#Choo! Choo!

8941 messages · Page 9 of 9 (latest)

stray mason
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will there be a difference between the different goods wagons, such as requiring flatbed for metals/logs, or requiring tankers for liquids?

quick thistle
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if you are not aware, click on a train and see the window on the right, you can select the look of the train

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as you said, you can create some models if you like, it will just reconise them and you can use them

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either you can upload them yourself or if you want, i can add them into the mod itself

fickle basalt
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Also if you switch one straight to a separator and off again, all the disconnected errors disappear

quick thistle
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.<

zealous turret
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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.

quick thistle
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nice one xD

tired steeple
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all 3 of my goods stations and a waiting station show as "not connected to any other station" :/

tall bridge
tired steeple
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just did that, no change.

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if I build a new train it just moves to a waiting station in my yard

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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

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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

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oh oh

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I removed 2 segment markers right before my stations and they seems to be working now

tired steeple
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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)

strong elbow
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I am having the same issue - my trains don't transport badwater.

quick thistle
tired steeple
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But my haulers don't seem to be using them much

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at least until I split the worksite off into a district of its own

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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

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(not a world ending issue, just a suggestion/request) 😉

quick thistle
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this is just because you find the train storage limit to be not be enough?

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because the stations store the item themselfs up to 200

tired steeple
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you know me 😉 NEVER ENOUGH STORAGE!

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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😟

quick thistle
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im just trying to understand how this could be nicely implemented based on the exact issue you are facing

quick thistle
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as then, not really possible for me

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the current implementation is the best that is possible

tired steeple
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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

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no worries

bold current
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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()
bold current
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this is the setup

bold current
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I've noticed there was a rail missing in the setup, but after adding that it still crashs

radiant geyser
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Hi, I experienced crashes when trying to build the first train using the GreedyBuilders Faction.

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Idk if I will be able to provide a log, as the game just freezes there

radiant geyser
teal rover
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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?

quick thistle
teal rover
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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?

woven crescent
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make sure the train line loops back around somehow

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trains in this mod can't go backwards iirc

zealous turret
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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 tediousLoveFT

zealous turret
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Yay! I assume you mean for the next update, 0.10.5?

quick thistle
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No, i mean, already is in 10 4

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Buy if you still have issues, means i did it wrong

rich rapids
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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

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(ignore the mess, 1 hour trying to fix it)

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PD: The left side is loaded but the train doesnt move

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PD2: Is 2 diferent district

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PD3: I try to put something to return back, no movement

rich rapids
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Uhmm the goods are set to 200 and they are not too far from their district

zealous turret
zealous turret
rich rapids
zealous turret
zealous turret
zealous turret
rich rapids
rich rapids
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This is my other setup and work fine! the other one is just jinx for some reason

rich rapids
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Both station goods

zealous turret
rich rapids
zealous turret
rich rapids
bold current
bold current
rich rapids
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Same concept, Same error u.u

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Any ideas of what is happening?

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Weird, im sending wood but the windows appear that it doesnt receive wtf

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However in the other side it says im sending goods o.o

woven crescent
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have you set the station in brussels midi to receive logs?

rich rapids
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I know whats the problem now... I have two stations in the same district with the same name

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And now u mention it actually i was changing the other one

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Not this one

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Omg thanks for point it out

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Human error! Ofc it was me hahahaha

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I was changing the names over and over again and i didnt realice that, now with the new setup, they have diferent names

woven crescent
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lol

rotund terrace
rotund terrace
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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..

bold current
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what am I doing wrong

rich rapids
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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

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also, direction track are useles if u have only one train

bold current
bold current
rich rapids
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oh my...

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U need to have the waiting station next to the original track

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not in the same road

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the train cant rest in the middle of the road

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Its like park ur car in the freeway

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the park section must be next to the principal road

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the train doesnt know where to go, since theres no clear road to them to move

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copy my designe if u want

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Put the waiting station in the red section

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And delete the other waiting station

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that shoud fix ur problem

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and delete the other waiting station, if u have one train, one waiting station shoud work

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something like this

bold current
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ah ok

radiant geyser
radiant geyser
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Also, you have to open them and replace the "Faction" in each one of them, to GreedyBuilders.

cunning jolt
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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

rich rapids
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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

radiant geyser
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Also, your maps looks cool, what's the name of it?

radiant geyser
# rich rapids

On the rigth, the one-way rails are well seted? Seems like the only error may be there.

rich rapids
rich rapids
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The blue line is too long and it will cost some problems in the future

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This for example

bold current
rich rapids
rich rapids
bold current
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still shows that unconnected station tho :(

rich rapids
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Uhmm

rich rapids
rich rapids
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Uhmm when i put too many directional near a station, it says is doesnt conect with another one D:

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For the moment i reduce the amount of directionals, but the trains stop for a moment, waiting the section to clear

bold current
rotund terrace
bold current
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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)

rich rapids
rich rapids
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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

bold current
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is it normal for trains to just change direction on their track? so they don't have to drive in a circle

rich rapids
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Im my save i have 7 trains with 4 district conect already

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im creating 2 more district and making 2 new pathing tracks!

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My New station Version 5.0, a lot of trials and traffic jams

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No traffic jam atm

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Btw, the station have any limit capacity?

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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

quick thistle
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👀 love the conversations, though im busy lately

rich rapids
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Im couting the goods and aproximatly they can get 2000, can u tell me? TwT

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if its true or not

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nvm ill test it

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Btw admire my sexy spiral!

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Yep, station has a limit of 2000 units

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The second i clear a bit the station, new units arrives

woven crescent
bold current
rich rapids
rich rapids
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I dont know how it works in the code

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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

bold current
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ok good to know

rich rapids
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In my time, the stations doesn't said if they were conected or not

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New things, i need to limit test them first

zealous turret
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Here's a full cloverleaf interchange my beaver buddies built for their "high speed" railway system.

woven geyser
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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…

rich rapids
rich rapids
random mortar
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How do I get 2 trains to use the same line?

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As when I make another train, it just sits there doing nothing while my first train runs around doing everything

rich rapids
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Press a track and click on it, it gives u the option to put a directional on it.

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Basically u "cut" the tracks

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And the directions helps the trains to navigate ur setup

woven geyser
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@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

rich rapids
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Try to post a picture to see better the problem!

woven geyser
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In between, it’s only one track, and I have only one train

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This is station B. Where the mines are.

rich rapids
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Oh so, theres only one train, in that case u need to put a waiting station

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Outside the main railway

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I see that u have one but is not outside the main setup

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So the AI thinks is the same road

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Thats the error there

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Try to do something like this, double road with a waiting station at a side

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Ignore the complexity, its just to avoid getting traffic jams. I play mostly with 5+ trains so that's why

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I have 4 district connected via trains, and 2 more on the way!

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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

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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

woven geyser
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Got it

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thanks!!

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I’ll apply that, see if it works!

rich rapids
gilded fern
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does anyone else ever experience a crash whenever you're trying to build a train?

gilded fern
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im running ironteeth on this save

grand ore
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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?

rich rapids
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send picture to better visuals!

rich rapids
bold current
rich rapids
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Can be several things tho, its a endless list to check xD

bold current
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nah the trains worked fine, the haulers just weren't removing items

rich rapids
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It happen to me to xD

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Sometimes i ask for things and the beavers wont deliver the goods in the station

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I have 4 haulers houses

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And they just denied the deliver

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So weird

bold current
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yeah

rich rapids
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In fact i clear some of the good to make space but nope

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One district with 6k wood and the other with 0

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Still no movement

quick thistle
gilded fern
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it doesnt automatically trigger an error log, since it freezes with an "uncaught exception occured" message, but I think this is it

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it hits as soon as the button "Build Train" is clicked

bold current
gilded fern
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ironteeth

humble fox
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just a question why does the train keep waiting at the waiting bit when there is stuff in the staions to be moved ?

rich rapids
humble fox
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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

humble fox
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i tried removing the waiting staion but the train still just sits in the creation bit

rich rapids
# humble fox

Ok put the waiting station on a side, not in the same road

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The trains need a waiting station to work, but they need to park outside the main road

humble fox
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alr, i was having a look through this channel and found something about it so now building it

rich rapids
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Yeah u can look at some of my screenshots tho

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And close the cycle

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The road is not close

humble fox
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okay

rich rapids
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Do u have 2 stations in the same district?

humble fox
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ah does it only work in 2 districts?

rich rapids
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Kind of, the beavers take and put goods in the different stations

humble fox
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alright, it was working when i first set it up

rich rapids
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The goal is change the district crossing for the trains

humble fox
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ahh

rich rapids
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U can use both in the same district tho

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But is not going to work too well

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Because u are putting and taking the same district

humble fox
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yeh

rich rapids
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Its like buying stuff from ur own store

humble fox
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lol

rich rapids
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If u are doing some minning stuff

humble fox
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i could put another district centre where most of the stuff is coming from

rich rapids
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Put a district with a few beavers to it

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Yeah

humble fox
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yeh

rich rapids
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That will work for sure

humble fox
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cool

rich rapids
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But ur setup its fine

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Put a waiting station on a side

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And close the road

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If u want to do more trains, u need to cut the road with directionals and its 1 waiting station per train

humble fox
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cool

rich rapids
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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.

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To not get a bad feedback between stations

humble fox
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yeh

ancient crow
# gilded fern

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 😄

quick thistle
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@gilded fern you have tmbpl good carrier changer? The issue from A Fat Bass seems its caused by that

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Ive been to busy with factorio 2.0 xD

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I mean, learning about how to improve choo choo #trust

gilded fern
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I will see what happens when I disable that one, its a relatively easy one to remove if need be

gilded fern
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yeah, disabling the good carrier changer allows the train to be built

ornate loom
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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.

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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.

quick thistle
gilded fern
rich rapids
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Nobody seems to pay atention to my post

ornate loom
rich rapids
ornate loom
# rich rapids Actually I've been talking about this for the past 2 weeks

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.

rich rapids
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A lot of shenanigan's to avoid traffic jams hahaha

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In fact, I still sometimes have traffic problems with the stations.

quick thistle
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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

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but i cannot think of why i implemented that

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my code is too buggy and bad

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im sure its me, based on the screens, but no clue where

quick thistle
ornate loom
quick thistle
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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.

ornate loom
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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 youBeaverHello

ornate loom
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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 modsSadFT

rich rapids
quick thistle
ornate loom
# quick thistle Yea, I really enjoyed the early days of modding Timberborn, us like 5, man what ...

Modding Timberborn really feels like my golden daysHappyFT
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 somedayBeaverHello

quick thistle
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and is now fixed

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i will now be cleaning up some code

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possible ship it aswell

rich rapids
quick thistle
rich rapids
quick thistle
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@rich rapids fix is now live

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@red abyss sorry if you wanted to say something

red abyss
rich rapids
rich rapids
red abyss
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That issue was caused by tmbpl smt I don't use that and I the error report it said smt about indextoutofrangeexception

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Also my bad let me copy and paste my error report didn't think it was a download

rich rapids
red abyss
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Ok thx

rose stirrup
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Wait does Choochoo works for other factions now ? 😱

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Can it work for my faction too ? 😇

quick thistle
quick thistle
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I fixed that trains now spawn correctly when the train yard is flipped

rich rapids
strange blade
quick thistle
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"Took me half an hour to figure out" my mod sucks

strange blade
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Except to not watch the end. It's a bot apocalypse 🤣

quick thistle
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i need to get on that player communication

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"No sound effects" I FORGOT

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i need to get on that

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i need to look for some cool copyright free sound effects xD

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hes zooming in way to much, you can see that the wheels arent turning

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thats also an headache

gilded fern
quick thistle
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Take a small part of the first one and just loop it, then i can use the second one randomly

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or at a station

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oooh

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thats cool

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and doable

quick thistle
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now just see how easy it is to load and play music >,<

coral tinsel
coral tinsel
gilded fern
bold current
#

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.

▶ Play video
zealous turret
#

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?

silver egret
#

Simple answer, with steam you can't

zealous turret
# quick thistle 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.

quick thistle
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ooooh

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I see now

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I will have to check, but that makes a ton of sense

zealous turret
# quick thistle ooooh

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.DamFT

azure tide
zealous turret
zealous turret
# quick thistle I see now

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.

quick thistle
random mortar
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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

rich rapids
random mortar
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Which one?

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I cant see any video

zealous turret
# quick thistle ooooh

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!ShrugFT

azure tide
# random mortar Would it be possible to eventually have 2 or more trains per rail segment? I ide...

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

random mortar
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Ah right, so id need a dual railway

rich rapids
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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!

azure tide
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The trains don't get stuck if they collide, right?

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Because I played games where they do and they provide way more in-depth signalling

rich rapids
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Nop, they will get stuck waiting each other! xD

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So be carefully with ur setups! or u will have a lot of traffic jams hahaha

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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

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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

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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

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I will make a new video of my setup with my sexy little roller coaster! hahaha

tight prairie
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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

rich rapids
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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

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Also, only haulers and builders can put goods in a station

bold current
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why builders

rich rapids
random mortar
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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

rich rapids
rich rapids
tight prairie
#

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

rich rapids
#

Maybe i can help u with the trains

haughty holly
gilded fern
#

variety is never useless

random mortar
#

Plus, if the infrastructure is already there to move cargo, why not also use it to move beavers

humble wigeon
#

I feel the trains are much better at moving cargo though

quick thistle
#

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

rich rapids
# gilded fern variety is never useless

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!

gilded fern
#

please don't force your opinion onto others, we all play the game differently

#

efficiency isn't everything

strange blade
#

The most efficient transport system will be to teleport . But, will be realistic ? Sure will not be funny at all to have empty streets.

haughty holly
#

A l

quick thistle
#

oh you were typing, sorry

haughty holly
#

Hold on my phone id acting up

#

Yeah I'll wait tiil I get to my laptop

#

My phone is r

#

Really uncooperative rn

quick thistle
#

npnp

haughty holly
#

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

haughty holly
ancient crow
#

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..

strange blade
#

Make sure that you have version 1.2.5 of automation mod installed.

ancient crow
#

I indeed do, every mod I have & use are updated

ancient crow
scenic gale
#

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)

zealous turret
inner rapids
#

help 😦 when i use train yard and build a train it crash 😦

inner rapids
#

sad life its not working on greedy builders 😦

late mango
#

game crash when editing the track while paused and not having another route the trains can take to get back and forth

late mango
#

@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

haughty holly
#

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

haughty holly
#

train not moving?

rich rapids
haughty holly
#

I only have 1 train

rich rapids
#

U need to have a waiting station per train and also u need to put the storage on obtain!

haughty holly
#

why aren't the items in the station being put onto the train?

haughty holly
#

but it still isnt moving

#

do i ping tobbert or do i just leave him be

quick thistle
haughty holly
#

ok

#

also what happens when i destroy a train? do the resources get returned?

quick thistle
haughty holly
#

what about what was used to make the train?

quick thistle
#

I believe always 100% not sure

quick thistle
haughty holly
#

ok

quick thistle
haughty holly
#

overview of the network, if it helps

haughty holly
#

do the track segments need to be divided?

rich rapids
#

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

rich rapids
haughty holly
#

Ok then

haughty holly
#

before building the second one

haughty holly
#

ok it started moving again

#

sometimes it decides to move sometimes it decides not to move

#

second overview of my network

rich rapids
haughty holly
#

ok

rich rapids
#

But yeah it seems good

haughty holly
#

the track thats still uncer construction kinda does that already, although it does merge before the final stop

rich rapids
#

Nice!

haughty holly
#

so lets hope that finishing that track will be what makes the system finally work

haughty holly
#

is this how you divide track correctly

rich rapids
#

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

haughty holly
#

ok

haughty holly
#

now kits just stopped at the waiting station

rich rapids
#

Uhmm

#

Do u have another train?

haughty holly
#

no

#

just this one#

rich rapids
#

Uhmm show me ur setup again

haughty holly
#

maybe later, rn im just chilling

rich rapids
#

Oh kk np

delicate sierra
#

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?

fierce blade
delicate sierra
#

Ah, ok. Thanks.

delicate sierra
#

I found it. Thanks.

rich rapids
delicate sierra
#

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.

shadow drum
#

🚋

quick thistle
delicate sierra
#

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.

rich rapids
#

Its like u enter in a invisible mode that u cant see but is there, its weird af

delicate sierra
true hare
#

Does anyone have version 1.10.1 of the mod? The file is not available on the website.

quick thistle
rich rapids
delicate sierra
dark frost
#

chugga chugga chugga chugga choo choo!BeaverHello

delicate sierra
#

To be honest, I'm curious to learn about the tubes in the next update..

delicate sierra
#

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.

glad pawn
delicate sierra
#

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.

glad pawn
#

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

glad pawn
delicate sierra
#

On the other hand, maybe uphill and downhill are still a bit rough of a ride for passenger trains. SadFT

glad pawn
#

Or beavers need to be able to travel instead of being isolated which makes no sense

delicate sierra
gilded fern
#

tubes will probably provide vertical transportation which trains can not

delicate sierra
#

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.

woven crescent
#

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

quick thistle
#

i hope i have some energy to do something tomorrow

woven crescent
#

thank you for all the work you do tobbert

#

you do a lot of good things for the community

hollow spear
#

Amen to that. I doubt I could play anymore without some of your mods

quick thistle
#

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

quick thistle
#

Yea, currently at home, in bed, sleeping and checking discord

shadow drum
#

some relaxing song 🙂

#

close your eyes and pretend being in a smoky mountain while hearing to it 😄

delicate kiln
#

How can I transport beavers using these trains?

quick thistle
#

Was too buggy

shadow drum
#

🪦 🦫

quick thistle
#

Trains useless 😦

silver egret
#

Why though

#

Traina can still transport more rigjt

quick thistle
#

yea, fair

delicate sierra
#

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.

tired steeple
#

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 😉

humble wigeon
shadow drum
haughty holly
#

Ziplines make passenger trains obsolete

delicate sierra
#

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.

woven crescent
#

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

tired steeple
#

Ziplines and Tubeways confirmed to not connect between districts meaning trains still the best way to get supplies between districts

inner rapids
#

this mod wont work on greedy builders 😦 pls make it work on greedy builders 😦

lime garnet
#

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?

shadow drum
fallen gale
#

Highly unlikely, a lot of stuff changed between u6 and u7

lime garnet
#

But I want my trains 😢

jaunty halo
#

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

calm condor
#

Now tube and zip came, this became kinda useless right?

quick thistle
#

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 SilvervaleCool

quick thistle
woeful granite
#

It's an amazing concept the devs should embrace. Choo Choo forever

woeful granite
#

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

quick thistle
#

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

woeful granite
#

Ya I guess vertical shafts to a degree

calm condor
shadow drum
#

tubetrains!

calm condor
#

We can build metro system too using tubes 😁

tribal mountain
#

Has the mod been updated to update 7?

silver egret
#

Don't think so

shadow drum
leaden lichen
#

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

tribal mountain
kindred grove
#

maybe trains can be absorbed by a beaver faction as their "factions specific" movement thing ThinkingIT

#

they seem too good not to get used, maybe this could even simplify them

quick thistle
#

I finished expedition 33, so i will try to update it when i have time again

kindred grove
#

tyvm sir

quick thistle
#

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

woeful granite
quick thistle
#

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 |)

woeful granite
#

||Start of act 2, just past graveyard||

quick thistle
fallen burrow
jaunty halo
#

is the mod compatable with u7?

#

I was hoping to get some trains with my latest save to make some cool train stuff

fallen burrow
fallen burrow
quick thistle
stray mason
jaunty halo
#

I heard from various sources that choo choo is only compatible with up to U6

stray mason
#

I found out the hard way it isn't. happy to provide log files to help with update.

quick thistle
#

After like 20-30 hours over the last couple of months, im finally ingame again!

#

But anything from this point is crashing

gilded fern
#

hi im crashing

quick thistle
wind void
quick thistle
#

Oke, I can build a train

#

Man there are a lot of bugs

quick thistle
#

Its Functional

strange blade
#

It means that will need to have underground tracks now (tunnels with tracks) ❓ 😍

quick thistle
#

.<

#

You can place platforms underground right?

#

Tracks can go under platforms

strange blade
#

But, need to build a 2 wide tunnel, since tracks is not walkable (builders can't go to building site)

quick thistle
#

Yea, works fine

#

OMFG

#

i think i found an ancient bug xD

strange blade
#

quick thistle
#

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

strange blade
#

It make sense. I mean, it make sense why will not move 😮

quick thistle
#

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

#

😄

strange blade
#

Better later than never 😍

#

So, I never encountered such a bug just because I never delete a train ❓ 😮 😱

quick thistle
strange blade
#

Well, it means that I failed testing Choo! Choo!, then 😭

quick thistle
quick thistle
#

Oke, fixed some loading issues

#

now onto some track issues

quick thistle
#

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.

stray mason
#

Hooray!

gilded fern
#

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?

quick thistle
#

Otherwise they just stay at the station

quick thistle
#

Thank you for trying!

jaunty halo
#

Now I feel the need to make a mapwide railway system without tubeways / ziplines

#

i WILL deliver

gilded fern
#

flying trains

quick thistle
#

oy, what

strange blade
#

Bouncing trains ❓

gilded fern
#

Dw its just an optical illusion

stray mason
#

I seem to be getting a crash when loading mods still

fallen burrow
gilded fern
#

yes

quick thistle
stray mason
#

where can I get the update?

stray mason
#

unsubscribing and resubscribing fixed it

gilded fern
#

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

wind sphinx
#

How much changed specification wise?

To fix the Emberpelts patch, do I basically just need to update the specifications to blueprints?

quick thistle
#

Yea, believe so

#

Nothing changed i believe

#

Maybe rename something, bc a name got changed i believe

hidden plume
#

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?

quick thistle
hidden plume
hidden plume
hidden plume
quick thistle
#

OOOH

#

i see

#

Not sure if i can fix that tbh

#

the whole serialization system is reworked

#

i dont know how to intergrate that

hidden plume
#

No worries. I'll try some basics like removing the trains before importing. Thanks anyway!

quick thistle
#

sorry about that

hidden plume
#

All thanks should go to you. It's a lovely mod 🙂

hidden plume
#

@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!!

upbeat berry
#

Errors is occured when I push the 'create train' button

#

How can I fixed it..?

#

here the files

strange blade
#

Did you connected stations or depot direct to tubeways stations (not having a path between) ?

upbeat berry
#

I connect like this.... (I'm korean so I don't speak English well... sorry...)

strange blade
#

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.

upbeat berry
#

oh OK

#

thanks

strange blade
#

Let me know if all is OK after.

upbeat berry
strange blade
#

if you mean Train road as been railroad crossing (allow beavers to pass tracks), the answer is YES

upbeat berry
strange blade
#

The error you have is from tubeways, so, must be sure to have one road segment between any tubway entrance and other buildings entrance

upbeat berry
#

Ah OK thank you!

upbeat berry
strange blade
#

Can you drop here the save to take a look into ?

upbeat berry
#

OK

strange blade
#

OK, wait util I take a look into

upbeat berry
#

in the file, bevears are building the rails..

strange blade
quick thistle
#

No clue why it is intervenening

strange blade
#

Unless the trains belives to be a metro 🤣

upbeat berry
#

umm.

#

...

upbeat berry
#

maybe error causes another mod like Tobber Api? etc.

wind sphinx
strange blade
#

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.

quick thistle
#

Its a singleton who is calling, ehich is wierd in my head to begin with

#

But i dont know how tubeways work

strange blade
#

it's called on train creation but, why check tubeways ? Trains is suppose to have separate pathing system.

upbeat berry
#

nother world has't ouccred error, but the train is spawn on the 'road'...not a rail in train yard

#

like this

gilded fern
#

its because your train yard is mirrored

#

if you flip it the train will spawn on the tracks

upbeat berry
#

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...

gilded fern
#

the train will only start moving once it has a destination to go to.
so there is 2 things you can do here:

  1. include a waiting station somewhere in your track.
  2. set up your goods stations to send and receive goods
#

i dont know why the icon appears, sometimes it just disappears randomly for me

sick lodge
#

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?

quick thistle
#

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?

sick lodge
#

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

sick lodge
quick thistle
#

What is this?

fallen burrow
fallen burrow
#

But there's no pantograph! How is this overhead wire electric train being powered?

jaunty halo
#

Milwaukee north shore style

sick lodge
#

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?

quick thistle
#

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

dry oriole
#

I have a question. Don't the "goods stations" unload automatically? The items stay there, and it seems to act as storage.

sick lodge
sick lodge
quick thistle
#

This is to allow single district train networks

sick lodge
#

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 🙂

gilded fern
#

im seeing UFT's - unidentified flying trainwagons

sick lodge
# sick lodge for that it would be cool, if + the train yard (prefab) could allow to name a s...

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"))
swift depot
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Keeps crashing anytime i try and launch a train?

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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)

gilded fern
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please share the player.log so we can see the full error. most likely you have tubeways on your map

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I had to delete all tubeways on the map to be able to create trains without crashing

strange blade
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and, Emberpelts, too.

swift depot
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Yes there are tubeways. I guess that is what is causing it then..

sick lodge
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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?

quick thistle
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OwO

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Interesting

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Never had that happen

gilded fern
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same

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if I ever encounter a train thats not moving, I just delete it

hidden plume
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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?

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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.

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A one-liner such as “Waiting for job” or “Transporting goods for x to y” would be cool.

shadow drum
coarse slate
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How close is this mod to being stable? Looking to test it soon on next live stream 🙂

tired steeple
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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)

sick lodge
tired steeple
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tubes as in transit tubes? yes greedy beavers has them enabled

tired steeple
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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.

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Will confirm if the trains run properly after work today

gilded fern
shadow drum
sharp fog
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@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??....

dawn temple
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hey i have a problem with the trains

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i have designed the tracks so the run in a loop annd the train did work earlier but not anymore

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i had stations in the red cirkels and distribution set rigth but nothing

dawn temple
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ok i don't know what i did but it works again

dawn temple
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new problem

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i have 3 stations in total

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station 1 sends water and food to station 3 and it works

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station 1 also sends planks to station 2 but they are not getting used right now so no trains running

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station 3 is supposed to send scrap to station 1 but nothing happens

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quick note that i have 6 trains in wait stations near station 1

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and i have seen trains going to station 3 and pickup scrap but that was yesterday

gilded fern
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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?
jaunty halo
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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

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(if anyone is wondering the signals are set for the trains to move counter clockwise)

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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

jaunty halo
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the second I built a train the game crashed as well Stranded

sick lodge
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Choochoo will not work with tubes active. It will crash

jaunty halo
sick lodge
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that might work.
sadly the way it is coded only ignores ziplines for trains, but not tubes.

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for the other issue:
with the network randomly not connecting /showing these errors: sometimes save&load can fix it.
same with stuck trains

gilded fern
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deleting and rebuilding the waiting tracks might also work, sometimes they will magically connect

jaunty halo
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I give up, whenever I spawn a train the game without fail crashes, even if I deleted all my tubeways

jaunty halo
quick thistle
jaunty halo
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valid as well

quick thistle
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mostly sad and tired

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its getting a bit better now

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tmi probably though

jaunty halo
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I'll make a train save for U6 in that case

quick thistle
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I hope to fix all issues for 1.0

jaunty halo
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that would be a good goal instead of trying to keep trying for u7

quick thistle
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u7 isnt gonna happen, lost the project yesterday

jaunty halo
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files got corrupted?

quick thistle
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i learned to make backups 🙂

jaunty halo
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oh

quick thistle
jaunty halo
quick thistle
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fair

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me niether

jaunty halo
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I did end up making a backup with the tracks intact, so I hope one day the trains can run

sick lodge
# quick thistle fair

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?

jaunty halo
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@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

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I deleted bepinex so I hope that the train mod will work now

quick thistle
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I think that that will not fix issues though

jaunty halo
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my game has been acting up lately so hopefully when and if that issue gets resolved so will the choochoo mod

fallen gale
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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

wet mesa
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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)

wet mesa
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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

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The two section breaks are both pointing the same direction

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(i.e. anticlockwise)

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Oh just seen above that its still a U6 mod

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And that it doesn't work in U7

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Oof, but I guess I'll have to wait until 1.0 before I can use my railway

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Although the steam workshop entry says U7 next to it?

sick lodge
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it should work same U6 or U7 i believe (used it with both)

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it's just a little odd at times and not likes tubeways

wet mesa
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Time to try creating a train

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I don't have any tubeways in my colony and don't even know how to create them

sick lodge
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they are with ironteeth only

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if i remembered the name right^^

wet mesa
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Ah, in which case they aren't relevant since I am folktails

sick lodge
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perfect

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in case pathfinding not works or this case of non-connecting stations: sometimes save&load fixes it

wet mesa
sick lodge
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did you flip the trainyard?

wet mesa
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I don't think so?

sick lodge
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oh, wait.. it's an issue with moddable timberborn

wet mesa
sick lodge
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that mod likely not works with choo choo

wet mesa
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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)

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Seeing if it works now...

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Ok, it didn't crash, but it shoved the train out the wrong end of the works

wet mesa
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Works now

vagrant current
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Does this still work in the current experimental?

silver egret
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No

vagrant current
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Damnit

hearty nebula
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anyone know what this is? cant seem to find it here or on workshop

sick lodge
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no support for experiemental though (or ironteeth or so)

hearty nebula
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or ironteeth?

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either way thanks

sick lodge
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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

quick thistle
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sorry

sick lodge
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nothing you could have anticipated really

stray mason
vital plank
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yeh this mod needs to be updated for 1.0

quick thistle
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That is what the other sorry was for

vital plank
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Would you want someone else to take over development of the mod?

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(I liked this mod when it was still operational)

quick thistle
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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

pliant blaze
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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.

sick lodge
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than again it's buggy and might require reload of safe to properly trigger.

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but it can work okay with multiple trains. just needs patience and planning

jaunty halo
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I want to turn on sandbox and give the mod another try because I still haven't updated to 1.0

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I feel like I'm wasting potential

neon crag
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does thus work for 1.0

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this

gilded fern
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Nope

craggy moat
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😭

abstract hearth
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I tried this mod a while back and I kinda wanna ask what people use it for

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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

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Genuinely asking because I love the idea of the mod but am kinda stumped on it's use

woven crescent
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Game used to not have those

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also trains are fun

quick thistle
vagrant current
jaunty halo
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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

kindred grove
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I'm drooling over automation and train track interactions 😂

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Maybe one automation building designates one line for passenger rail & another automation building could designate for freight

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Maybe even trains need to be staffed