#Choo! Choo!

1 messages · Page 8 of 1

royal arch
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it just materialized back onto the tracks after clicking something in a warehouse

inner mirage
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I've only connected the waiting station so far but my train also did that

quick thistle
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I forgot to fix that

inner mirage
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gonna rebuild it the other way for now

quick thistle
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Oh, the train should be able to find its way just fine

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Not like that though 😦

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As long as its on the tracks

inner mirage
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can I force it to go to the waiting station somehow?

quick thistle
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It should go there if it can. Based on the image i dont see why it cannot?

inner mirage
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in dev mode it doesn't say anything in the behavior section - is that relevant?

quick thistle
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I didnt add debugging tools Sadge

tall bridge
inner mirage
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I did - the train still doesn't move

tall bridge
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does it have any work to do? (do think it only moves to waiting station if it has worked)

inner mirage
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mods installed are Choo Choo and the floodgate automation one

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there's definitely goods in goods stations it should have access to that need to be moved

inner mirage
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do train signals make the entire section one-way or just the tile with the signal on it

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it looks like the train wants to go backwards and my layout prevents it from doing that

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or to rephrase that to be less nonsensical: the train only wants to come out of the front of the depot but it's facing backwards when it spawns

past thicket
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Hmm... my trains suddenly stopped delivering. Sender station has the goods, receiver station needs the goods, the track is clear, they are just sitting around doing nothing. I haven't changed a thing in the tracks

tall bridge
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restarted the game? (save and quit and continue)

past thicket
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Not so far. I took the opportunity to take a break, but I can try if it works

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Now I have, still doesn't work

tall bridge
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show images or send save and i can look at it

past thicket
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mod list is choo choo, vertical power shafts, simple floodgate triggers, with dependencies

tall bridge
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removed all diviners in this pink segment and they start moving

past thicket
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Strange. They moved fine before. Thank you

tall bridge
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hmm its not stable fix i also deployed one more train ThinkingIT

woven crescent
inner mirage
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I feel like Timberborn maps are ever so slightly too small for trains to fit comfortably in them (although I am playing on Waterfalls which has a quarter of the max map size)

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I guess I should just stop using 2x2 turns

woven crescent
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there are bigger maps where trains are basically necessary

inner mirage
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it's less of that and more that I'm using up too much space and still don't have space for signals

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but now that I think about it harder, a 2x2 turn is the same size as a house and a 3x3 x-junction is the same size as an entire factory that produces robots. beavers are huge relative to their buildings compared to real life humans and buildings.

inner mirage
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hmm, how am I supposed to design a station that can fit multiple trains but not every train that has access to the tracks? my factorio knowledge isn't working here

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oh I need some passing spots don't I

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do trains take up space on the track? for example, if I have two signals with one straight track between them, can a train block both signals? if so, it'd be nice to have a train-length from each signal marked somehow

woven crescent
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1x1 turns are fine if you absolutely need the space imo

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it's very nice for aesthetics to have wide turns tho

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lol

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I think for this U5 playthrough of Terrace Valley I'm going to realize that my first train station is just going to be a branch of my system and that I shouldn't try to cram a train depot in there lol

inner mirage
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ah it looks like 2x1 bridge is broken

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figured out why my waiting stations weren't working - they need an extra tile of clearance in order to want to go in

inner mirage
inner mirage
inner mirage
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is making the goods appear in the wagons something that's planned?

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even if it's just one crate showing up in the center it'd make it easier to know what a train is carrying

quick thistle
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I just read them both and it does seems like a very nice solution. There still some more major problems that are in my code, but when I work on it, I think your suggestions will make it easier for the user to use the trains.

eternal hollow
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Minor request:

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Top down if you cant see the flag its hard to know which direction is allowed, would it be possible for one of those endpoint circles to be an Arrow

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Like this

quick thistle
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add it as an issue, then i will add feature and will look at it, i like the idea

eternal hollow
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done

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An arrow in the middle would also work, but i figured tweaking the current routing line would leverage already exisiting visual elements

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but i dont know what your custom code is like 😉

quick thistle
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Thanks everyone. Im going through rough times in the family and these suggestions and comments make me very happy! LoveIT

eternal hollow
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Beavers on Trains make me very Happy, so im glad you get the warm fuzzies from people enjoying your work 🙂

inner mirage
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has anyone made a track network that has more trains than will fit at a single station successfully?

strange blade
inner mirage
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do I just need to not make track loops for stations

strange blade
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YA, but with separate in and out ways (double track will serve for this with one way track separator)

inner mirage
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hmm, I might need a bigger map to fit the double track and also enough crops

inner mirage
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actually I might just coax all but one of the trains into waiting stations and delete the connecting track until Tobbert has a chance to look at my suggestions

eternal hollow
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I've got a pretty big network, multiple stops, some in the same region. Some are full double track, others have single track sections

I'll share some screen shots later but it really comes down to finding some good workable station patterns.

Some ideas.

If you have a single track, the 1 in 2 out splitter is great at each end.
Put the splitter, then signal tracks on the 2 out side, one each way.

If the single track is long, then in the middle you can split and rejoin with about 6 single tracks and splitters to create passing spots.

Never put signal tracks on tracks that's two way.

Make sure ever station and waiting station is bypassable, and don't have the same track segment on both sides of stations and waiting stations

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A giant single track loop with split offs for each station can also work well, and then you can use section dividers on that loop, basically a ring bus

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@strange blade would be nice to have a wiki type thing to post workable paradigms

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Because it's actually easy once you get a couple structures that work well

eternal hollow
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@inner mirage Heres some paradigms i use

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  1. When using double Track, A H Bridge is useful to allow trains to loop back before or after busy areas
  2. Bypass, 3. Waiting Station, 4 Goods station, making sure traffic flows in one direction through these areas
    5/8 are long distace single tracks. To improve flow you can put a bypass
    6/7 Bypass: Keypoint is making sure theyre long enough to hold a full train. Trains can be on 5 and 8 at the same time, then the first gets to 6 or 7 and waits for the other to clear the line
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Looking at yours

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A: That bit of track is too small for the NW bound train to get onto, so its still consuming the track the SE train wants to get on

B: A Signal here would mean the NW train is not consuming the green network

C: Even better, have two Ts off the green line here, and immediately signal them to create a one way loop through the station

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The above would allow at least 2 trains,

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And this last one, by having that grey bypass, the main line can also be divided so you dont have that one green bottle neck

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The wait station is optional

inner mirage
# eternal hollow

the problem I have is that if I signal at the bottom of the blue in this diagram, a third train comes along and blocks the entire green track waiting for the red train to leave which is blocked by the third train

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so I'm thinking there just needs to be enough space for every train to be queueing at a station with the current train signaling logic

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wait stations are just "I'm going to park here because I don't have a goods station to go to right now", right? the position only matters for when they're pathing over

eternal hollow
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correct

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the grey line in the set above is more like a "live" waiting track

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the blue line on the input could also be signalled to create a waiting point before the station

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but with lots of trains and single track, the absolute easiest is create a one way ring nd dont have more trains than e=ring segements

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This can handle 3 trains easily

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This one handles 5 easily

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basically, trains can go round the loop unimpeeded, theres always a free track ahead, and always a wait station nearby to park excess trains,

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but make sure you have Train - 1 wait stations

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so

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This works even Better, trains come off into the good station, then after can go direct to a wait station if not needed
the extra bypass allows trains to get direct to the WS if needed

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dont need all the wait stations at all the points, there could just be a wait station loop somewhere else

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when doing double track, its essentially just the above loop but with the send and recive tracks next to each other

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or on top of each other

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i often dig a trench for the return line

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Also on the 1x vs 2x tracks, The biggest thing for me is that fact the 2x cant easily be built over making path routing a challenge

inner mirage
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I'm gonna stick with one train and 3 stranded trains on disconnected waiting stations for now; the amount of goods I'm moving isn't super high and if station train limits and partial segment blocking are implemented I can let those three trains free without any significant changes to my design

eternal hollow
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you mean you dont want to shoe horn interchanges like this into your map 😛

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Or a two track loop into a single track tucked through industrial

inner mirage
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maybe my iron teeth will do that

winged reef
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uhhh folks any idea why my train isnt moving? i assume it should move to the waiting station? (this is only one district, if that affects anything)

inner mirage
woven rover
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Hey all, any idea why my beavers won't take items from the goods station to storage? There is plenty of room in my warehouses and I have two full hauling posts that are'nt busy.

inner mirage
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the warehouses have to be in Obtain mode; otherwise they're at the same priority as the goods station

eternal hollow
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Yeah flip these two and see what happens.

craggy moat
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Wasn't that mod WB friendly at some point? clearly would be better then the district exachange system...

plz?😇

quick thistle
craggy moat
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kk, was all excited when i saw JC having it on, tought i could get it... don't stress about it, they gonna keep hauling 😉

Gon a bit over the top and was an easy way out to reduce paths and pop to regain a few fps

winged reef
dense rapids
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Is it possible to reduce the speed of the trains but give them more capacity? I can't find a config.

craggy moat
dense rapids
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They are quite sufficent for my needs, but on gamespeed 1 its like they are fast-as-fuck-boiii and on 3, which is my usual speed its like they are teleporting 😄

quick thistle
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they are 3 times speed of beavers yea xD

craggy moat
craggy moat
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btw, do they work underwater?

quick thistle
strange blade
quick thistle
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I pushed an update that shouldnt change anything other than simplifying the code

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thererfore updating shouldnt impact, except making it easier for me in the future

narrow oasis
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Installing the update with the update available button in mod manager didn't install the tobby tools. Had to do this manually.

normal sierra
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Hello, my train stays in the train factory all the time and doesn't leave. I installed a reversal option for each station and set the correct distribution for all stations.

lunar pasture
rain raptor
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Hi, I am having an issue where my trains are just riding back and forth without transporting anything. The first one I built was working fine for a while, but than started to only transport one or two pieces at a time and now doesn't even do that. I tried to build a second train to see what it would do, but it did exactly the same. After a few more days they aren't transporting anything anymore, just riding back and forth. I don't have any other mods installed. What can I do to fix this?

hybrid gale
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how do i danload this mod?❓

tall bridge
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same as any mod with modmanager see 📌 in #🚀mod-users

royal trellis
royal trellis
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For some reason in late game train basicaly refuse yo work

loud laurel
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I'm having a similar issue.

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Also, i'd love to see improved logic around trains blocking each-other. If you have a load of trains, trains entering a loop will block trains exiting it. Meaning if i want, say, 8 trains, i have to mak esure there are at least 9 train segments on each loop... which is unmanageable on larger networks. Or if you add more trains to counter the fact that each one only takes 2-3 of a resource each trip.

unkempt copper
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that's just kinda how all trains work though. trains need at least one free block so one train can move to it and free its block for another train to move into. that said, if your network only has n+1 blocks, things are gonna move very slowly X3

loud laurel
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Yes, but trains shouldn't enter a junction unless they can clear it as well.#

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at the moment they do, and that causes a complete blockage

unkempt copper
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can you make the block on the other side of the junction longer so it'll fit a whole train? if not, can you merge it with the block after that so a train won't enter that whole block unless it's clear?

odd mirage
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Good morning,
It's been a while since I last played and I'm playing again with this mod 🙂
I have set up two stations and when my train delivers the second station it does not leave unless I change the directional direction or delete a track from my loop.. any idea of ​​the problem?

loud laurel
unkempt copper
loud laurel
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I will if it happens again

hoary hamlet
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A train is idling even though it can import stuff from other station. Is that intended behaviour?

hoary hamlet
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though the problem seems to be resolved after adding a waiting station for some reason

quick thistle
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the pathfinding is so bad

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sigh

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sorry about that

hoary hamlet
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it's all good

woven crescent
hoary hamlet
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nah it didn't work

outer loom
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My train just stands at goods station and eats resources, they seem to disappear as soon as hauled in, what I'm doing wrong? 🤣

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Hm. it worked with waiting station, but initial state was a bug, right?

quick thistle
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I never test without waiting station, so that makes sense. When updating to u6 will try to fix some bugs aswell

outer loom
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Is train distribution has any relation to district distribution?

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We are trying to fix out systems they kind of work but weird sometimes. One thing trains seem to underload when good and space available

quick thistle
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the filling system is also really bad

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is related to maths, which im bad at

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atleast regarding this particular case

next breach
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I just downloaded this mod and I played with it a bit. I saw there are passenger wagons but i cant figure out to fill them up with beavers. Can anyone help?

strange blade
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Was passenger station in the past but now are disabled since is not working as it should be. Maybe after U6 Tobbert will find a way. But now, passenger wagons carriage offers only aesthetics

outer loom
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Interestingly I had talk with player using the mod with passenger trains and it works perfectly in his case, but not goods transport

quick thistle
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it works, to be clear, but edge cases as, what happens when a train that has beavers gets stuck?

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how should beavers react to that, other than the player having to delete the train to free the beavers

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also, currently, wellbeing goes down during transport

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not sure if that is nice, as the game doesnt take transport into account and purely based on feeling i feel like it should pause

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furthermore, train pathfinding is not good enough to properly say it fine

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and a lot of people had issues, so i decided to just add it do dev mode

patent vault
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What is the throughput on this thing? Like is it enough to send badwater fast enough for 8 Extractors without needing many haulers? And if it is, can I add water and food in?

patent vault
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Because I like building mega structures and my hope is to be able to set up a farming and a pumping district and send it all to my building district, for like 500-600 beavers all told.

tribal mountain
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you should experiment with it, becuase it highly depends on how efficient your tracks are, and how much stuff you allow to be stored in your stations

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I have a double track train line running from my industrial area to my mine, and also one to my corn farms, that goes past my beaver's apartements. this is enough with 6 trains to keep ~300 beavers alive on mainly corn rations, while also transporting gears, planks, water and food to my mining district

soft imp
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Do anyone know how to make my train drive?
It's job is to bring bad water from one station to another.
The station sending is set to "allow send 200".
The station recieving is set to "allow recieving 200".
Both stations are in the same district.
The barrel in the recieving end is set to "obtain" as mentioned in the mod description.
The barrel in the sending end is set to distribute.
My haulers do NOT bring 1 single bad water to the station, they prefer to run all the way back to my city storage at the recieving station with it.
Here is how my station at the sending end looks like.

patent vault
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Think they need to be in separate districts.

soft imp
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OK - Thank You - I will try see if that fix the problem.

soft imp
tribal mountain
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That shouldn't be the problem, my stations work perfect within one district...

tribal mountain
soft imp
tribal mountain
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👍👍

patent vault
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With the new unlimited district wish you could move beavers by train.

patent vault
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That you can?

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All I’m seeing is between districts I meant long distance within a district.

tall bridge
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well its hidden becasue its so bugged 😦

patent vault
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Oh

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And it’s actually her or them.

quick thistle
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Oh, sorry, always thinking its a dude on the other side 😦

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It exists, but is very buggy

patent vault
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Gotcha

soft imp
patent vault
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No, I believe Tobbert is the creator.

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He was saying not to tell me

quick thistle
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OwO

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im the creator yes 🙂

soft imp
patent vault
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No possibility to have variable wagons per train? I’m using 3 atm to move grease and extract.

patent vault
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Why can’t I get my planks to push through my trains? I have them qued appropriately.

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And have 24k in my “sending” district

tall bridge
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is there a valid path for the train?

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to bad you cant give trains lines to tell go between these 2 stations that way it would be easier to tell player what it wrong why cant it do it
or a button to validate path and then select the next station to check to
and if no valid paths is found show how far it came by color or such (light up green outwards from that station)

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or just show green if it can go there from the start station

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meaning you select one station press button rail lights up until it hits a reverse signal or end
that way you can see if it can get to the wanted station

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also have that button for waiting station and depot

patent vault
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They aren’t delivering them to the stations, they’ll do other things, but not planks.

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I have the station prioritized, I even tried selecting empty on the plank piles.

patent vault
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Something got messed up when I changed sending from on to off and back on again. Had to tear down my goods station and rebuild it on both ends.

patent vault
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Can you place more then 1 receiving goods station on a line?

quick thistle
patent vault
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I have a sending station at my base. Had one receiving 300 blocks out. Tried to put another receiving on the same line 400 out when I moved my building base again. The train wouldn’t go past the 300 station to the 400 station until I deleted the 300 station.

patent vault
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Is this going to be updated to the new Update?

quick thistle
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Im extremely busy with school, but it is the plan to update, the question being able to find time to do it xD

quick thistle
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im scared

leaden lichen
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Oh no. so many errors D:

quick thistle
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and some are very big 😦

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gonna take a while

quick thistle
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Yesterday i got to fixing all red error and removed eveything, so unity could compile. It comes down to only needing to uodate the ui and i can get in game probably

plain summit
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will the Mod be available via Steam Workshop?

quick thistle
woven crescent
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can't wait for choo choo to come back

quick thistle
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Tonight I will most likely continue working on Choo Choo

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possibly as far as to getting ingaame

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without compile errors

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So then the debugging begins HappyIT 🤞

strange blade
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Can't wait to debug 😍 🤣

quick thistle
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Debugging

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The thing is, about half a year ago, i have rewritten significant portions of code

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never tested those

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.<

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Wonder how much of that is gonna be a pain

tall bridge
quick thistle
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100% of the code was cleaned up

tall bridge
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not 110% ThinkingIT 😉

quick thistle
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or close to atleast, removed code, refactored, everything

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But also rewritten small stuff i though would be fine, but i havent test, so might be fine, might not

tall bridge
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gl 🙂

quick thistle
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TYTY 🙂

calm condor
woeful granite
quick thistle
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im able to get ingame

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ingame, sounds wierd, into loading screen

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crashes a lot

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and ive already identified major systems needing a rewrite

woven crescent
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oof

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good luck tobbert

quick thistle
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Thanks

tall bridge
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got the toolgroup to work?

woeful granite
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we believe in you Tobbert. but real life comes first. dont stress too much over beavers LoveF

quick thistle
tall bridge
quick thistle
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I thought i tried and worked, so not sure what is going wrong

tall bridge
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hmm something with your unlock component?

quick thistle
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No, it just doesnt appear

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At all 😦

tall bridge
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try place a train building in a normal toolgroup?

quick thistle
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@tall bridge you know what im doing wrong?json { "Id": "TobbertTrains", "Order": 1500, "Icon": "Tobbert/Icons/ToolGroupIcon", "NameLocKey": "Tobbert.ToolGroup.Trains", "FallbackGroup": false }``````json { "Id": "TobbertTrains", "Paths#append": [ "Tobbert/Prefabs/Tracks/TrackOneWay.IronTeeth", "Tobbert/Prefabs/Tracks/TrackCrossing.IronTeeth", "Tobbert/Prefabs/Tracks/TrackHill1x2.IronTeeth", "Tobbert/Prefabs/Tracks/TrackCorner1x1.IronTeeth", "Tobbert/Prefabs/Tracks/TrackCorner2x2.IronTeeth", "Tobbert/Prefabs/Tracks/TrackTIntersection1x1.IronTeeth", "Tobbert/Prefabs/Tracks/TrackTIntersection2x3.IronTeeth", "Tobbert/Prefabs/Tracks/TrackXIntersection1x1.IronTeeth", "Tobbert/Prefabs/Tracks/TrackXIntersection3x3.IronTeeth", "Tobbert/Prefabs/Tracks/TrackRIntersection2x3.IronTeeth", "Tobbert/Prefabs/Buildings/TrainYard.IronTeeth", "Tobbert/Prefabs/Buildings/WaitingStation.IronTeeth", "Tobbert/Prefabs/Buildings/GoodsStation.IronTeeth", "Tobbert/Prefabs/Buildings/PassengerStation.IronTeeth" ] }

tall bridge
quick thistle
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oh what

tall bridge
# quick thistle yes

then i think its the prefabcollection that do not have ID IronTeeth
so its not added the buildings to ironteeth

quick thistle
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This doesnt have that: #🤖mod-creators message

tall bridge
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meaning the toolgroup is empty

quick thistle
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Oke, thats just stupid

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at that point, just add a property of Faction

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nope, doesnt work Sadge

tall bridge
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join voice call? have 30min before i have to go

quick thistle
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ingame! Thanks Knatte!!!

woven crescent
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hella

quick thistle
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All buidlongs crash though KEKW

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For several reasons

woven crescent
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lol

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you still got it to the "showing up" phase

calm condor
tall bridge
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not what i know

quick thistle
calm condor
quick thistle
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oh

tall bridge
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meaning one beaver entry can load multiple trains

calm condor
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I think its called lane in american i think

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Simply, at a time multiple train can use it to load and unload items without need for waiting

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Something like this

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Maybe a small sub building called platform or sub station which can be connected to main station so multiple train can use it at a time 🤔

tall bridge
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or 2 train stations? one singel slot and one dual slot? but first get it to work better i would say is first thing to do

calm condor
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We just connect each lane to. Active. Rails so train can access the lanes

tall bridge
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but what is most easy and less risk of breaking

strange blade
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Considering how long (in fact, short), takes for loading or unloading, I don't see the point 🤔

calm condor
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Also each train can only carry one material at a time. So if we have multiple lanes in a station we can build a station near each district for specific purpose

quick thistle
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Loading is instant currently and im also not thinking of adding load times

strange blade
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Best is to let Tobbert to make trains working in U6 ! Any improvements and suggestiions, after.

quick thistle
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Nono, suggestion right now are really good

quick thistle
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maybe i can incorperate them while having to rewrite anyways

tall bridge
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then if they will be implemented right away thats the question but a system that support it is easier to do when rewriting stuff 😉

calm condor
woven crescent
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oh yeah knatte how is rail extension going

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haven't heard about that in a while

tall bridge
woven crescent
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ah i see

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true lol

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was just wondering if you still had u5 stuff going on since i last played

tall bridge
woven crescent
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lol

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valid

woeful granite
half wharf
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When might development resume on this mod? I remember having some good fun with it a while ago

quick thistle
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I really do not enjoy working on mods sadly, so update is unsure.

woven crescent
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Well, if you end up calling it quits, would you be willing to release any source files?

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Surely someone here is so plugged into Choo! Choo! that they would continue developing it :9

quick thistle
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Update 5 build is live on github

half wharf
quick thistle
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I dont really know really, everytime i open unity, im like... sigh and then close unity

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i think of all the things i need to update

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i just dont find it exciting anymore

woven crescent
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Yeah that's the unity experience

regal matrix
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@quick thistle Just wanted to say thanks for all the work you put into the mod and how much fun I had playing with it. Definitely understand wanting to move on, especially from an unpaid passion project that just isn't hitting the same as it used to. You're a legend in my book, always! 🚂

royal trellis
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@quick thistle thanks for making this mod, i really liked it and with it i made huge infrastructure with huge beaver colonys, wasnt really posible without the mod, i hope somone else can cotinue this mod but in the mean time no push your self to do something you dont enjoy

quick thistle
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I have been working on slowly updating the buildings, but I do not think i will make the launch date in time. Maybe if i hadent planned anything this weekend

silver egret
woeful granite
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JC will probably kiss you if choo choo is a go go

cunning jolt
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@quick thistle Can’t wait for it keep up the good work 🙂

regal matrix
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But that would be a very pleasant surprise

quick thistle
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Tonight i will hope to get all buildings updated so they work with the new changes

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Then whats left is updating all paths of all assets

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then a lot of the code will probably just work, as fundementally, the base game didnt change much that is related to trains

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just based on my other mods, as those didnt require a lot of rewriting because of minimal changes

#

biggest change being 3d water, but that doesnt impact me at all

ashen notch
quick thistle
#

To be clear, i would also insanly love it if this mod is updated

#

is basicly my child

#

xd

#

"code child"

woeful granite
quick thistle
#

Good news: Choo Choo is updated and works as it did before

#

besides updating everything to how it now should work, i didnt change the underlying systems.

quick thistle
ashen notch
#

i was just looking for it on steam lol DamFT

quick thistle
ashen notch
#

i always test first anyway

quick thistle
#

Maybe, if you dont mind testing

ashen notch
#

sure

quick thistle
#

Aaah, that would be epic

ashen notch
#

i usually test new mods on a separate save with dev mode like i have been doing with the pipes

quick thistle
#

I have plans tonight just after release, so I hope you wont find it or things you find are easy to resolve

ashen notch
#

well it took me a while to work out how to use it best on U5 due to the way the storage works on the platforms and how you have to use obtain to get stuff off it - plus i think a lot of people using it struggle with stalled trains not realising how to fix them with proper track segments

quick thistle
#

Yea, this mod has tons of issues

ashen notch
#

but i should be able to test it pretty well

#

are you making it live again? i can't see it

quick thistle
ashen notch
#

i haven't downloaded it yet - steam link is dead

quick thistle
#

You are part of the group?

ashen notch
#

oh its back

quick thistle
#

Experimtenal group?

#

oh nice

ashen notch
#

ok got it. i'm going in!

ashen notch
#

yeah, getting a timberapi crash - was getting some timbercommons crashes but i fixed those

quick thistle
#

oh, could be related to choo choo?

#

mind sharing the crash?

ashen notch
#

yeah 1 sec

#

TypeLoadException: Could not resolve type with token 01000141 from typeref (expected class 'TimberApi.UIPresets.Buttons.ButtonGame1' in assembly 'TimberApi.UIPresets, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null') at TimberApi.UIBuilderSystem.ElementBuilders.BaseElementBuilder2[TBuilder,TElement].AddComponent[TComponentBuilder] (System.Func2[T,TResult] builder) [0x0000d] in <ee04c06839d048d7a8e78dc4318fd91c>:0 at ChooChoo.TrackSystemUI.TrackSectionDividerFragmentPreset1+<>c[TBuilder].<InitializeRoot>b__0_2 (TimberApi.UIBuilderSystem.ElementBuilders.VisualElementBuilder builder) [0x0001d] in <6f51a8d04ccf436a89e293725d4b883f>:0
at TimberApi.UIBuilderSystem.ElementBuilders.BaseElementBuilder2[TBuilder,TElement].AddComponent[TComponentBuilder] (System.Func2[T,TResult] builder) [0x0000d] in <ee04c06839d048d7a8e78dc4318fd91c>:0
at ChooChoo.TrackSystemUI.TrackSectionDividerFragmentPreset`1[TBuilder].InitializeRoot () [0x00053] in <6f51a8d04ccf436a89e293725d4b883f>:0

#

etc

quick thistle
ashen notch
#

yeah i'm fully updated should be, will verify files again

quick thistle
#

oh

#

wtf

ashen notch
#
  • TimberApi (v0.7.7.0) is what I have, is latest on steam
quick thistle
#

I havent updated in my modding enviroment

#

Updating now, maybe that is the problem

ashen notch
#

oh haha

quick thistle
#

But i should then have to crash aswell

woeful granite
#

This is the exciting news I needed

ashen notch
#

lol i disables unstuckify but forgot to re-enable choo choo, 1 sec

quick thistle
#

No, this is a me issue

ashen notch
#

no, still crash with unstuckify disabled

#

same timberapi error

tall bridge
#

@quick thistle
Seen that change of some button names? ThinkingIT

quick thistle
#

Oke, no clue, but after a recompile, it now works

#

Gonna do a publish build now

#

take a few minutes

ashen notch
#

okay i'll refresh when u tell me

quick thistle
quick thistle
ashen notch
#

oke

#

okay game is loaded no crash HappyIT

#

looks like it's all loaded correctly, menu etc all okay - will do some quick testing and report

#

did a quick test to move some scrap metal, working as expected!

#

will need to add more segments etc if i add more trains, but this is just experimenting for now

#

i remember an older version of the mod used to have a bigger goods station - any chance of that model coming back? just for variety

quick thistle
ashen notch
#

i love the beaver in the train tho, they live forever as well which is cool 😆

#

oh U6 is live, going to switch from experimental. and nice to see the workshop link without having to hunt for it

quick thistle
ashen notch
#

everything seems to be working with full U6 as well 🤘

cunning jolt
#

Will it work with Greedy Builders?

woven crescent
#

choo choo in u6 is the final dragon ball that i need to get back into the game

#

glad to see it seems to be working 😮

gilded fern
#

@quick thistle FYI the dividers seem to be missing a texture, they are see through now

silver egret
gilded fern
#

laying tracks and everything is very smooth, but unfortunately creating a train and setting up the goods station seems to be heavy on the performance. game freezes multiple times trying to do these things

#

at least for me

quick thistle
#

Same

#

That is base game things which does some things

#

Really annoying, but hard for me to fix currently

tall bridge
#

Hmm try an other shader?

quick thistle
#

No, is meshy and sketchy stuff

woeful granite
#

i do the choo choo

mental crescent
#

@quick thistle issue found by @shadow drum . Change: PrefabGroupSpecification.TobertTrains.GreedyBuilders.optional to PrefabGroupSpecification.Buildings.GreedyBuilders.optional

gloomy prairie
#

my train seems to fly over parts where the rail and platform is yet to be build XD

quick thistle
#

Oooooooh

#

i see

#

yea they changed that

#

Oke, need to update that

gloomy prairie
#

idk if this is choo choo mod related but i was spectating the train with the little eye icon, and then clicked on my population stat in the top left and the game crashed. should i send the crash report?

severe isle
#

Thank you so much for updating this!

I noticed a small bug. I started a new IT save with the mod enabled and I noticed that beavers at water pumps will sit outside even when actively working. When I disable the mod and load the save again it's fixed, re enabling the mod reintroduces the bug.

quick thistle
#

Yea, people have made me aware several times, but i havent been able to figure out where this bug is

#

will look again i guess

ashen notch
#

They sit outside to see the train go by 😌

tall bridge
wanton garden
#

Is there a way to make two trains move simoultaneously? I have a big track and two trains yet only one of them moves at a time

quick thistle
brave dust
#

What a beautiful sight to see opening the workshop

#

Tobbert, I owe you a christmas present

woeful granite
#

Sadly I owe him a kiss 😘

chrome chasm
#

Can the train get wet?

quick thistle
fickle basalt
#

Love to see that ChooChoo is back on track again LoveIT

#

Just tried it with a basic layout (two goods stations, one train, no track dividers) and ran into a weird issue... Haulers keep pouring in different goods (>400 each) into the station, they pop up for a split second on a car and then disappear completely from the game DamFT ThinkingIT

#

Did anyone else see this behaviour?

woeful granite
#

havent seen this yet. i have a similar set up. 2 goods stations, single loop. my issue is that the train is working. but i add a second train and it faces backwards. so it wont go

karmic flare
fickle basalt
radiant geyser
radiant geyser
#

Steam, yes.

#

Is an old version the one on the workshop?

mental crescent
#

just search PrefabGroupSpecification.TobertTrains.GreedyBuilders.optional and rename it

#

sorry for the late response

radiant geyser
#

Eh, no worries!

#

Sorry but, what should I search on workshop? Because I have both mods downloaded, but I'm not sure where they are located.

#

I searched on "C:\Users\name\AppData\LocalLow\Mechanistry\Timberborn\Unity" and "C:\Program Files (x86)\Steam\steamapps\common\Timberborn" and couldn't find any mods there to modify

radiant geyser
#

Nvm, I found it.
For futures "me", the path for the file that need to be changed, in order to make Choo! choo! mod work with Greedy Builders, is located on "[...]\Steam\steamapps\workshop\content\1062090\3346279334\Specifications\PrefabGroupSpecification" (Location of the trains mod).
Look for the file named "PrefabGroupSpecification.TobbertTrains.GreedyBuilders.optional.json" and rename it "PrefabGroupSpecification.Buildings.GreedyBuilders.optional.json" (I personally created a copy and renamed the copy. This also works).

mental crescent
# radiant geyser

Create a backup of it. Steam tends to scan its files and removes unverified files.

#

Might as well pin that folder to your quick access for easy navigation.

gritty hemlock
#

hey so

#

i cant see the train tab when playing with greedy builders

#

and not even oldgopherpipe

shadow drum
#

#1064952561687343235 message follow this post

#

for oldgpherpipe no clue

#

for choochoo it's a simple name change to fix it

tribal mountain
#

hey @quick thistle , I installed the mod and loaded a vanilla save. 1 train works, as long as I don't divide the track into sections. But as soon as I do divide the track, the pathfinding breaks, and a train will just sit at a waiting station or cargo station doing nothing.

#

or it will load cargo and then delete the cargo at the cargo station.

#

thanks in advance LoveIT

tall bridge
tribal mountain
#

alr one moment

#

these are the stations

#

there are no other signals

#

i have the version of choochoo on modmanager if that helps

tribal mountain
#

uhhh

#

it seems to work again

#

I just reloaded

#

Oh no it is stuck again

tall bridge
#

hmm and it do have waiting stations to go to?

tribal mountain
#

yes

#

I think its the pathfinding getting stuck, because if I reload it works, untill I change the sections

#

Do you want my save?

tall bridge
#

I have no Access to pc atm to check sorry just checking from my phone

#

Try add a section divider before the waiting station. My thought is if it thinks the track is taken when it try to move🤔 but have not used choo choo alot

tribal mountain
#

Ill try that

radiant geyser
gritty hemlock
#

ok

spare harness
#

haven't played Timberborn for quite some time, won't there be a passenger station anymore? I actually liked those

leaden pelican
#

running a heavily modded game and get an exception/crash when i try to build a train

#

to clarify i mean when i actually hit the build train button

leaden pelican
zealous turret
quick thistle
#

tons of dying beavers

tribal mountain
shadow drum
fickle basalt
#

game crashed...
layout is very simple (two stations in two districts, single loop, one train, delivery works)
crash occured when trying to open the statistics panel

#

I have a bunch of other mods loaded, maybe one of those is part of the screwup as well...

old whale
#

can beavers enter in the train ?

woeful granite
old whale
#

thks

elfin meadow
#

What I am discovering from the pathing issues is that the pathing system will choose a path. Then if the path is valid, it will take that path. If the path is not valid, the system won’t look for a valid path. It seems to just go 🤷🏼‍♂️ and sit there until the path it has decided on becomes valid.

#

In my case, I don’t need to reload the game to get the train working again, I just need to make the path that the train wants to use into a valid one.

elfin meadow
#

Here is a diagram if that helps.

cunning jolt
#

Can someone help me when I try a builded the train the game crashed straight away

lime garnet
#

Is there some basic guide on how to use the mod?
I have this simple train station A with a train (one train is already waiting in the waiting station) which sends metal based goods which has some in stock already.
Then I have Train station B which wants metal based goods, wood based goods and water
And finally Train station C which has woods and water and want metal.
Everything is connected, there is only 1 train on the whole network and nothing else. The entire network is green, which I assume mean its all connected. What else do I need for trains to run?

lime garnet
#

Well, apparently a random reload just fixed it.

zealous turret
#

Sure would be nice if the trains were a different color, something that stands out better against the tracks.

brittle isle
#

Does the mod work with the new upd?

tall bridge
brittle isle
#

ok very nice

tall bridge
#

Note: Rail extention is not yet updated, (tunnels)

tall bridge
#

@quick thistle Bug report:
When Choochoo is installed and this save is loaded
click to open the list for beavers the game crashes with this message
#🚀mod-users message
if choo choo is not installed there is no crash

  • Tried with only Choo choo and its dep and the save still crash
  • Do not think this is a critical error as it does not crash when you load a save.

is it some leftover from Passanger train system?

fickle basalt
tall bridge
old whale
#

same here

shadow drum
#

Chooo Chooo! 🚄☁️ https://www.youtube.com/watch?v=cD8vibuQYSs I hope i am allowed to post this if not i'll remove it again just let me notice, just wanna spread some train enthusiasm

This video is brought to you by: https://www.disneyplus.com/en-gb/browse/page-97e41a96-dcbc-4fa1-9703-fe06faa6740d
The introduction of steam railways in the early 19th century changed Britain in a way no one could have predicted. This episode explores how they created a domestic revolution, changing the way we lived, from the houses we lived in ...

▶ Play video
crimson vine
#

Do the trains break down at some point or is the age there for no reason?

#

Also: the green and red don’t show up on the one-ways, and I believe the load of trains doesn’t either. This could also be a Linux-related issue, but I’m not sure. I’m on update 6, steam workshop version of the mod.

rough prawn
#

Heyy, my train is build now but it wont start do anything can anyone help me?

elfin meadow
#

I have noticed it is a bug with pathing. The Fix that I have found had been to not have any divisions in the railway. I believe some people have had success getting the rail lines divided how they want the reloading the game.

sour coral
#

what's the purpose of a train crossing?

#

I thought it's supposed to connect paths?

sour coral
#

also my trains stops doing anything once they go to a waiting station

glad pawn
#

side note, didn't know you could add platforms around it and all, That's really neat

#

the train looks better than before too nice

tall bridge
#

The roof for waiting station could use pillars from staircase mod to have less pillars 😉

#

There is 2 pillar version

sour coral
#

ah yeah forgot about that

sour coral
#

so how do I make them move again
they just do their job after getting out of the trainyard, run a few rounds carrying goods, and then after a while go to a waiting station and just stays there

brittle isle
#

Honestly this mod is pretty cool

#

Sad there aren’t any beaver transport trains

#

I know they were buggy but that’s like n1 reason I’d use this mod

#

Because running a map on only one colony is hwrd

quick thistle
#

Yesterday i was continueing on reworking the pathfinding (fixing all bugs) hope to continue today

tall bridge
quick thistle
#

no, havent looked, but is probably realted to a change of the base game

#

i had a fix in place, but they changed something which nullifies that probably

sour coral
quick thistle
#

I know i suck at code and this mod sucks because of that

#

So based on all the stuff i have learned in the mean time, i wanna improve the code and hopefully fix the issue if it is in code

sour coral
#

alright cool man no need to feel that way
I just wanted to know if I did something wrong in using it

quick thistle
#

or stilll broken

sour coral
#

yeah I didnt know I could place a path block over it

quick thistle
#

if it breaks, that is because new tracks have been layed down

#

one way i KNOW that it will work is placing and building ALL tracks

#

then reloading

sour coral
#

multiple playing sessions spanning multiple days (and so PC restarts) and they still stay in those waiting stations

quick thistle
#

trains should work just fine

sour coral
#

at first I build 1 when the whole track is not complete, so the train I just made just stays in the waiting station, but never move

quick thistle
#

i just see another one under the platforms

sour coral
#

so then I tried building another train out of curiosity, and it goes to work rightaway

#

bringing goods back and fro multiple times

quick thistle
#

so when you click on tracks you see colors, make sure there are different colors

sour coral
#

until it just goes to the other waiting station and never move again

quick thistle
#

1 train occupies a section, indicated by a color

glossy oasis
#

Sorry if this has been answered already, but I'm having issues with getting trains to transport water. I can send screenshots later if requested, but the setup I have is this:
Water district - set to send water, receive food
Food district - set to send food, receive water

The water district has food storage set to obtain, the food district has water storage set to obtain. The trains are transporting food without any issues that I can see, and I know it transported water at least once, but I haven't been able to get it to transport water after the first time.

I have tried deleting/recreating trains, disconnecting/reconnecting districts. I have just the two goods depots and have a couple of waiting spots, but while trains will pick up goods from the food side, they won't pick anything up from the water side. I haven't tried deleting/recreating my good depots yet, that was going to be my next test, but I had to leave before I got to it.

Is there something obvious I might be missing in my setup? Again, I can send screenshots when I get back if that would help more than my description.

formal drift
#

getting myself in the thread so I can link it in the future so don't mind me 🙂

glossy oasis
karmic flare
# quick thistle I know i suck at code and this mod sucks because of that

Halp trains work without problems. I think you forgot to put bugs in my copy AngryIT give refund
Ok there are workers outside (looks like broken worker hider?) but trains are surprisingly stable
Patching third-party code at run time while other mods may or may not be doing something similar are not exactly favorable conditions for flawless results. The bugs are inevitable Crash
So please go back to work and give more trains plsLoveIT

quick thistle
#

I have probably fixed all pathfinding bugs

quick thistle
#

Updated on yesterday, so what I changed was that the Tracksystem now completely refreshes on TrackUpdate. Before Yesterday I wanted to be smartypatns and make a complex systm of updating a cache to reduce the amount of calculations. This works, if done by smart people, so it didnt for me. Some parts of the code then get incorrectly updated and some parts stay behind it. this results in mismatches. On load, the tracksystem is therefore 100% correct, but once you place some tracks the updates are incorrect resulting in trains not understanding the changes and getting stuck without notice

#

Updating the track system like this has a downside, 100% recacluation is heavy, I have therefore focused on improving the code of the track system itself

#

it does a lot of stuff double for readability sake, but I tried to improve performance while keeping readability to a high enough standard

#

This means the impact of a 100% recacluation on every change will be impactfull, but less impact and waaay more reliable

#

Furthermore, I already had build some usefull UI which didnt work because the pathfinding was updated incorrectly and because the TrackSystem is more reliable, those UI elements will also work

#

This results in better problem solving for the player

sour coral
#

my train works after the update HappyFT

quick thistle
#

I havent updated yet, still in test phase >.<

sour coral
#

wha

#

so just from the restart then?

quick thistle
#

that it is working is as i described, it is fine, as long as you dont build tracks

sour coral
#

I see

quick thistle
#

once you change a straight track direction or make a section devider

sour coral
#

btw are trains supposed to turn around in a goods station?

quick thistle
#

it will probably not work and require a reload

quick thistle
#

yes, as in, i created that behavior

#

but i created that behavior as it was easier to add that, then to do the rewrite i described before

#

that behavior is probably getting removed

sour coral
#

ah and I just realized the loop is not complete, thats probably why they are forced to turn around

#

so anyway, a single loop can only be used by a single train at a time?

sour coral
#

and is there a way to force imported goods to be taken out to other storages?

tall bridge
#

have more storage closer?

quick thistle
sour coral
#

ah that works

#

but its also actively getting the scrap metal from other storages

#

so it's going to get full quick

#

and stops the goods station from having the scrap metal from there taken it again

#

I guess set them all to obtain?

#

setting a storage to obtain can still have its content used for building and processing, right?

quick thistle
#

but you bring up a good point

#

but i added the limit to allow for itself being a sstorage building

#

bc the problem the station is to far away or what?

sour coral
#

I think I just have abundant scrap metal in all the other storages so the ones in the station is never taken out

quick thistle
#

they will take from closest

#

or if something is set to supply

sour coral
#

so I guess problem was that I place the station at the very edge of the map

#

so it's always the furthest source

quick thistle
#

the storage is big enough to allow all goods, so its encouraged to place locally and use as main storage house

quick thistle
#

ooooh oooh, just thought of something

#

i way to reduce the times it would need todo a complete recalcuation

#

it only needs todo a recalculation when someone wants to pathfind

#

so what i can do is add a listener, then just set that it has changed and the next time someone wants to pathfind, then update everything

#

instead of doing it on all updates

#

if multiple updates happen before a pathfind, then those are ignored

#

thinking even further, at pathfind time, i know where the pathfind needs to start, then just update the tracks along that path

#

then unrelated tracks arent updated unless pathfound over

#

cannot wait until work is finished

#

also, if someone is reading this, i would love detailed suggetions how beaver transportation could work. Speficily edge cases like: train gets stuck when beavers are inside the train. What should happen?

tall bridge
#

nice thought and ya will lower the amount of recalculations without to much effect and if you do a section of rail without connecting a connector piece before the full rail is ready no calculations will be done before its ready to take in use

quick thistle
#

Yea, exactly, i think its a good middleground of recalculation but not 100% recaclulation

#

currently 100% is 8ms on small map

#

8ms on cpu, so directly impacts framrate and 8ms is big then as the map is still small

#

only around 40 track pieces

silver egret
quick thistle
#

You can, but threading is hard

calm condor
#

Just a question, is under ground rail possible?

tall bridge
#

U5 has tunnels that could be used underground and it will in time be updated to update 6

quick thistle
#

fixed the issue of clicking that button top left

quick thistle
#

Updates up till now:

  • Fixed most pathfinding issues
  • Fixed "Station unconnected" status
  • Made some performance improvements to the pathfinding (Recalculation now run on seperate thread)
  • Fixed not being able to select the wagon model
  • You can now rename stations from both the badge (Top right) as the Batch Control (Window from the left)
  • Fixed the name of the GB specification file
  • Fixed the texture of the One Way Track
quick thistle
#

Fixes are now live on both steam and mod.io! party_parrot

woeful granite
#

HELL YA!

obtuse arrow
#

We can rename the stations now? Woo!

coral sparrow
#

Hey buddy, cool mod
My trains are only taking 1 or 2 kg of items (The most I've seen is 4) in a wagon at a time instead of 50. Do you know what's going on? Why don't they just ship 50? There's 50 in the station. I have 2 screenshots. The station was full with 50 and the wagon has 4 and left 46 behind.

quick thistle
#

Now that pathfinding is mostly or completly fixed i can take a look at that, no real clue why that might be hapnneing

formal drift
#

for some reason choo choo is not showing up on my greedybuilders faction. is it under dev mode or something?

tall bridge
formal drift
#

mod manager

tall bridge
#

hmm

formal drift
#

I basically gave up on the workshop, besides uploading I don't bother with it anymore because it's easier to identify mod folders via mods folder

tall bridge
#

i have it using Choo choo 0.10.2 from steam will test mod manager next

formal drift
#

hmm, I have 10.1, was 10.2 not uploaded to mod.io then?

tall bridge
#

0.10.2 was updated yesterday evening:
#1064952561687343235 message

#

and it was then that GB support was fixed

formal drift
#

I don't usually do a daily check. guess I'll check now

tall bridge
#

is that not the first thing to check ThinkingIT

formal drift
#

well it was marked u6, of and there was even mention of GB support some time ago, of course I would think it was latest version when I downloaded it

quick thistle
#

I havent tested, but i just did what others said that would fix it

tall bridge
#

ya and mod manager version works as long as you install the latest version thats fixed

quick thistle
#

aaah, epic

formal drift
#

much better, got some rather large distances to cover so hoping the train will sort it out faster. it does work within same district right?

quick thistle
#

@tall bridge you use the mod?

tall bridge
#

Have not started using it no use to small maps 😜

quick thistle
#

someone else that has used it now?

#

I have someone on steam saying it doesnt work

#

but i have tested it well, so i dont know why it wouldnt

tall bridge
#

Can test it some more tonight

torpid hemlock
#

I am currently testing the workshop version.

I have found the following errors with two trains in a single loop:

Trains do not leave the freight station after emptying if another train is waiting to enter the station section.

Trains are stuck forever when loading. If you click on a wagon, you can see that the goods are always loaded and unloaded without the train setting off.

torpid hemlock
#

There are two separators between the stations, i.e. three sections.

The entire circle therefore has six

quick thistle
#

your setupi?

torpid hemlock
#

so its four in total, by bad

quick thistle
#

npnp, not really important

#

the directions are important

#

and you have nothing else?

#

the locations of thr trains are correct?

#

or should those be different?

torpid hemlock
#

They are correct

quick thistle
#

Or is this better:

quick thistle
#

if so, then i will have to test this, as i wouldnt have clue what is happening

#

but at work still

quick thistle
#

but either way @torpid hemlock make ssure to include waiting stations

torpid hemlock
#

Sorry, though dashed lines are trains

#

Mine looks like this

#

rect -> stations

quick thistle
#

That train doesnt know where to go

#

and is therefore blocking the section for the other train

#

The red line indicates a waiting station

#

but this conversation has learned me i do need to make it clear that if multiple trains are running waiting stations are required

torpid hemlock
#

Ah ok, thanks

quick thistle
#

better to have 1 per train

#

so 2 like that

strange blade
# quick thistle

Maybe, another piece like waiting stations (a bypass one), that have directions at block end, to be placed mandatory on the main track ? 🤔

quick thistle
strange blade
#

The issue is that junction don't have direction blockers, and, waiting stations, only at one end. So, it's very easy to leave the junction led to waiting bypass bloked by an occupied waiting station.

torpid hemlock
#

And one note to your image:
Waiting stations are required on both sides of the loop

strange blade
#

Guess the quickest fix will be to increase the length of waiting station by one and to have flags at both end, so, a waiting train to free the main line.

torpid hemlock
#

They keep getting stuck 😦

#

Train in the top right isn't leaving

#

Have I placed the separators incorrectly?

strange blade
#

Use more track separators (sure won't hurt)

torpid hemlock
#

I think the problem is the waiting stations and that the turnout for both stations is the same section.

However, if I place the turnout at a distance and want to separate the stations, this happens as soon as I press separate:

strange blade
#

Drag and drop here the last error zip file, for Tobbert to take a look.

torpid hemlock
#

GameObjectFast might be Null at that place.
Maybe try GameObject instead?

coral sparrow
#

I have a different issue but I don't know if I'm the problem or not. I have 1 train going between 2 stations moving food. The haulers load the supply station, the train moves the food to the 2nd station. That part is fine. But I cant get haulers to unload the 2nd station. I prioritized for haulers and I believe I have all the pertinent warehouses selected (for supply at station 1 and obtain at station 2). This is in 2 separate districts. The beavers go to the train station to eat but the haulers won't move it out to a warehouse. If I prioritize the station for haulers, shouldn't they do that 1st before moving other goods around? The haulers do everything in the district except unloading the train station. They load it but wont unload it.

I need to go so I wont be back to Discord for a few hours.

torpid hemlock
#

@quick thistle Would it also be possible to set the freight station to distribute goods? Just like in the warehouse

coral sparrow
#

I am sorry, I need some assistance with 2 issues.
Issue #1. I have only 2 trains, they're both waiting and not moving some badwater. I have attached screenshots. BadWater is in a station (Scrap Mesa) ready to go and there is another station (Wood Industry) ready to receive. See 3 screenshots.

#

Issue #2. I set up 2 sidings with waiting stations. It says theyre not connected to any other stations. They are and I have done this identical setup in a different location and they function fine. See 2 screenshots. Please ping me if anyone can assist.

coral sparrow
#

In this situation, the train is using the waiting station even though it says its not connected to any other station.

fallen gale
karmic flare
#

GameObjectFast is GameObject but cached by BaseComponent. Also if Fast one is available then GameObject should throw something like "use GameObjectFast instead". Same for (Try)GetComponentFast

fallen gale
#

GetComponent and gameObject are marked as Obsolete with a message pretty much like that (and throw)

quick thistle
#

Thats also old code, i havent pushed update 6 code yet

#

i always get scared by git

torpid hemlock
#

I need to take a closer look at unity mod development. I know my way around Unity, but there are some things in the code for Timberborn mods that I don't understand.

torpid hemlock
silver egret
fallen gale
#

git isn't too bad if there's only a single branch with no merges (which is easier if you're the only person doing any commits)

quick thistle
#

right now, i have started in a new project

#

i dont want git to delete all my files

fallen gale
#

oh, ya, before doing anything unusual with git I have no issue with backing up my entire working folder into a .zip or .tar.gz

torpid hemlock
#

why not use git stash

quick thistle
#

scary words again ChillBar_scared

silver egret
leaden lichen
#

git stash doesn't save you from everything scary in git and if you are already using phrases like "scary git things" you probably don't know enough to fix things with git stash

#

(Git is crazy powerful and complex)

torpid hemlock
torpid hemlock
#

How far along are you with the U6 code?

quick thistle
#

I have also started with implementing a visual indicated for unity editor to make it easier to make new tracks

#

All other mods are also updated to update 6 with differnet amounts of changes that were needed

#

MorePaths being the biggest

#

ChooChoo was small changes, as most is custom code anyways

#

but has the most models, which were impacted alot

#

but if i were to do the change on github, i think a lot of lines changed and a complete folder restructure

torpid hemlock
#

Maybe you can create an U6 branch, push and we can test

silver egret
tall bridge
#

just had to do it twise as some files that should not be on github was not skipped first 😛

quick thistle
#

but how to push that to the old github?

#

i havent even tried, i will

#

but that is what ive been thinking about

#

To be clear, i just havent even bothered yet

#

The amount of people that use that gihub is minimal i feel like

#

so pushing it is just for backup basicly

#

which i already do on my nas

torpid hemlock
#

I think Github is very good. It allows others to look at the code, help look for bugs and record bugs under issues.

Of course Discord is better for direct communication, but GitHub is better for management.

torpid hemlock
#

And why are Prefabs to large for Github?

#

Max File size is 2GB

#

If you use Git LFS

silver egret
#

Anyway, ye good luck

calm condor
#

How do we place the track on bridges?

tall bridge
tall bridge
#

and its 1gb/ month as max both in storage and banwidth!

torpid hemlock
#

Oh, did not thought about that, valid point.
Maybe add a link to readme.md for an other service?

tall bridge
#

hmm for me i keep the timbermesh files on github but blender only locally so its possible to export the model if you want but its not updated as often not as much data taken.

#

and if you do want older versions its possible to ripp my old mods on mod.io

torpid hemlock
#

Quick update:
When I place two additional track pieces between separator and waiting station -> no more crashes
I removed the two additional waiting stations
Added some separators as suggested by Todor
Now both trains run the loop with very little waiting time

calm condor
#

I have a question, do i need to connect both sides of waiting stations?

#

Or just one is enough 😁

shadow drum
#

@quick thistle i see what you did there, you updated the choochoo mod (mod.io) but forgot to rename the file for greedybuilders 😄

quick thistle
#

oh what

#

i did change the name

#

I just downloaded 0.10.2

#

Or maybe i still did it wrong, idk

shadow drum
#

wait give me moment

quick thistle
#

i just did what someone people suggested doing

shadow drum
#

gonna download it fresh

#

shouldn't it be named PrefabGroupSpecification.Buildings.GreedyBuilders to work with GB?

#

The last time it was named PrefabGroupSpecification.TobberTrains.GreedyBuilders it didn't work

#

gonna rename it to tobbertrains again to see if it loads up with GB

#

might take a while. my pc needs about 5~ minutes to load up the save in it current state 😄

#

🥔 power!

#

@quick thistle oh nevermind my bad looks like it seems to now work aswell with the Name TobberTrains instead of Buildings

#

whatever the reason for it is 😮

quick thistle
#

¯_(ツ)_/¯

shadow drum
#

sorry for the disturbance 😮

quick thistle
#

npnp

#

enjoy! 😄

shadow drum
quick thistle
#

just wanted to note im receiving no more issues regarding trains, either because people gave up on the mod or the update fixed most issues that are that bad people are reporting them so now they do not anymore hype

glad pawn
#

Nah this mod is goated

#

I have not tried this patch yet though

silver egret
woven crescent
#

is it intentional to be able to place paths and tracks on top of each other?

#

I thought "oh neat maybe I can put gravel underneath the track for rp reasons" but i deleted it because I was afraid it was an interaction that would crash lol

quick thistle
#

thats no intended i think no

hollow spear
#

Good way to get a beaver killed by being run over by a train, if the code allows it :p

#

In case people are looking for new and humorous ways to kill beavers :p

quick thistle
#

Nope, train collision is not a thing 😦

hollow spear
#

darn 😦 sorry 😦

woeful granite
#

I wish there were collisions and it hit a beaver and the train would flip over

tired steeple
formal drift
#

you updated tapi from 0.7.7.0? if so that's the issue, not every mod has updated their builds yet so just gotta disable choo choo until it updates or downgrade and loose out on mods like my botkit that need the upgraded tapi

#

oh right, tapi is shorthand for TimberAPI

zealous turret
#

10.3 is working for me with latest tapi, 0.7.7.2.

dark frost
#

yes lol

quick thistle
dark frost
#

be nice if integraded into game :3

quick thistle
#

wait, no, then i lose my mod serfric_crying

tired steeple
silver egret
#

Choo choo has already been updated iirc

#

So you could use the mod "Steam Update Buttons" to easily force updates or just do the other work arounds, I think like verifying game files or something

tired steeple
#

That seems to have worked! my modtest world loaded without crashing. Now loading my proper save with Choo 10.3 and tapi 772

stray mason
#

can I get help here with my train line or do I need to go elsewhere?

#

my train gets stuck, even though the track is a loop.

tall bridge
stray mason
#

there's only one, I'm on steam so should be latest build, track has plenty of segments

#

there are 2 looped ends, I'm rebuilding one to simplify slightly, the middle bit is 2 direction with one track but with only one train this is theoretically irrelevent. both looped ends are one way, with a goods station in the middle.

#

is it a problem that the train crosses districts? if I delete the train and make a new one to replace it, it goes to the first station, loads scrap, brings it back and unloads, and gets stuck here.

#

the other loop is as follows.

tall bridge
stray mason
tall bridge
#

as choo choo has been updated to fix alot of problems we need to be sure that you use the fixed version and not the broken one 😉

stray mason
#

are there plans to be able to merge trainyards to make larger trains? I'd like to have more wagons. could be the version I'm on but I don't see the cargo (using wooden flatbeds) and train acts like a spring - bluetooth wagons when the train is driving but at a station they catch up.

tall bridge
#

else it looks correct the image you sent

stray mason
#

I really like this mod, I was surprised at how cheap it is to build trains and tracks, and researches, could be I am used to W&R where everything costs you dearly.

#

all files validated, I'm using choo choo V0.10.3 T.API 0.7.7.2 and harmony 2.3.3

#

i'll check and see if it is fixed

#

soon I will probably make the line a big loop with no junctions to run multiple trains.
Is there a more detailed guide on train behaviour that would be useful to follow for first-timers?

tall bridge
#

not that i know of no

stray mason
#

yes, I was on 0.10.2 so that could have been a problem

quick thistle
quick thistle
#

Except user error ofcourse

stray mason
#

the train still does not respond, I will try rebuilding it

#

it still gets stuck at the end of the second goods station

#

I will try a sharper corner - perhaps it does not like having it directly after the station, and using the sharper corner means I can have a straight piece after the station instead of a curve

#

when the train is loaded, on hills, in both directions, they behave as such, which is a minor visual bug probably.

#

the train still gets stuck.

tall bridge
stray mason
#

following with the direction the train goes, they should have been correct, but even after removing them, or splitting into 2/3 sections there is no change.

tall bridge
#

then we need a save to be able to help

stray mason
#

ok, where do I send my save?

tall bridge
#

just drag it in here or in #🚀mod-users and we/i will look at it when we get time

stray mason
#

ok, Is there any log files you might need or anything I could collect from the debug console for you?

tall bridge
#

think its better to start with save 😉 as if it does not crash logs offen do not tell anything interesting

stray mason
tall bridge
#

else the save tells what mods is needed 😉

stray mason
#

in the meantime do you know of any maps above 256 units squared? I'd like to try a big map, ironteeth to be able to make the best use of trains.

tall bridge
#

better to ask in #🔭maps-general

stray mason
#

are there any plans for the future, like a roadmap of features? i'd be interested in contributing to development in any way I can, such as testing, but I am not really that great at programming. perhaps I could try learn modelling and model versions of the flatbed wagon with logs, planks and metals.

tall bridge
#

do not know if there is any roadmap or plans but if you want to model its done in blender 1x1x1m is one cube space and some info how to export game files exist in pins of #🤖mod-creators

#

and we are always happy if there is models to use 🙂

stray mason
#

hold on a minute

#

the trains are not supposed to turn round right?

#

i saw it turn round and drive through itself

tall bridge
#

think there is some safty logic to turn around if it cant go forward ThinkingIT

#

and it can rewerse to get where it wants

stray mason
#

oh Ok I was not expecting that to happen is all. I'll play with segment direction to attempt to achieve correct operation

#

I did some testing - somehow it works now. it took a while, but the train works. one think I saw is that if the segments directly border a station this can cause issues, even if they are in the right direction relative to the train,.

#

this is the layout that works.

stray mason
#

so after breaking it again shortneing the loop slightly I have decided to just make the whole track a loop, which adds more capacity anyways

quick thistle
#

you have waiting stations?

#

and what you mean by breaking?

stray mason
#

the train gets stuck.
there are no waiting stations - there is no reason for the train to wait. there is work to be done.

tall bridge
#

but if it searches for it becasue there is no goods in the station ThinkingIT

stray mason
#

it stops at the second station

quick thistle
#

you have multiple trains?

stray mason
#

so, for it to set off, it must be loaded with some good?

#

only one.

quick thistle
tall bridge
#

i loaded your save and as fast as i added a waiting station it started moving

quick thistle
#

might be smart for me to implement a rule to require a waiting station atleast

#

otherwise you cannot build a train

stray mason
#

oh. It'd be nice to be able to have a setting for it to load only/ unload only instead

quick thistle
#

and if a waiting station is remove, disable one

#

or prevent removal

stray mason
#

for the stations - so that if it is set to 'load only' it waits until it is loaded, and then leaves, and 'unload only' would only unload the train and not load it again, but let it continue

tall bridge
#

here is a vid showing how it moves things in your save as soon as i added the wating
if i remove waiting station so there is none the train stops

#

hmm tried to build it again and it shows this ThinkingIT

quick thistle
#

it is still there?

tall bridge
#

yepp

#

destroy rail befoere and build again and still there

stray mason
#

I fixed it on my end by supplying some metal for the return trip.

#

since I only intended it to export the scrap metal and not bring anything back at all.

#

I'll just change my district crossing and use the unemployed to haul them back 💀

tall bridge
#

if i removed the signal below the waiting station it found the connection ThinkingIT

tall bridge
stray mason
#

so that way I can have my cake and eat it?

tall bridge
#

can even use 2 trains 😛

stray mason
#

i think there is still a section of disused track from when i made it all one way

#

so will it always go there? seems like an inconvenient detour.

tall bridge
#

hmm its weird it has now stoped moving :S

stray mason
#

if it leaves the station because no goods to transport, but the other station nearer to the waiting station does have goods there, will it skip going to the waiting area?

quick thistle
#

when it finishes moving goods, it will look to move goods, if it cannot, it will start waiting

#

it will retry to move goods every X time

stray mason
#

so when it leaves 1st station on it's way to wait, it does not immediately start looking for work?

quick thistle
#

just before starting to wait, it will check if it can move goods, if it cannot, for performance reasons, i make the train wait X amount of time to retry

#

its like an hour ingame time or something

stray mason
#

ok

#

it drove past here, so this is a lie, it has to be connected.

tall bridge
#

Tobbert looks like waiting station do not like it if the entry and exit is not the same segment

stray mason
#

aand it is stuck again.

#

wait no that was my fault

#

i think it is working.

#

this is the setup I am now using. I will try with 2 trains.

#

because one of the ways is already forced into a direction trains are only capable of running one way.

#

2 trains was a bit too much for it

tall bridge
#

but im suprised you have not added any sluices to route away bad tide water 😮

stray mason
#

all that really happens is a bunch of carrots get vaporised

#

helps control unemployment in the region.

tall bridge
#

its not always 😦 but often if i have it like first image the trains get stuck
if i connect so its like the last image it starts moving (build the raild and the toggle the outgoing rail segment devider (top left gray at last image)

#

(they have to go from right to left to get to the next station)

#

ps still stuck if i reload a save with the setup of first image

stray mason
#

how come this does not work?

quick thistle
stray mason
#

it would help if I'd actually pictured the segments

quick thistle
stray mason
#

this should be better.

quick thistle
tall bridge
# quick thistle this one?

i do not get the error message atm as his exellency has but what i found before is that wating station did lose the error message if it had the same section segment before and after ThinkingIT

quick thistle
tall bridge
#

also would it be possible to show a warning in a station or wating station if it does not find and entry and exit?

stray mason
#

removing signal here, even though it was pointing towards the hourglass side of the sign on the waiting station, fixed this issue. i will check if trains run now.

tall bridge
stray mason
#

but now both trains are at the bottom, waiting!

quick thistle
tall bridge
#

but you could get it to show the not connected symbol?

quick thistle
#

indeed

#

i dont know how you made that show the icon

tall bridge
#

then it could be the same problem just that the icon was not always shown maybe? ThinkingIT

stray mason
#

got rid of one, now they run

#

oh perhaps it is because sometimes the symbols only update when unpaused

#

so I probably got a backwards one and forgot to unpause after fixing it.

quick thistle
#

it is important to test while running, as for performance reasons, i wait to calculate a lot

#

as to not calculate things many times while nothing changes

tall bridge
#

since you said about paused i have done it in live

quick thistle
tall bridge
#

as that save is in a state where it show no error messages but they still stand still

stray mason
#

I'm currently in a similar spot now

#

once it reloads i will show what is happening.

quick thistle
tall bridge
#

but i did then build the track between the waiting stations but they still did not move

quick thistle
#

yup yup, sorry about that @tall bridge

tall bridge
#

np but maybe should say something in description that it can not pathfind between station past a waiting station but need direct tracklineThinkingIT

quick thistle
#

but i cannot make people read

#

also, fix is live on both steam and mod.io

tall bridge
#

hmm it does?

quick thistle
#

ingame

#

and i thought i did in the description, but will add there aswell

tall bridge
#

😮 and here is the unusual case i read the mod description but not sure i read the ingame one 😛

quick thistle
#

you read it atleast

#

more then 99% i imagen

#

Copy pasted the text into the descriptions now, thanks for that aswell

stray mason
#

pretty sure it works now, i will let you know soon

tall bridge
#

Tobbert thought some about what should happen if a train with beavers cant get to the planned destination maybe:

  1. go back to pickup location
  2. go to first station it finds
    and if its removed (train) spawn them at trains last location if you remove it its your choice to do so 😛

same could even be if a train has goods and cant get to the planned station go back and return the goods ThinkingIT

stray mason
#

most of my problems were related to the lack of or routing problems at waiting station

quick thistle
#

the only fix right now, is that it didnt correctly interact with hill tracks

#

so your situation mostly related to having that on station be directly attached to a hill track on both sides

#

which resulted in wacky behavior

tall bridge
#

😮

stray mason
#

not sure about a train carrying liquids

quick thistle
#

liquidss are just goods, so they are supported right now