#TerrorSoul’s Mods & Maps

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untold lantern
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Information related to my mods and maps are posted here. :mods:

Map Count: 26

Mod Count: 10

Latest Update: 17 June 2025

Last Updated: Server Utilities

Changelog: Added Scorching Skies league

untold lantern
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Discussion:

untold lantern
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Spent some time fixing some issues with a mod I started a few months back:

untold lantern
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Grid-based explosions:

untold lantern
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TrailSpawn is next for an overhaul

untold lantern
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Made some more progress on TrailSpawn's next update, expect a complete overhaul.

outer geyser
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Ohmygod the bomb tiled based thingy looks cool

untold lantern
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Notice:

Exciting times ahead! With the upcoming 1.7 'Spacebound' update for Trailmakers, the game is delving deep into realms similar to what my space mod offered and even more. Given this development, I've chosen to pivot and channel my energies into new projects. The Good news – with the enhanced modding features on the horizon, I'm launching a new 'Minigames Mod'. Prepare for a collection of fun-packed mini-games added over time. Can't wait to share more with you all. 🚀

outer geyser
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Excited to see what you have been working on 🙂

untold lantern
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The minigames mod is progressing well, this week I spent more time making the actual code for the minigames easier to do; this should make it easier for not only myself but others to create their own compatible minigame in less than 50 lines of code in some cases. I’ve also been writing up some documentation of all the available functions as-well as an introduction for people on how to create a minigame. I had originally planned this mod to just have a few minigames and not be modular but that has now changed; it’s taking a lot more time than I expected but I think it’ll be worth it.

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I’m also aware of some issues with some of my mods on the workshop due to the wrong versions being re-uploaded, this will be fixed shortly. I’m also going to be combining the road surface mesh of my race mod into a single mesh to prevent the clipping issue with collisions (It’s currently caused by vehicle wheels catching the grass surface because of multiple grass surfaces being used)

untold lantern
untold lantern
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Trailmakers Minigames will be expandable allowing people with coding knowledge to easily create minigames. I'm also working on a visual minigame builder for folk that have less experience with coding. I have started work on the documentation: https://tmminigames.bkwl.network

pulsar burrow
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you have access to 1.7 features?

spice dome
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They are a tester

outer geyser
pulsar burrow
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ah i see

pulsar burrow
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well how do you like it 🤨🤨🤨

untold lantern
pulsar burrow
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sweet

untold lantern
untold lantern
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Doesnt look like much yet but I'm working on a minigame creator, it'll be a web app

solar bough
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Noice

untold lantern
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Made some progress:

untold lantern
untold lantern
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Peaceful Town - coming soon

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TrailSpawn will also be getting an update in the near future making it a full map editor:

untold lantern
untold lantern
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Still working on minigames just keep getting distracted and not entirely motivated with it currently

untold lantern
untold lantern
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Top Gear Test Track mod has been restored, now is usable again.

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Airport has been fixed, now is the original working version, not the broken development version (No idea how this ended up being the live version). Airport is also due a redo soon

untold lantern
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Updated documentation of Minigames Mod to include some new functions

untold lantern
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Server Utilities mod has been updated to support the new weapons and shield introduced with 1.7 and the cleanup function should now be more reliable.

naive quiver
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I just want to make a highway map +mod with working traffic

untold lantern
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Its a mesh made in blender with an atlas texture then imported into trailmakers using SpawnCustomObject

naive quiver
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Thanks!

untold lantern
untold lantern
solar bough
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I love that plane

spare saddle
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Do u use trailmappers?

austere wing
untold lantern
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TrailEdit

untold lantern
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I'm working on my next mod - think firefighting

pulsar burrow
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add a flamethrower too just in case

untold lantern
untold lantern
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How often should a fire start?

pulsar burrow
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every 10 minutes or so?

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would be cool to have a button for starting one manually as well

fallen obsidian
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If there’s gonna be a manual way to start fires, there should be a setting or button to disable fires as well.

glossy tinsel
mild carbon
untold lantern
untold lantern
untold lantern
untold lantern
untold lantern
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  • Block limits per server/per player are now back
winged hornet
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Nice 🙂

winged hornet
# untold lantern https://steamcommunity.com/sharedfiles/filedetails/?id=2889106369 Server Utiliti...

BTW I was inspired by this mod to add a new garbage collection routine to my Track Creator Plus mod. It'll be in the next release. The build up of broken structures that lagged the game was annoying. Your system worked except it would usually take the the driver's current vehicle away which was a bit of a problem in a race lol 😂

So in my mod each time the player passes through a checkpoint or the the start line I check for all of a player's structures that are further than 2m away from the player and dispose of them.

untold lantern
real wolf
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btw TerrorSoul I'm getting 404s on all of the o0h.cc links and it took my dumbass a while to just go check your steam page but perhaps edit those first messages of yours bc i almost overlooked this?

untold lantern
untold lantern
untold lantern
winged hornet
# untold lantern Introducing Aerobatic Aces: Take to the skies in this team-based aerial combat m...

Brilliant! Amazing production quality too.

I only had time to give this a quick test run in single player but it was fun just flying around on my own 🙂 It'll be great in multiplayer.

I think it's a bit sad that quality mods get lost in all the half baked, low effort stuff filling up the workshop. It would be great if the devs could encourage a few YouTubers to showcase mods like this a bit more (selfishly including my mods in that wish too 😛 )

outer geyser
austere wing
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-# mappersclub.frans.today /j

untold lantern
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For those interested in implementing Cinematics into mods. Here is an example mod using the library.

austere wing
untold lantern
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Deprecated a bunch of my mods as are outdated, broken, inefficient and no longer live up to my modding standards.

  • Space (No longer being updated and broken from api gravity changes)
  • Desolate Dunes (No longer being updated)
  • Mirage Island (No longer being updated)
  • Lukla (No longer being updated)
  • Platformer (Broken due to api changes)
  • Carrier Defence (Broken due to api changes & replaced by Aerobatic Aces)
  • No More Guns (No longer being updated, functionality implemented into Server Utilities)
  • **RTerrain_Test **(No longer being updated)
  • Chicken (No longer being updated)
  • PIllars (No longer being updated)
  • Western (No longer being updated)
  • Islands (No longer being updated)
untold lantern
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The mod needs a rewrite, the chickens are useful as a prefab but the mod itself has to many issues currently

untold lantern
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Updated Cinematic Maker. Made some changes to the mod and the library. Library has gained some new functionality

untold lantern
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Cinematics can now be linked together into a sequence, looping and ping pong is supported

untold lantern
untold lantern
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Server Utilities updated to be compatible with the new weapons and blocks added since 2.0

untold lantern
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Introducing Camera Library, a new library and the evolution of the cinematic library. It gives you the power to easily create complex camera behaviours and also has playback support for cinematic files generated by Cinematic Maker.

You can grab the latest version and documentation from here

untold lantern
untold lantern
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Updated the library, it now has the pingpong option like cinematic library.

untold lantern
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First version of UI Library is now out. Can be found on the modding portal site.

lament wigeon
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hey @untold lantern i hope you dont mind im pinging you, what stack are you using for the minigame creator web app? is is open source?

untold lantern
lament wigeon
untold lantern
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The web editor is nodejs + blockly, TrailFlow itself is just lua code. Nothing is open source currently as its not in a state id be comfortable with putting the code out yet for

lament wigeon
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i see thx

untold lantern
untold lantern
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Update for Camera Library, now includes ability to check if a cinematic is currently playing, ability to play from dynamic data folder as-well as support for optional callback when a cinematic ends.

untold lantern
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Cinematic Maker has now been updated to use the UI Library, Camera Library & Save Library

untold lantern
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Only function missing with camera library to bring it in-line with cinematic library is multi-queuing cinematics, I’ll add that in next update. First version of Save Library is also live on the modding portal site

untold lantern
untold lantern
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Not much to see but Im working on an animation library for objects

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The goal is that these libraries will form the foundation that trailflow will use

pulsar burrow
untold lantern
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just position

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The amount of pain this has taken to get this far

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So thats path, spin, shake and pulse so far

outer geyser
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Glorious; do you think there are any functionality that is missing that could help you out with this that we are missing?

untold lantern
# outer geyser Glorious; do you think there are any functionality that is missing that could he...

Some of the api functions require a string of the function name to callback, Im having to create global functions as a workaround. (Makes things much more complicated) Such as when registering function to keydown or registering function to collision. Id suggesting allow direct function calls for these like we already use for playerjoined, registermousedown etc. I think you would need to have some sort of way of allowing either way to retain backwards compatibility with existing mods.

Another idea is some sort of way of call that will hook into the main update loop with some sort of order.

Some way to maybe store custom data to game objects, that would significantly simply some of the libraries.

Some sort of library loading system would be amazing but I know that takes time to develop

spice dome
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Some sort of library loading system would be amazing but I know that takes time to develop
that might be possible outside of the API. I have some ideas for it that i have to test when i have time, but td;dr they revolve around integrating mods with the broader lua ecosystem/dependency manager (there has been a lot of development in that space recently). Only drawback would be each mod having to bundle their libraries instead of being able to share them between multiple mods

untold lantern
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Just an average day

austere wing
untold lantern
austere wing
# untold lantern

is that a box trigger on the right? if so does it automatically have that yellow hitbox or is that something i have to manually make

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in general, not for the libraries

untold lantern
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Its a box trigger

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I was testing it because its added from my scene library and if I entered it, it would trigger an subtle message from the ui library

austere wing
untold lantern
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Yes just setting its visibility

untold lantern
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Grouped objects

untold lantern
untold lantern
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Progress on my mod libraries.

  • TimerLib: A flexible timer system to schedule any kind of event, like running code after a delay or on a repeating schedule.
  • SaveLib: A smart save/load system with automatic backups to prevent losing progress on your saved data. Supports both persistent and temporary data.
  • PlayerLib: The main player management system that knows when people join, leave, or get in a seat, and can store custom data for each person.
  • PermissionsLib: Handles admin/user permission levels, so you can control who uses certain chat commands or features.
  • InputLib: Manages all the keyboard and mouse controls with a context system (so controls change for menus vs. gameplay) and runs the chat commands.
  • SceneLib: The stage manager for spawning and keeping track of every custom object in the world, with an reusable object pool and grouping.
  • PhysicsLib: A powerful physics system that lets cars and planes automatically follow complex paths, and can even respawn them if they crash.
  • AnimLib: The animation engine for making objects move smoothly with effects like pulsing, spinning, or following custom sequences, also supports group animations.
  • CameraLib: A full cinematic camera system to create custom cutscenes by following pre-recorded paths or orbiting targets or bringing attention to certain objects.
  • DialogueLib: An interactive dialogue system for talking to NPCs, with branching choices and a typewriter text effect.
  • SoundLib: The sound system for playing sound effects.
  • UILib: The UI system for building any kind of menu. Supports subtle menus (See Server Utilities mod), supports traditional window ui.
solemn fjord
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Damm that sure sounds like it was a lot of work. Lets hope these get the attention they deserve

untold lantern
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Lots of work, some libraries (physics library) still need fine-tuning, since its so intricate. Animation library is the largest but it does allow things like this local exampleobject = tm.physics.SpawnObject(tm.vector3.Create(0,300,0), "PFB_MovePuzzleBall") AnimLib.pulse({ handle = exampleobject, loop = true, maxScale = 1.05, minScale = 0.95, speed = 0.2 })

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Just one line to apply an animation

winged hornet
untold lantern
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Not on the modding portal yet, the ones on their are out of date now

untold lantern
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    SPAWN "PFB_Chirpo_Orange" AT (-8, -0.5, 5) RELATIVE TO "world_center" WITH ID "puzzle_npc"
    SPAWN "PFB_Container_Red" AT (-5, 0, 0) RELATIVE TO "world_center" WITH ID "red_button"
    SPAWN "PFB_Container_Blue" AT (5, 0, 0) RELATIVE TO "world_center" WITH ID "blue_button"
    SPAWN "PFB_TestCollisionTimeline" AT (0, 0, 5) RELATIVE TO "world_center" WITH ID "puzzle_box"
    SET FLAG "red_pressed" TO false
    SET FLAG "blue_pressed" TO false
END

WHEN player clicks "puzzle_npc" DO
    SAY "You must press Red then Blue!"
END

WHEN player clicks "red_button" DO
    PULSE "red_button"
    PLAY SOUND "UI_Generic_Select_01" AT "red_button"
    SET FLAG "red_pressed" TO true
END

WHEN player clicks "blue_button" DO
    IF FLAG "red_pressed" IS true THEN
        PULSE "blue_button"
        PLAY SOUND "UI_Generic_Select_01" AT "blue_button"
        SET FLAG "blue_pressed" TO true
        RUN SEQUENCE "check_puzzle_solved"
    ELSE
        RUN SEQUENCE "puzzle_failed"
    END IF
END

DEFINE SEQUENCE "check_puzzle_solved" DO
    IF FLAG "red_pressed" IS true AND FLAG "blue_pressed" IS true THEN
        RUN SEQUENCE "puzzle_success"
    END IF
END SEQUENCE

DEFINE SEQUENCE "puzzle_failed" DO
    SAY "Wrong order! The puzzle reset."
    PLAY SOUND "UI_Generic_negativeFeedback" AT "puzzle_box"
    WAIT 1 SECOND
    SET FLAG "red_pressed" TO false
    SET FLAG "blue_pressed" TO false
END SEQUENCE

DEFINE SEQUENCE "puzzle_success" DO
    SAY "You solved it! Here's a reward"
    WAIT 1 SECOND
    DESPAWN "puzzle_box"
    SPAWN "PFB_Barrel" AT (0, 0, 5) RELATIVE TO "world_center" WITH ID "reward_chest"
    SET FLAG "red_pressed" TO false
    SET FLAG "blue_pressed" TO false
END SEQUENCE```
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Some language I made powered by the libraries, its very basic currently in terms of the functionality it has access to

untold lantern
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Just dabbling, one day this project will be done..

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Moved away from the other ui

untold lantern
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Ported my map maker prototype to babylon from threejs. Maybe it becomes something in the future, just trying things right now

untold lantern
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Some progress

untold lantern
winged hornet
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That looks excellent. Clean interface and gizmos.

untold lantern
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So many models to add CatScream

untold lantern
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A bunch of barrels

untold lantern
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Who turned on the lights

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Having to approach this differently to trailmappers since its a web app

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it sort of works on mobile although Im not sure why youd want to do that

untold lantern
untold lantern
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Got a map loader running

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I think Im going to need a dropdown for the base map. Don't realise that quite a few maps exist till you see them like this

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Seems to be handling well

winged hornet
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Holy progress! Awesome 🙂 I guess you'll include multiple spawn points? Will you also have a menu maker in this? Heck maybe all your mod making tools can be shoehorned into this app? 😀

untold lantern
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That would be the dream, getting it all to work together will be difficult. Not going to be animations for objects like Trailmappers since it’ll impact performance and I’m really not clued up for that stuff embedding into files, also Im not that good with shaders and lightning so won’t be exact match to ingame in appearance. Ridicolas Trailmappers is a lot to follow.

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So far I’ve just got the basics, move, rotate, scale, group objects

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Aswell as a snapping feature. Still got to add custom models support

real wolf
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Wait Trailmappers 2? 🔥

untold lantern
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Some progress today but i've been fighting bugs with the grouping and history, adding undo/redo is not an easy task.

untold lantern
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Man this undo/redo is really causing issues

untold lantern
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I got the sucker!

untold lantern
untold lantern
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Mod Libraries are now discontinued. I've refactored the code into a more unified library called TrailKit as it was becoming dependency hell

untold lantern
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First map I've been making in a long time. Coming next year.

winged hornet
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Nice! That's a lot of Trailmakers in the crowd! 🙂

pulsar burrow
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make them bob up and down

untold lantern
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Its a texture. Sadly we cant do transparent textures

dark cloak
untold lantern
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Smooth

knotty steeple
rich jasper
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is your mapper tool available yet?

untold lantern
cloud pine
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@untold lantern found you i have contacted you about both of you Server Utilities mods here is a clip

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sorry about the quality of the vid i dont got the nitro lol

untold lantern
# cloud pine

So the legacy version bugs when trying to set hp/destroy structure. Did it have these issues before the latest trailmakers update?

cloud pine
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then again iv been away from the game for a good month and a half so it could have broken anytime during that time of being away

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both the mods never did that before now

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when i used the like i said a good month and a hafl ago both mods worked just fine

untold lantern
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I'm guessing the latest update changed something with the way block health is handled

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Have you tried disabling the auto cleanup

cloud pine
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yes

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would like them to start working again lol has really been a help dealing with trolls

untold lantern
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Sure ill have to try and see whats causing it. When you disable auto performance in the non legacy version. Does the lag go away?

cloud pine
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nope

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just double checked

cloud pine
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any updates?