#General modding chat

1 messages · Page 14 of 1

scenic echo
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Trailmakers Wiki

You can open the.lua files in any editor you like; however, here is a guide for how to set up Visual Studio Code for getting auto suggestion related to Trailmakers API while coding.
Download, install and open Visual Studio Code
Go to File -> Preferences -> Extensions
Search for lua and install the the...

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setup tooling

mint grove
mint grove
scenic echo
mint grove
scenic echo
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in setup tooling

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i might be mixing stuff up

mint grove
near parcel
mint grove
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for

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lua language server

oblique bone
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lowkey adjusting the PFB_DispensableSnowball as a smoke trail wouldnt be to bad

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wdyt

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looks awfull rn cus i dont despawn and it has gravity

cinder spruce
# oblique bone

yeah maybe but ultimately i wanna find an alternative trail that doesn’t require spawning a trillion objects, mostly cause of the object cap

oblique bone
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or smoke from PFB_CrashedMayorPlane if u can scale down the plane and keep the smoke.

oblique bone
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im lookng thru every single one rn 🙏

cinder spruce
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maybe look into the flamethrower object

oblique bone
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i tryd it but idk how to rotate it

cinder spruce
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gameobject.GetTransform().SetRotation(rotation)

oblique bone
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oo

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i must have donse um wrong then lol

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still flame starts of at 0 flame

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so if im going to respawn to change pos then it will basicly barly bne any flame

cinder spruce
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what about a single flamethrower moved to the missile every frame?

oblique bone
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mmm

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would be better then what it is rn but the flame is lowkey big asf

cinder spruce
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i think a single one might look fine

oblique bone
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wont hurt to try

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il test it

scenic echo
oblique bone
cinder spruce
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oh wait thats the other particles that broke

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dont think ur able to change those :(

oblique bone
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😔

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spawning micro explotions is so much better looking

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but heavy on preformance

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spawning 10 missiles drops me from 410fps to 80

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mby a custom model made to look like smoke lmao

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lookd awfull

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but the model was awfull aswell tho

cinder spruce
# oblique bone but heavy on preformance

thats not even my biggest concern,
the object cap for the amount of total objects you can spawn in a single session is capped to 65535, where spawning 1 explosion every frame will give 1092 seconds of missile time for the server not including any other objects that get spawned

oblique bone
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bruh

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is that why im fucking crashing lmao

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mby the flame or custom obj smoke is the way then

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@cinder spruce do u have like a radar block or how do u do your tracking and locking to be realistic?

cinder spruce
oblique bone
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ama try implement radar and rwr with sounds now. ama just use the flame as a smoke trail ngl

oblique bone
oblique bone
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i got 3 blocks as of now. rwr, radar and missile launcher

scenic echo
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We will have 6 missile mods on the workshop, if these 2 will be finished

radiant lion
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If anyone needs it the missile mod V2 has an easy way to implements blocks with custom functionality and data storage

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Totally not saying it cause I spent a bunch of effort making it just for it to be left abandoned

scenic echo
scenic echo
willow breach
oblique bone
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why dose "LvlObj_BotnakCampRadar_Start" not stop playing ...

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am i doing sum wrong ._.

warm canopy
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Because theirs no proper way of stopping sounds

radiant lion
cinder spruce
radiant lion
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It's more about implementing the UI and storage, even before you could just automatically make a function for each keybind (like in trailedit)

cinder spruce
oblique bone
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like 3d

cinder spruce
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yes

oblique bone
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smart

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there is no way to know angle of users cammera to right?

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so i could adjust the obj for it

scenic echo
oblique bone
scenic echo
stiff falcon
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what exaclty is the player is invincible tag states
pcall(tm.players.SetPlayerIsInvincible, self.id, enabled)

ive tried setting it to disabled and false but it wont work

regal bear
stiff falcon
regal bear
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yeah pretty sure it was requested a while back for the devs to fix it

stiff falcon
sturdy iris
ancient onyx
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does anyone know if players.KillPlayer works or not?

stiff falcon
dapper jay
elfin yarrow
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awesome for landings

mint grove
scenic echo
cinder spruce
scenic echo
quasi fossil
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Why im getting time out im banned or something like that? i verify the archives ,restart the pc i redownload the game what is the issue? can someone help me please <@&357440131587637254>

fallow fox
quasi fossil
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@fallow fox ok thank you

small violet
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just curious since i dont really know anything about modding this game, is it at all possible to change the sound or volume of something?
and how about something like explosion effects?
because if a mod that makes explosions more realistic in any way is possible, ill get into modding

near parcel
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is it at all possible to change the sound or volume of something
no, at most you can play built-in sounds on top
and how about something like explosion effects
you can spawn explosions, but i don't remember if they worked correctly when scaled

small violet
near parcel
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you can spawn multiple assets yeah

spiral raven
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egg farm 🪴

cinder spruce
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idk if it does forums

spiral raven
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aww

quaint juniper
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are there any mods that work well for custom missiles? i used to use the custom missile mod all the time and it was cool but doesnt seem to work anymore, even in the previous 2.2 update.

scenic echo
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is there a way to get the player from player Id?

near parcel
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all apis take the id of the player to get their data, so just skip the step of getting the player id

tame tulip
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ey chat

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is there a mod to remove the builds despawn timer?

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or jst increase it to an incredibly high number

radiant lion
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I am afraid not

tame tulip
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NOOOOO

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awdipajpwjdaspidajdpiwajdpiasdjpiad

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is it possible to make a mod like such?\

radiant lion
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You could automatically re-spawn the same build in the same place every time

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Which I might have, I don't remember

tame tulip
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wouldnt that stop it from moving?

radiant lion
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I guess you could re-spawn it where it was

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But it's not perfect, especially if you are in it

near parcel
eternal pelican
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Would anyone here be able to answer any questions about the inner workings of the game

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I'm trying to emulate it on my phone

near parcel
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your best bet is streaming it from a pc/cloud gaming

eternal pelican
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I know that

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But I've already gotten the game to boot into the menu and load into a level

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The only issue is that the loading screen doesn't disappear

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@near parcel

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Here is my current progress

radiant lion
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I don't remember if it's still there, but if there is a "force single core processing" option enable it

eternal pelican
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Wouldn't that nuke my performance

radiant lion
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Iirc not much and it used to make these kind of loading screens go away

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Still worth a try, it doesn't cost you anything... That is, again, if it still exists, part of me remembers it not being needed anymore

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Else the usual things, check if you have the right drivers for your GPU, and maybe try other emulations apps (games native should be the other one)

eternal pelican
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Just disabled this

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That's the only thing that sounds related

radiant lion
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Hm, no i mean in the in-game settings

eternal pelican
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Ohh

eternal pelican
radiant lion
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I found messages mentioning it a couple days ago, it seems I dreamt it being removed

eternal pelican
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Thankfully they didn't

radiant lion
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The magic "fix everything" setting

eternal pelican
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I'm a bit upset with the performance though

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Theoretically my phone is more powerful than the minimum requirements

radiant lion
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What phone?

eternal pelican
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Red magic 9 pro

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It's the equivalent of a low end gaming PC

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A very low end one I've come to notice

near parcel
eternal pelican
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I am aware

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I have the ability to force the phone to be at maximum clocks all the time which is 3.3 GHz

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Power isn't an issue

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If it really is that much of a performance loss through emulation then I just guess it's not there yet

near parcel
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clock speed isn't everything, x86 (desktop cpu) does way more on a single cycle than arm (phone cpu)

radiant lion
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Tho it's amazing what arm CPUs can do with so little power

eternal pelican
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From what it looks I have some optimizing to do and I believe it's possible to get to a solid 50

near parcel
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yeah, they are very efficient, but what phones optimize for is battery life and size over raw performance

eternal pelican
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That may apply to normal phone manufacturers but I'm pretty sure that doesn't apply to my phone in particular

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The brand behind my phones whole thing is gaming performance

radiant lion
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Hate to be the voice of reason, but it might be time to #off-topic

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Or general

mint grove
heavy seal
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Why is it so long 😭

cinder spruce
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havent been doing a whole lot functionality wise on the mod, mostly just bug fixes
i'm trying my best to make this mod very stable to minimize crashing, working out pretty good so far

near parcel
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@formal crane fyi, the modcolor docs are printed twice in the built-in docs (once around quaternion docs, and again at the end)

formal crane
mint grove
scenic echo
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now with rc we can spawn blueprints in specific areas to send information to blueprints... this gives me ideas

scenic echo
oblique bone
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what u gona build

scenic echo
oblique bone
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real

sturdy iris
stiff falcon
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is there a way i can track specific block types? like right now i can do block.IsEngineBlock and im only able to get the different engine types like jets props and gyros but im trying to get block types like 2x1 or 2x2 or anything inbetween same for gun amounts

scenic echo
stiff falcon
scenic echo
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Iirc .getname()

scenic echo
stiff falcon
sturdy iris
oblique bone
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was this done by scaling up the player model on a older version of the game?

oblique bone
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scaling up the player model?

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if im not wrong u can do that

sturdy iris
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huh?

oblique bone
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what is confusing...

sturdy iris
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"was this done by scaling up the player model on a older version of the game?" was what done?

oblique bone
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can u not see that gif or what

sturdy iris
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no

oblique bone
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oh

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mb

sturdy iris
oblique bone
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its there for me

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can u see now

sturdy iris
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yes ive seen that before and i have no clue how that happend. i think it was a bug but i cant find the source of it

oblique bone
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ah dang alright

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would be nice to know how to do it

sturdy iris
near parcel
oblique bone
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not recreatable?

sturdy iris
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not such as that

near parcel
oblique bone
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kk

near parcel
sturdy iris
paper bone
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Is the field of view of the modded cameras always the same or does it depend on the players personal fov settings?

paper bone
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Yeah ill check when i get home, but maybe someone already knows

neon portal
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How do i make maps?

neon portal
mint grove
polar harbor
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has there been any word on when modded thrust will be fixed

scenic echo
exotic nacelle
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Anyone know if there’s a mod to increase view distance?

near parcel
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not possible

exotic nacelle
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Aww

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My bigass megastructure map looks crap with the view distance

latent pine
exotic nacelle
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are there any semitransparent blocks i can use in trailmappers?

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or do i js use the inbuilt fog to my advantage

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also i made it a bit too big 😭

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it extends past the skybox i need to half it

exotic nacelle
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ok

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gonna be tryin to make this

formal crane
near parcel
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Set/get thruster power functions

oblique bone
elfin yarrow
mint grove
oblique bone
oblique bone
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adding cage and jumpscare rn

elfin yarrow
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jumpscares? weeping

mint grove
oblique bone
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gota find a way to blast sounds like crazy tho

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rn i only got scary imgs

elfin yarrow
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like 600 of those on alarm mode max pitch

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instant fep

oblique bone
elfin yarrow
oblique bone
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u cant do that

elfin yarrow
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why not

oblique bone
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idk ask the devs lmao

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"C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods\trailmakers_audio.txt"

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here are all the sounds available

elfin yarrow
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i forgot how but you cans

oblique bone
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using mods?

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are u sure

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@ornate plaza can u spanw bps using mods?

elfin yarrow
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this maybe

mint grove
mint grove
oblique bone
mint grove
cinder spruce
scenic echo
# oblique bone

can it be used to steal builds?
If yes, don't upload it with that

oblique bone
scenic echo
oblique bone
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could limit it. or destroy seat when they get kickd out

sturdy iris
formal crane
scenic echo
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ModBlock.SetStartHealth(hp), what can this be used for? is it like a thing that you do in build mode or something else?

oblique bone
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what more should be added

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other then tps cus im going to add that soon

oblique bone
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why dose it show up as this?

tm.playerUI.AddUILabel(ownerPlayerId, "lbl_actions", "<color=#000000>\u{2500}\u{2500}\u{2500}</color> <color=#ff4455>ACTIONS</color> <color=#000000>\u{2500}\u{2500}\u{2500}</color>")

near parcel
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Because labels are limited in byte count

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(They have to be sent to clients through the network, which is very limited in terms of packet size)

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That cut-off point matches exactly with the first 63 UTF-8 bytes, with 64 being the limit specified in the docs

oblique bone
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ok ty

regal bear
tribal gate
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I just had a great mod idea. Go through every structure in a server and document the amount, position, and type of blocks placed in the structure, and save it to a text file

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then it could be used to rebuild the structure by hand

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or if we ever get the ability for mods to place blocks then that too

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it could also be used to profile users based on what types of builds the use so if they have joined your server multiple times before and all of their builds have an overwhelming amount of emps/guns then it could be used to auto kick them

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only concern with it would be over time it could take up a bit of storage space depending on how long you use it although its not like text files use much anyway

mint grove
elfin yarrow
tribal gate
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yeah that was the original idea but I think its equally as useful for the auto kicking. also I've already seen plenty of people talk about build stealing mods in this channel since the update that allowed people to kick people out of seats

elfin yarrow
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ofc it would only be surface level

tribal gate
elfin yarrow
elfin yarrow
tribal gate
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and you cant auto kick people with it

tribal gate
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you'd have to go inside their build to see all the blocks with f5

elfin yarrow
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only surface level

tribal gate
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and i've already created half the mod since I've made a block id system that uses that sort of information to identify blocks in another one of my mods so I could just copy the code then simply add the file system. although i'll probably end up improving the id system now that (as far as I've heard) getting a blocks health works properly now

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I was also thinking it could be used to detect if anyone steals your builds too since if they spawn the same build but it never detected you gave it to them then it could notify the host

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hard part about that though is detecting if you gave it to them since if I just made it check if you were near it when they got in then it wouldn't work all of the time and its also possible its on workshop

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also can we get a f5 detection feature for mods because the time stop in that is different than the speed time stop so for one of my mods I need to detect if they enter f5 and for some reason that's not a keybind that can be detected either

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also while I'm at it I thought I might as well ask for the ability to set whether or not custom objects affect the camera since passing the camera through them becomes very annoying when you don't want them to collide with the camera

mint grove
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And even if do not release it into the public

tribal gate
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that's not even the purpose of the mod anymore. it was the original idea since someone stole my build and I thought It would be nice to be able to give some payback but now I really like the auto kicking aspect. Also that's not what I want the f5 feature for, it's for a different mod that shows distance sensor rays because pausing the game via f5 will mess with their position accuracy while pausing it via the game speed doesn't so anytime someone tries using f5 to pause the game I want to be able to tell them not too

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I never planned on releasing a mod like that anyway. at most I was just gonna use it against people who stole my builds as a way to get them to stop doing it. although I would like to release the auto kick mod in which case storing the build information in text files could lead to some issues since the host could just look at them

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i've just now realized how much I say also

scenic echo
tribal gate
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Good point but even then there’s still a chance that a Modder would try to abuse it. also I personally have it on quick access so if someone else does then it wouldn't be hard at all for them to find it. although I probably won't do much about it anyway since it isn't very likely someone would do that and plus if someone really wanted to steal builds that much and they know where the mod folder is then I doubt there's anything stopping them from just looking at the code and modifying it to do so

oblique bone
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what more should i add to the server tab or add in general?

elfin yarrow
oblique bone
elfin yarrow
oblique bone
cinder spruce
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got a bit busy but finally back to working on missile mod
quick little fix, i reuse the gameobject from the hardpoint on the missile itself now so it doesnt need to spawn a new object, and looks much cleaner when launching

formal crane
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<@&1123912996406706277> 2.3.3 patch out now, here is modding changes https://www.playtrailmakers.com/post/2-3-3-live-now

Features

  • Added tm.players.OnPlayerFlipStructure and tm.players.OnPlayerRepairStructure events

Fixes

  • Fixed ModBlock.GetJetPower() and ModBlock.SetJetPower() throwing exception
serene magnet
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Holy shit. Flip structure is gonna be so good for demo derby redux

cinder spruce
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oo yay it came out

crisp oak
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not to be impatient, but why'd the fix for especially get/set jetpower take so long?

formal crane
oblique bone
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after banning a block how do i unban it without setting its limit to above 0?

near parcel
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looking at the docs, it seems like setting the limit to >complexity limit is the only way

oblique bone
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dang okay

oblique bone
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any suggestions on what to add?

elfin yarrow
oblique bone
near parcel
oblique bone
elfin yarrow
#

w-b-7h1n9k1n90n7h-54m-fr-qu-ncy

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btw what are "crash risk blocks"?

oblique bone
elfin yarrow
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magnets can fit in that category

oblique bone
elfin yarrow
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fair

scenic echo
near parcel
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don't think so, feel free to open a suggestion. It could be something as simple as using -1 limit to indicate no limit

vernal cedar
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Is there a mod that gives infinite ammo

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Im making a minigun jetpack

scenic echo
oblique bone
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is it posible to disable collision on a spawned object?

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ik its posible idk how to tho

scenic echo
vernal cedar
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Is there a mod that lets you scale blocks

near parcel
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no

rocky knot
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in alvas time mod i'm trying to modify it so i can advance multiple frames per keybind press - but i'm not sure which part actually advances the frame.
i'm relatively sure it's this part but if any of y'all could confirm i'd be happy

near parcel
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the way it advances frame by frame is by setting a flag to stop time (0 time scale) on the next update call. You would have to replace that flag with a counter that decrements on each update call to delay setting the time scale to 0

oblique bone
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im trying to push a update, whats the issue. it wont upload been on the same page for a couple min

near parcel
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are you going through the normal upload new mod flow?

oblique bone
near parcel
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that's correct

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did you change the preview image?

oblique bone
near parcel
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is it under 1MB?

oblique bone
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yes

near parcel
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do you get an error?

oblique bone
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no, its just stuck on that screen

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i pressd edit

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if thats what im suppost to do to update the file

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turns out " " was the issue

unkempt olive
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does anyone know if its possible to make a mod that can like edit stats in-game so u can like change a certain blocks weight or a thrusters trust or something like that? if so, how?

elfin yarrow
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but unless it got fixed recently, the thruster power changing function is broken

crisp oak
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but you can edit the stats of thrusters/engines

elfin yarrow
mint grove
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I want summer break to finally bless my time

oblique bone
mint grove
oblique bone
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lol fr

mint grove
# oblique bone lol fr

Like krunch wanted to help me but I can't receive that help cus I haven't yet finished Smth I would need to send him😭 😭 😭

zenith lark
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is there a way to make a trailmappers map spawn in and also set the session settings (waves and time)

cinder spruce
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though remember every time u export from trailmappers, it will overwrite that file and you will need to readd it

oblique bone
elfin yarrow
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i think the trailmapper writes into there

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like the coordinates and scale and what to spawn

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-# i popped open a trailmappers main.lua output one time don't trust this with your life

cinder spruce
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the lua file is always the same for every map

elfin yarrow
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oh

oblique bone
#

nice

zenith lark
zenith lark
# oblique bone wdym

changing the property for the mod in the folder which gets created in trailmakers by trailmappers right before uploading

oblique bone
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if not they yea that works aswell

zenith lark
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if i make it read only wouldnt that make it so i cant update it

oblique bone
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dont think so

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i havent done maps in a while so not 100%

zenith lark
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ill try it out, i thought making it read only would make it so trailmappers cant edit the read only file under trailmappers for updates

oblique bone
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check what he said

zenith lark
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makes sense, ill do that

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thanks people

oblique bone
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👍

regal bear
#

Expanding on what @cinder spruce said -

in Trailmappers maps, the main.lua file is just a 'loader' file and doesn't change each time Trailmappers exports it.

The actual map data that gets updated is in a file called "Map" in data_static

This is how my KrunchLoader works. It just replaces the loader code but doesn't change the "Map" file.

proper frigate
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Are there any good videos or guide's on making like a hello world mod in trailmakers? I looked it up but I mostly just got videos on how to install mods or how to make maps, which isn't what I want to do

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I just want to make a thruster like the RAW jet engine, but I'm not even sure exactly where to start

near parcel
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Trailmakers Wiki

DLL modding goes against the Trailmakers Terms of Service. Promoting it on the official Discord server will result in a temporary ban at first which will become a permanent ban for serial offenders.
Trailmakers supports modding through Lua scripting language. There is a full modding API that can access...

elfin yarrow
near parcel
proper frigate
near parcel
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No, it's simply because there is a lot of technical debt in the game and as a result adding blocks is complicated even for the devs

proper frigate
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Huh, funny. So what does the modding API actually let you do?

proper frigate
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I assume you can do that with DLL mods, although those are against the TOS lol

elfin yarrow
near parcel
cinder spruce
proper frigate
#

Honestly whenever talking about difficulty to change code I always wanna crack into the source code and see what the actual difficulties are lol

formal crane
latent pine
#

hopefully some day this game will be able to survive an exclamation mark johannespray

proper frigate
oblique bone
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so is it posible to fix the hitboxes of this, rn it just dosnt work at all and i can use the ramp. any tips?

radiant lion
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are you already using tm.physics.SpawnCustomObjectConcave?

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also is it me or is there a significant lack of hole for the ramp to pass through?

oblique bone
radiant lion
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use the concave version and it should fix your issue

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well... most of it

oblique bone
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yeaahhh

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that fixd it

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ty

radiant lion
#

np

oblique bone
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i suck

radiant lion
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everyone does at the start... yersterday i spent 2 hours trying to render something

oblique bone
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done 🥀

radiant lion
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Did you remove the whole circle? Won't the car have fall back down now?

oblique bone
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and ...

radiant lion
oblique bone
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il ai my way there

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cant be botherd siting thru a 20 min video for 1 keybind

radiant lion
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Likely f

oblique bone
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to have 2 faces

radiant lion
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I think so, yeah

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You might still end up with inverted normals, but nothing unfixable

oblique bone
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almost done

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may have made it a bit to big

smoky sierra
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@scenic echo just wondeirng how did you make the spa map surely you didnt model each thing manually

scenic echo
smoky sierra
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oh alright

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how did you make the terrain smooth

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i tried and i kept hitting the limit where the game just crashes

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like with too big 3d model

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also if you didnt do the trees manually how did you do them? mod?

cinder spruce
stoic wing
scenic echo
smoky sierra
tribal gate
#

even if it took them a month It might still be worth it

mint grove
smoky sierra
mint grove
smoky sierra
#

i got baited so hard with that trailer too i wish we had a screen like that he should suggest it

mint grove
smoky sierra
mint grove
smoky sierra
#

yeah idk how it would work maybe simila rto stormworks but that would need new gui and a bunch of stuff

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ive made space invaders before and its like 20x20 blocks and like 800 gates so idk how smtn liek taht would work in a small screen

smoky sierra
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damn that looks amazing i did not know abt this

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thanks so much

near parcel
tribal gate
#

i said even if it took a month it would still probably be worth it

#

also how long it takes would depend on how long its been an issue which I have no knowledge of

near parcel
near parcel
smoky sierra
near parcel
#

Trailers are rarery 1 to 1 with the game. Making a trailer is very different from adding it to the game

smoky sierra
#

also i havent seen them do anything like that before

near parcel
#

All trailers have cinematics with things that aren't implemented in game. It's normal. Nobody has asked about why it is not in game, meaning nobody was mistaken.

smoky sierra
smoky sierra
near parcel
# smoky sierra .

They are asking for it, it doesn't show them having expected it to be a thing

smoky sierra
scenic echo
#

I remember a motorhead banner had the new logic blocks at the back of a car and i just thought it was some artistic liberty being used and no new logic was going to be added

near parcel
#

New blocks/features are always clearly labelled with a tooltip in a corner of the screen with their name

smoky sierra
#

if you are i dont know what your tryna prove. are u tryna say that the fake blocks they edited in are not acually real in game?

near parcel
smoky sierra
#

it doesnt list teh blocks it just reveals em

#

imagine the swords in the trailer were also edited in wouldnt that be weird

near parcel
# smoky sierra https://www.youtube.com/watch?v=kW1r69uHFjo

That's the teaser trailer, see https://youtu.be/BM7wFHwps70 or https://youtu.be/PY-2pMPRmVg for a better example

At long last it's here: RC!
Complete with Camera Drones and Position Sensors.

Stay up to date with Trailmakers 2.3:

► Discord: http://discord.gg/Trailmakers
► Instagram: https://www.instagram.com/trailmakersofficial/
► TikTok: https://www.tiktok.com/@playtrailmakers
► Bluesky:...

▶ Play video
smoky sierra
#

thats why it could be confusing

#

also the one time the edit in a fake block for a cool cinematic is the one that isnt a block showcase and doesnt outline what is actually getitng added yk

near parcel
#

Because all the blocks were already shown on previous trailers.

scenic echo
near parcel
#

Again, nobody complained when the update released. Nobody was actually confused

smoky sierra
#

i just dont understand why if they thought it was cool enough to edit in why not make it an actual block

scenic echo
#

The reason they didn't think to make it a block is because the logic inputs would need to be reworked for a screen

smoky sierra
#

doing sum impossible in a trailer and not specifying it is

near parcel
smoky sierra
smoky sierra
zenith lark
#

Hello, im trying to import a recovered file back to trailmappers but whenever i do, the data_static resets itself, does anyone know any workarounds?

cinder spruce
#

the format for trailmappers saves and the map data is different
you can try and convert it but u cant just move the file

ornate plaza
#

Anti Ram Mod

latent pine
oblique bone
#

dose anyone have a hangar or shed asset?

mint grove
oblique bone
mint grove
tame tulip
ornate plaza
#

@tame tulip ik kan het met je delen als je will

tame tulip
#

wacht je bent nl?

ornate plaza
#

Nee ik kan best wat taalen aleen spelling ia shitty

tame tulip
#

ah oe

#

oke*

ornate plaza
tame tulip
#

hij laat me nie

tame tulip
elfin yarrow
ornate plaza
#

2 version of UI old and new

oblique bone
#

please use subtabs

tame tulip
#

@ornate plaza dm me i cant dm you cuz of your privacy settings

ornate plaza
mint grove
tame tulip
mint grove
tame tulip
crisp oak
#

we staan er weer goed op jongens

#

🇳🇱 🔥

near parcel
#

rule 8

crisp oak
near parcel
#

there has already been an entire conversation

crisp oak
#

you reply to me immediatly but left their entire conversation to be forgotten

#

quit mini-modding
livestream-mod

near parcel
#

because i wasn't online at the time.

warm canopy
#

Alva is correct, this is an english language only discord server. If you want to talk in different languages keep them to dms or elsewhere.

elfin yarrow
oblique bone
#

anyone got a fuel tank model i can use t-t

mint grove
oblique bone
#

acualy i am learing

#

i think

#

lowk brute forcing it and seeing what happens

mint grove
oblique bone
#

tyty

oblique bone
#

game is so peak

mint grove
mint grove
oblique bone
#

yeah, gimi a hour gota figure out how to do that

mint grove
#

And then screenshot

oblique bone
#

do u mean wire frame?

#

nvm

#

i cant select that part of the lader, i used a modifre to stack it called array

mint grove
oblique bone
#

and i cant do control+a on it to confirm or wtvr. thats what i did with mirror

mint grove
oblique bone
#

i think i see a problem

#

are the cylinders supost to be black bars...

mint grove
mint grove
#

I'm crine

#

😭 😭 😭

radiant lion
#

honestly it could have been worse.. at there are no redundant tris

#

tho tbh for such small detail you could just use a square ladder

oblique bone
#

so uh i linkd the cylinder to the cube thing, how do i unlink so i can reduce it

mint grove
#

Btw how did you even add those cylinders is it a new mesh

#

And also does the ladder use an array modifier

radiant lion
#

actually... i don't think i ever saw a ladder with round steps irl, it just seems like an easier way to slip off

oblique bone
radiant lion
#

fair enough

mint grove
mint grove
#

Idk

oblique bone
#

ye making it out of qbs this time

mint grove
mint grove
oblique bone
# mint grove Also how are you gonna texture this

i will export it in alot of separet obj, i have a file with alot of colors so i can basicly texture separet parts of the same build. i just put it all at 0.0.0 the group them. its why i have all the folders

cinder spruce
#

that can’t be fun to load

oblique bone
mint grove
#

(ground textures)

oblique bone
#

cant have to meny lol

mint grove
#

Yk

#

Imma send them later

oblique bone
#

aigth

oblique bone
#

around where is the limit for verts and triangles and stuff.

#

so ik where to stop xd

oblique bone
#

like where it usualy dosnt load and just crashes

mint grove
#

WHAT

paper bone
#

#1379254345375420496 message

mint grove
#

HOW

oblique bone
#

idunu

mint grove
oblique bone
#

i spent 2 hours on that curv

#

where did my msg go

#

its the bezier curv, i tryd to make it flat but it just wants to bevel idk how to fix it :(

#

dang we cant swear in here

#

thats why it got deleted

#

lamp aswell mby (got it from sketchfab)

#

holy shit yeah

#

no more light

#

down to 1800 now

mint grove
mint grove
#

But still weirdly much

oblique bone
#

rlly?

mint grove
#

Can you take a screenshot of your whole blender window pls

mint grove
mint grove
# oblique bone

Umm I think those corners on the Hangar shouldn't be that black

oblique bone
oblique bone
#

dis one

oblique bone
mint grove
oblique bone
#

to get the bend ofthe roof.

#

its what was suggested by ai, couldnt find any other info ab it on yt

oblique bone
#

?

mint grove
#

Why um

#

Umm

#

...

oblique bone
#

wat...

mint grove
oblique bone
mint grove
#

Um

#

Ok

#

Do you know what f does

#

Do you know the 2 most important shortcuts to move the camera

#

@oblique bone ?

oblique bone
#

ik what F dose.

oblique bone
#

going to start over ._.

#

-10h, +5 iq

#

@mint grove loop cuts and Proportional Editing + move along z. is that the right way to do it?

oblique bone
#

makes more sens

#

._.

oblique bone
#

how do i flatten this. iv tryd a couple things, none workd

#

i take that back lol

mint grove
oblique bone
#

been grinding blender

#

i got the hanger alot more optimized, for alot more detail.

mint grove
#

This is peak

oblique bone
#

i just wanted some truss for my spot lights 😭

oblique bone
mint grove
mint grove
oblique bone
#

geting somwhere

mint grove
proper frigate
#

Are there any mods that highlight the different weld groups while playing? Or even better highlight them in the build mode?

oblique bone
#

acualy might be. im going to try

proper frigate
#

I assumed it wouldn't be in build mode tbh, but even while playing that would be awesome

oblique bone
#

i think

cinder spruce
oblique bone
cinder spruce
#

dont think it ever was finished or if it ever worked

oblique bone
#

might be worth giving a shot then

proper frigate
#

it would be incredibly useful for working through weird weld group issues

near parcel
oblique bone
#

why dont they give a visualizer for weldgroups tho ._.

near parcel
#

because you aren't intended to be manipulating them, creations should just work as expected with weld groups being an unimportant implementation detail

oblique bone
#

booooring

proper frigate
#

Although I would be very suprised if they were added

near parcel
#

I'm saying that they are intended to be unimportant, not that they always are. Fwiw they are only important when using glitches, and games are never designed around glitches

ivory agate
ivory agate
ornate plaza
#

The API rly needs to expose NPC Spawning then minigames will become next lvl

oblique bone
near parcel
#

Game design is a thing. Weld groups are only important for glitches

ivory agate
#

Obviously depth would cost some too

cinder spruce
ivory agate
#

noiro was going to check if there was deformation between the different weldgroups
(which there will be since my assumption is that a weldgroups is basically a lot of rigid bodies connected to become one physics object, and connected objects can't really have rigid joints for whatever reason)

#

At least from what I remember

formal crane
elfin yarrow
oblique bone
primal comet
#

Is there a way to bypass the player limit for servers? or plans of a mod that does this?

oblique bone
#

Only if ppl join at the exact same time

primal comet
near parcel
#

No

scenic echo
near parcel
#

It's never been a thing, having 2 players join at the exact same time is basically impossible

oblique bone
#

Il try find a ss

scenic echo
#

There were 5 people in the server with a limit of 4 iirc. i was in that server

oblique bone
near parcel
#

That can't happen if the max players are 8, the game can't handle a 9th player

oblique bone
#

@near parcel can u pls tell me any extra info u have about weld groups and how they are devided/grouped. i would asume ur well versed when it comse to that stuff

fallow fox
oblique bone
#

where can i find that?

proper frigate
#

I'm new so I don't think it's in my channel list but isn't there a channel for asking devs questions?

fallow fox
oblique bone
#

ye where is the artbook buh

fallow fox
fallow fox
oblique bone
proper frigate
fallow fox
proper frigate
#

Cause if so I commend you for trying lol

oblique bone
#

Ty

proper frigate
#

It would be useful in general to get more detailed info on them out in the open. Even if a full tool isn't made just having it be somewhere in public could be useful

near parcel
near parcel
proper frigate
near parcel
#

Even if the programmers were available, they are paid to work on the game not spend 4h trying to explain a very complicated algorithm

oblique bone
near parcel
#
  • mechanical blocks always split weld groups
  • any block connection can also split weld groups in order to satisfy some constraints
    • weld groups should be somewhat symmetrical
    • weld groups can't differ too much in size/weight
    • weld groups can't be too big in order for creations to not feel like boxes
#

how to best satisfy the constraints is the hard and complex part. There is also some weight rebalancing across weld groups to help with constraint 2

oblique bone
#

ty

mental flicker
#

Will Trailmakers ever add modding capability beyond just lua. The mods we could make if we had more modding support is crazy. True invincibility, effects, new movement, weapons, damage modiffiers, balancing, etc.

oblique bone
#

progress :D

proper frigate
oblique bone
#

will never be fully acuaret

proper frigate
#

Well I mean, more accurate than the basic ones given

#

I'm not not gonna do it cause it's not gonna be perfect lol, that's lame

near parcel
near parcel
proper frigate
near parcel
#

Constraint satisfaction problems are NP-complete, any solver will take thousands of lines of code with complex algorithms to be viable in practice

proper frigate
#

You seem to know a lot about it, do you have links I can read to know more about it?

#

Cause it's a lot more useful to have actual info about it instead of just saying "it's complicated, don't try to figure it out"

near parcel
near parcel
formal crane
#

@fallow fox Regarding ModStructure.Destroy() sounds bugged but I am unsure what the actual design is.

#

Just kind of plain speaking, what would you expect to happen?

fallow fox
#

wait let me test something rq

fallow fox
#

it seems to also destroy all blocks "after" the seat but most of the time its 2-3 blocks only

formal crane
#

Just from staring at the code; this was the original implementation (design) but in regards to your expectation I agree with you.

#

It could be redesigned but I would say it is pretty risky since I dont know what mods depends on the specific design...

fallow fox
#

ModStructure.Dispose() seems to actually delete the entire build

oblique bone
#

i give up...

oblique bone
#

this is more fun.

fallow fox
#

is there a way to find the structure(s) that just exited buildmode? OnPlayerExitBuilder doesn't give the structures and it seems that the player isn't in that build yet when its called

scenic echo
oblique bone
ornate plaza
regal bear
mental flicker
# oblique bone this is more fun.

How on earth did you make this? Only using lua? Does it do damage? If yes how and why can't we inverse it to dictate the damage dealt by anything else. @oblique bone

oblique bone
mental flicker
oblique bone
#

its in the docs

mental flicker
#

Hmm okay

#

Could this be used to reduce physics damage or is that engine locked?

oblique bone
mental flicker
#

Yeah but surely if you can remove health you can add it?

mental flicker
#

Yeah my mod has the same function but the blocks still break. I'm wondering if we can do any of the following:
1:reduce damage received by conventional means like guns.
2:change collision damage from crashes I.e. changing the values the engine uses to calculate. 100->1

oblique bone
oblique bone
#

iv tryd to make a invisible structures mod

mental flicker
oblique bone
#

wont be soon i would assume

mental flicker
#

Also is there a way to set hot keys for mods.

mental flicker
#

My viltrumite mod for example could benefit from a hotkey that boosts it forward. I was only able to recreate this with something I had to toggle on or off

oblique bone
#

u have the mod docs in ur mod folder

#

u can look stuff like that up ur self

#

i just did control F and search "key"

#

its named trailmakers_doc.lua

mental flicker
#

Hmm, where are the docs I'm only in this server for a short time

oblique bone
#

C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods

mental flicker
#

Okay I'm gonna have a look around thanks for now

mental flicker
# oblique bone Yw

I tried to add a inverse feature to this: block:DoDamageAmount(damageAmount, damageDealerPlayerId, damageType)

I thought setting the damage to a negative number would mean that either the damage is never dealt, the block actually gains health in form of negative damage, or the calculation and therefore damage would just fail. none of these worked and i might be wrong but couldn't the devs easily allow this feature? there's probably just a line of code or command sitting somewhere that prevents this from happening but if removed it could be interesting.

warm canopy
#

Invincibility is impossible anyway because welds also have hp and we can’t set that

mental flicker
near parcel
near parcel
fallow fox
#

wip fire truck mod, might add missions as well at some point

elfin yarrow
#

combine that with noiro's fire mod

warm canopy
#

I also had a fire mod at some point but its hard finding decent fire assets that look believable

fallow fox
#

is there a way to make objects move smoother? I made the water inherit velocity and its jumping around
-# gif is broken but you get the point

near parcel
#

Iirc spawning them as physics objects

fallow fox
#

is that possible with the build in objects? It seems that I can only spawn custom objects as physics objects

tribal gate
#

i'm pretty sure that was apart of the huge qol update

tribal gate
regal bear
tribal gate
#

thats a shame since I was gonna make a huge improvement to my structure id system with it. It was the one thing I was actually exited for

regal bear
#

Yep it's a real pain. My SuperStrength mod is entirely useless at the moment. Seems quite a few of us are hoping a fix comes sooner rather than later.

scenic echo
#

it's good that it's getting some attention now, it was broken since 1.7 at least from what i remember, might be 1.6 that broke it but i'm not sure, i wan't doing any modding in 1.6

fallow fox
#

I still wish moving stuff was smoother ._.

regal bear
#

It should be smoother than that. I'm no expert on rigidbodies though.

fallow fox
#

I am moving them every update but I dont think it actually moves them every time

regal bear
#

Is your modDelta at 60?

fallow fox
#

it seems to be at 10 ._. how change?

regal bear
#

tm.os.SetModTargetDeltaTime(1/60)

fallow fox
#

even with 1/10 it still drops down to 8 fps wut

regal bear
#

Are you saying that just setting a target delta is tanking your frames?

fallow fox
#

yeah, seems like it

regal bear
#

The default is 1/10 anyway

fallow fox
#

even commenting out the line is now killing my frame rate

regal bear
#

restart the game

#

hot loading ends up killing the game

fallow fox
#

that fixed it, tho its still not that smooth D:

regal bear
#

ok but is it any smoother?

fallow fox
#

its a bit smoother

regal bear
#

OK well that's something. How detailed are those water objects?

fallow fox
#

they are the PFB_Whale object

regal bear
#

Ah ok. Nice idea 🙂
I'm not sure if prefabs can move as smoothly as custom objects though.

#

maybe also try dropping just one to see if it's any smoother than multiple

fallow fox
#

its the same with 1

regal bear
#

OK yeah I think the whale isn't a physics object - can't quite remember. If it was you could just push it with a force impulse and it would fall naturally.

warm canopy
#

Only physics rigidbodies will move smooth

regal bear
#

If you made a custom object you could just spawn it as a rigidbody and do that

warm canopy
#

Sadly you then loose the water effect

regal bear
#

indeed

#

but careful modelling and texturing might make something look decent

warm canopy
#

But lack of transparency 😐

regal bear
#

yep but falling water like that doesn't really need to be transparent

#

But I do wish we had transparency options

regal bear
fallow fox
#

you would still need to set the position, which is the issue

regal bear
#

I guess so. I'm wondering why the whale isn't moving at 60 fps for you. Is your framerate less than that in game?

fallow fox
#

with 60 fps, 60 fps server performance, and 60 updates per second in the mod its not moving every frame

regal bear
#

I've no idea why. How much slower do you think it's happening?

#

You can check with this:
tm.os.GetModDeltaTime()
(Gets the time since last update)

fallow fox
regal bear
#

Strange. Maybe try temporarily substituting the whale for another prefab just to see if it's something with the whale.

fallow fox
#

it seems to be any static object only moves every few frames

regal bear
#

right 🤔

#

Maybe Frans might pop in and add some insights? 😬

near parcel
fallow fox
#

even with only 1? it was lagging the same amount with 1 object as with 40 of them

near parcel
#

My experience is with trying to update hundreds of objects on a single frame (once), one shouldn't cause lag but there might be some latency for operations

ornate plaza
regal bear
#

@formal crane Sorry for the ping but I'm not sure if you are aware - the latest update has changed the mod UI:

  • the font size is bigger. This has pushed parts of the text on labels & buttons off the edge.
  • the default font colour is now a darker grey than it was before making text harder to read on some backgrounds.

Any idea why this has happened?
The slightly larger size also looks a bit off to me.

EDIT: It looks like the font size is larger just for bold text which makes it even stranger.

EDIT 2: On the positive side we can now use the "size=" tag!

fallow fox
#

is there a way to know when a mouse button is held down?

warm canopy
#
    -- Register a callback that fires when the player clicks
    -- It passes the World Position of the click to "OnClickJump"
    tm.playerUI.RegisterMouseDownPositionCallback(player.playerId, OnClickJump)
end

function OnClickJump(clickData)
    local playerId = clickData.playerId
    local targetPos = tm.vector3.Create(clickData.value)
    
    -- Apply force to nearby players
    local radius = 20
    local jumpForce = 10000
    local players = tm.players.CurrentPlayers()
    
    for _, p in pairs(players) do
        local struct = tm.players.OccupiedStructure(p.playerId)
        if struct ~= nil then
            local sPos = struct.GetPosition()
            if tm.vector3.Distance(targetPos, sPos) < radius then
                struct.AddForce(0, jumpForce, 0) -- Jumps them upwards
            end
        end
    end
end

tm.players.OnPlayerJoined.add(SetupMouseInput)```
#

You can detect left click by using the registermousedownpositioncallback

fallow fox
oblique bone
#

@cinder spruce how did u fix the lag on ur missiles? where they lag behind the spawn point

paper bone
#

He calculates the position where they need to be spawned based on the speed of the plane iirc

oblique bone
#

was going to do that but it sounds like a pain

cinder spruce
#

their displayed position is 1 frame behind where they should be, so get the velocity of the creation, multiply that by delta time to get the distance vector that it travels in 1 frame, then add that to the original position vector

regal bear
#

Just found that that the "size" HTML tag now works in the mod UI. So that's a positive out of the unexpected changes 🙂

warm canopy
#

What happens when u max it

regal bear
#

That's size=20

#

size = 40

warm canopy
#

Ah okay it gets cut off

regal bear
#

yup

warm canopy
#

Wonder if it also works with the intrusive alerts

regal bear
#

hmm good point

#

yes it does

#

New definition of intrusive 🙂

warm canopy
#

When people refuse to read the instructions

regal bear
#

yes just poke them in the retina

regal bear
#

More good news - in the main UI the closing tags are no longer required.

As before the HTML tags still count toward the 64 bit limit but not towards the 32 bit display limit.

#

New class of message - "Disrespectful Message"

plush pendant
#

Are thruster mods still broke

tribal gate
#

I was experiementing with formatting a few months ago which is when I found out that the size worked with intrusive messages

regal bear
#

The thing that's certainly new is size tags working in the standard UI

fallow fox
#

fire mod :D

mint grove
fallow fox
#

why does:

-- main.lua

---@class vehicleData
---@field waterCannons ModBlock[]
---@field waterTanks ModBlock[]
---@field waterPumps ModBlock[]
---@field blockCount integer
local vehicleData = {}


function vehicleData.new()
    local instance = setmetatable({}, vehicleData)
    instance.waterCannons = {}
    instance.waterTanks = {}
    instance.waterPumps = {}
    instance.blockCount = 0
    return instance
end

local data = vehicleData.new()

work but doing

-- vehicleData.lua

---@class vehicleData
---@field waterCannons ModBlock[]
---@field waterTanks ModBlock[]
---@field waterPumps ModBlock[]
---@field blockCount integer
local vehicleData = {}


function vehicleData.new()
    local instance = setmetatable({}, vehicleData)
    instance.waterCannons = {}
    instance.waterTanks = {}
    instance.waterPumps = {}
    instance.blockCount = 0
    return instance
end

and

-- main.lua

tm.os.DoFile("vehicleData")
local data = vehicleData.new()

does not work?
the file does work with everything else, just for some reason class.function() does work

#

this works but just referencing the class does not CatScream

---@type vehicleData
local test

test.new()
near parcel
#

Because vehicleData is undefined in the scope of main in the second case

#

Each file has its own scope, you can't directly access local variables of other modules. You need to export the public API you want (return vehicleData at the end of vehicleData.lua), and then import it where you want to use it (local vehicleData = tm.os.DoFile("vehicleData"))

#

Also, you are missing vehicleData._index = vehicleData in the class definition (without it, the setmetatable does nothing and instance methods won't work)

fallow fox
# near parcel Each file has its own scope, you can't directly access local variables of other ...

thx,
also do you know why

-- vehicleData.lua
function vehicleData.clear(self)
    self.waterCannons = {}
    self.waterTanks = {}
    self.waterPumps = {}
end

-- main.lua
vehicleData.clear(vehicle)

works but doing it in the same way that worked in 1 file does not any more:

-- vehicleData.lua
function vehicleData:clear()
    self.waterCannons = {}
    self.waterTanks = {}
    self.waterPumps = {}
end

-- main.lua
vehicle:clear()
#

the bottom one gets a "attempt to call a nil value"

near parcel
#

Also, you are missing vehicleData._index = vehicleData in the class definition (without it, the setmetatable does nothing and instance methods won't work)

fallow fox
#

nvm, I figured it out "_index" needed 2 underscores

regal bear
# fallow fox fire mod :D

Is that the waterfall object? I was going to suggest you try that but it looks like maybe you have already?

warm canopy
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No hes abusing whales

regal bear
# fallow fox Its the whale

I knew you'd been using the whale but that looked a lot like the waterfall for some reason 🙂

Maybe give the waterfall a try. Seems like pretty decent water. You can rotate it around X or Z and it momentarily shoots sideways but quickly falls downward in a convincing way.

primal frost
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#1502642219637669959

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give me ideas y'all

fallow fox
fallow fox
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I want these flames as a spawnable, they look so good

paper bone
fallow fox
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how do I check if a file in data_dynamic exists so I dont override it?

near parcel
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do you get an error if you try to read it when it doesn't exist?

near parcel
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local exists, content = pcall(tm.os.ReadAllText_Dynamic, path)

fallow fox
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thx

ivory agate
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I'm not sure if you could use an auxiliary compiled language that spits out a text file to disk then the lua reads it every frame, but that might be too slow

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Probably faster though depending on what you're doing

ivory agate
near parcel
# ivory agate Speed

lua can be very fast. Luajit is the fastest implementation of any dynamic language, and not too far from statically compiled languages

near parcel
ivory agate
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It was probably really bad code too from what I remeber lol

near parcel
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tm uses moonsharp rather than luajit as it's easier to integrate in C#, so you won't get max possible performance. My point was that lua itself isn't the bottleneck for performance

ivory agate
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I see, I was assuming that trailmakers modding was the context

near parcel
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it is the context, but if performance becomes a problem the implementation can theoretically be replaced with a faster one without having to change anything user-facing (which would be the case if e.g. a statically compiled language was allowed)

latent pine
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I don't see why you would want a static language for tm modding tbh

near parcel
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speed would be the only reason

latent pine
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the api is the bottleneck so I doubt it would improve much

covert pilot
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Yeah the api is really limiting

cinder spruce
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i can only imagine what we could do if we had better screen space UI

ivory agate
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I'd have to look at my code again to say exactly what I mean by that

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I've thought about implementing a shallow water simulation so I'd assume the hardest and most demanding part would be the mesh generation

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Unless you can reliably set a mesh and its normals every frame through the API but I don't think so lmao

near parcel