#General modding chat
1 messages · Page 13 of 1
why does it fail to invoke OnPlayerJoined?
prolly the nil, just leave out that part
that seems unrelated to the issue
what error does the log show
huh
i don't know how to decipher it
seems like it's not getting the player object for some reason
You are missing the player. before the setPlayerTeam call
oooh, that makes sense
so i just move onPlayerJoined above setPlayerTeam?
Sorry i got confused because youre functions have the same name
Try to make the names more distinct and maybe put the brackets at the function declaration right next to the function name without a space (not sure if this changes anything)
honestly just took that part from complexitymod...
Generally spaces between a function call or its definition and its arguments or parameters are weird and should not be done im pretty sure, i see you also did it when adding the subtle message
that's... strange
Lua is not whitespace sensitive
No idea what it might be then
the code seems correct. My only guesses:
- You are testing it in singleplayer. Maybe teams don't work in singleplayer?
- You are testing it alone in multiplayer. Maybe teams aren't initialized until the 2nd player joins?
- Maybe you can't set the player team from onplayerjoined events? Maybe there is a race condition between initialization of the player/running the callback and initializing the teams?
function setPlayerTeam(playerId)
tm.players.SetPlayerTeam(playerId, 0)
end
function onPlayerJoined(player)
setPlayerTeam(player.playerId)
end
tm.players.OnPlayerJoined.add(onPlayerJoined)```
Works fine for me in singleplayer
new ui for replay mod :)
i was testing it live on my server, the mod sets everyone to team 1 when i start it up but when someone new joins it gives the "failed to invoke OnPlayerJoined" popup
I think it's the same problem that happens with trailmappers maps
What i noticed is that with trailmappers maps if someone late joins it gives that error, but if the mod is loaded with everyone in the server it works fine
Can someone point me in the right direction:
I would like to create custom logic blocks but do not know where to get started.
- Is there resources on how to make such mods? (And mods in general)
- Does anyone have a template/example for a custom logic block?
not possible
damn...
Yep, closest thing you can do for now is something like the missile mod, where it's just default blocks with some extra features, but you can't interact with logic input/output in any way
thats really unfortunate, alright :/
so many cool things would be possible otherwise ^^'
only sensors would be, for actual gates the limitations of how the system works doesn't allow much beyond what there already is
sensors would be interesting aswell (well its part of what i was hoping would be possible 😅)
Tbh the logic update added pretty much all I would have wanted from custom logic blocks
are "consumers" possible? as in yeah i cant add another addition block, but can i add a block that takes an input and does something with it?
no
closest thing you can do is measuring movement/rotation of blocks and guessing that comes from an input
Technically the same can be done for output, by applying a force on something seen by a sensor, but it's quite unreactive and you can't really get output that's not binary
and it breaks if the creation is moving/rotating
Not really, so long as you take proper precautions
even if you try to adjust for it, at high speeds it's still not reliable
sensors:
- acceleration sensor
- camera rotation sensor (could be used to get what direction the player is looking)
- radio receiver
- color sensor
- angular rotation sensor
actuators:
- radio sender
- number display for player hud (constant x,y location as set in the block)
- text display for player hud (same + constant text, can be turned on and off)
some ideas I had that I was hoping were possible
Rotating it so the suspension (assuming you are using suspension+sensor) is not in the same axis as the one where you expect high speed should mostly solve it
radio sender/receiver was meant as as way for creations to send/receive logic values on channels
but yeah
interesting
you can probably do something like that with some specialized RC setup or something else
acceleration/angular rotation sensor can be done already (it's derivative of speed/angle/compass sensors). Camera rotation can be achieved with an aiming servo+sensors. Color sensor could only be done for blocks, which is not that useful in practice. RC transmission can be done with a glitch. Text display wouldn't work as all signals are numbers, at most you would get an enum
Fair enough
interesting, where can i learn about this bug with rc transmission?
The RC glitch is a bug that allows a build to control one or multiple detached builds. It can be achieved in two ways, each with their own drawbacks and benefits.
The glitch relies on a bug that causes logic connections (from seats/logic blocks) towards the root of the creation weldgroups graph to not...
one thing that would be really useful is a sensor that gives the position in the world. Like position sensor x and z (y being altitude sensor)
accumulators can also be recreated with other blocks, being able to technically do something doesn't mean it would be a bad idea to add it as a single gate
I mostly meant that not many new things would become possible
@radiant lion does the custom missiles mod work again?
V2 works from my testing(i haven't tested in multiplayer though) and you can use terrorsouls mod for thruster editing https://discord.com/channels/296562030624899072/1450829161676542074
To remove the glossy effect the texture needs to have an alpha channel that's painted black or very dark.
An alpha channel is usually for transparency but in TM modding it's for 'roughness'
Edit your texture in something like Photoshop, Affinity Studio, Gimp, etc or use an online 'transparency' tool.
Acceleration camera rotation angular rotation and x y x location are all possible using the base logic pretty easily
Is this still the case
it was changed already
add to xbox
not gonna happen any time soon
tell that to Microsoft, flashbulb can't do anything about it
im making a new map and trying to make a custom model have a nice texture but when i put a texture in in trailmappers it stretches the texture and is basically just a single colour im wondering how people do textures on custom models like in the map mountainous airstrip
like the ground is one big 3d model and i want it textured
i kinda ran into this issue with a cube model that I was using to get an accurate layout of a roadway, and I found that certain positions on the texture correlate to certain faces of the model, here i'm showing the track layout, as well as where i had to position the model on the texture so that it would show up how i wanted in-game, this effect can also be seen on other textures for different models (red), I'm not sure if there's a good software that you could use that helps with making textures (blender maybe? free on steam), but i hope this can help a bit. Some solutions might be to up the resolution on your texture and shrink whatever you're doing to the texture to where the faces are using the texture. (might take a bit of time to figure out where the faces are on the texture but yk)
appreciate u tryuna help but my model has over 12k faces bc of a bunch of subdivisions so idek how that would work
Any 3d model that uses a texture needs that texture to be 'mapped' to the model. It's called UV mapping and can be done in most 3D modeling apps, such as Blender.
It can be simple or complex depending on the model and what you want to achieve.
sorry hjow do i get this to trailmakers tho
After you've done the UV mapping you export the model as obj, then put that model into the TrailMappers Custom Objects folder
i alr did that but getting the texture on the model right doesnt work unless im doing something wrong i uv painted it in blender it looks right then i save the image of the texture in blender and try apply it to themodel in trailmappers and it doesnt look right
You don't need to save the texture in Blender. The texture is just the image file that you load onto the model. You just need to export the model after you've done the UV mapping. The data for the UV mapping lives in the model not in the texture.
Ohhh my bad i didnt update the 3d model after mapping it
theres a mtl and a obj file i assume the mtl file is for the mapping how do i use it in trailmappers
ignore the mtl file - it's just a text file that Trailmappers and Trailmakers don't use
Also you should export with Forward Axis: Z
and
Up Axis: Y
The pic shows the settings I use when I export to obj
thank you for helping i am painting the model with an image that repeats but is there a way to make the image im painting with smaller so when it repeats its more HD
Hopefully I understand you correctly. When you are repeating an image over a model it's called tiling.
There's a setting in the UV mapping window to make an image repeat over the whole window so try to find that.
If all your mesh elements are selected in the 3d window you should see the unwrapped elements of your mesh overlaid on the image in the in the UV mapping window.
If you select all those elements in the UV mapping window and scale them up you force the tiling to be smaller which makes each pixel appear smaller on the mapped model.
ah ok how do you scale it up tho
i assume you mean this part
i have no clue how to scale that up
You should be in UV Editing not texture paint. UV mapping is not painting.
Your texture should already exist outside Blender. You just load it in to Blender so you can map it onto your model
OK looking again at your image it looks like you are trying to paint desert sand onto a landscape?
yea
What you actually need is a single tile of desert sand as your texture and repeat that over your landscape. This is what I've been trying to explain - but failing 😛
i tiled t5his image
When you say you tiled it - what do you mean?
i added it as a brush
I'll say it again. You don't need to paint in Blender to do this. You use the UV Editing window to simply map that tile onto your model
Here's the steps:
-
In the Layout tab select your model.
-
Select 'Edit Mode' and make sure it's on Face mode
-
Press the 'a' key to select all faces in your model
-
In the UV sub tab select 'Cube Projection'
-
Now go to the UV Editing tab
-
If your desert sand tile isn't showing use the image selector at the top to select it
-
In the view tab on the right of the window make sure Repeat Image is ticked
Let me know when you get to this point
you are in the wrong view, go to the uv editing view
ohhh
In the left window of the split
yep see the view tab there?
Cool so now you can see your tile tiled right?
yeah
Yep press the 'a' key while in the UV window to selec them all
then use the scale tool to uniformly scale them up and up and up until it looks right
should i clear what i did in texture paint?
Yeah it won't do anything. Do you have a material setup on the model? If you want see the mapping on the model you'll need the material to use that tile as the texture, not what you were painting.
i scaled up the selection on the right but when i deselect it shows a black box thats not scaled is this bad?
Oh you don't scale the model on the right - you scale the mapping on the left.
We were working in the UV window on the left only
Yes that's right - scale it up until it's huge
but does the black box mean anything
also is there a way i can see what the terrain would look like with it applied?
The black box is just the border of the tile texture. Don't worry about it
ah ok thanks
To see the texture on the model you need a material setup on the model - as I said a few messages earlier 🙂
Watch a blender texturing tutorial
krunch basically gave me a crash course lmao
Oh xd
thanks for all the help i got it working : D
Is there a way to make an invisible object
ModGameObject.SetIsVisible(false)
in my map teh custom object takes a while to load just wondering is the load time based on the complexity of the model the size or the texture
like what primarily
All of the above
File size is one of the main factors then how many polygons a model has. Textures are also a big bottleneck, generally best to keep textures sub 800kb for fast load times
1mb max Id say. Unless you want to wait 20 minutes
yeah it takes like 5m to load for new player which just makes people leave
Reduce texture dimensions and put it through a png compressor if its a png
jpegs use less space but you give up the ability to have a non reflective surface
is there like a good model file size i should aim for like 1mb for texsture
also is there a way to compress or reduce file size of the model
You can use blender to reduce the polygons
Iirc you can so long as it's all the same opacity
But as for obj files no, you can't compress them, at their core they are just txt files listing all points and tris so the only way to reduce the size is to lower their amount (there is the chance of duplicate points in the file, but I'm assuming blender is smart enough)
I might've been blind
i think someone did setisvisible(false) on that segment of the documentation
Wdymm
A joke that it got disabled/not made visible
Ok fug this I am to stupid to understand jokes
@dapper jay transfering the assets is not what crashes the game, that's done asynchronously and you can see it from the white cubes that are initially spawned before transforming into the actual assets. What crashes the game is spawning thousands of objects on a single physics frame, which you can't get around with client mods
not always? ive had times where a normal model just crashed the game
and i was loading only one
unless your model is stupidly big, that won't happen. People have been able to load models bigger than what the game allows (to the point of the game pruning triangles) without issues
#1140936220487192587 message
#1140936220487192587 message
iirc both of those were hangs that eventually lead to a crash
i dont have the assets anymore but they were well within the limits
i have seen some very rare instances of specific assets crashing the game when spawned for unknown reasons, but those have nothing to do with transfer time and could be fixed by re-exporting the object
I'm actually shocked by information like this, how did it ever get so bad in the first place
anyone know how to compare structures
Like compare block placement of structures?
no check if two structures are the same over the course of multiple frames
== doesn't work since its always true
also ideally it would give the same result even if half of the structure has been destroyed
store a reference to the structure, although not sure if you can check if a reference is still valid (maybe do error checking on getting its blocks)
How many blueprints could you have loaded in with a mod at once?
My guess would be until you crash, but there is some weird behaviour with them from what I heard. Something about the blueprints being linked to one person and if they backspace the blueprints disappear too, i think.
Hello, where does trailmakers store its default assets
Praying they give the xbox app version of trailmakers a mod manager i cant afford to rebuy all my dlc on steam
not gonna happen any time soon
i think the ownership is linked to the host
No, you can decide as which player you spawn the structure
They are packaged into the game
Technically there's stuff like the menu video stored in the game file but most assets are packed
Railmakers City releasing soon!
#1446840402274684968 message
Railmakers City is now released!
#1446840402274684968 message
@willow breach Welcome to the modding role 🙂
Is there any way of making the trailmaker faster without just adding force?
Have you tried Fly Mod?
Fly mod uses teleportation iirc, I believe these are the only methods to speed up a player
yeah Fly Mod is pretty convincing for a fast moving player as the teleportation is interpolated nicely
I want to make a boss fight like you find in hollow knight but in trailmakers.
I think using the player wouldn't be the best, i would probably use a custom object as the character.
Also is the modding jam going to happen?
https://discord.com/channels/296562030624899072/1428696418935377920
Not totally relevant, but long ago I was planning a boss fight using vehicles, problem with that is that there is no clear way to sense damage done trigger is done, you might still be able to sense explosions, but it involves purposefully getting errors
if changing health worked you could put one or more blueprints inside the boss and see how much damage those blueprints recieved
@devs add mods to Xbox with ability to create maps their as well
@formal crane hey I have a genuine question about how the statistics on the steam workshop are being tracked. If my content gets recommend to people in the in game workshop is that being tracked or not? Just wondering how it works.
i don’t believe the in game workshop has the ability to track unique viewers for the mod unfortunately
Ok i figured so. The reason why im asking is that I have never seen unique viewers surpass the subscriptions. Maybe some wierd algorithm on steam
in game views aren't counted at all
What even are unique viewers
Basically how many people click on your item in the steam workshop, I presume.
I dont think we have any recommended view in-game. Only if you visit the Steam Workshop through Steam there are "popular" views.
And we dont really have any data on that to my knowledge.
Yeah only views through Steam is counted! More often we see subscriber counts higher than viewer count, which can indicate that there is a good amount of people which subscribes to mods through the in-game workshop.
But whether they find them through the in-game browser I dont know.
My gut feeling is word-of-mouth/organic marketing... But it is honestly a question we have ourselves 🙂
Ok interesting. One other question i have is that the formatting in steam looks weird in the in game workshop, is there a plan for an option to make two separate descriptions? One for the in game workshop and one for the steam workshop.
No plans and I dont think that is the right solution.
Best case we would simple format the text in-game similiar to the Workshop.
But that is on lowest priority.
Makes sence that this isnt on the top. More like a quality of life feature
...wonder if this could be modded?
https://www.reddit.com/r/trailmakers/comments/1qjxw6t/what_do_i_want_more_than_anything_else_thermal/
what is it? (reddit blocked)
What do I want more than anything else? Thermal updrafts.
This is my favorite build- a replica of the Eta Sailplane. I love flying this thing. But even using no-drag, I still have to use the mounted jet to speed up and gain altitude. Thermals would really help.
you should be able to activate upwards wind depending on the location right?
idk how easy it would be but you could even use a greyscale image to indicate how strong the wind is at every spot
don't remember how well it works, but one option would be the wind assets
if you need it to work in multiplayer that's your only choice probably
unless you feel like doing drag calculation entirely by yourself in the mod ig
the others would be using AddForce, but you can't really detect covered block, nor see how wide they are, so it won't really act as wind
in sp you can fake local wind by changing the global wind
iirc there is only a get for wind, no set
pretty sure there is a set :p
There is a set but it is global to the world
yeah so it would only work in sp
yep...
But yeah I imagined something with AddForce in sort of zones.
differential equations for wind when
We do have localised wind zones that needs to be exposed... 🫢
just simulate every single air molecule and allow us to add force to them
Just spawn a bunch of tiny balls and add force to them duh
does high seas wind work with a vector field or is it a bunch of manually set zones?
No clue! I know we have authored wind zones, but I dont know how they interact with eachother + global wind
i have a vague memory of seeing a wind map texture, but i'm not sure if it was real or if it's what's actually used to set the wind
there's a different glider build on the workshop (i think it's called skysoarer but i forgot) that supposedly has logic thermals by flying a direction on the compass but i haven't actually tested it yet...
You could use a slight up force every so often. Or wind
vertical wind is very fun
Yes. It causes chaos
there should be wind that follows the graph of tan
hi
Welcome to the Aperture Science Enrichment Centre
are there any ways to format intrusive messages other than <color=>
iirc you can use most of unitys text formatting stuff
yeah thanks
Yo is there a way to mod the campaigns because I feel like a stranded randomizer or even archipelago would be really fun
Mods are disabled for Campaigns
i'm 75% sure that's why he asked
And I gave him a concrete answer, that you can't!
aw
Are there any plans to let us mod campaigns or no
No plans.
Sad
How does one make a trailmappers object move on a set path
thats the neat part you dont. the only way to make objects move is with force and maybe torque? (i have never used torque) https://mods.trailmakers.ludixi.com/docs
The community hub for Trailmakers mods and guides
Aw is there seriously no way to do it?
nope
i mean you could use wind but it moves everything
Looks like ill just have to attach some builds to the thing and move it that way
You can set possition of objects, but not within trailmappers. You need to modify the loader mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3655569587 tried my best, probably isn't great but i can always improve it
OH- i didnt. i was just happy i got my submarine to load in because my model had too many polygons and disconnected singleplayer.
Is there any way to accurately get a blocks health
ModBlock.GetCurrentHealth
It might be a broken function I don't remember but this is currently the only way
Yeah it is broken since I tried using it and it seemed like set health sometimes made blocks stronger but didn’t change the health value, get health returns the same thing all the time and starting health is set to either current health or the last set health
It's the good one
Setting health is currently broken, it will be fixed next update says Frans
Maybe try it without a vector to test it out, like 2, 2 ,2
Current health gives you what it says, the health that a block currently has. start health doesn't give you the accurate health
i guess i can just code smth up not using the wind mod code
atp might as well start fresh
wharradu
Check the log file to see where the error comes from
At what line?
i don't know
It's the first number in the () so line 24
that's addUiForPlayer in the onPlayerJoined function
i honestly don't see the issue with that line
OOH NVM
I think you need to put AddUIText
it was calling addUiForPlayer but the function is called addUIForPlayer
true
not again !
playerscale 0 0 042364 💀
oh wait no that's just 0 0 0, i haven't even made the function to change player scale what am i doing
how does one fix this
Maybe try putting the player and not the playerid in getplayertransform, nvm it is playerid
I need the documentation
Try using tm.os.log() to see if the playerid is good so before the get player transform put tm.os.log(player.playerId)
oki
it's the 0 on top there
It must be something with set scale
wdym
The set scale part of that line, the function I'm sure it works
So the mod works?
Ohh
Where i highlighted you need to put player, not player.playerId
ooooh ok
it works 
thanks for the help
No problem
what's the correct way to use the id thingy tho
cuz like
there's playerId or player.playerId
nil value where
on 29 you wrote updateUI with a non capitalised u
is that not capitalized ?
You function is UpdateUI and there you have updateUI
oh my fucking god-
on line 20 it is defined as capitalised UpdateUI where on 29 it says updateUI
i should really check capitalization more often -_-
just dont ever capitalised and live the easy life
That's why people do, for example, numberGenerator and not NumberGenerator?
i thought that was just like a tradition or something
You should look at the names of blocks with the modding api, they are super inconsistent
This is a whole holy war of nerds battling .. It mostly comes down to the style guide of the language.
Example style guide
Variables and functions names should use
snake_case.
https://github.com/luarocks/lua-style-guide?tab=readme-ov-file#variable-names
But since the Lua book does not have any official guidelines then you can find something else recommended here
https://github.com/Olivine-Labs/lua-style-guide#variables
interesting
I tend to use python style as that's what I mostly write at work
https://peps.python.org/pep-0008/
Which uses snake_case
Never knew languages had style guides
Perhaps one could get inspired by Roblox style guide! Althought.. They do use Luau to my knowledge, which is a different flavour of Lua
https://roblox.github.io/lua-style-guide/
Anyway, infinite hole to dig into :p
okay so the mod works but it seems to sometimes give the scale to the wrong player..
i am not 100% sure if that's the case tho
Hmmm
my style guide is "make it readable"
The great because last week I made 2 functions using it for block comparisons before realizing it was broken so hopefully they will work next update.
we've been "i hope itll be fixed in the next update" for the last like 5 updates
Well that’s a shame
it's fiine, i hope it'll be fixed in the next update
iirc the last info we got was "maybe in 2.3"
personally ive been disappointed by way too many maybes sooo
yeah making it lower than 1 makes the game freakout
no smallmaker??
you can but setting the Y value to something between 1 and 0 causes your character to fly upwards at extreme speeds, 0 and negative numbers somewhat work though
scratch that, between 1 and -0.45 ish
and numbers on the extreme edge of those two numbers ascend slower
Has anyone had a go at using https://discord.com/channels/296562030624899072/1463163384634540142
I'm happy to help if people are having problems. Also I want to improve it so any kind of feedback would be useful.
tm.os.log takes a single argument
☹️
well that sucks...
replace the commas with .. that should give the same result
two dots?
that adds 2 strings together
you can either do string concatonation or send multiple log messages
you likely want to add extra spaces as well
or use this:
```lua
local function print(x, ...)
local x = tostring(x)
for _, v in ipairs({...}) do
x = x .. " " .. tostring(v)
end
tm.os.Log(x)
end
print("test", 123, "end") -- Prints "test 123 end"
How likely is this to happen #1126534304764264480 message
also can anyone tell me how blueprints hold block data and whether or not it is possible to make a useable blueprint by creating an image and adding block data to it
they have a binary blob encoded into transparent pixels. You can't make functional blueprints manually.
Are there any plans to allows mods to save spawned structures and spawn them later instead of having to load a specific blueprint file
because it is a lot simpler to set the position of structures by just spawning them at a different location than it is to move it using AddForce
and it would also avoid the issue of AddForce destroying structures by moving them too fast
thank you, i will look into it
Is anyone having issues with OnPlayerJoined events not firing?
like failed to invoke or just not working at all
I was having issues with my event not firing and I wanted to figure out if it was an API issue or if its my code
Yeah just failing to run when a player joins
If you try to get the player's position, rotation, etc. straight away when the player joins it fails. There is a delay between the onPlayerJoined event being triggered and the player actually being given a presence in the world. I check if those params are nil in the playerUpdate function so that I can determine when they actually become available.
Ah. Ill just add some checks. Thanks for the help
Currently my player join fails to invoke, which doesn't create my player data table I need, which causes update to fail when it tries to call it, which drops the server to 5 fps
Yeah that can depend on the order of things within your onPlayerJoined function. If the calls that fail are after creating the player data table then at least that will still be done.
That's a lot of lines actually for 2 days
(depending on what I'm doing I write roughly 75 lines of code per 4 hours of work)
well actually i write 12 trillion lines of code per cpu cycle at 5Ghz so L + ratio
I kinda hate using lines of code as a metric
I can write 10 lines in 2 minutes if i'm setting up a table
Same way I can write 10 lines in 2 hours if it involves odd math, like the missile leading system
I remember having like a 12+ hour coding session where i genuinely got nothing done
I was having issues with some math and just couldnt figure anything out
iirc i was trying to convert local yaw and pitch values into a global quat for a turret
I wanted the rotation to not be tied to the turret's base, but i just gave up
what's the max poly count the game can handle before the model spaghettifies?
The maximum is around 30000 triangles, but it can break before that in some weird situations.
it do this sometimes
What happened 😭 😭 😭 😭
well yeah that's what happens if the poly count is too high

Yeah I was asking at what point that happens
Easy fix: make your own models
Mod idea: While in build mode and selecting a block, show an arrow that points in the direction the block is pointing.
imagine weldgroup visualizer mod
why are these ones not showing up?
maybe because you have the id "textbox1" which is already used
oh right
i'm just gonna release the mod without the function to set player scale range and fix it later
what do you mean that shouldn't happen? tempARN is < 1 so the if statement is false, so it calls the else
you have it reversed.
maybe i should stop coding holy shit
anyways thanks for the help i'll finish that part Later™
i just had a W idea for later
instead of using tm.os.log i can just send the stuff to in-game chat for debugging
why didn't i think of this earlier 
logging everything as a permanent subtle message
or a very long intrusive message
has anyone tested if RegisterFunctionToCollisionEnterCallback works with any gameobj?
#1451096990862807112 message how can this be used to rotate models?
By a certain distance, or at a certain speed, or for a certain time, just anything, not full 360 rotation but like, just a lil bit
can someone link me how i post a mod with a front picture?
just put a file called preview.png in your mod folder iirc
Make sure it's less than 1MB
anything for dimensions?
preferrably 1:1 because that's the ratio the workshop uses to display things
dimensions just whatever lets you go under 1mb
also you can just use the same method as blueprints if you want, that's what i did
just putting a Preview.png photo is so much easier, i probably wouldn't put a thumbnail on my stuff if i had to do it like that.
i will make sure to do that next time, though the normal one is not too troublesome for me
uhhhh
help?
it uploaded but no picture
ah i see why
how do i remove my old mod??
oh i already found it
would it be possible to make 1:1 recreations of vanilla maps with trailmappers?
you can just update it by clicking the edit button, no need to remove your mod
also what was the issue
my png was 0.08 mb too big
no way
yes way
the most anoying thing for me is that after i do change it through steam cmd, i have to restart steam so i can actually play trailmakers, otherwise it's stuck in infinite loading profile
yeah that is definitely annoying
@sturdy iris
wait you want to despawn all mlvins?
yes and i'm brute forcing it by just running the despawn command a bunch of times
tm.physics.ClearAllSpawns() should do it, but it removes all the spawned stuff, not only the melvins
doesn't that only remove the stuff spawned by the mod itself?
no every thing
yeah, that's the only things a mod can remove
you probably want <= instead of == for safety
also for loops exist why do this 
because i don't actually know how to code
repeat
until ()
``` is so funny to me for some reason
guess I'm just to used to
```c++
do {
} while ();
sounds like the same thing 😭
only difference is that the condition is inverted
yes
end ```
this should work in lua(i'm used to c++ for loops)
or
for i in range(16) do
end
if i am not misremembering lua
apparently it's
for timer = 15, 0, -1 do
end
ohh yeah
if you want to go backwards
lua is so much simpler than c++
simple does not mean easy
brainfuck is very simple 
genuinely how does that even work
0 is the stop condition, -1 is the step it takes
in c++ you can just leave out everything lol
for (;;) {
}
my beloved
wtf 😭
it's the same as
while (true) {
}
Usually the lua.org has decent examples of how things work 🙂
neat
my brain is a little too fried to search through that
I simple googled "lua for loops" and the lua book is usually first result
noted
i shall continue working on my plane now
easiest way to find out stuff very often
sometimes helpful to look at the official docs as well
i don't, i have like 15m of java experience
I come from a python and C# environment. Lua still feels weird
never heard that ngl
it's a substitute for OOP
cuz lua isn't normally object oriented but with metatables you can make it act like it is
-# i have no idea what that is either

no
what if i turn the entire island into a deformable then use a big bomb to blow it away
I yearn for a pioneers skybox + pioneers water empty map
just pioneers water on an empty map
Hell yeah
or what if
we just changed the skybox atmosphere and water on all maps to the pioneers ones
its a free map so theres no money loss
also the game would look better
yeah i agree the water on pioneers is just supreme to anything
That's python
With its stupid ranges
Range is fun but also annoying
python and lua occupy the same dusty corner in my brain
for me its javascript (i have not yet learned it) and python aswell
is there a way to spawn blueprints at their center by default or do i have to manually figure out the offset?
seems like ive been asking the toughest questions of all time
i dont know how to mod but id say no
I mean, I've seen easier questions...
You can try moving the blueprint in build mode before saving, but I doubt that will change anything, so the answer is most likely no, just make a little function that given the direction vector and offset vector returns the final offset, it shouldn't be too hard, especially since iirc blueprints don't support rotation on the Z axis
i have no clue. maybe it spawn in the center off mass? but then again i have no clue
darn!
1 meter probably
Nope
You can use custom icons in the subtle messages but thats it as far as i know
what are the differences between the .addforce .addforceimpulse .addforceacceleration .addvelocitychange? and which dirrections are the X Y and Z?
because im trying to make a missile mod v2 (missile launcher instead of making the missile)
Here you can see the differences
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody.AddForce.html
Tho iirc you only have one option when applying it to creations.
Directions are +Y up, +Z North, +X east
you can place coloured characters and make them sort of look like an image, but iirc labels have a max character count of ~64 so its completely unviable
What about slapping a textured quad in world space?
I guess you'd get lighting interaction that way so it wouldn't work that well
cant get camera position so good luck
Maybe if you flicker the camera really fast between default and a place where you have the UI could work
It either gives you epilepsy or has a mediocre result where the gui is half transparent and the rest of the screen has a permanent filter on it, I'd say worthed
If this game used TAA that could actually work lmaoo
i mean, if you teleport the camera to some place that has just white with about the same brightness as the current scene then it shouldn't be that bad
I realized I created trailmakers hell
Uploaded this a couple days ago as a render of an upcoming map. Everything is made with a procedural generation script... everything is a unique model...
2-3 days ahh load time
since trailmakers got rid of it, a mod to add back the silence when you break the sound barrier again would be nice
I this trailmakers
No it is a render.
Its a render in blender but it could be ported to TM
I might include a copy of shrek just to kill time while it loads though
Ohhhh
add a doom emulator as a loading screen 
And make it load even slower?
I just realized that if we have mapmakers 2026 I cant compete because I don't think they wanna wait 15 minutes for my map to load
Tempted to make the first doom lvl in trailmakers
brick rigs
would it be just a map or an actual level with weapons and enemies and etc?
Actual level
Do it, it would be awesome
It would be even more impressive than when you made golf
oh neat
i tried making guns but i didnt make my own fake player for it
wouldve been a bit better if i did but that wasnt the mod idea
I should probably revisit my golf mod at some point, I think its broken in multiplayer
in mapmakers is there any way to
- edit a map besides test zone?
- have water?
- Yes
- You can build over maps that have water
how?
By loading the mod in on a different map
very helpful thx
No, graphically In trail mapper you can't load other maps
Hi i'm interested in making a map wich would just be a simple racetrack without timer or anything that would require scripting.
I know Trailmapper is a thing but i wanted to ask first if there's a better or alternative ways to make map that would let me have more freedom.
I'm experienced using blender, unity, etc.
If anyone knows of alternative ways of making maps or ressources i could use to learn the best ways to create in trailmaker. Please ping me.
Trailmappers can use blender and is the only program currently that can make you load 3d models into your mod (besides visual studio)
Uhhh, you are misunderstanding a bit. You don't need visual studio code or trailmappers to load in a 3d model. You can do it with a main.lua file and your 3d model. Visual studio code is basically a text editor but with some stuff that makes coding easier
Yes that's what I said
Just that I kind of just think if visual studio when editing code
Visual Studio and Visual Studio Code are NOT the same thing
Wait there's another visual studio
Yes
I may be very stupid
VS Code is really nice for LUA, you can import the LUA file we create to get autocomplete and it has more plugins that are free
Mostly for compiled code like c#
lots of other alternatives with lsp integration as well
zed and neovim for example
(zed is just a strict upgrade over vscode imo)
I personally prefer visual Studio Code as it's just way faster and can be used for more things from my experience
i do not believe that vscode is faster than zed lmao
only major reason for staying on vscode imo is the more mature plugin ecosystem since it's just older
I don't even know zed lmao
basically vscode but without electron and made in rust
hmm, i might take a look at that
loading a large amount of models is so slow i doubt anythings even happening
if you enable the mod window (add any kind of ui element) you can see the transferring
ah right; it doesn't come with any mod window 🤷♂️
context: when mods add ui elements, a window appears that is exclusive the the mod itself. When it is on, the transferring of custom assets are shown
ahh ok, my mod is chewing up 17 gigs of ram lmao
is there a chance that the mod is so big trailmakers got hung up on something?, theres a model that is 16 kb so it might that model
idk tho
Wut
crazy work
what did you add in your map exactly
It’s a single building split into multiple parts
I guess im never using zed
I dont think 16kb is your issue chief
it has an ai master switch unlike some other ide
You do realize VS code also uses ai right?
Thats why I dont use it
Pulsar for the win
I wonder how long and hard it would be to make a racetrack with similar gameplay mechanics to motorstorm apocalypse
maybe texture size then?
loading time shouldnt like exceed 10 mins right?
theres no standard for loading time
It can due to the texture loading system using geological time. If we could use jpg without the default reflection then texture sizes would be 10 times smaller. Instead we are forced to use 32bit png just to have an alpha channel that can remove the reflectivity.
is any way to import a model with its textures. or will i have to split up the model and get textures separately for each part?
No, since OBJ does not support embedded textures.
okay thanks
dose making a platform smaller lag less (trailmappers), i have my floor covering the whole testzone, at 250x250 strech. i changed it to 150x150 and idk if there is any dif
There shouldn't be
okay
might the mod not load due to an amount of models? cause rn i have 16 models in my mod, is that it?
and it hung up on 6% according to trailmappers mod ui
and it just cubes but it is like that for most stuff, so not suprised there
ima let it load a bit more
like wait
and then see what happens
actually might optimize the bigger models in the mod meanwhile
fixed it after optimizing
i think
its at 43% now
CMON
GO UP
PLEASE
it crashed..
back to optimizing ig
Or just as like a proxy to install msvc so you can use clang because you have to do that for some reason (c/cpp try not to have a terrible toolchain challenge)
I was going to say you could technically write a gltf to obj parser in lua as your mod but then you'd need to do something extra to actually load the image data because of how file IO works in the modding api
Be aware of this issue: https://discord.com/channels/296562030624899072/1408068660907474964
The Trailmappers loader gets around this by loading in chunks with pauses in between.
In KrunchLoader I dropped the chunk size down from 30 to 10 as the Trailmappers loader still crashes with really big maps.
I've done my own staged loading system for loading and unloading tracks in Track Creator plus.
That is the auto-LOD system in Trailmakers. To get around this you can add an extra face about 500m below the rest of the model. That makes the game think it's a bigger object and pushes the LOD distance out a lot further.
Of course
I got it to work by decimating my model severely still works tho lol
Ray tracing reference
how did u import a model with its textures?
and why do i keep geting this error, it also dose not spawn at the right spawn pos even when i change he pos in the main.lua
U on trailmappers?
You need to export your texture as a png
i would not know how to do that
like export the full texture from blender in to a png?
Yea there are tutorials for this
iv only done solid textures for my sand ground
i gota try that thanks
going to add a airfield to my dunes map
Then put it into your custom models folder
do yk how to fix the spawning issue aswell?
Krunch loader
it looks like ppl still spawn below the desegnated spawn thing, i havent used the spawnpoint obj cus it didnt work when i tryd
it still spawns em at the floor
@mint grove
You can drag the picture on to your custom model
ikik
I didnt yet use krunch loader so I can't really help in that
dosnt work for me il try fix the lua code ig
hey
is there a mod that lets me put modifications higher then the value limit
like put rocket engine to the value of 10
Wdym
i want to make thrusters push further then their limit
But what exactly are you referring to
What value limit
set the values higher then the normal limit
Is there even a limit or are you using some specific mod
@regal bear can probably help you with that
the speed in the block configuration
of both the rocket and the thrusters
they are limited at 1 for rocket and thrusters
i am looking for a mod that lets me put those values higher then the limit
You would need to make it yourself
so there isnt one
you can increase the power of thrusters through mods, but it's not saved to blueprints
I'm happy to help you get it working. Did you replace the main.lua file with the special one after each time you exported your map?
no but i think i fix it in the main.lua code anyways, ty tho:D
The special main.lua file you need is stored in the data_static folder so you just need to copy it over the main.lua file that Trailmappers creates on each export.
It literally has 1 line of code in it that points to the KrunchLoader:
tm.os.DoFile("krunchloader")
You have to copy that file over after every time you have exported your map.
yt noticed that lol
hashtag so mysterious
you could use my mod:
https://discord.com/channels/296562030624899072/1468732878170095874
or terrorsoul's tuneit:
https://discord.com/channels/296562030624899072/1450829161676542074
thank u
this is fun
function onModLoaded()
tm.os.Log("Oganesson started")
tm.playerUI.AddSubtleMessageForAllPlayers(
"Oganesson started",
"Press tab for Oganesson menu",
2.5,
""
)
end
tm.events.onModLoaded.add(onModLoaded)
Why doesnt htis work
Because onModLoaded isnt a thing
Bruh
If you want it to run when a mod loads, you dont need to wrap it in an function
ok thanks
multiple guides claimed onModLoaded to be an internal function
probably deprecated
Which ones?
Don't think it has ever been.
I found it on ludixi
didnt work
then asked chatgpt about it and it also claimed it was real and said my code should work
idrk
Its on their?
ludixi?
im not used to using lua for modding i though an internal function that ran on mod loding should work
Yeah?
makes sense
mhm
Ah I see where youve seen it
theres basically a restating of the api docs
with definitions fopr each fuinction and calss
class
i saw it on there
but thanks
OKAY WELL IVE GOT ANOTHER ISSUE
oops caps
Yup
ah
Probable AI generated ones
It has never been a thing
odd
Maybe you was getting confuseed with the function being called OnModLoaded in that example
oh yeah i also did try just running the function but that didnt work
im assuming top level functions that arent system functions dont work or similar
but i gtg
brb
Learn how lua works, then try again
sounds kinda backhanded lol
and yes i know basic lua im just not familiar with it for modding
i also program in python, javascript, c# and rust
You are asking very basic things that aren't related to modding. Code execution works just like in lua. If it doesn't, you are doing something wrong
dude i just misinterpreted a guide chill
yeah i got a system functon wrong of course its gonna give me an error
i know very basic code structure and hierarchy outside of that
if ive been programming trailmakers mods for longer maybe i would know most common functions for mod and player initiation etc etc
you dont have to be rude about it
im outta here
i admit i have never once thought of comparing quaternions
There should be a mod API lua file in your mods directory (trailmakers_docs.lua). It will show you all the available functions in the API.
This would probably fit more into #general-trailmakers
Too shy to put it there lol
Meh do it u have my full support
is having 3000 trees on a map a bad idea?
@serene magnet how many trees do you have on iron wood?
Iirc he had about 20 000 trees
Yeah it was about 20k. Its probably less now but it was able to run with 20k
Im approaching a similar number with snowbound currently
how do u go about placing 20k trees?
ik there is a mod for it but it dosntwork anymore i think
i need to add some dead trees and cactuses over my desert map :-/
i think it's the sprinkle tool mod
and then deleting the ones that spawn in inconvenient places
Yeah could not get it to work
Ill take a look at it soon, in the mean time you can have the github link if you want
yes please
ty
I used sprinkletool for Ironwood but im probably gonna develop something for Snowbound
has the server mod button thing moved or am i stupid? can't seem to find it and i most definitely have mods enabled
Try looking more It shouldnt just disappear
Sometime this month the whole ludixi trailmakers stuff and modding page etc will be down. As I'm moving to self hosting the website. Current host keeps sneakily increasing the monthly cost ^_^
Self hosting Is really good, especially with few visits
I might have used a broken e-reader for that
i'm probably the best to ever do lua ever, took only a brisk 6 hours and the sacrifice of my firstborn child
Crazy
I am pretty sure thats made with ai
I am not sure but, it was posted right after the same person posted some thing obviously ai
i had no idea
there doesnt seem to be any ai artifacts that cant be chopped up to AA errors on the feathers
I don't think it's ai, but it does look like a chicken png just slapped on there
looking at the shadow direction it might be a modified picture in some way, compare the direction of the shadow on the chicken to the shadow on the car, they seem very different, no?
he addmitted to using photshop in general so its most likely that, damn good job in that case
what a shame
or just the old reliable photoshop
If you actually wanted to do it, you can make the player model very small and spawn a 3d asset that follows the players' position
except you can't make the player smaller because you just start flying
It works sometimes but also not
I tested it once
@formal crane Can I ask something in PM?
These trees are gonna make me actually crash out
Breath in the fresh air of the trees
I have finished Spa Francorchamps, i might make updates in the future but for now it's done. https://steamcommunity.com/sharedfiles/filedetails/?id=3682389868
https://www.youtube.com/watch?v=kAEvcRcVJMo my mod actually got featured by scrapman!
Welcome to another episode of Trailmakers! Today, we are evolving race cars, but we are using the Chaos Mod, which changes a random game condition!
kAN's video: TBD
Tons More Trailmakers: https://www.youtube.com/watch?v=mwTCzFXIjVg&list=PLjtiR7dM6Lgp2qrCaaHCTjAmW-vC_IO5T
My Most Popular Videos (for whatever reason): https://www.youtube.com/pl...
Good job
photoshop
i think that if you can set the position of a no collision 3d model of that to your characters position at all times it might work
Posted a video demonstrating one of the new missions:
#1446840402274684968 message
<@&1123912996406706277> 2.3.1 modding changelog
Known Issues
ModBlock.GetJetPower()throws exception
Changes
- Removed ModColor.RGBtoHSV()
Features
- Added
tm.enumsnamespace that contains built-in enums:RespawnReason, ` - Added new player related events:
playerExitSeat,playerEnterSeat,playerSpawned,playerKilledPlayer,playerChangedTeam,playerEnterBuilderandplayerExitBuilder - Added
tm.players.ForceExitSeat(playerId)to force player out of their seat - Added
tm.players.SetBlockLimit(guid, limit)to set block type limit request - Added
tm.physics.GetAllBlockMetaData()which returns a list of all block types and related information such as guid, name and description - Added
ModBlock.GetBlockMetaData()to get BlockMetaData of specific Block - Added subscribable alternative to OnKeyPressed and OnKeyReleased that returns ModPlayer and Key Name. request
- Added various quaternion operations such as normalize, addition, subtraction, multiply with scalar [request](#1441204155137130648 message)
- Added ModBlock health related functions such get
SetFullHealth(),DoDamageAmount(),Revive(),InstantKill()
Fixes
- Fixed quaternion equality operators giving incorrect results [request](#1441202495081808054 message)
- Fixed issue where UI Labels would be center aligned after minimising and maximising mod window [request](#1372195980753240194 message)
- Fixed issue with input registration not working if registered on first mod update frame
- Fixed and reworked health related functions for ModBlock request
- Less malformed Lua Docs generation
❤️
Thank you for these fixes and additions 🙂
With this one...
"Fixed issue where UI Labels would be center aligned after minimising and maximising mod window"
Unfortunately it looks a misderstanding has occured. labels are now always remaining left justified. I was expecting that the left justified mode would be removed leaving labels to always show as centre justified.
2.3 now is my favourite update.
Maybe I am completely misrembering, but wasn't labels always left-aligned and the bug would center align them?
It might be better like this because if you had text before updating numbers the text and numbers would jitter making it hard to read
No the bug was that at initial load they would be left aligned until ANY mod on your screen was minimised then ALL mods would become centre justified and it stayed that way 🙂 I have designed my UI's for centre justification.
Ah shoot. I will get something in for the next hotfix - since this behaviour should not have been changed, but simple not be affected by the window minimizing.
Thanks for reporting!
It's my personal preference to have them centred - it seemed to me that was the expected behaviour - but of course if others feel differently it's fair to hear those thoughts too.
We are so up. I already have ideas
Thank you devs for the content
Ill have to double check hah! But I will get back to this.. Worst case.. Ill have to investigate a little harder on getting some kind of GUI Styles in.
epic
This is so cool thank you Frans
I love the new Events
Cool. I mean having the option to choose text alignment per label would be fantastic 🙂 but I'm probably asking too much.
But right now the left justified text is making me 😭
I think the event pattern for Lua is pretty strong way to interact from the game -> mods, so likely more to come with that.
Yay
I also have it in my backlog to do it for Collision trigger as requested by Alvaro in the other thread https://discord.com/channels/296562030624899072/1134472573380468848
Please help him
Yes people often tell me I need help 😂
i cannot figure out how to change the health of blocks with the updated functions
Some quick examples from me that I will put on Wiki as well.
Example – Revive Low-Health Blocks on Key Press
local ReviveLowHealthBlocks = function(player, keyDown)
if keyDown ~= "k" then
return
end
local structures = tm.players.GetPlayerStructures(player.playerId)
for _, structure in ipairs(structures) do
local blocks = structure.GetBlocks()
for _, block in ipairs(blocks) do
local fullHealth = block.GetFullHealth()
local currentHealth = block.GetCurrentHealth()
if currentHealth < fullHealth * 0.5 then
block.Revive()
local newHealth = block.GetCurrentHealth()
tm.os.Log("Revived " .. block.GetBlockMetaData().Name() ..
" health from " .. string.format("%.2f", currentHealth) ..
" to " .. string.format("%.2f", newHealth))
end
end
end
end
tm.input.OnPlayerKeyDown.add(ReviveLowHealthBlocks)
This of course only uses Revive which full revives the block.
i'm wondering about setting health to a specific number, i just can't get it to work
There are only functions to set start health.
"Generic"
"Impact"
"Explosion"
"Lava"
"Projectile"
"Electric"
"JointTear"
"ExitSeat"
"Emp"
"SpaceBlaster"
"MechanicalFailure"
"HarvestBasic"
"HarvestMineral"
"HarvestMineral2"
"HarvestOrganic"
]]
local TriggerEMP = function(player, keyDown)
if keyDown ~= "k" then
return
end
local structures = tm.players.GetPlayerStructures(player.playerId)
if not structures then
return
end
for _, structure in ipairs(structures) do
for _, block in ipairs(structure.GetBlocks()) do
block.DoDamageAmount(1, player.playerId, "Emp")
end
end
tm.playerUI.AddSubtleMessageForPlayer(player.playerId, "Applied damage", "", 1, "")
end
tm.input.OnPlayerKeyDown.add(TriggerEMP)```
Heres an example of the new damage amount function
where is the "increase maximum depth" command
awesome stuff
When does playerspawned trigger? When you backspace or when the player joins the server?
What is start health? And in which scenarios could i use it?
build stealing mods incoming...
"tm.players.ForceExitSeat(playerId)"
Smart! Comparing the structure owner ID to check if it's a stealer
Wait you're not doing that. What are you doing?
probably stealing the blueprint a player is in
...
no it kicks them out of seats and freezes them lmao
Only the host can enable mods, and you can join non-modded servers/host your own
stop their vehicle, revive their blocks, teleport myself to them, kick them out of their seat, then pin them in place for 10 sec
teleport them to 0,0,0 
You can also just make a mod to compare owner ID and player ID to kick people out of the server if they're not the same
i want them to see me when i take there valuables and run off with it
I mean that's also definitely possible lmao
kinda of topic but somebody wanna try my simple python code
#off-topic
ok😭😭😭
is there any way to know which blocks were banned by the player?
just been low on energy sorry for late answer - no and i am not sure why i didn't think of that. ill add a task for it
please let us save presets for banned blocks and block limits 🙏
You could do that with a simple mod, so i dont really see the need
less players joing, most ppl have hidde modded servers, and most of the time only 5 year old kids join when i host mod servers
take like 10 min to get a full server and im at the top of the list aswell
Then suggest it in #suggestions
mmmm
Its not really modding related
cool
I wish us mortals had access to #1123915629653667943
become modder, easy
you can probably just ask for it and you will be given the role, even dizana has it and she hasn't done much modding at all
you do need a mod with a decent amount of downloads tbf
you do? i just asked johannes for it 
oh yeah johannes doesn't care lmao
when did this mod get 1000 downloads... I might update it, i didn't realise so many people downloaded it
https://steamcommunity.com/sharedfiles/filedetails/?id=3427741362
I should continue working on my command mod
kinda neglected it lmao
I'm going to be busy for the next few weeks but I can work on it again after that
haven't had much inspiration for tm builds so that should be more fun
you could do a ban block command, though it might be useless
I alr have a kick command lol
also very redundant
though the blacklist command can be pretty useful
you could make it remember banned blocks and ban them next time you launch the mod
yeah
first thing I'll do is rework the mod structure though
make things more modular so that any "package" can just be its own header file that the mod calls
it would be fun if tm could use curl lol
that way I could make a package manager for the mod and put everything as independent files on a githuh repo
seems like a major security risk though :p
Hmm then I'll ask
Hmm I might as well do it here
@formal crane can I have <@&1123912996406706277> role?
What have you worked on?
#1123915629653667943 is mostly for API related things, for assets you can use #1196793172429394050
I'm not missing any assets
Then why do you want to access #1123915629653667943 ?
Cus there are many gameplay elements I would want to add to my maps just as I added traffic to https://discord.com/channels/296562030624899072/1452414441391132845 with the help of terror soul
just like me one of your mods with +100 subs on steam that is the current requirement
we have been giving the role out if you have +100 subs on a workshop item under "mod" category . that goes goes "modders" and "mappers" too -- likely to seperate these in the future to ensure we target both correctly 😄
Ty I'll then suggest things in the following days in #1123915629653667943 if that doesn't cause any trouble
Yeah remember to use the template as format! 😄 https://discord.com/channels/296562030624899072/1123939608464457788
Oki thank you for reminding me
make me proud 🫡
Ay ay captain
#1123915629653667943 is for api features, not for asking people to make mods for you
ik that
And I will learn lua to not need to ask people random stuff
then you have currently no reason to use #1123915629653667943
better to do that, as it currently stands it makes no sense mappers who haven't touched programming/lua have access to #1123915629653667943 which is entirely about the programming/lua side
As I said I also won't be putting stuff there rn
It will take some time
then you can get the modding role (assuming they are split) once you have the knowledge to use that channel
I hear you - and don't disagree, but I don't see the problem yet and I am not going to gate people who might be smart enough to request API features but only do mapping 🙂
Will slowly migrate in the future, but as of now I don't consider it an actual issue.
by that reasoning the channel should just be open to everyone. If someone has the knowledge of the programming/lua side to make API request, it will be easily apparent when they talk here, even if they haven't published any mods
this guy loves arguing 😭
We've uploaded a small update to our Railmakers City map. Details here: #1446840402274684968 message
Im absolutely doing that
Would be banger to also have force into seat so you can replace their repair build with a single seat you spawned
is it posable to mod the pc gamepass version of TR? (i have it purchased)
Maybe If there is a mod folder
-# Also isn't it tm?
yes but im dumb
also explain
If you go into a game of trailmakers in the pause menu there should be a button to activate mods and then also to get you to the mods folder
no
That's surprising shouldn't trailmakers be the same over all platforms
most things are, but there are platform specific things as well
sad
I had an evil idea, a mod that exposes the location of people by moving around position sensors with rc senders
can someone help me with a map im trying to have something show in game at a certain spot i have the posion sensors and alt blocks to see where in the world it is and in trailmapers i do the same cords and it isnt showing
i got no clue i to line it up corectly with where i want it in game
ive managed to get my rotaion lat and long correct but the alt im unsure of in game
is it just the alt sensor value -100?
Trailmappers adds 300m on export to match Testzone
so how would i get the correct alt then in a different map without having to do random number to get it right?
Just subtract 300 from the Y value
that dont add up. in trailmapers its -99 but ubtracting 300 gets by -298
We have thread for Trailmappers #1226065444364877835
sorry i didnt see it. i figured this was part of it because its a mod
Is there like a mod to make blocks not take damage from explosions?
There is a mod that makes blocks get less damage or smth
really?
which one?
It's on the workshop @warm canopy probably knows it's name but I don't know it really
alr
it's broken right now, @regal bear said he is going to try fixing it soon
Ohh ok didn't know that
After a long time vehicles can despawn after not having a player in there seat if they cause lag for a while. is there a mod or way to prevent that? this was not a big deal till until I started using rc. I'm in single player
i believe there is such a mod yes. but im not 100% sure. its called cholesterol iirc
that mod despawns stuff faster, he wants to disable despawning
Thanks for replying but it did the opposite lol. it saw that the vehicles were causing lag and removed then sooner
ohhhh now i get it
i dont think there is a mod for it. i havent heard anything about it if it exists
unfortunately i don’t know of a way to do that, the only way i know of is to prevent it is to enter the creation with a seat or just respawning the build
ok thanks, it's a muti creation build making that nearly impossible or very inconvenient. Do you all know how to mod detects it? it might be similar as the game
Or how to know when the game is going to check for it?
i guess you could try and set a timer when a build gets detached/spawned in, or when you last left the seat
the despawn timer is 15 minutes iirc
ok thanks I will try that
Is there a condition for it to despawn b/c I just tested it and I'm over 20min
They disappeared after about 25min.
mightve changed with update im not too sure
Found a nasty bug in Track Creator Plus so a new version has been uploaded:
#1404642052129423466 message
"Added subscribable alternative to OnKeyPressed and OnKeyReleased that returns ModPlayer and Key Name. request" does anyone have an example of this or knows how to use it?
#1140936220487192587 message
right below it
thanks
is there a way to know when a player presses left mouse button?
Not as far as I'm aware
how can i make this camera smoother?
you can add some acceleration (or use a parameterised preset path that's already smooth)
making a new missile mod
though it doesnt like like ill be able to keep the trails :(
Oh my god that looks peak
sorry @radiant lion 
peak
how does tm.playerUI.RegisterMouseDownPositionCallback( playerId , updateUiPosition ) work?
When a player clicks on another player thats in a vehicle, the target players vehicle will be forced to jump.
can someone help me? im trying to get a blueprint file to spawn in game but its just not working
i have the blueprint files inside the mod folder but i think im doing the code wrong idk
Damn, what is this?
some weird stuff is happening, if i go above 902 m and click on the ground it will say it's y 902
i think the raycast from tm.input.RegisterFunctionToKeyDownCallback doesn't ignore triggers
I have finished my top down camera with the ability to get coords mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3694882637
The missile doesnt need to know where it is, when it is everywhere
nearly got burnt there
so umm how can i ad sugestions for the modding api in vscode
- get modder role (u have it)
- submit a thread to #1123915629653667943
oh wait wdym vscode?
yes😭😭😭
vs code
tell
umm like you can get sugestions in vs code for example u write in python "in" and vs code willl complete your word with several options like "input"
i was wondering how to have these for tralmakers lua code
eh?
also alvaroping might be a good person to talk with
alvaro literally has something like that for vs code
lemme see first myself further cus he kinda intimidating
