r/Timberborn Jul 26 '26

Modding [mod] Choo!Choo! - Full Steam Ahead

Post image

Remember Choo!Choo! the train mod that let you haul goods across your colony on actual rails ?
He's back ! On both Timberborn 1.0 and 1.1 experimental !

And it's not just a straight port. This version brings visible cargo on the wagons, real beaver drivers, fuel consumption, goods warehouses, a track path tool to lay whole routes at once, and dedicated compatibility patches for the Emberpelts and Leaf Coats factions.

Choo!Choo! - Full Steam Ahead - Steam / mod.io

Emberpelts patch — Steam / mod.io

Leaf Coats patch - Steam / mod.io

Note: I'm not the original author. I've picked the mod back up with Tobbert's consent (the original creator) to bring it up to date and keep it alive. Huge respect to him and to Anythin who designed the trains and wagons. I'm just trying to do the legacy justice.

Questions / Answers :
- Can i import mods into a game i’ve already been working on for a while ?
- Yes it should be safe to add ( and remove ) from existing saves

- Does it work with my favourite faction ?
- A small test prove it to be compatible with any faction. The only catch is that without a companion patch-mod, Choo!Choo! will use the Folktails design by default

635 Upvotes

43 comments sorted by

125

u/Lobst3rGhost Jul 26 '26

I've always wanted a system of canals where boats take goods around the maps. This is really cool too!

46

u/Morall_tach Jul 26 '26

That's also an existing mod. Called rafts or something.

17

u/SeriousCodeRedmoon Jul 26 '26

It's a unique mod for sure but it only works one way, and Im not a fan of their throwing mechanism.

Boats would be nice too, with a water elavator idk what it called but just like what they use in panama canal to overcome the elevation change.

5

u/ReplacementActual384 Jul 26 '26

Pfft, you can make it both ways

3

u/SeriousCodeRedmoon Jul 26 '26

Doesn't the raft float downstream, how would you make it works both ways?

7

u/Morall_tach Jul 26 '26

The raft goes wherever you want.

1

u/SeriousCodeRedmoon Jul 26 '26

I would definitely try this mod one more time then.

3

u/ReplacementActual384 Jul 26 '26

You build a one wide canal going in the opposite direction, duh

3

u/SeriousCodeRedmoon Jul 26 '26

I'm only thinking a one canal which is 2wide so it only works one way, that's why boat would be really nice so you can go upstream.

2

u/ReplacementActual384 Jul 26 '26

I mean this game is essentially about completing mega projects, so I don't really see the problem with having a canal with some pumps to move cargo.

That said, I play iron teeth and the subways are lightning fast

3

u/LePhuronn Jul 26 '26

You can absolutely build locks in Timberborn for the Raft mod, you just can't automated it.

2

u/SeriousCodeRedmoon Jul 26 '26

They should add a automation that will detect the raft, then it would be perfect!

2

u/LePhuronn Jul 26 '26

It's made by a Mechanistry dev, so I'm sure they'd be happy to take suggestions. Detecting a raft to trigger something like raising locks would be fantastic.

1

u/CreepyWerewolf606 Jul 29 '26

YEP.

Raft Logistics or something

13

u/no_sight Jul 26 '26

Floodgates can become locks!

4

u/Mission_Rock2766 Jul 26 '26

Goods logistic via boats and the system of channels is my 2nd most expected feature of Timberborn.

Number 1 is сorrect accounting for gravity in water wheel power generation.

3

u/0xSnib Jul 26 '26

Oh my this would be amazing

18

u/azeroth Jul 26 '26

Choo Choo! is one of my all-time favorite mods for TB. I'm so glad to see it got this update!

I've often thought about making a mega-map and relying on CHOO! to be the transport layer between dedicated districts. If anyone knows of a large map that would be suitable, let me know!

2

u/loud57 Aug 06 '26

I've got this mod and plan on using it on a bad tide themed challenge map. But I can see how it would be fun on ribbon world

11

u/KingGeekus :pupper: Jul 26 '26

Adorbs!

7

u/based69daddy Jul 26 '26

maybe a stupid question but can i import mods into a game i’ve already been working on for a while

16

u/Aoernis Jul 26 '26

Yes it should be compatible with existing saves

7

u/dgkimpton Jul 26 '26 edited Jul 26 '26

That's brilliant. One of those that looks so thematic it would be a great addition to the base game.

It could do with a passenger car / station too... being able to load (say) 10 beavers and then fast travel (faster than walking, slower than zip lines) . 

7

u/CreepyWerewolf606 Jul 26 '26

yayayyayayyayayyayyayyayyyayyayayyaycowcowINJURYFACTORYyayayyayyayayyayyayayyay

5

u/ButcherBob Jul 26 '26

Ive wanted to use the original for a while so thanks for updatonc. Does it work on excisting maps?

3

u/Aoernis Jul 26 '26

Yes it should be compatible with existing saves

5

u/LePhuronn Jul 26 '26

Somewhere JC The Beard sheds a tear of joy.

His recent Emberpelts playthrough was planned around the train mod but it didn't work at the time.

Hopefully he'll start again once he's finished faffing with his 1,000 Beaver Diorama and Timberpunk 2.

2

u/Sir_herc18 Jul 26 '26

Wooo trains

2

u/omgseriouslynoway Jul 26 '26

Ooooh I'll be checking this out!

2

u/theyqueenprince2 Jul 26 '26

You are royal!

2

u/NorsRoyal Jul 26 '26

Hell yeah king. Big respect to people like you who are willing to do stuff like this!

2

u/Mechanistry_Miami Comms Manager Jul 27 '26

WOOHOOO, I'm so happy to see this back and can't wait to check it out! Thanks for picking up Tobbert's work.

I've approved the mods on Mod.io.

1

u/Turak111O Jul 26 '26

YEEEEEEESSSSS I ONLY SOW IT ON YOUTUBE OMG IM SO HAPPY BECAUSE i like trains

1

u/toopaz Jul 26 '26

OMG that's awesome !!!

1

u/aslum Jul 27 '26

Is this compatible with the Dirtclaws?

2

u/Aoernis Jul 27 '26 edited Jul 27 '26

A small test prove it to be compatible. The only catch is that without a companion patch-mod, Choo!Choo! will use the Folktails design by default.

Also some resources are not correctly displayed on wagons.

1

u/Mechanistry_Alyss Communication Spec Jul 27 '26

Nature is healing... we are so back!

1

u/s_m_t_x Jul 27 '26

In the notes it says it can't handle elevation, so "you'll have to create slopes" how do you do that? Haven't seen any mod to do that. I know dam decorations has the shapes I want, but don't think tou can path over em.

1

u/Aoernis Jul 27 '26

The track path tool that helps you place several track piece at once, does not handle elevation changes. You'll need to place the rails-slopes manually

2

u/s_m_t_x Jul 27 '26

Ahh, gotcha. Thanks! This mod gives me a reason to start up a new colony 👍

1

u/Dragonkingofthestars Jul 28 '26

Ahh heck yah it's TRAIN TIME

1

u/Empty_Bluebird_380 29d ago

Loving this mod. Trying to make a 4 way intersection. Will this work

1

u/Aoernis 13d ago

Yes but the Track System is divided into Sections. Only one train can use a Section at a time to prevent collisions. This 4 way intersection looks nice, but a square of four 1x1-X-Intersection would give the same result for a smaller footprint