#Choo! Choo!
1 messages · Page 8 of 1
I've only connected the waiting station so far but my train also did that
Ohyea, thats flipped roght
I forgot to fix that
gonna rebuild it the other way for now
Oh, the train should be able to find its way just fine
Not like that though 😦
As long as its on the tracks
can I force it to go to the waiting station somehow?
It should go there if it can. Based on the image i dont see why it cannot?
in dev mode it doesn't say anything in the behavior section - is that relevant?
I didnt add debugging tools 
in dev mode you can just remove the train and spawn a new one 😛
I did - the train still doesn't move
does it have any work to do? (do think it only moves to waiting station if it has worked)
here's the save - the train is in the district near the badwater source
mods installed are Choo Choo and the floodgate automation one
there's definitely goods in goods stations it should have access to that need to be moved
do train signals make the entire section one-way or just the tile with the signal on it
it looks like the train wants to go backwards and my layout prevents it from doing that
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
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
restarted the game? (save and quit and continue)
Not so far. I took the opportunity to take a break, but I can try if it works
Now I have, still doesn't work
show images or send save and i can look at it
mod list is choo choo, vertical power shafts, simple floodgate triggers, with dependencies
removed all diviners in this pink segment and they start moving
Strange. They moved fine before. Thank you
hmm its not stable fix i also deployed one more train 
i wonder if its the bug i was dealing with in u4 where you had to jiggle the numbers in the goods station to get it to remember
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)
I guess I should just stop using 2x2 turns
there are bigger maps where trains are basically necessary
it's less of that and more that I'm using up too much space and still don't have space for signals
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.
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
oh I need some passing spots don't I
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
1x1 turns are fine if you absolutely need the space imo
it's very nice for aesthetics to have wide turns tho
lol
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
ah it looks like 2x1 bridge is broken
figured out why my waiting stations weren't working - they need an extra tile of clearance in order to want to go in
https://github.com/TobbyTheBobby/TimberbornMods/issues/11 hope my explanation makes sense
also going to link this one here for anyone who wants to read it https://github.com/TobbyTheBobby/TimberbornMods/issues/12
is making the goods appear in the wagons something that's planned?
even if it's just one crate showing up in the center it'd make it easier to know what a train is carrying
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.
Minor request:
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
Like this
could you post this image on the github
add it as an issue, then i will add feature and will look at it, i like the idea
done
An arrow in the middle would also work, but i figured tweaking the current routing line would leverage already exisiting visual elements
but i dont know what your custom code is like 😉
Thanks absoletly love it 
Thanks everyone. Im going through rough times in the family and these suggestions and comments make me very happy! 
Beavers on Trains make me very Happy, so im glad you get the warm fuzzies from people enjoying your work 🙂
has anyone made a track network that has more trains than will fit at a single station successfully?
https://youtu.be/P5hqwq_9HzA It is enough ?
Choo! Choo! 0.8.8 and Thomas the tank engine add-on
do I just need to not make track loops for stations
YA, but with separate in and out ways (double track will serve for this with one way track separator)
hmm, I might need a bigger map to fit the double track and also enough crops
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
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
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
@strange blade would be nice to have a wiki type thing to post workable paradigms
Because it's actually easy once you get a couple structures that work well
@inner mirage Heres some paradigms i use
- When using double Track, A H Bridge is useful to allow trains to loop back before or after busy areas
- 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
Looking at yours
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
The above would allow at least 2 trains,
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
The wait station is optional
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
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
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
correct
the grey line in the set above is more like a "live" waiting track
the blue line on the input could also be signalled to create a waiting point before the station
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
This can handle 3 trains easily
This one handles 5 easily
basically, trains can go round the loop unimpeeded, theres always a free track ahead, and always a wait station nearby to park excess trains,
but make sure you have Train - 1 wait stations
so
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
dont need all the wait stations at all the points, there could just be a wait station loop somewhere else
when doing double track, its essentially just the above loop but with the send and recive tracks next to each other
or on top of each other
i often dig a trench for the return line
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
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
you mean you dont want to shoe horn interchanges like this into your map 😛
Or a two track loop into a single track tucked through industrial
maybe my iron teeth will do that
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)
trains only want to exit the depot in one direction and it's not the direction the train spawns facing for some orientations of the depot
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.
the warehouses have to be in Obtain mode; otherwise they're at the same priority as the goods station
Yeah flip these two and see what happens.
Wasn't that mod WB friendly at some point? clearly would be better then the district exachange system...
plz?😇
i created the issue, but havent been able to start working on it yet: https://github.com/TobbyTheBobby/TimberbornMods/issues/5
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

Is it possible to reduce the speed of the trains but give them more capacity? I can't find a config.
even with more capacity, unless you are hauling only one material it's better to have just more trains and more rails i think
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 😄
they are 3 times speed of beavers yea xD
that is still 50% faster then a beaver at 92 wellbeeing, quite nice boost and they don't need all the same care !
btw, do they work underwater?
Yup, where there is track, they can go
But, will also be some smoke underwater 🤣
I pushed an update that shouldnt change anything other than simplifying the code
thererfore updating shouldnt impact, except making it easier for me in the future
Installing the update with the update available button in mod manager didn't install the tobby tools. Had to do this manually.
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.
I had the same issue and it was because I used the flipped version of the building (I think)
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?
how do i danload this mod?❓
same as any mod with modmanager see 📌 in #🚀mod-users
Hellow people, im having the same issue, its only transporting 2 or 4 logs, it really anoying
For some reason in late game train basicaly refuse yo work
I'm having a similar issue.
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.
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
Yes, but trains shouldn't enter a junction unless they can clear it as well.#
at the moment they do, and that causes a complete blockage
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?
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?
The train literally stops on the junction, not the block after the junction.
pictures are worth 1k words each
I will if it happens again
A train is idling even though it can import stuff from other station. Is that intended behaviour?
everything is full, no?
As you can see on the first screenshot there is a lot of space availible in the destination station
though the problem seems to be resolved after adding a waiting station for some reason
it's all good
could it be the return of the bug where you have to twiddle the numbers in the goods station to make it remember to do stuff?
nah it didn't work
My train just stands at goods station and eats resources, they seem to disappear as soon as hauled in, what I'm doing wrong? 🤣
Hm. it worked with waiting station, but initial state was a bug, right?
I never test without waiting station, so that makes sense. When updating to u6 will try to fix some bugs aswell
Is train distribution has any relation to district distribution?
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
the filling system is also really bad
is related to maths, which im bad at
atleast regarding this particular case
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?
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
Interestingly I had talk with player using the mod with passenger trains and it works perfectly in his case, but not goods transport

it works, to be clear, but edge cases as, what happens when a train that has beavers gets stuck?
how should beavers react to that, other than the player having to delete the train to free the beavers
also, currently, wellbeing goes down during transport
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
furthermore, train pathfinding is not good enough to properly say it fine
and a lot of people had issues, so i decided to just add it do dev mode
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?
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.
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
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
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.
Think they need to be in separate districts.
OK - Thank You - I will try see if that fix the problem.
Thank you, it fixed the problem. My train is happily beavering around now.
That shouldn't be the problem, my stations work perfect within one district...
I'd suggest putting both stations on 'prioritize by haulers'
As soon District 2 were established. the train started driving, so I assume it was it, but I don't know. Thanks for the advice regarding haulers. But it is VERY little I driver back and forth with - bad water one direction and food the other. Nothing big.
👍👍
With the new unlimited district wish you could move beavers by train.
lets not tell him 
That you can?
All I’m seeing is between districts I meant long distance within a district.
well its hidden becasue its so bugged 😦
Oh, sorry, always thinking its a dude on the other side 😦
It exists, but is very buggy
Gotcha
The choo choo creator is a woman or it's maybe even a group project?
I would then like to thank you for the train .... made the life of my beavers a lot less stressful 
No possibility to have variable wagons per train? I’m using 3 atm to move grease and extract.
Why can’t I get my planks to push through my trains? I have them qued appropriately.
And have 24k in my “sending” district
is there a valid path for the train?
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)
or just show green if it can go there from the start station
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
also have that button for waiting station and depot
They aren’t delivering them to the stations, they’ll do other things, but not planks.
I have the station prioritized, I even tried selecting empty on the plank piles.
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.
Can you place more then 1 receiving goods station on a line?
Dont exactly know what you mean, but probably yea
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.
Is this going to be updated to the new Update?
Im extremely busy with school, but it is the plan to update, the question being able to find time to do it xD
Oh no. so many errors D:
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
will the Mod be available via Steam Workshop?
when its updated, it will, yes
can't wait for choo choo to come back
this map would be perfect for it https://steamcommunity.com/sharedfiles/filedetails/?id=3292255580&searchtext=
Tonight I will most likely continue working on Choo Choo
possibly as far as to getting ingaame
without compile errors
So then the debugging begins
🤞
Can't wait to debug 😍 🤣

Debugging
The thing is, about half a year ago, i have rewritten significant portions of code
never tested those
.<
Wonder how much of that is gonna be a pain
50%?
100% of the code was cleaned up
not 110%
😉
or close to atleast, removed code, refactored, everything
But also rewritten small stuff i though would be fine, but i havent test, so might be fine, might not
gl 🙂
TYTY 🙂
Just a question, is it possible to build multiple lane for single station 🤔
im able to get ingame
ingame, sounds wierd, into loading screen
crashes a lot
and ive already identified major systems needing a rewrite

got the toolgroup to work?
we believe in you Tobbert. but real life comes first. dont stress too much over beavers 
No 😦
Try put ladder or other item in it and see if it show up?
I thought i tried and worked, so not sure what is going wrong
hmm something with your unlock component?
try place a train building in a normal toolgroup?
@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" ] }
how does your look like DD_BW_LeveeSQ is TobbertTrains?
ID should be IronTeeth = faction to add to
oh what
yes
then i think its the prefabcollection that do not have ID IronTeeth
so its not added the buildings to ironteeth
This doesnt have that: #🤖mod-creators message
Oke, thats just stupid
at that point, just add a property of Faction
nope, doesnt work 
join voice call? have 30min before i have to go
ingame! Thanks Knatte!!!
hella
Is multiple platform possible without making multiple stations 🤔
not what i know
multiple platforms?
oh
meaning one beaver entry can load multiple trains
I think its called lane in american i think
Simply, at a time multiple train can use it to load and unload items without need for waiting
Something like this
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 🤔
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
My idea is instead of building separate lanes, maybe staions have inbuild lanes? So we can have 1 lane, 2 lane or 4 lane stations etc...
We just connect each lane to. Active. Rails so train can access the lanes
but what is most easy and less risk of breaking
Considering how long (in fact, short), takes for loading or unloading, I don't see the point 🤔
We can build a big central station and connect each lane to different districts 😁
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
Loading is instant currently and im also not thinking of adding load times
Best is to let Tobbert to make trains working in U6 ! Any improvements and suggestiions, after.
Nono, suggestion right now are really good
Thats important 👍
maybe i can incorperate them while having to rewrite anyways
then if they will be implemented right away thats the question but a system that support it is easier to do when rewriting stuff 😉
Do your best 🥰
well its paused until u6 is fixed
ah i see
true lol
was just wondering if you still had u5 stuff going on since i last played
no development on U5 nowdays its 2 different setups and im not going backwards and i do liek the u6 and playing it 😉
When might development resume on this mod? I remember having some good fun with it a while ago
I really do not enjoy working on mods sadly, so update is unsure.
Well, if you end up calling it quits, would you be willing to release any source files?
Surely someone here is so plugged into Choo! Choo! that they would continue developing it :9
Ah ok. Did you just get tired of mod work at some point?
I dont really know really, everytime i open unity, im like... sigh and then close unity
i think of all the things i need to update
i just dont find it exciting anymore
Yeah that's the unity experience
@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! 🚂
i think this fits
@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
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
But you planning to work on trains
. Just not modded trains
JC will probably kiss you if choo choo is a go go
@quick thistle Can’t wait for it keep up the good work 🙂
Whoa now, let's not get too forward here 🤣🤣
But that would be a very pleasant surprise

Tonight i will hope to get all buildings updated so they work with the new changes
Then whats left is updating all paths of all assets
then a lot of the code will probably just work, as fundementally, the base game didnt change much that is related to trains
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
To be clear, i would also insanly love it if this mod is updated
is basicly my child
xd
"code child"
Ok, I'll kiss you.. for him 😽
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.
Whaaaa
I have it unlisted for now, i have tested it fairly well, but i know im stupid and probably didnt think of obvious things
https://steamcommunity.com/sharedfiles/filedetails/?id=3346279334
i was just looking for it on steam lol 
If you wanna use, be careufull for now
i always test first anyway
Maybe, if you dont mind testing
sure
Aaah, that would be epic
i usually test new mods on a separate save with dev mode like i have been doing with the pipes
Man that sounds so nice, if you find anything, let me know
I have plans tonight just after release, so I hope you wont find it or things you find are easy to resolve
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
Yea, this mod has tons of issues
but i should be able to test it pretty well
are you making it live again? i can't see it
i haven't downloaded it yet - steam link is dead
You are part of the group?
oh its back
ok got it. i'm going in!
yeah, getting a timberapi crash - was getting some timbercommons crashes but i fixed those
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
Tapi was updated, make sure to verify game files to force update on steam
yeah i'm fully updated should be, will verify files again
- TimberApi (v0.7.7.0) is what I have, is latest on steam
But i should then have to crash aswell
This is the exciting news I needed
try disabling Unstuckify
lol i disables unstuckify but forgot to re-enable choo choo, 1 sec
No, this is a me issue
@quick thistle
Seen that change of some button names? 
Oke, no clue, but after a recompile, it now works
Gonna do a publish build now
take a few minutes
okay i'll refresh when u tell me
Yea, but wasnt the issue for some reason
live now
oke
okay game is loaded no crash 
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
Yea, Im aware currently they look boring, though im not that creative
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

everything seems to be working with full U6 as well 🤘
Will it work with Greedy Builders?
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 😮
@quick thistle FYI the dividers seem to be missing a texture, they are see through now
Now it's easier to see thru them 😉
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
Same
That is base game things which does some things
Really annoying, but hard for me to fix currently
Hmm try an other shader?
No, is meshy and sketchy stuff
i do the choo choo
@quick thistle issue found by @shadow drum . Change: PrefabGroupSpecification.TobertTrains.GreedyBuilders.optional to PrefabGroupSpecification.Buildings.GreedyBuilders.optional
my train seems to fly over parts where the rail and platform is yet to be build XD
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?
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.
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
They sit outside to see the train go by 😌
is it your patch for moving beavers with trains thats affecting other parts?
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
create sections. The description describes how, lemme know if it is unclear, i will improve. Currently 1Am LD
What a beautiful sight to see opening the workshop
Tobbert, I owe you a christmas present
Sadly I owe him a kiss 😘
Can the train get wet?
Nope, if there is valid track and can pathfind correctly, it will
Thanks I just done it
Love to see that ChooChoo is back on track again 
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

Did anyone else see this behaviour?
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
seen similar issue mentioned in steam comments and possible solution:
"...this is caused by the pathfinding. Your layout is incorrect so the train thinks it can pathfind, while it cannot actually, resulting in loading the goods and then figuring out it cannot actually go to the other station. Solution is to make sure the train can pathfind correctly..."
Ahh okay... So the solution should be using track dividers (properly), am I right?
Hi everyone.
How do i perform this fix? Choo choo is not working with Greedy Builders.
Steam?
You will find it in the Steam workshop, I don't know which number folder it is.
just search PrefabGroupSpecification.TobertTrains.GreedyBuilders.optional and rename it
sorry for the late response
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
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).
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.
hey so
i cant see the train tab when playing with greedy builders
and not even oldgopherpipe
#1064952561687343235 message follow this post
for oldgpherpipe no clue
for choochoo it's a simple name change to fix it
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 
Can you upload/drag/paste some images of your setup here could be a bad setup of sections that is doing it
alr one moment
these are the stations
there are no other signals
i have the version of choochoo on modmanager if that helps
uploaded them
uhhh
it seems to work again
I just reloaded
Oh no it is stuck again
hmm and it do have waiting stations to go to?
yes
I think its the pathfinding getting stuck, because if I reload it works, untill I change the sections
Do you want my save?
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
Ill try that
Check a few posts before. I explained how I fixed it.
ok
haven't played Timberborn for quite some time, won't there be a passenger station anymore? I actually liked those
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
train passengers was the feature that drew me to the mod in the first place(watched some playthrogh or another showcasing it)
I have found that almost any time I make a change to the train line such as changing a straight section to a T or sometimes just changing a divided direction, the trains would freeze. And the only way to un-stick them, forcing a path re-calculation, is to make a save, exit completely out of the game, re-launch, and load that save. This did not happen in U5.
It was very buggy though
tons of dying beavers
Yea that seems tk be the issue that I am having
miss it aswell, since it helped me with playing a single large district
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...
can beavers enter in the train ?
no, beavers can not be passengers with this version
thks
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.
Here is a diagram if that helps.
Can someone help me when I try a builded the train the game crashed straight away
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?
Well, apparently a random reload just fixed it.
Sure would be nice if the trains were a different color, something that stands out better against the tracks.
Does the mod work with the new upd?
yes its updated for update 6
ok very nice
Note: Rail extention is not yet updated, (tunnels)
@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?
That's exactly the issue I ran into, glad I'm not the only one 
here is the log with only choo choo and a save
same here
I have the same problem
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 ...
i can confirm this issue
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.
Heyy, my train is build now but it wont start do anything can anyone help me?
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.
also my trains stops doing anything once they go to a waiting station
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
The roof for waiting station could use pillars from staircase mod to have less pillars 😉
There is 2 pillar version
ah yeah forgot about that
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
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
Yesterday i was continueing on reworking the pathfinding (fixing all bugs) hope to continue today
Nice
Seen error when clicking on panel?
#1064952561687343235 message
Do you still patch things for the removed passenger system? (Could that be the reason for worker sitting outside?)
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
ah so this is a known bug
I also just had my game crash after clicking that
and so is this a bug?
Sort of, in some isntances the mod bugs out for some reason, no idea why, for some people no issues
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
alright cool man no need to feel that way
I just wanted to know if I did something wrong in using it
this was fixed right?
or stilll broken
yeah I didnt know I could place a path block over it
reloading should fix this
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
multiple playing sessions spanning multiple days (and so PC restarts) and they still stay in those waiting stations
trains should work just fine
using 1 train?
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
i just see another one under the platforms
so then I tried building another train out of curiosity, and it goes to work rightaway
bringing goods back and fro multiple times
so when you click on tracks you see colors, make sure there are different colors
until it just goes to the other waiting station and never move again
1 train occupies a section, indicated by a color
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.
getting myself in the thread so I can link it in the future so don't mind me 🙂
Seems to be working now - I think restarting timberborn/reloading the map fixed it. I thought I'd tried that, but maybe not.
Halp trains work without problems. I think you forgot to put bugs in my copy
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 
So please go back to work and give more trains pls
I have probably fixed all pathfinding bugs
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
my train works after the update 
I havent updated yet, still in test phase >.<
that it is working is as i described, it is fine, as long as you dont build tracks
I see
once you change a straight track direction or make a section devider
btw are trains supposed to turn around in a goods station?
it will probably not work and require a reload
yes and no
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
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?
and is there a way to force imported goods to be taken out to other storages?
have more storage closer?
Set something to obtain
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?
correct
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?
I think I just have abundant scrap metal in all the other storages so the ones in the station is never taken out
so I guess problem was that I place the station at the very edge of the map
so it's always the furthest source
the storage is big enough to allow all goods, so its encouraged to place locally and use as main storage house
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?
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
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
Just a random tought, does the calculation even need to be on the main thread? Can't you move it to another thread?
You can, but threading is hard
Just a question, is under ground rail possible?
U5 has tunnels that could be used underground and it will in time be updated to update 6
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
HELL YA!
We can rename the stations now? Woo!
It could save space
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.
Now that pathfinding is mostly or completly fixed i can take a look at that, no real clue why that might be hapnneing
for some reason choo choo is not showing up on my greedybuilders faction. is it under dev mode or something?
where did you get it from steam? if so verifyed gamefiles to force mods to update?
mod manager
hmm
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
i have it using Choo choo 0.10.2 from steam will test mod manager next
0.10.2 was updated yesterday evening:
#1064952561687343235 message
and it was then that GB support was fixed
I don't usually do a daily check. guess I'll check now
🤯 and here its not working 😮
is that not the first thing to check 
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
I havent tested, but i just did what others said that would fix it
ya and mod manager version works as long as you install the latest version thats fixed
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?
@tall bridge you use the mod?
Have not started using it no use to small maps 😜
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
Can test it some more tonight
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.
but you do have 3 sections?
There are two separators between the stations, i.e. three sections.
The entire circle therefore has six
so its four in total, by bad
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?
They are correct
Or is this better:
so both trains are waiting at the station?
if so, then i will have to test this, as i wouldnt have clue what is happening
but at work still
if this is the case, then that would make more sense
but either way @torpid hemlock make ssure to include waiting stations
yea, so this makes sensse
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
Ah ok, thanks
Maybe, another piece like waiting stations (a bypass one), that have directions at block end, to be placed mandatory on the main track ? 🤔
I dont completely get it, can you maybe illustrate it?
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.
And one note to your image:
Waiting stations are required on both sides of the loop
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.
With that layout you dont
They keep getting stuck 😦
Train in the top right isn't leaving
Have I placed the separators incorrectly?
Use more track separators (sure won't hurt)
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:
Drag and drop here the last error zip file, for Tobbert to take a look.
Here the exception
GameObjectFast might be Null at that place.
Maybe try GameObject instead?
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.
You have to set Fill with goods on each warehouse individually
@quick thistle Would it also be possible to set the freight station to distribute goods? Just like in the warehouse
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.
In this situation, the train is using the waiting station even though it says its not connected to any other station.
I don't think GameObject vs GameObjectFast will change the Nullness of the result. I think the Fast designation is for caching the type lookup, not the value?
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
GetComponent and gameObject are marked as Obsolete with a message pretty much like that (and throw)
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.
If you need help with Git, I'm happy to help
It's gonna git you 
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)
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
why not use git stash
scary words again 
Why would you use git stash
, when pushing new version?
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)
To save work without commiting. I use it when playing/testing around in my code
I'm not an absolute expert, but I'm familiar with most of the functions
How far along are you with the U6 code?
tons of rewrite of the tracksystem and navigation system and updated all code everywhere to comply with update 6 modding support changes
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
Maybe you can create an U6 branch, push and we can test
IIRC You cannot rebuild the project from the github because the prefabs aren't included since they are too big.
i just straight up created a new git package for U6+ 😉
just had to do it twise as some files that should not be on github was not skipped first 😛
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
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.
- check out the repository
- create a new branch (e.g. u6)
- copy you lokal changes
- commit
- push new branch with changes
And why are Prefabs to large for Github?
Max File size is 2GB
If you use Git LFS
In reality, maybe not with big things, this barely happens. Letting people making an issue is already hard enough. Still is Github great nontheless. It's an good glorified backup system with some extra features
Anyway, ye good luck
How do we place the track on bridges?
i created a new one and skipped old as it was bugging out and taking to much LFS storage usage anyway
problem is not the size but that the full files is replaced if small changes is done and if someone downloads it so the max amount of download from LFS is used up and github want me to pay to be able to use github
and its 1gb/ month as max both in storage and banwidth!
Oh, did not thought about that, valid point.
Maybe add a link to readme.md for an other service?
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
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
I have a question, do i need to connect both sides of waiting stations?
Or just one is enough 😁
@quick thistle i see what you did there, you updated the choochoo mod (mod.io) but forgot to rename the file for greedybuilders 😄
oh what
i did change the name
I just downloaded 0.10.2
Or maybe i still did it wrong, idk
wait give me moment
i just did what someone people suggested doing
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 😮
¯_(ツ)_/¯
sorry for the disturbance 😮

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 

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
thats no intended i think no
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
Nope, train collision is not a thing 😦
darn 😦 sorry 😦
Dummbbsss way to dieeee
I wish there were collisions and it hit a beaver and the train would flip over
Choo is crashing for me this weekend :/ mod version 10.3 game version v0.6.9.2-8993f96-sw
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
10.3 is working for me with latest tapi, 0.7.7.2.
yes lol
maybe lol
be nice if integraded into game :3
wait, no, then i lose my mod 
No choice. Steam workshop doesn't give me an option to not update the mods
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
That seems to have worked! my modtest world loaded without crashing. Now loading my proper save with Choo 10.3 and tapi 772
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.
what version of mod are you on?
is there more than one train if so is the train multiple colors? (the loop need to be atleast 1 more color segment than trains)
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.
that is not true 😦
Steam is known to bug out and not update mods!
Verify gamefiles is a sure way to know its latest or use steam update buttons to check
https://steamcommunity.com/sharedfiles/filedetails/?id=3358667560
thanks, I will try this and let you know.
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 😉
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.
else it looks correct the image you sent
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?
not that i know of no
yes, I was on 0.10.2 so that could have been a problem
The description is a start if not read already
Latest fixed a lot of issues. No issues reported to me since then.
Except user error ofcourse
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.
tried with less sections so its not that one section is wrong way? 
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.
then we need a save to be able to help
ok, where do I send my save?
just drag it in here or in #🚀mod-users and we/i will look at it when we get time
ok, Is there any log files you might need or anything I could collect from the debug console for you?
think its better to start with save 😉 as if it does not crash logs offen do not tell anything interesting
the only mods I have are listed here ^
else the save tells what mods is needed 😉
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.
better to ask in #🔭maps-general
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.
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 🙂
hold on a minute
the trains are not supposed to turn round right?
i saw it turn round and drive through itself
think there is some safty logic to turn around if it cant go forward 
and it can rewerse to get where it wants
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.
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
the train gets stuck.
there are no waiting stations - there is no reason for the train to wait. there is work to be done.
what you mean by stuck?
but if it searches for it becasue there is no goods in the station 
it stops at the second station
you have multiple trains?
it looks to move goods, if no goods to move, then train just doesnt move
i loaded your save and as fast as i added a waiting station it started moving
might be smart for me to implement a rule to require a waiting station atleast
otherwise you cannot build a train
oh. It'd be nice to be able to have a setting for it to load only/ unload only instead
what?
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
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 
resume time
it is still there?
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 💀
if i removed the signal below the waiting station it found the connection 
have you added a waiting station thats a good thing to have so it can go there and wait for more work
so that way I can have my cake and eat it?
can even use 2 trains 😛
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.
hmm its weird it has now stoped moving :S
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?
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
so when it leaves 1st station on it's way to wait, it does not immediately start looking for work?
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
Tobbert looks like waiting station do not like it if the entry and exit is not the same segment
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
but im suprised you have not added any sluices to route away bad tide water 😮
this?
why bother? solving such a problem properly will be time consuming.
all that really happens is a bunch of carrots get vaporised
helps control unemployment in the region.
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
how come this does not work?
this one?
currently investigating this one, this one might be in code
it would help if I'd actually pictured the segments
what you mean?
this should be better.
Oke, i have fixed 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 
not sure how to replicate the issue you are having
also would it be possible to show a warning in a station or wating station if it does not find and entry and exit?
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.
well if you fixed one error it could have been also fixed 😛
but now both trains are at the bottom, waiting!
i was testing before the fix
but you could get it to show the not connected symbol?
then it could be the same problem just that the icon was not always shown maybe? 
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.
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
since you said about paused i have done it in live
epic! then im confused
can you try load this save and see if trains move 
as that save is in a state where it show no error messages but they still stand still
this is user error
You have deleted 1 track, as seen on the left

but i did then build the track between the waiting stations but they still did not move
oh yea, fair, that is fixed by the issue, using live it is broken
yup yup, sorry about that @tall bridge
np but maybe should say something in description that it can not pathfind between station past a waiting station but need direct trackline
it says so on the tooltip
but i cannot make people read
also, fix is live on both steam and mod.io
hmm it does?
😮 and here is the unusual case i read the mod description but not sure i read the ingame one 😛
you read it atleast
more then 99% i imagen
Copy pasted the text into the descriptions now, thanks for that aswell
pretty sure it works now, i will let you know soon
Tobbert thought some about what should happen if a train with beavers cant get to the planned destination maybe:
- go back to pickup location
- 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 
most of my problems were related to the lack of or routing problems at waiting station
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
😮
perhaps a difficulty dependent rule for passengers - hard mode, the passengers get dumped where the train was if removed, even if they get stranded. easy mode - always return to home district. medium - unless they would get stranded dump the passengers. ofc toggleable in custom. something similar for goods, apart from they become rubble instead of having to walk home.
not sure about a train carrying liquids
liquidss are just goods, so they are supported right now

