem

#

is the top one full?

#

hmm

tall bridge
#

sent you the plugin if you have some debug you can do

#

do i have to declare connection for both ways?

quick thistle
#

what you mean?

#

Trackroutes, yes 2

tall bridge
#

could be that then

quick thistle
#

trackroute is just 1 route, so if they can go both ways you need 2

#

Different colors shouldnt be happening though

tall bridge
quick thistle
# tall bridge

Yes, exactly, if you reverse the one you have, it should be fine

kindred grove
#

Beautiful LoveF

quick thistle
#

Also, you only need 1 routecorner

quick thistle
tall bridge
#

Tunnel now works in both ways but bridges still behave strange

quick thistle
#

how does this work again

#

from the side, can you show which blocks are occupied?

quick thistle
tall bridge
#

but the arrow is on the right place ThinkingIT

tall bridge
#

well we can look more tomorrow

quick thistle
#

Yea, tried looking, but dont see anything wierd, would have to indeed install, will do that tomorrow

tall bridge
#

Option B add long track pieces for bridges and use path extention bridges 😉

quick thistle
#

true i guess

#

might be an better solution anyways

#

less total bridges overal

tall bridge
#

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?

quick thistle
#

Sections are per object

#

So if they are in the same, then no, they cannot be on seperate segments

woven crescent
#

S tracks LoveF

#

I would accept S tracks having gaps just for the utility of something vaguely diagonal lol

slender helm
#

I just want to nudge the track over one tile without using two 90's - it's really jarring :\

quick thistle
#

Ive been working on debugging tools to make the making of tracks easier

#

SSo i hope to make some more types

slender helm
#

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 >.<

quick thistle
#

those types of tracks are really usefull though

#

just making them sucks balls

#

with how the track system works

slender helm
#

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

woven crescent
#

If I had S tracks I would have probably used them instead of the big 90 degree bend I ended up using lol

woven crescent
slender helm
#

There are many reasons, lol

strange blade
tall bridge
strange blade
#

Depend only where you activate the track divider in straight track.

tall bridge
#

hmm was not planned to enable that

strange blade
tall bridge
#

the tought was to have it easier to build on long straight tracks and you add singel track where you want signals

tall bridge
#

Mainly to help build track over bridges

quick thistle
#

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

tall bridge
#

hmm maybe found the problem why bridges did not work

quick thistle
#

oh

tall bridge
#

wrong written spec 😉

quick thistle
#

ooh, so it might work?

tall bridge
#

checking atm

tall bridge
#

Almost 😛

slender helm
tall bridge
#

no working on bridges and tunnels

slender helm
#

That was a joke 😛

quick thistle
tall bridge
#

roundcorners have to be at same height and connection should not point inward towards itself 😛

strange blade
tall bridge
#

Soon ™️ 😉

strange blade
#

LOL, trains underwater ? And will still smoke ❓ 😍 🤣

tall bridge
#

why not 😛 safe work environment was optional 😛

half yacht
#

Trains with active cooling x)

strange blade
half yacht
#

😄

half yacht
strange blade
#

Poor Tobbert. No solutions, yet, for beaver hats, and now, has to make snorkels 🤣

woven crescent
#

they could have beavers on them driving them like flinstones cars

tall bridge
woven crescent
#

aw

#

tru

slender helm
tall bridge
#

@quick thistle 😄 its released 🥳

strange blade
#

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 👏

tall bridge
#

or you build a walkway on one side 😉

#

but there is some bridges that has both sides in it could add more of those

strange blade
#

for bridges, yes, but for tunnels ?

woven crescent
#

I've just been using a single tunnel section in path extention lol

#

didn't think to build it using two lol

slender helm
#

The "usual" approach to large constructions is temporary scaffolding and ladders which is removed when the project is completed

strange blade
#

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 🐸

strange blade
#

@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.

slender helm
#

ermagurd, the in-game mod manager is shyte >:|

slender helm
#

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 >.<

kindred grove
quick thistle
#

@tall bridge how about making it just a dependency?

#

did it in the wrong channel kek

tall bridge
#

Not sure what you mean rail extention has choo choo as a dep

strange blade
#

Its reverse. But, already depends on Choo! Choo! mod.

quick thistle
tall bridge
strange blade
quick thistle
#

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?

strange blade
#

Sure, but, circular dependencies ... 🤫

quick thistle
#

yea i know, thats why im asking to switch it around

tall bridge
#

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

stark pendant
#

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.

quick thistle
#

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

stark pendant
#

Thanks, it'll be cool if it works.

woven crescent
#

Will we have S-Bends in next release of Choo Choo? beaver

#

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

stark pendant
quick thistle
quick thistle
quick thistle
woven crescent
quick thistle
#

I believe you cannot take the R-intersection as its not symmetrical

#

i know, impressive

woven crescent
#

Something like that yea

tall bridge
woven crescent
#

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

quick thistle
#

i can send you them

#

nono LoveIT you man

#

for doing all of that

woven crescent
slender helm
#

tbh, I can think of several more prefab tracks that would be nice

woven crescent
#

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

quick thistle
#

a sort of mirrored y intersection

#

Ive also been thinking about diagonals aswell

woven crescent
#

Yea

quick thistle
#

it should be possible with the current system

#

though very specific, so would have to try

woven crescent
#

Also N shaped crossings like this

woven crescent
tall bridge
#

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

quick thistle
#

meh, i wouldnt know

#

i dont play the game much

#

if you think its a good idea 👍

tall bridge
#

its a rework im doing also for normal bridges and tunnels and lowering the science cost of tunnels 😉

quick thistle
#

oooh also gives more meaning to science, so im a fan

strange blade
#

YA, but how can block tunnels and bridges for working if no science ?

tall bridge
#

ya that is also my thought

#

some one has to be there an inspect it 😛

quick thistle
#

1 and 2 are free aswell, so thats nice

tall bridge
#

ya have an enty way to get them hooked 😛

quick thistle
#

if they need to go through something, thats doable, but if they wanna optimise, its more expensive

tall bridge
#

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 😉

tall bridge
#

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

kindred grove
#

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

tall bridge
#

hmm true maybe have them little higher before it req science upkeep

sacred garnet
#

Starting to get railroad tycoon vibes..

woven crescent
#

If anything the switches should cost research because they gotta coordinate that stuff somehow :9

rose stirrup
tall bridge
#

Nothing just will not get more until you have hogher production

bold current
tall bridge
#

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

zealous turret
#

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?

strange blade
#

Use regular bridges for workers or use platforms ...

#

You can demolish them later if needed and recover goods

zealous turret
#

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?

slender helm
#

Build temp bridge/scaffolding (beavers can only reach up two levels, down to the bottom) so you will need to build and plan accordingly

zealous turret
#

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.

tall bridge
#

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?

zealous turret
#

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.

slender helm
#

fwiw, if using the ladder mod you can build scaffolding fairly quickly and easily or even embed them directly into your support structure

zealous turret
#

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.

strange blade
slender helm
#

Yeah, if you look at my bridges, you'll see there is a single track between setup as a section block

slender helm
#

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

strange blade
#

YA, if you want to use solid column support for bridges. But, for metal bridges, trusted suport columns like reiforsed ladders, looks better.

tall bridge
#

maybe need to release a arc decoration cube so you can build with cubes up ThinkingIT

#

this but metal/tree look

slender helm
#

The minimal "inline" station platform I could come up with, elevated above the "potable reservoir"

quick thistle
quick thistle
slender helm
#

Station side

slender helm
quick thistle
slender helm
#

top-down

tall bridge
slender helm
#

I've kept my beavers very busy

#

Am I banned for image spamming yet?

tall bridge
#

nope we love it 😛

strange blade
#

Well, cycle 62 ... Sure not a short game 👏 🥳

slender helm
#

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

slender helm
tall bridge
slender helm
#

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

tall bridge
#

🤔 will look at it

tall bridge
#

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

strange blade
devout talon
#

do the trains work properly now?!?

quick thistle
#

reported to me that is

devout talon
#

yay!
I wanted to get back into the game cause of the update and was worried the mods would take too long to update!

quick thistle
#

i was keeping up to date with U5 🙂

#

have fun!

zealous turret
#

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?

zealous turret
#

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!

quick thistle
#

hmmm deletes items? i thought i had fixed that issues 😦

woven crescent
#

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

quick thistle
#

Bc i dont like modelling that much xD

woven crescent
#

Lol

kindred grove
quick thistle
#

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

quick thistle
#

@tall bridge could you remove the dependency on choochoo? it seems it can result in loop depedency and crash mod manager.

stark quest
#

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?

strange blade
#

Was removed (moved to dev mode). Not working as intended so, will be rebuilded but, will take some time.

stark quest
quick thistle
#

and it is unchanged, but any issues related to it, i will not help with it untill i have worked on the improved system .

stark quest
quick thistle
graceful fable
#

Would a 2x4ish S-bend be something that can be added? Purely an ascetics option but would be nice none the less.

woven crescent
#

The S bend is a popular suggestion

woven crescent
#

I think Knatte might be working on that for rail extentions but I'm not sure

slender helm
#

Need some Roller Coaster Tycoon track pieces - helixes and loops or something ¬¸¬

graceful fable
#

Do good stations function internally to a district?

zealous turret
#

Hey all, what's your favorite map to play with the Choo! Choo! mod?

strange blade
#

Since now we have train tunnels, any map with full of mountains .

devout talon
#

im currently playing on the red Tide map
love to build bridges over the water

graceful fable
#

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

devout talon
#

i really liked the thousands islands map pre U5
now? ehh...

zealous turret
#

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.

quick thistle
#

The goods inside the station one the right should always show? Instead of only goods currently in there?

zealous turret
#

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).

tired canopy
#

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)

quick thistle
#

Maybe i see something, its a big mod, so there can be bugs for situations that i didnt think of

tired canopy
quick thistle
royal arch
#

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

strange blade
#

So, the bug is with bridges with track ?

royal arch
#

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

strange blade
#

@tall bridge , you may join , it is something with rail extension

tall bridge
royal arch
#

Restarted to fix the path

#

The 2x1 connected to 1x1 railbridge bugs out when you edit tracks/build a loop with them

tall bridge
#

Hmm so track is not connecting got any visual indication that it goes wrong

royal arch
tall bridge
#

If so image would be good, and ehat race? Ft?

royal arch
#

The whole loop was white, the 2x1 was green

tall bridge
#

Ok will look into it

#

Could also be a choo choo bug because a restart fixes it🤔

royal arch
#

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

royal arch
#

I probably am just over engineering this beever save has I am now like 50'sh hours in lol

tall bridge
#

Will have to see if i can reproduce it

royal arch
#

@tall bridge hey so, I restarted paths look all good now, but my trains no moving

tall bridge
#

Send the save and let me look at it in the weekend

royal arch
#

I deleted the railyard, would that possibly break the engines?

quick thistle
royal arch
#

alr

#

trains turned back on after eleting some track so i could replce something

quick thistle
#

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?

royal arch
#

yes

quick thistle
#

Then bridges are something i didnt account for

#

but honestly no clue what it could

royal arch
#

tracks arnt connected so pink and purple is right due to the one way loop being broken but see an issue?

quick thistle
royal arch
quick thistle
#

it with all bridges?

#

or just the small ones

royal arch
#

small ones

#

it ooksl ike

quick thistle
#

Then i think its a configuration mistake, though its wierd its fixed after restart

#

are those filpable?

royal arch
#

1x1 to 6x1 bridges are the issue

#

if you connected one of those to another one of those the pathfinding goes silly

quick thistle
#

oh, i think i know why

#

hmmm, might be harder to fix issue then i thought

royal arch
#

Good luck

#

@quick thistle oh question, passenger trains how do they work, I see the train car model and that's it

royal arch
quick thistle
#

Someone mentioned on reddit changing the name to Chew! Chew!

woven crescent
#

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. GolemFT

quick thistle
#

I wanted to do balloons first

#

after trains

#

havent gotten around to it

woven crescent
#

i see 😮

strange blade
woven crescent
#

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

royal arch
#

@quick thistle btw, if you need a test for Choo Choo lmk, I can find ways to break it lol

royal arch
#

@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

woven crescent
#

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)

zealous turret
#

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?

zealous turret
#

Of course, where do I find it on a steamdeck?

strange blade
#

Documents\Timberorn\Error reports folder. We need the crash archive .

zealous turret
#

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.

summer jewel
summer jewel
zealous turret
strange blade
#

@tall bridge , the error is from rail extension mod ...

#

Parameter name: Component ScienceNeedingBuilding wasn't found in entity RE_Bridge_1x6.Folktails

tall bridge
#

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

zealous turret
#

Went back to 0.02 and it's working again. Thank you!

regal tree
#

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

royal arch
#

And only transported if their is storage on other end on "receive"

eternal hollow
#

would be nice if the tunels could pass through leves as well

royal arch
#

Or I thought it existed

strange blade
royal arch
#

Yeah that ^

eternal hollow
#

Yeah the challenge is when you've got a mix of levee and dirt you then need gaps between them to switch tunnel types

strange blade
#

So, a half tunnel, to allow connecting with other one at the other side @tall bridge ...

tall bridge
#

Hmm so a end that can be in side ground ThinkingIT 👍
Will take some time until im able to add it tho

peak sparrow
#

is it something I should be aware off?

mental berry
#

@quick thistle not sure if mentioned before, but your mod seems to crash the "create new map" option

grim sedge
#

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.

royal arch
woven crescent
#

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

quick thistle
mental berry
inner mirage
#

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

inner mirage
#

I've confirmed that if I remove this folder from plugins, the animation bug does not occur

strange blade
#

Making science doing nothing 🤣

quick thistle
strange blade
#

Is due to this mod 😮

quick thistle
#

oh, i waasnt aware

#

no other mods installed?

#

oh you do have others Hmm

strange blade
#

They are, but with mod removed, all is normal

#

All buildings that is supposed to have workers inside when working, are affected

quick thistle
#

so with choo choo only it is also broken?

strange blade
#

Let me try with only trains

quick thistle
#

because i dont even know where to start even checking this bug

#

i dont change anything related to taht

strange blade
#

Only choo! choo! and Thomas 😢

quick thistle
#

Oke, gonna add it to github

strange blade
#

But, buildings are working. May add this as a feature (automated) 🤣

quick thistle
#

wait, so the animation is broken only?

strange blade
#

YA

quick thistle
#

oooh, oke

#

phew

#

still an issue

#

though less of an issue

#

i thought you couldnt play the game anymore

strange blade
#

Is not so bad, just odd ...

quick thistle
#

then i might know where this is located

silver egret
#

The issue be like

// TODO: This breaks animation
quick thistle
#

exactly, it so i wont forget it exists

wintry adder
strange blade
wintry adder
#

oh ok.

past thicket
#

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

quick thistle
past thicket
# quick thistle 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)

quick thistle
#

:/ im not aware of issues, but there might be still some then? Idk

#

they can navigate to the other station?

past thicket
#

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

quick thistle
#

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

past thicket
quick thistle
#

Currently at work still, so I will look sometime later, dont knoww when as im very tired 😦

lapis carbon
#

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?

past thicket
quick thistle
lapis carbon
#

I will try that thanks.

quick thistle
#

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

lapis carbon
#

alright

lapis carbon
#

I found out what was the problem. some of the tracks were set to 1 way only. my bad 😅

quick thistle
#

my bad that that issue is deleting items though, sorry about that

#

will add it to the list

lapis carbon
#

no problem i did have 4 k wood anyway so some cleanup was nice

past thicket
#

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

lapis carbon
#

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?

quick thistle
lapis carbon
#

i am not mod dev in any way so its just something that came to my mind

quick thistle
lapis carbon
#

who knows maybe its just timberborn path code bugging it

quick thistle
#

I write all of that myself

lapis carbon
#

oh in that case i hope you can fix it

quick thistle
past thicket
quick thistle
#

it is displaying the same color, so Hmm

#

in your image i mean

lapis carbon
#

I cant test it too if you want

past thicket
#

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

inner mirage
#

have a chance to look into the animation bug yet?

quick thistle
#

I just pushed all fixes for the mod manger

royal arch
quick thistle
#

i see i didnt finished my sentence, i mean to add that i can therefore look to work on my own mods again

inner mirage
#

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

royal arch
#

*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

inner mirage
#

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

quick thistle
#

Ohyea,thats a bug still. I forgot as it doesnt impact that much

royal arch
#

@quick thistle oh dam

#

Don't mirror the train yard

#

I killed the building hoping it would help

#

oh dear