#Choo! Choo!
8941 messages · Page 9 of 9 (latest)
back when i created them, i didnt bother, i just added them for visual effect
if you are not aware, click on a train and see the window on the right, you can select the look of the train
as you said, you can create some models if you like, it will just reconise them and you can use them
either you can upload them yourself or if you want, i can add them into the mod itself
Also if you switch one straight to a separator and off again, all the disconnected errors disappear
.<
My trains are numbered. I currently have 7 trains running. That’s ol’ number 3 waiting in the top slot. Zero’s out in the field somewhere.
nice one xD
all 3 of my goods stations and a waiting station show as "not connected to any other station" :/
Have you verifyed gamefiles or used steam button to check that you have the latest version
just did that, no change.
if I build a new train it just moves to a waiting station in my yard
everything is connected, I've built a 2 way mainline between my 2 districts, 2 stations in my main district setup to send mining gear and robot parts to the mining district and returning scrap
I've got a lot of segments setup but as far as I can see they are all set correctly and this is a similar design to ones I've had working before (in update 3,4 and 5) but the only stations that aren't showing the disconnect icon are the waiting stations in my yard
oh oh
I removed 2 segment markers right before my stations and they seems to be working now
Any chance you could add the storage "supply/demand" options to the goods station? would be nice for my haulers to pickup from the near station rather than walking back to the main settlement for stuff (when filling worksite inventories before I split it off into a new district)
I am having the same issue - my trains don't transport badwater.
train stations are neutral. You can put storages near the station to supply and demand
But my haulers don't seem to be using them much
at least until I split the worksite off into a district of its own
would love to be able to set a station to "supply other storage" and have the haulers register that it's 3 blocks away instead of the central storage 100+ blocks away
(not a world ending issue, just a suggestion/request) 😉
this is just because you find the train storage limit to be not be enough?
because the stations store the item themselfs up to 200
you know me 😉 NEVER ENOUGH STORAGE!
Storage mod is high up on my mod list. But my haulers are walking the full length of my railline to deliver dirt to my 5k temp storage instead of pulling from the 200 dirt in the station😟
im just trying to understand how this could be nicely implemented based on the exact issue you are facing
so this in the sitation of a single district?
as then, not really possible for me
the current implementation is the best that is possible
yeah its at the very start of any new project.
Step 1, build a rail line, Step 2 Build a project inventory, Step 3 Split off a district and migrate
no worries
hi, just ran into this error after clicking the create train button
v0.6.9.3-b880551-sw
IndexOutOfRangeException: Index was outside the bounds of the array.
ChooChoo.ModelSystem.TrainModelManager.GetTrainModel (System.String nameLocKey) (at <1b031b04bef1414898302abf8d81e626>:0)
ChooChoo.ModelSystem.TrainModelManager.InitializeModels () (at <1b031b04bef1414898302abf8d81e626>:0)
ChooChoo.ModelSystem.TrainModelManager.get_TrainModels () (at <1b031b04bef1414898302abf8d81e626>:0)
ChooChoo.TrainsUI.TrainTypeDropdownProvider.Awake () (at <1b031b04bef1414898302abf8d81e626>:0)
UnityEngine.GameObject:SetActive(Boolean)
Timberborn.TemplateSystem.TemplateInstantiator:Instantiate(GameObject, Transform)
Timberborn.EntitySystem.EntityService:Instantiate(BaseComponent, Guid)
Timberborn.EntitySystem.EntityService:Instantiate(BaseComponent)
ChooChoo.TrainYards.TrainYard:InitializeTrain()
ChooChoo.TrainYardUI.TrainYardFragment:<InitializeFragment>b__15_0()
UnityEngine.EventSystems.EventSystem:Update()
this is the setup
I've noticed there was a rail missing in the setup, but after adding that it still crashs
Hi, I experienced crashes when trying to build the first train using the GreedyBuilders Faction.
Idk if I will be able to provide a log, as the game just freezes there
Hi, I'm experiencing the same problem.
Conflicting mods seems to be ChooChoo with GreedyBuilders. My crash happens when building the first train as GB Faction. Folktails and Iron doesn't have the crash
This is a great mod. It's very ambitious to add a whole new transport system. Is there any documentation on how to set up the rail lines? What is the significance of sections? Do the tracks need a closed loop or are sidings acceptable? What do the colors on the lines mean?
The description should have most information you are looking for. The rest should be explained further ingame.
Thanks for your quick answer. I am asking because I cannot get the one train I have to go get scrap. It just sits there. That is why I asked about documentation. Are sections necessary? Why does the waiting station complain it is not connected to a station?
make sure the train line loops back around somehow
trains in this mod can't go backwards iirc
Hey @quick thistle, any plans to move the pathing calculation off the blocking thread? In my current build every single track placement or modification freezes the game for ~20 sec. Very tedious
Already implemented
Yay! I assume you mean for the next update, 0.10.5?
My train refuse to move. Everything set right: storage on obtain; both station receiving and sending. the left station is sending wood to the right. I try making section and didnt work and is a bit useless when is only one train (i put a couple for basic direction but doesnt work) i try like 5 diferents layout and none of them work. I have another one, same concept: it work perfectly ¿What i am doing wrong? TwT
(ignore the mess, 1 hour trying to fix it)
PD: The left side is loaded but the train doesnt move
PD2: Is 2 diferent district
PD3: I try to put something to return back, no movement
What are the limits set to?
Uhmm the goods are set to 200 and they are not too far from their district
I’m running 10.4, still freezes.
do you have a waiting station?
Yep, is where the train is!
I don’t think it matters here, but for future reference, sections need to be a minimum of 6 units.
Try coming into the stations from the other direction. This used to matter, don’t know if it still does.
ignore last, direction doesn’t matter.
I try to change direction but ye, with one train the direction doesnt matter really
That is not fully true, the only part that need to be in diferent section is the "head", the wagons are mostly decoration
https://www.youtube.com/watch?v=uuJYEBOQ9Ic An old video of mine!
This is my other setup and work fine! the other one is just jinx for some reason
Nice vid!
What do you mean “storage on obtain; both station receiving and sending”. How is the sending station being supplied with wood? Got enough haulers?
The receiving part need to have storage on "Obtain" mode to be able to the train to move things. And yes i have enough haulers to work, actually the sending part are loaded with the goods, the train just need to move
yeah, if the sending station was loaded or not was what I was getting at. Well, jinxed!
Yeaah... ill remake the setup in a diferent location to see what happen, hopefully it will fix it self
is the train followed in the video only moving in circles without stopping?
that's still with the old district system tho right? or is there a mod bringing that back
Thats live o.o
Same concept, Same error u.u
Any ideas of what is happening?
Weird, im sending wood but the windows appear that it doesnt receive wtf
However in the other side it says im sending goods o.o
have you set the station in brussels midi to receive logs?
I know whats the problem now... I have two stations in the same district with the same name
And now u mention it actually i was changing the other one
Not this one
Omg thanks for point it out
Human error! Ofc it was me hahahaha
I was changing the names over and over again and i didnt realice that, now with the new setup, they have diferent names
lol
Hei! Having same problem, have both GB + Choo choo. After trying to build first train and game crashes. Is there a solution to be found? Huuu-uge amount of tracks built on the Ribbon World... sigh
Found a solution. Posted it to the Workshop. As someone who doesn't know anything about modding I'm pretty happy to have resolved this by myself ☺️. May the building continue..
what am I doing wrong
for each train u need to have a waiting station
And u can reset that error by changing a track -Put one to a random direction and then changing back to normal- sometimes the track need a litle help to update
also, direction track are useles if u have only one train
I have a wating station infron of each station
where do I have a direction track
oh my...
U need to have the waiting station next to the original track
not in the same road
the train cant rest in the middle of the road
Its like park ur car in the freeway
the park section must be next to the principal road
the train doesnt know where to go, since theres no clear road to them to move
copy my designe if u want
Put the waiting station in the red section
And delete the other waiting station
that shoud fix ur problem
and delete the other waiting station, if u have one train, one waiting station shoud work
something like this
ah ok
Hi Vallo,
Sorry to bother you but, how did you fixed it?
Hi, recreated the solution provided by Vallo1982.
You have to copy and rename the Folktails version of each one of this files to "GreedyBuilders.original".
Also, you have to open them and replace the "Faction" in each one of them, to GreedyBuilders.
I’m playing greedy builders when trying to build the train is crashed and I get this message come up at the top of the screen can anyone help me
i cant insolate the Good station, i try to put directionals in the beginning and in the end of the good station and it seems that afect somehow with the parthing
I posted a solution literaly the post before yours.
Also, your maps looks cool, what's the name of it?
On the rigth, the one-way rails are well seted? Seems like the only error may be there.
Yes it is, the first directional is fine, the problem is when i isolate the station. Also the trains sometimes turn in the wrong way to then turn in place back to the right way
I deactivate the single directional and the bug its fix, the thing is its inefficient and the trains will wait longer to pass
The blue line is too long and it will cost some problems in the future
This for example
I did what you suggested but it's still not working :(
Bcs the waiting station doesn't have an entrance, only an exit
ok now? 😅
Now it should work
still shows that unconnected station tho :(
Uhmm
The train yard is backwards
Uhmm when i put too many directional near a station, it says is doesnt conect with another one D:
For the moment i reduce the amount of directionals, but the trains stop for a moment, waiting the section to clear
doesn't it have two sides tho
Did the same thing to "Torii gates and lanterns" mod and that way got it to show in game with GB. 😁
I did make it work, but now the goods station isn't emptied (the district has 20 hawlers, the station is priotised and I waited a few ingame days)
Congrats!, the storage must be on "Obtain Good" for the train to get stuff
Only in the receiver district tho
In mine playthrough i cant obtain treated plank idk the reason, maybe the station has a limit of good tho, so i started to clear some of the goods
is it normal for trains to just change direction on their track? so they don't have to drive in a circle
Sometines they do that, u can fix that puting the good station at a side, like the waiting station. But theres no real problem tho, with one train having they own play yard, just let it play (?)
Im my save i have 7 trains with 4 district conect already
im creating 2 more district and making 2 new pathing tracks!
My New station Version 5.0, a lot of trials and traffic jams
No traffic jam atm
Btw, the station have any limit capacity?
In my long studies, i figure the station only close when is insolated in both ways, but closing one side just is enough to avoid jams and doesnt affect the station
👀 love the conversations, though im busy lately
Btw, the station have any limit capacity?
Im couting the goods and aproximatly they can get 2000, can u tell me? TwT
if its true or not
nvm ill test it
Btw admire my sexy spiral!
Yep, station has a limit of 2000 units
The second i clear a bit the station, new units arrives
roller coaster tycoon posting
so 200 of 10 different resources?
2000 units so yeah, 10 resources of 200, 20 of 100 and 40 of 50
I didnt test the last one tho, i dont know if u can stack 40 tho, i think the number of resources has a limit too
I dont know how it works in the code
I understand the basic of the mod bcs i use to play a lot with the trains, but with the new interface i woudnt know
ok good to know
In my time, the stations doesn't said if they were conected or not
New things, i need to limit test them first
Here's a full cloverleaf interchange my beaver buddies built for their "high speed" railway system.
Hello!! I have a bit of a question. For some reason my train isn’t moving. I’ve got the 2 stations set up, the whole railway is the same colour, I have a waiting station set up, I don’t know what else to do…
U have the storage on "Obtain goods"?
Do u have only one train?
Ur waiting station is on the railway or is on the side?
How do I get 2 trains to use the same line?
As when I make another train, it just sits there doing nothing while my first train runs around doing everything
u need to make sections for it, in simple terms 2 trains cant stand in the same color track
Press a track and click on it, it gives u the option to put a directional on it.
Basically u "cut" the tracks
And the directions helps the trains to navigate ur setup
@rich rapids Sorry for the wait. Time zones ahaha… I have it set to obtain on one side, and empty on the other, only one train, and the waiting station is in a branch line specifically only going to the waiting station
Dont worry! Only the receiver part need to be on Obtain though, the sending dont need to change anything
Try to post a picture to see better the problem!
So this is station A. It’s supposed to receive scrap metal from station B. The metal pile in this district is set to obtain.
In between, it’s only one track, and I have only one train
This is station B. Where the mines are.
Oh so, theres only one train, in that case u need to put a waiting station
Outside the main railway
I see that u have one but is not outside the main setup
So the AI thinks is the same road
Thats the error there
Try to do something like this, double road with a waiting station at a side
Ignore the complexity, its just to avoid getting traffic jams. I play mostly with 5+ trains so that's why
I have 4 district connected via trains, and 2 more on the way!
I personally dont like those intersections, they are inefficient and cost a lot of traffic jams. Try to avoid them if u plan to introduce more than one train into ur setup
The goal is having a higher number of intersection for the train to use, the faster the train leaves a color, the fastest other train can use that section
Nice! let me know how it goes!
does anyone else ever experience a crash whenever you're trying to build a train?
Custom faction?
im running ironteeth on this save
I have a problem with this mod. The beavers don't want to work with the goods stations, although I connected the railway and the train made 1 lap, but nothing else happens. Maybe someone knows how to fix it?
send picture to better visuals!
U need to know the trains need a several of conditions to work tho
had the same problem, randomly started working after like 10 ingame days without changing anything lol
I think the trains wait until u have enough materials to start moving things. idk its a theory
Can be several things tho, its a endless list to check xD
nah the trains worked fine, the haulers just weren't removing items
It happen to me to xD
Sometimes i ask for things and the beavers wont deliver the goods in the station
I have 4 haulers houses
And they just denied the deliver
So weird
yeah
In fact i clear some of the good to make space but nope
One district with 6k wood and the other with 0
Still no movement
could you share the error?
it doesnt automatically trigger an error log, since it freezes with an "uncaught exception occured" message, but I think this is it
it hits as soon as the button "Build Train" is clicked
what faction are you playing? ironteeth or greedy builders?
ironteeth
just a question why does the train keep waiting at the waiting bit when there is stuff in the staions to be moved ?
1: U put on the receiver side, storage to obtain?
2: Ur setup is optimal to the train to move?
3: Theres another train or is just 1?
4: Put a picture see better!
ive got this setup but i am finding it a bit confusing, the track is fully connected the receiver station is right next to all the storage
im trying to have just 1 train too
i tried removing the waiting staion but the train still just sits in the creation bit
Ok put the waiting station on a side, not in the same road
The trains need a waiting station to work, but they need to park outside the main road
alr, i was having a look through this channel and found something about it so now building it
Yeah u can look at some of my screenshots tho
And close the cycle
The road is not close
okay
Do u have 2 stations in the same district?
ah does it only work in 2 districts?
Kind of, the beavers take and put goods in the different stations
alright, it was working when i first set it up
The goal is change the district crossing for the trains
ahh
U can use both in the same district tho
But is not going to work too well
Because u are putting and taking the same district
yeh
Its like buying stuff from ur own store
lol
If u are doing some minning stuff
i could put another district centre where most of the stuff is coming from
yeh
That will work for sure
cool
But ur setup its fine
Put a waiting station on a side
And close the road
If u want to do more trains, u need to cut the road with directionals and its 1 waiting station per train
Here's a video of mine, showing kind a late game train setup. Just to give u an idea on how it works. https://www.youtube.com/watch?v=uuJYEBOQ9Ic
cool
U can have 2 train station in a single district but be careful with the things it deliver/receive. i didn't try it on this update tho.
To not get a bad feedback between stations
yeh
Heya! I have the same problem and looking at your mod list it seems we have a very similar mod list (I have few less mods) I just had a clean run with the "ChooChoo" mod (and it's base requirements) and it worked perfectly! seems the crash problem comes from one of these mods.. I have yet to figure which one it is.. I'll be having some runs and test later on, I've notified the same to the mod creator and you're more then welcome to try some things yourself and to share your knowlage 😄
@gilded fern you have tmbpl good carrier changer? The issue from A Fat Bass seems its caused by that
Ive been to busy with factorio 2.0 xD
I mean, learning about how to improve choo choo #trust
I will see what happens when I disable that one, its a relatively easy one to remove if need be
yeah, disabling the good carrier changer allows the train to be built
Hi, It seems that Japanese players are facing an issue where goods aren't being transported from the receiving goods station to storage, likely because the localization's description is outdated. I'm sorry for the trouble, but if you get a chance, it would be great if you could update it.
By the way, I've learned how to use GitHub over the past year, so if it's better for me to submit a PR there, just let me know.
Also, I think this might be a known issue, if this section is set as a one-way track, the goods station's connection will be cut off.
Oh, im sorry, i never though about removing lines i have changed as to atleast not use old information. Thats my bad...
I noticed this as well. I can't seem to figure out why it stops working even when all directions are matched up
Actually I've been talking about this for the past 2 weeks
Nobody seems to pay atention to my post
No, it’s completely my fault for not keeping the localization updated. I’m really sorry for causing confusion among the players. Thank you so much for understanding and for taking the time to reply
I’m really sorry about that—I didn’t see your post because I only joined this thread recently due to the localization issue. It sounds like you’ve been trying to raise awareness about this for a while, and I understand how frustrating it must be to feel ignored.
Hopefully, it’ll get the attention it deserves.
Its fine, everyone is busy with their own things. I'm a hardcore user of this mod, this issue cost me a lot of troubles tbh. The lack of attention to my post made me think it was my mistake.
A lot of shenanigan's to avoid traffic jams hahaha
In fact, I still sometimes have traffic problems with the stations.
im very sorry i you feel like that, I now looked at the code, but from what I can see, I don't see an obvious mistake i made yet. I'm aware that the "No sections dividers can connect" error is related
but i cannot think of why i implemented that
my code is too buggy and bad
im sure its me, based on the screens, but no clue where
I have pushed your new file as updating the language file is not that much work and I'm in a good but still tired mood
Thank you for taking the time to look into it 
Honestly, I really respect your coding skills—I could never write code at your level.
Could it be that the restriction on placing consecutive one-way signals is causing some unintended behavior?
I really appreciate all the effort you’re putting into this!
Man, all the people that have been so nice, I wanna improve the mod, but I'm so worried all my work will be for nothing next update. And I now have a job and my time is limited. If my time ends up being a waste as it could have been time working on a mod which will not become useless then I just become sad I worked on it to begin with.
I understand how you feel. It must be tough to invest so much time and effort into something, only to worry that it might be undone by future updates or overshadowed by other mods.
That said, your work has already made such a positive impact on the community, and I hope you know how much we appreciate it. Even if things change in the future, what you’ve created now is meaningful and has brought joy to so many people.
Of course, real life and your job come first, so please don’t feel pressured to push yourself too hard. We’re grateful for everything you’ve done so far and will always support you
im crying 
Incidentally, I also got a full time job this year and even my leisure time has to be spent studying for my job, so I have very little work left to spend on mods.
People have complained about my abandonment of the mods
I feel u my friend, take your time! I'm your biggest fan!! i love this mod!!. im doing my best to help people understand how trains works. At this point i have a master on doing train stuff hahahahaha
Yea, I really enjoyed the early days of modding Timberborn, us like 5, man what a time (only 2 years ago but still, feels like 5 or more) I hope you will find some time again!
Modding Timberborn really feels like my golden days
Back then, modding methods weren’t well established, and coming together with everyone to share knowledge and slowly build our mods was, without exaggeration, a life-changing experience for me.
I still have so many things I want to create in Timberborn.
I might disappear now and then (probably because I’m studying for some difficult qualifications), but I really hope we’ll get to work together in the community again someday
I have found the issue
and is now fixed
i will now be cleaning up some code
possible ship it aswell
Omg! Yeeey! what was the issue tho?
buggy code
Oh well!
Hi, my game crashes whenever i'm trying to build a train, i'm playing on greedy builders
Nice! Thanks my friend
That is an issue already resolved, scroll until u can see how to fix it!
That issue was caused by tmbpl smt I don't use that and I the error report it said smt about indextoutofrangeexception
Also my bad let me copy and paste my error report didn't think it was a download
Again, that issue was resolved on this channel, scroll until u see it!
Ok thx
Wait does Choochoo works for other factions now ? 😱
Can it work for my faction too ? 😇
Nope, dodnt fix that yet 😦
I fixed that trains now spawn correctly when the train yard is flipped
I notice that aswell, but imo was a bit irrelevant, good job!
Beaver Train Network: How To Build Your Own | Emberpelts
0:00 Intro
0:10 Timberborn
26:48 Outro
Mod List
Some work, some dont but having them all activated has not broken my game....yet
BeaverBuddies - Multiplayer Co-Op
Beaverpower
Big Long
Bob Storage
Dirt
Dirtcrete
Emberpelts
Harmony
KnatteMaterials
Ladder
Mod Settings
FPP Camera
Good Stati...
perfect! i was looking to watch something
"Took me half an hour to figure out" my mod sucks
Except to not watch the end. It's a bot apocalypse 🤣
i need to get on that player communication
"No sound effects" I FORGOT
i need to get on that
i need to look for some cool copyright free sound effects xD
hes zooming in way to much, you can see that the wheels arent turning
thats also an headache
Take a small part of the first one and just loop it, then i can use the second one randomly
or at a station
oooh
thats cool
and doable
Thank you Anythin! ❤️
now just see how easy it is to load and play music >,<
Nah your mod is awesome. I had just finished a 12 hour day at work.
This saved my frame rates. Was at like 8 now I am over 20.
Thank you for this 🙂
Thank you 🙂
Was a fun one to make, the train has saved my playthrough lol
yeah the second one does really need to be slowed down tho, the horn sounds so cheesy right now
I can also really recommend this programm that simulates a steam engine live for realistic sounds
the guy that made it also has a youtube channel where he shows everything
https://store.steampowered.com/app/2381620/Steam_Engine_Simulator/
https://www.youtube.com/@AngeTheGreat/videos
On January 21, 2023, AngeTheGreat released a video called "Simulating a Steam Engine with C++" which documented the creation of a simple steam engine simulation. This is that simulation now made into a simple game! Enjoy operating and listening to your own miniature virtual steam engine.
Hi all, I am playing Timberborn with the Choo! Choo! mod on a steam deck. Can someone please tell me how to revert back to 10.4 and disable automatic updates?
Simple answer, with steam you can't
oh, something broke?
I have a very large railway system with 8 or so districts, each with 2 or 3 goods stations, 16 trains (and 16 wait stations). It ran decently on 10.4 but barely crawls on 10.6. I have another map almost as big and it runs well on 10.6. The only difference I can see is that on the one that runs well, there are very few train track crossings whereas the slow one has very many crossings. I am slowly eliminating the crossings and performance is improving. Just thought I could change them quicker on 10.4.
This elimination of the crossings would be MUCH easier if there was only one type of track with crossing as just an option. Then I wouldn't have to destroy and rebuild track and hope the builders had enough scrap and planks with poorly running trains.
You mean something like the switching into the single-direction track?
Wdym with crossing tho o.o
yes. If necessary, maybe giving the crossing option priority and if chosen, disable the signal option. But I'm sure a change like this would be a legacy problem.
Update on my large rail network: I have changed almost all the train track crossings to single-direction track and performance has improved. But still not really playable. It momentrarily freezes every couple of seconds. Cutting the number of trains in half (down to 8) seems to help the freeze duration but not by much. Again, this issue was not seen at all under 10.4.
10.4 is on mod.io, you can manually put it in the documents->timberborn->mods folder
Would it be possible to eventually have 2 or more trains per rail segment? I ideally would just like to have 1 huge railway system but im forced to make a bunch of tiny systems
Look at my video above! That will give u an idea
Update 2: So after eliminating most of the train crossings, reducing the number of trains from 16 to 8, disabeling several goods stations, and removing a large leg of track (sacrificing one district), the trains now run fairly well at normal speed. My stunning conclusion: size matters!
Here's the latest video Blind Beaver sent here:
#1064952561687343235 message
And here's my message:
When you click on the building window for a straight piece of track you can turn it into single-direction track which forces the trains to go through it only in that direction, and only go ahead if the section ahead is empty, so multiple trains can coexist on a network. As showkased in Blind Beaver's video. Waiting stations probably also slightly help, though they're more for relieving networks than expanding them I think? idk
Ah right, so id need a dual railway
Thanks Karol! btw @random mortar u must have 1 waiting station per train, if a train doesnt have a waiting station probably it wont move!, the trick is simple: Only one train per color!!!
The trains will wait for the next color to be free to continue moving, if u have only one color in ur setup, only one train will move!
The trains don't get stuck if they collide, right?
Because I played games where they do and they provide way more in-depth signalling
Nop, they will get stuck waiting each other! xD
So be carefully with ur setups! or u will have a lot of traffic jams hahaha
Imagine a circle with 2 sections, the first train will wait for the second, the second for the first, so nobody is moving there xD
Tip: if u indeed have a traffic jam, the solution will be changing one directional on the area involve, the train with dance a second and they will move forcefully
Change the direction and put it back, that should unstuck the problem. If u have like 8 trains waiting each other u need to do the change multiple times to unstuck them completly
I will make a new video of my setup with my sexy little roller coaster! hahaha
is there a comprehensive guide on the trains?
like do the beavers automaticaly know if i have a goods station near the farms to put the goods on the train so they can go to the main storage hub
instead of walking them there
Im going to make a guide soon!
Uhmm it seems that Good Stations are getting filled by other storage
and not directly by other means. For example if the good station need bread, haulers is gonna take the bread from the storage, and not from the bread making building
Also, only haulers and builders can put goods in a station
why builders
idk, maybe haulers only haha
Can we get a passenger train option? Could be good for large districts. Though to avoid ferrying 1 at a time, itd stop for a few seconds to let any beavers get on, then go
With the new update coming, is gonna be a bit useless tbh
Also beavers dont have colision with the trains so
Sooooooo I almost have it working on plains, had to make a few districts first and terraform the plains map but I’m almost good to go on it
Take picture to see how it is!
Maybe i can help u with the trains
ok but itd still be fun
variety is never useless
Just because we have 1 way to do things, doesnt mean we cant have other ways
Plus, if the infrastructure is already there to move cargo, why not also use it to move beavers
I feel the trains are much better at moving cargo though
Moving beavers is far inferior though as there are several big problems:
Beavers dont know how long they will have to wait. If a train will be there in 5 minutes while walking is 1, it will take the train and wait 5 minutes, doing nothing
The current system for the pathfinding i implemented sucks, as beavers can get stuck quite easily
inefficiency is always useless. Making complex request for absolutely no gain is not helpful. Guys if u want a feature, u are always free to do it! u have the code on github! if are not helping with the development, just dont ask for useless things, thanks!
please don't force your opinion onto others, we all play the game differently
efficiency isn't everything
The most efficient transport system will be to teleport . But, will be realistic ? Sure will not be funny at all to have empty streets.
A l
Hold on my phone id acting up
Yeah I'll wait tiil I get to my laptop
My phone is r
Really uncooperative rn
npnp
what i was kinda thinking of was closing a passenger station until a train is close to arriving? I know passenger trains in general just aren't that efficient when thinking of timberborn, it was just an idea that I had
also there are trains that exist that carry both pssenger and cargo at the same time, again I'm aware of how inefficient passenger traffic would be, just thinking that multipurpose trains might help a tiny bit i guess
Like the trains are already carrying cargo anyway so they wouldn’t be useless if nobody was on them
Heya! game crashes whenever I press "Build Train".
that's the "Excepction" File's content:
v0.6.9.3-b880551-gw
IndexOutOfRangeException: Index was outside the bounds of the array.
ChooChoo.ModelSystem.TrainModelManager.GetTrainModel (System.String nameLocKey) (at <eaeb12b7a5e64474ab1be058d555885d>:0)
ChooChoo.ModelSystem.TrainModelManager.InitializeModels () (at <eaeb12b7a5e64474ab1be058d555885d>:0)
ChooChoo.ModelSystem.TrainModelManager.get_TrainModels () (at <eaeb12b7a5e64474ab1be058d555885d>:0)
ChooChoo.TrainsUI.TrainTypeDropdownProvider.Awake () (at <eaeb12b7a5e64474ab1be058d555885d>:0)
UnityEngine.GameObject:SetActive(Boolean)
Timberborn.TemplateSystem.TemplateInstantiator:Instantiate(GameObject, Transform)
MonoMod.Utils.DynamicMethodDefinition:Timberborn.EntitySystem.EntityService.Instantiate_Patch2(EntityService, BaseComponent, Guid)
Timberborn.EntitySystem.EntityService:Instantiate(BaseComponent)
ChooChoo.TrainYards.TrainYard:InitializeTrain()
ChooChoo.TrainYardUI.TrainYardFragment:<InitializeFragment>b__15_0()
UnityEngine.EventSystems.EventSystem:Update()
and the mods I'm using are in the following pic..
Make sure that you have version 1.2.5 of automation mod installed.
I indeed do, every mod I have & use are updated
Update! I was using a faction mod "GreedyBuilders" and was told it was the probabl sorce of the problem, just forgot about it lmao 😅
hey, i'm using this mod and have a question; do the different car models actually have an effect or are they just for aesthetics?
(plz ping me for response)
Is just visual
I use them to give my trains a binary serial number:
#1064952561687343235 message
help 😦 when i use train yard and build a train it crash 😦
sad life its not working on greedy builders 😦
game crash when editing the track while paused and not having another route the trains can take to get back and forth
@quick thistle I don't know if you know but I've had multiple crashes due to removing a track piece that disconnects the two stations while the game is paused, works fine if unpaused (FT). Also a station placed above another using overhangs causes the bottom station to not get pathed to anymore
again, i think a train that carries both passengers and cargo wouldn't be the worst idea
ok but bring honest passenger trains would probably only be feasable if beavers could feel exhaustion
although i guess they'd be efficient for transporting workers to really far out destinations
train not moving?
Hi! Do u a have waiting station? Do u have only 1 train?
I only have 1 train
U need to have a waiting station per train and also u need to put the storage on obtain!
Thats new o.o
why aren't the items in the station being put onto the train?
i reworked the area and added a waiting station as well as some storage around the map, mainly for items that are to be recieved by the station
but it still isnt moving
do i ping tobbert or do i just leave him be
I will read it anyways
Train resources including currently held items
what about what was used to make the train?
I believe always 100% not sure
Yea, train resources
ok
Not really sure what might be wrong
overview of the network, if it helps
do the track segments need to be divided?
The problem is this part
Try to do 2 ways not only one
Also u have 2 trains
The train station put it on a side
Not in the same path
Thats the problem, the train doesnt have a path to turn around
Do a circle in ur system to avoid jams like that
Remove the train station and put it on a side, bcs the train cant pass through the station
To do multiple train, ye u need to cut the path
https://www.youtube.com/watch?v=uuJYEBOQ9Ic See this video as an example of how trains works! I hope it helps u!
Ok then
i deleted the first one
before building the second one
ok it started moving again
sometimes it decides to move sometimes it decides not to move
second overview of my network
I advice u to do a full circle of the system
ok
But yeah it seems good
the track thats still uncer construction kinda does that already, although it does merge before the final stop
Nice!
so lets hope that finishing that track will be what makes the system finally work
is this how you divide track correctly
Sure that can work
U can cut the tracks, doing directionals
U can move the train station to another location tho, but it definitely can work
now kits just stopped at the waiting station
Uhmm show me ur setup again
maybe later, rn im just chilling
Oh kk np
Does the Choo Choo mod work with the Amberpelts Faction mod?
I've not played a long time (I think just before Update 5 came out), and just started playing again. I understand logs of things have changed.
Do the trains still transport between districts? Or are they also useful within a district now?
Emberpelts has its own choo choo mod.
Ah, ok. Thanks.
I found it. Thanks.
The crossing district is a bit slow imo, trains still works inside a district, u need to be careful what station want/give tho, u can have logistics issues if u dont set up well the stations
Hmm. It seems since the mod is activated, the game freezes when I go to the ESC menu (e. G. to save the game). I don't know yet whether that's specific to Emberpelts or all factions. I can still get in and out of the ESC menu, save, or go back to the desktop, but when closing the ESC menu, the game itself is frozen.
I'm currently building some rail tracks, might be relevant (or not).
I think I will continue without Choo Choo for now.
🚋
Hmm, very wierd. Never heard that before
Might also be caused by some interaction with some other mods. I don't have that many, but about a dozen or so.
Or the loading order. Freezing doesn't happen when I don't load the choo choo and choo choo for Emperpelts patch.
U need to press esc again, it happen to me a couple of times.
Its like u enter in a invisible mode that u cant see but is there, its weird af
Ok, I'll try again those days.
Does anyone have version 1.10.1 of the mod? The file is not available on the website.
Why you need that version?
Website? go to steam workshop
I tried it again, and it never froze again. But I also changed some other mods, so it might have been some weird interaction, or load order, or some mod was updated (Steam does so automagically...)
happy it works 😄
chugga chugga chugga chugga choo choo!
To be honest, I'm curious to learn about the tubes in the next update..
I'm afraid the tubes will make the trains mostly obsolete. And currently, there's no way of letting the trains run just for decorative purposes.
I don't think the tubes move materials in the same volume trains can. I could be wrong.
I think they will move haulers including their material
But maybe the tubes introduce some game mechanics which could be used to implement passenger trains.
I'm a little confused why they are doing tubes rather than fixing the real issue which is the trading between districts is annoying. It's much worse with mods too.
They will move the haulers but it's still more beavers and still slower I would think
Perhaps
That would be nice
Like they need an everything storage that can only be so many blocks away from the district crossing or something.
On the other hand, maybe uphill and downhill are still a bit rough of a ride for passenger trains. 
Or beavers need to be able to travel instead of being isolated which makes no sense
I know the trains can transport high volumes, but they still sometimes carry just a single good, which is not very efficient. 🙂
tubes will probably provide vertical transportation which trains can not
True. And even the current slope rails are unrealistically steep, they still need a lot of space to climb to high hills. As real trains do, too.
honestly if tobbert wanted to explain way the crazy gradients trains take in this mod he could just change the track texture slightly to have teeth and imply that it's a cog train
😄
That's how I imagine they work in my head
But when it comes to "how does the physics of this work" in gaming you have to resort to the MST3K mantra
"Just repeat to yourself 'it's just a show—I should really just relax'"
tho a 3 long slope piece would probably be sufficient for the people who are bothered by it
i hope i have some energy to do something tomorrow
thank you for all the work you do tobbert
you do a lot of good things for the community
Amen to that. I doubt I could play anymore without some of your mods
I woke up and felt like sleep8ng again 😦
Currently at home with burnout
No energy to do anything, also a reason i think i stopped modding
I want to, but i simply cant
Yea, currently at home, in bed, sleeping and checking discord
some relaxing song 🙂
close your eyes and pretend being in a smoky mountain while hearing to it 😄
How can I transport beavers using these trains?
You cannot anymore
Was too buggy
🪦 🦫
Trains useless 😦
yea, fair
Maybe the logic used to implement tubes and zip lines could help to reinplement passenger trains?
And for now, the ember pelts have neither of the new methods, so trains are still the first choice.
trains Will Rule Forever! this just means I have more stuff to cram onto my transit bridges 😉 😄
I didn't see any mention of districts in the patch notes for the zip and tubes can they connect across districts? If not then a train station in the middle of the district is still better than 2 zip/tube lines on either side of a district crossing 😉
Wheeeeeeeeeeee!
Nooooo I'm sure they're good for shipping freight around. If I build another height-limit damn they wouldn't be uselss 😅
no it's not! (hypothetically) even a standing Train has a purpose! It looks pretty! (Train Museum) 😛
Ziplines make passenger trains obsolete
Except for the fact that they are not trains. 🚂🚂🚂😁
But yes, they're very nice and a lot funnier to watch compared to the tubes.
What makes this mod important is that it adds trains to the game
Even if the developers completely obsolete it somehow it's still valuable
Ziplines and Tubeways confirmed to not connect between districts meaning trains still the best way to get supplies between districts
this mod wont work on greedy builders 😦 pls make it work on greedy builders 😦
Does the work still work on Experimental? I saw that it needed Timber API, and it got updated today. Does the mod still work or does it also need an update?
you could try it out :D, i don't know sadly
Highly unlikely, a lot of stuff changed between u6 and u7
But I want my trains 😢
having trouble with the train mod on U6, the game says the waiting stations and goods station aren't connected even though they are. I tried refitting the goods station to face both directions and it still doesn't work. Anyone know what's causing the issue?
I double/triple checked the waiting stops to make sure they were facing the right direction and that all the tracks are actually connected, I'm legit stumped
Now tube and zip came, this became kinda useless right?
Kinda, though as mentioned before, this mod allows movement between districts. Depending on how you play and your pc, van be usefull.
And it is cool 
And to let you know, how you bring it kinda hurts 😦
It's an amazing concept the devs should embrace. Choo Choo forever
What's weird is the game devs have not, to my knowledge, implemented a mod into the game. They have taken suggestions like aqueducts and land on top over platforms. But never a mod like Choo Choo or ladders, etc
They implemented automatic migrations (update 2 i believe) and vertical power shaft
They also have included most things in Timberapi, though thats not xontent i guess
Ya I guess vertical shafts to a degree
I am thinking of another way to make choo choo better. Why not use the tube to make cho choo better?
tubetrains!
We can build metro system too using tubes 😁
Has the mod been updated to update 7?
Don't think so
tubes made it pretty obsolete sadly
I thought the trains transported larger quantities of goods compared to haulers.
So 1 train worker can ship as many goods as at least several haulers. Also between districts maybe but I haven't played with this mod myself
I still like it 😅
maybe trains can be absorbed by a beaver faction as their "factions specific" movement thing 
they seem too good not to get used, maybe this could even simplify them
I finished expedition 33, so i will try to update it when i have time again
tyvm sir
You know what, i will at To be updated in the titles of mods where its relevant
Oke, thanks for the indirect suggestion everyone xD
I may never finish, I keep exploring instead of doing the msq
Man, dont get me started
It was amazing
just every second of it
I think I wil replay again on hard difficulty
just for the sake of it
re experience after having played though it once
@woeful granite where you at? use spoiler by doing this: ||test|| ( use |)
||Start of act 2, just past graveyard||
im jelous, so much good content still 
||Testing, testing. Spoiler failed.||
is the mod compatable with u7?
I was hoping to get some trains with my latest save to make some cool train stuff
No, I don't believe it is.
\|\|Testing, testing. Spoiler failed.\|\|
Nope, been busy with other stuff
found a crash workaround?
I did not
I heard from various sources that choo choo is only compatible with up to U6
I found out the hard way it isn't. happy to provide log files to help with update.
After like 20-30 hours over the last couple of months, im finally ingame again!
But anything from this point is crashing
hi im crashing
hi crashing, im dad!
and on the best map ofc
It means that will need to have underground tracks now (tunnels with tracks) ❓ 😍
But, need to build a 2 wide tunnel, since tracks is not walkable (builders can't go to building site)
❓
why sometimes trains dont move anymore
its because i forgot to update the inventories of the stations if a train is deleted
meaning that a station will think a train is comming
while it actually doesnt even exist anymnore
It make sense. I mean, it make sense why will not move 😮
yea, so bc the stains thinks a train is comming, it will not make a new request
so any trains will think there is nothing todo
this is what nearly all bug reports ever have been about
omg
xD
im so happy
😄
Better later than never 😍
So, I never encountered such a bug just because I never delete a train ❓ 😮 😱
yes, only happens when deleting a train
Well, it means that I failed testing Choo! Choo!, then 😭
You never fail me
Choo!Choo! is now live for update 7, though in testing form. I have tested all day and wasnt able to find anything anymore, but i suck at testing.
Hooray!
I see that the locomotive has a much higher speed than the freight carts
there also seem to be some issues with the goods station? I have haulers and empty storage space, and the goods station has stock, but the haulers are not unloading
is it because the goods station seems to have 2 inventories?
Unloading only happens to obtain
Otherwise they just stay at the station
Thats wierd, didnt happen to me byt could be wrong still. Will take a look
Thank you for trying!
Thank you tobbert 💖💖💖
Now I feel the need to make a mapwide railway system without tubeways / ziplines
i WILL deliver
flying trains
oy, what
Bouncing trains ❓
Dw its just an optical illusion
You use Turn and Hue on the tracks?
yes
Thats 0.10.6, update 7 is 0.11.0
where can I get the update?
unsubscribing and resubscribing fixed it
FYI the mirror option for the train yard doesn't work yet. When building a train it generates the train in the grass. It also doesn't recognize the train stations connected to it
hmmm, thanks will look
How much changed specification wise?
To fix the Emberpelts patch, do I basically just need to update the specifications to blueprints?
Yea, believe so
Nothing changed i believe
Maybe rename something, bc a name got changed i believe
Hi Tobbertje. Thanks for updating your wonderful mod. It's been truly lovely playing the game with it! I'm getting a crash loading a U6 game on U7. Should I post the issue here or on github?
I just use git to share, so i prefer info here
No worries. It looks to be having problems deserializing wagons back to objects.
...and now a bit more threaded 🙂
I really suck at using discord 🙂
OOOH
i see
Not sure if i can fix that tbh
the whole serialization system is reworked
i dont know how to intergrate that
No worries. I'll try some basics like removing the trains before importing. Thanks anyway!
oh fair, that will probably work then
sorry about that
All thanks should go to you. It's a lovely mod 🙂
@quick thistle . Hi again. Thanks for the help earlier. Just to let you know, the basics worked. I have trains and ziplines to play with. Woo hoo!!
Errors is occured when I push the 'create train' button
How can I fixed it..?
here the files
Did you connected stations or depot direct to tubeways stations (not having a path between) ?
I connect like this.... (I'm korean so I don't speak English well... sorry...)
Make sure to have at least 1 piece of road from Tubeway station entrance and all other buildings . It's available for all buildings on the map, not only for thoso with Choo! Choo! mod.
Let me know if all is OK after.
you said not to place train road up to tubeway?
if you mean Train road as been railroad crossing (allow beavers to pass tracks), the answer is YES
ah you said not to place trainroad in front of the another buildings? I think Im understand!
The error you have is from tubeways, so, must be sure to have one road segment between any tubway entrance and other buildings entrance
Ah OK thank you!
ummm.... I fixed but error is still caused...
Can you drop here the save to take a look into ?
OK, wait util I take a look into
in the file, bevears are building the rails..
@quick thistle , you should check on this : #1064952561687343235 message.
No clue why it is intervenening
Unless the trains belives to be a metro 🤣
if it is cause by crash with another mods?
maybe error causes another mod like Tobber Api? etc.
On the note of this...
How would that effect Emberpelts buildings? Most of the housing for example you can connect up with alternatives to paths, like the walkways (used to be sky bridges), and the "Entrance" is actually INSIDE the building, not out front, so it's impossible to have a path on their entrance tile.
Was a guess only. I was puzzled why trains will check for Tubeway.TubewayVisitors (they are not metro). But, the provided save is pure IT, and I was able to reproduce the same crash on my IT save, so ... wait for Tobbert for a hint.
Its a singleton who is calling, ehich is wierd in my head to begin with
But i dont know how tubeways work
it's called on train creation but, why check tubeways ? Trains is suppose to have separate pathing system.
nother world has't ouccred error, but the train is spawn on the 'road'...not a rail in train yard
like this
its because your train yard is mirrored
if you flip it the train will spawn on the tracks
How can I move the train?
And why does the phrase occur that it is not connected when the station is connected by rail?
like this...
the train will only start moving once it has a destination to go to.
so there is 2 things you can do here:
- include a waiting station somewhere in your track.
- set up your goods stations to send and receive goods
i dont know why the icon appears, sometimes it just disappears randomly for me
oh thanks! It's working!!
hey. found this cool mod and really liked it and wanted it to work for my favourite faction too.
so made a patch mod based off bobingabouts emberpelts patch.
it's fully functional, adapted to whitepaws and just suffers few visual quirks, but nothing major.
would you be fine with me publishing my patch to mod.io for lapan and others to use your trains with Whitepaws too?
did you color it? 
that looks hella funny xD
sure, go for it
its like Bobbings yea, which is also how i intended it
you used the model system?
thanks!
used Bobbings Script Pack for the Material Patcher. So it's all just json files. I sadly can't do the models
materials come from whitepaws faction
What is this?
But there's no pantograph! How is this overhead wire electric train being powered?
Trolley pole
Milwaukee north shore style
got a problem with the way train models are initialised: they only consider Folktails + IronTeeth factions - if you want to use another one they will force Folktails.
# from ChooChoo.ModelSystem.TrainModelSpecRepository.InitializeTrainModels()
obj.Add("IronTeeth");
obj.Add("Folktails");
HashSet<string> val3 = obj;
string id = _factionService.Current.Id;
never adds the current faction id to the pool of valid factions.
also forces to override both BigWooden and SmallLog or will forcefully load Folktails variants.
this is only a problem when trying to add a new faction though (and wanting anything different from folktails models)
for wagons it behaves differently: it will load any wagon of current faction + any wagon from folktails. which is too many.
was it possible to allow using custom faction for either, but not force folktails models on top?
like make the list of 'allowed factions' contain the 'current faction' always and use the
if ((factions.Contains(id) && trainModelSpec.Faction == id) || (!factions.Contains(id) && trainModelSpec.Faction == "Folktails"))
condition from the trains list with wagons too?
Yea, that logic is so hard form me for some reason
That code is chatgpt and i thought it worked
Will try to also update then if i get back from vaca
I have a question. Don't the "goods stations" unload automatically? The items stay there, and it seems to act as storage.
have a great vacation
they act like any storage, like district crossings or anything, not force empty.
if you have another storage nearby, set to 'receive', it will empty them faster.
Indeed,they only allow transport by hauler to storages set to obtain
This is to allow single district train networks
just listing here, knowing this might take time to look at:
- WagonManager always creates maximum number of wagons (hard-coded)
- Setting MaximumNumberOfWagons on Train lower than 4 will crash if clicking on newly build train
- Wagons follow with hard-coded 6.5 speed -> they should read the actual speed from Wagon (nice-to-have: read from train)
- no way to preset train model or wagon models the yard outputs
- needs is disabled sadly (not sure it would break, if enabled?)
would basically like to try a couple of things with this:
- use shorter trains by default
- make speed depend on fuels. maybe track upgrades
- if possible add an "upgraded train yard" to provide 'better trains' later (extra wagon; pro: extra speed or capacity)
for that it would be cool, if
- the train yard (prefab) could allow to name a specific number of wagons, the speed and capacity; optionally train model, or wagon models even
- having less than 4 wagons not crashes the game
- wagons use train speed to follow (currently hard-coded to 6.5)
thought this is just shamelessly asking for fixes and 'nice-to-haves' that wont directly impact your mod 🙂
im seeing UFT's - unidentified flying trainwagons
just with flying trains
😄
tried to simplify my requests by referencing the code (it's very minor changes, likely). hope this is fine?
ChooChoo.Wagons.WagonManager
Start()
=> nice-to-have: read Number of Wagons from Train or TrainYard
(code works as intended otherwise, just using less flexible max-wagons from Train)
-> the current min-max on Train isn't used otherwise.
Having the TrainYard decide the initial number of wagons (and model) would make most sense?
ChooChoo.Wagons.TrainWagon
Move()
BUG: magic number always forcing 6.5 speed
=> ideally read speed directly from Train
-> this would make it visually smooth if train speed was changed (it's odd rn)
ChooChoo.WagonUI.WagonTypeSelectorFragment
CRASH hard-coded number of wagons: should read actual count(Train.Wagons)
(seems this caused the crash when it tried to read non-existing 4th wagon)
ChooChoo.ModelSystem.TrainModelSpecRepository
InitializeTrainModels()
=> fix "allowedFactions" missing: obj.Add(_factionService.Current.Id)
InitializeWagonModels()
=> copy "allowedFactions" from InitializeTrainModels()
=> fix to use: if ((allowedFactions.Contains(id) && wagonModelSpec.Faction == id) || (!allowedFactions.Contains(id) && wagonModelSpec.Faction == "Folktails"))
Keeps crashing anytime i try and launch a train?
v0.7.10.4-797c8f3-sw
NullReferenceException: Object reference not set to an instance of an object
Timberborn.TubeSystem.TubeVisitor.UpdateVisit () (at <eeeeeffceb9d47528665d5da45560f7c>:0)
Timberborn.TubeSystem.TubeVisitorUpdater.UpdateSingleton () (at <eeeeeffceb9d47528665d5da45560f7c>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UpdateSingletons () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UpdateAll () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Update () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
please share the player.log so we can see the full error. most likely you have tubeways on your map
I had to delete all tubeways on the map to be able to create trains without crashing
This is IT related issue
and, Emberpelts, too.
Yes there are tubeways. I guess that is what is causing it then..
there seems to be an edgecase where the WalkerSpeedManager reports a 0 base speed back - especially shortly after load - and trains can freeze.
they start move-animation (smoke) but move at speed 0. this might not recover while game is running??
did others see frozen trains at times too?
I’ve got a layout that frequently ends up with a train stuck at a particular station. I’ve generally put it down to there being a shortage of jobs but maybe not?
Just a thought; how about adding descriptive text to the train’s information panel showing what it’s up to? Then it might be easier to work out what the hold-up is.
A one-liner such as “Waiting for job” or “Transporting goods for x to y” would be cool.
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皆様の応援を宜しくお願い申し上げます!
0667762460電話予約
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ジオラマ食堂(Diorama Shokudo)は、大阪市天王寺区にある、世界でも珍しい鉄道ジオラマと保護猫シェルターを融合...
How close is this mod to being stable? Looking to test it soon on next live stream 🙂
Is there a way Trains can be made compatible with the Greedy Beavers faction mod?
Would simply creating a new PrefabGroup.TobbertTrains.GreedyBuilders.json setup for the modded faction work? (Similar to bobbingabout's Choo choo for Emberpelts does)
technically yes. just it will break with tubes involved. not sure greedy beavers have them enabled. building one would crash the game once a train is present.
tubes as in transit tubes? yes greedy beavers has them enabled
Working so far! I swapped from the Steam mod to the Mod.io mod (simply so I could find the folder easily) Duplicated the FolksTails prefabgroup file and updated the prefab group name then dropped the new file in the mod folder. The Train menu now shows in my Greedy Builders save.
Will confirm if the trains run properly after work today
FYI I am now playing on a new PC with better specs, and the speed difference seems to have vanished completely 🤷🏻♂️ . Could it be FPS related?
probably a correlation between FPS and Simulation Speed
@quick thistle
Hi i just had a mod idea adation to the choo choo mod.. a river boat/boat transport mod.. it only works tho on level waters,, maybe add a canel lock to change water height movements??....
hey i have a problem with the trains
i have designed the tracks so the run in a loop annd the train did work earlier but not anymore
i had stations in the red cirkels and distribution set rigth but nothing
ok i don't know what i did but it works again
new problem
i have 3 stations in total
station 1 sends water and food to station 3 and it works
station 1 also sends planks to station 2 but they are not getting used right now so no trains running
station 3 is supposed to send scrap to station 1 but nothing happens
quick note that i have 6 trains in wait stations near station 1
and i have seen trains going to station 3 and pickup scrap but that was yesterday
bit hard to figure out the problem without screenshots, but some possibilities to explore:
- is there enough storage space for scrap?
- are there enough haulers to transfer materials from the trainstation to a storage? is the storage facility close enough to the train station?
- is the storage inside the train station full?
will the waiting stations' icons disappear after I connect more goods stations? I set up my first station so it might be to do with that, but if there's anything else I'm missing pls lmk because I am very inexperienced with the train mod
(if anyone is wondering the signals are set for the trains to move counter clockwise)
and yes I tried signals after the waiting tracks, no signals after the depot, and deleting the signals altogether and it still doesn't get rid of the error
the second I built a train the game crashed as well 
Choochoo will not work with tubes active. It will crash
Does this mean I have to get rid of all tubes?
that might work.
sadly the way it is coded only ignores ziplines for trains, but not tubes.
for the other issue:
with the network randomly not connecting /showing these errors: sometimes save&load can fix it.
same with stuck trains
deleting and rebuilding the waiting tracks might also work, sometimes they will magically connect
I give up, whenever I spawn a train the game without fail crashes, even if I deleted all my tubeways
sorry
it's alr, ik you're probably still working on the version for u7
no, dealing with burnout
valid as well
I'll make a train save for U6 in that case
I hope to fix all issues for 1.0
that would be a good goal instead of trying to keep trying for u7
u7 isnt gonna happen, lost the project yesterday
files got corrupted?
i learned to make backups 🙂
oh
i dont know how git works
well I don't know how to code
I did end up making a backup with the tracks intact, so I hope one day the trains can run
if you like i could touch up the code some next year.
currently just got seasons mod and some updates for lapan (whitepaws) first, but should be done with them within a month or so.
been on my list for a while to see and bug-fix your trains (code) if you not got the time for it.
might be fun to work with you and make it behave like you intended, if you want my help with it?
@quick thistle I found an issue, which is that I didn't realize I wasn't supposed to be running timberborn with bepinex, and that might have been the cause of the trains crashing the game and not the mod itself
I deleted bepinex so I hope that the train mod will work now
I think that that will not fix issues though
my game has been acting up lately so hopefully when and if that issue gets resolved so will the choochoo mod
I've been thinking to ask TheBloodEyes to upload an update for BepInEx with an empty version-0.6 folder, at least that way it would stop loading the dlls
Hi - if I press the create train button then my game crashes with the following log:
(just fyi - I only have one station and one yard currently connected by rail, just in case that is relevant)
I have now built my railway lines and it still says "disconnected station" on all the railway infrastructure, despite the fact that it is not disconnected
The two section breaks are both pointing the same direction
(i.e. anticlockwise)
Oh just seen above that its still a U6 mod
And that it doesn't work in U7
Oof, but I guess I'll have to wait until 1.0 before I can use my railway
Although the steam workshop entry says U7 next to it?
it should work same U6 or U7 i believe (used it with both)
it's just a little odd at times and not likes tubeways
Time to try creating a train
I don't have any tubeways in my colony and don't even know how to create them
Ah, in which case they aren't relevant since I am folktails
perfect
in case pathfinding not works or this case of non-connecting stations: sometimes save&load fixes it
Although my game has just crashed when I pressed the create train button, again
did you flip the trainyard?
I don't think so?
oh, wait.. it's an issue with moddable timberborn
I connected the track to the same side as the pedestrian entrance, and you can see it on the left side of the screen
that mod likely not works with choo choo
Ah darn.
I've removed it, as well as the two mods that depend on it (both QoL mods, and neither of which do I actually care for that much)
Seeing if it works now...
Ok, it didn't crash, but it shoved the train out the wrong end of the works
Works now
Does this still work in the current experimental?
No
Damnit
anyone know what this is? cant seem to find it here or on workshop
no support for experiemental though (or ironteeth or so)
yeah, trains not work with tubeways (crashes as soon as one is build). so only folktails really with current timberborn (0.7 branch). would work with IT too on 0.6 branch of game
sorry
nothing you could have anticipated really
nah this happens to me latest stable, folktails
yeh this mod needs to be updated for 1.0
Sorry, too much work and not a lot of enjoyment anymore 🙁
That is what the other sorry was for
Would you want someone else to take over development of the mod?
(I liked this mod when it was still operational)
hhhhmmm... I probabaly woeldnt even mind at this point, I kep saying to myself, maybe I will, but the chances for that are very low
It's too complicated, so I'm only running one vehicle per route. I don't know how to use the waiting lines or detours. There's one collection station, multiple loading stations, and one vehicle. I'd like to use multiple vehicles if possible. One vehicle is running fine on each of the four existing routes.
technically it's possible to separate parts of the network using signals. and waiting stations are basically signalled off parts of the track too.
so you need some redundancy for trains to get off tracks or go past stations to avoid each other..
than again it's buggy and might require reload of safe to properly trigger.
but it can work okay with multiple trains. just needs patience and planning
I want to turn on sandbox and give the mod another try because I still haven't updated to 1.0
I feel like I'm wasting potential
Nope
😭
I tried this mod a while back and I kinda wanna ask what people use it for
I kinda struggle in figuring out a use for the trains as I feel like the zipline transported haulers do a lot of the work the train does
Genuinely asking because I love the idea of the mod but am kinda stumped on it's use

Couldn’t agree more
I would like to suggest a tweak to this mod to make trains useful: tubeways and ziplines should still be able to transport beavers, but items would have to be transported either by foot or by train
