#plugin-support

1 messages Ā· Page 6 of 1

eternal lake
#

also, why not just use the regular country roads? they have diagonal frames too?

somber wasp
#

Updated, still cannot draw diagonal

somber wasp
#

Both cannot work diagonal 😢

eternal lake
#

country roads

#

not expressways

#

not all vanilla roads have diagonal frames

somber wasp
#

Wooo nice

eternal lake
#

and they wont

somber wasp
#

But still wonder why diagonal road plug-in failed

#

Is it expected?

eternal lake
#

no idea

#

lol

somber wasp
#

Ahhh kk

eternal lake
#

first time seeing this

somber wasp
#

Just worry break another good plug-in when I download some new

molten sand
#

Ancient diagonal road plugs, doesn't support new diagonal frames introduced on the later version of the game

somber wasp
#

Thanks @eternal lake @low shoal

eternal lake
#

you're welcome

somber wasp
eternal lake
#

and yes, that plugin is ancient

molten sand
#

backwards incompatibility is real

eternal lake
#

you should be fine, the vanilla roads are identical

somber wasp
#

Kk noice

eternal lake
#

is there any way to select which road gets autobuilt for custom zones

#

I combed the forums but I don't think I saw anythin related

steel verge
#

Nope, it's hardcoded

eternal lake
#

sounds like an easy change

#

maybe will beg lobby later

fiery olive
#

do decals support rotation frames?

#

i assume they do

eternal lake
#

decals?

#

that's just ground

#

and ground never supported rotation

#

(I think)

steel verge
#

Correct

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It's not rotation aware

eternal lake
#

I did in fact try to create rotation aware ground at some point

#

the game just said no

molten sand
#

it should work, provide 4 different decal objects for each 4 rotations then have fun

limber vigil
#

Is the Light Rail Transit plugin buggy for anyone else? mine keeps locking up the trains and the wagons walk separately and alone, I've demolished and rebuilt the deposits several times and nothing (sorry for my bad english)

#

it's like this

earnest pendant
#

what does light switching and light do?

#

nvm figured it out

fiery olive
#

if i want to grab terrain map edge textures from the world texture, what coordinates do i have to specify in world_0_0.png?

eternal lake
#

for your reference you can use an inbuilt template to use those for ground type drafts

fiery olive
#

how do i use it

#

since i only want these regular ones

#

default vanilla grass textures

#

oh wait i gotcha i think

#

is the default grass template "$template_ground"?

eternal lake
#

I think

#

it's said in the tutorial

fiery olive
eternal lake
#

probably

#

"count": 1 😩

fiery olive
#

suffer

#

oopsie i forgot to remove edge frames

limber vigil
molten sand
#

He's refering to the vid

#

it was a game bug, and it's already fixed on the later version of the game, ig

low shoal
#

what does it want 🄺

eternal lake
#

make it a type decoration or something

proud finch
#

Idk how to script.

low shoal
#

this isnt a script

#

and i dont think my composition is going to work

vague scarab
#

Does the listed animation id are overrideable?
$anim_connection_overlay00
$anim_ui_tilehighlight00
$anim_weather_fog00

Found in 11083 source.

molten sand
#

for vanilla animation, yes it is, ig

fiery olive
#

there's no tutorial on rotation frames

#

how do they work

rich tundra
molten sand
#

and provide 4 different frames (for buildings, at least)

bronze wren
#

I created a decoration to spawn cars, but when I enter the game and go to: public>decorations the object I created is not there

#

even if my puglin is activated

eternal lake
#

the crystal ball says: "šŸ”® show me your json"

molten sand
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"category":"$cat_decoration00"

eternal lake
#

you create the main array like [{}, {}], not [{}][{}]

bronze wren
#

ok

#

thanks

bronze wren
#

it worked great, thanks a lot

eternal lake
#

you're welcome

glossy kettle
#

Hi does anyone know how to install forum plugins onto iPadOS? I am using an iPad Pro with iPadOS 16.6, thanks

#

Also the plugin is japan buildings pack 2.3.1 so i dont know if its an issue with the plugin itself

low shoal
glossy kettle
low shoal
#

its likely there, if you look, you may find it in manual build

tawdry quest
#

Can someone tell me how to make a decal ??

eternal lake
#

"level": 1

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for a ground type draft

tawdry quest
#

Is there any blue print ??

eternal lake
#

a what

low shoal
#

Probably asking for the tutorial

tawdry quest
#

No

grave sonnet
#

code

tawdry quest
#

Something like this

grave sonnet
low shoal
#

need help

eternal lake
#

with what

low shoal
#

so i was trying to make the polluted water look polluted
lobby suggested i can use an invisible tile to do that

#

except when i place it on my water it goes back to the default water

eternal lake
#

what is the json

low shoal
eternal lake
#

you don't have to create a separate empty png

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use a null value

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also try draw ground

low shoal
eternal lake
#

"frames": [null]

low shoal
#

ohh

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doesnt let me place it on the water

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oh actually nvm, it works

#

thanks kulche :D

#

also any idea how to make it frame align which ever like the water does?

#

that line of code is really doing nothing

#

weee awesome but so time consuming to place them one by one

eternal lake
#

cool

eternal lake
#

probably providing 16 frames would be a good step

low shoal
#

like null, null, null?

eternal lake
#

how do you want anything to align if it doesn't have frames

low shoal
#

šŸ¤·ā€ā™€ļø

#

should i go back to using empty pixel then?

eternal lake
#

I have no idea what are you trying to achieve

low shoal
#

a pollution tile that i can spawn in a line or area at a time instead of one tile at a time

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well yeah but how do i make it have frames. by using null, null, null or using the empty pixel one i had

eternal lake
#

"frame alignment area": true

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allows you to build buildings in rectangels

jagged tree
terse void
#

no, thats just what happens once they arrive

jagged tree
#

But there is still another stations to go and it's all circular routes but they just keep despawned

eternal lake
#

that's just how the game works

jagged tree
#

Damn

low shoal
#

frame alignment area doesnt work for some reason

eternal lake
#

wtf is this frame array 😩

#

also you can't spell

low shoal
#

oh

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lmao

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did not notice that

low shoal
eternal lake
#

and what do you expect it to do when they are all empty

low shoal
#

a null frame is still a frame ig? xD

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do i not need all of those?

eternal lake
#

I have no idea what is your point

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you need 16 frames if you want stuff to align like roads

low shoal
#

eh its working with one null frame

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but its WORKINNGGGG tysm kulche <33

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i cant believe that type was the problem the whole freaking time 😭

eternal lake
#

wtf is the coordinates format for v2

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if I have 8 frames and 16 coordinates does it go like [x0, y0, x1, y1 .... x7, y7] or [x0, x1, x2, x3, ... y6, y7]

vague scarab
#

It's only for y axis unfortunately, something like a convenient way to handle y a car.

eternal lake
#

it's actually either [y0, y1, y2...] or [[x1, y1], [x2, y2], y3...]

tranquil ridge
low shoal
tranquil ridge
#

wait I think it's pipe 5 actually I'm stupid

low shoal
#

nah, i thought it was 5 too lmao

#

and i made it

earnest pendant
#

Why the residents number still be default?bear_think

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Anyone know what’s wrong with this JSONDuckPray

low shoal
#

you mispelled it

#

habitants

earnest pendant
jade gull
#

Can anyone send me the plugin creator website plz

hollow flax
flat sonnet
#

Hello

#

Is there any wrong?

       {
         "condition":
         { 
           "type":"and","inner":[
             {"type": "fence","id":"$E_Electric_wire_W"}
             
           ]
         },
         "actions":[
          {"type":"build","id":"$decores01","x":1,"y":0}
        ],
        "p":1
       }
       
     ]```
steel verge
#

is there such a type?

flat sonnet
steel verge
#

Doesn't look inherently wrong

wide rock
#

I can't choose a prewiew. Loading and loading only... (WI-FI is good)

wicked frigate
wide rock
#

Wdym

severe leaf
#

Hello, what does this mean in a plugin file exactly?
"id":"$E_Electric_wire_W"

You can reference this from another plugin using the "$E_Electric_wire_W" string ?

steel verge
#

Correct

#

Game uses it as a unique identifier.

severe leaf
#

@steel verge just curious, is this hashed? to a 64 bit or like 128 bit uuid?

steel verge
#

no

severe leaf
#

I mean inside the game

steel verge
#

It is not

severe leaf
#

I thought it was stored inside a hash map for fast access when needed like:
unordered_map<u64, AssetDescriptor> or something like that :S

steel verge
#

It's internally stored in a string hashmap, the actual hashing is done by Java, not at the higher level

severe leaf
#

nice thank you

flat sonnet
bronze wren
#

how to make the price of some building be in diamonds

#

and what is modular building

eternal lake
#

pretty sure that's a privileged function

bronze wren
eternal lake
#

that does nothing....

bronze wren
#

so i don't know

eternal lake
#

then don't answer

hollow flax
bronze wren
marble hollow
#

is there anybody with experience making a road plugin?

lime rapids
marble hollow
#

Yep, nobody

#

I gib up

low shoal
quiet geyser
#

can theotown of pc playing?

low shoal
quiet geyser
#

for free?

low shoal
#

using an emulator like bluestacks yeah

quiet geyser
#

The app Not power on win7

low shoal
flat sonnet
#

Can someone tell what is use of
"invert" and "p":1

#

There's any fun discussion group on forum? How can i join?

potent folio
#

Hello, I'm new to this server.
Today I'm trying to add a LineTool Codes for the mdk_813's breakwater & sunken highway walls plugin.
Unfortunately, i am a freshman here for both the codes and the sprites.
So i need some help of how does a linetool frames work?
I'm using mdk_813's traffic barrier as a reference but idk how this frames work for the Linetool.

flat sonnet
flat sonnet
potent folio
#

Hmmmm...what about the sunken highway?

flat sonnet
#

Yah sunken highway has frame alignment code

potent folio
#

But does it have 4 rotation frames?

flat sonnet
#

No If u combined water breaker frames it will become 32 frames
His sunken has only 16 frames
If u looking his code u can find count 16
U can do some experiments if u want,
Frame alignment work like a road frames

flat sonnet
wet notch
#

how do you put age of sail on iphone

flat sonnet
#

Try to Ask @rocky geode

flat sonnet
#

How new meta tags system works?

{
    "id":"$train_freight_station00",
    "type":"railway station",
    "template":"$template_train_freight_station00",
    "frames": [{"x":896,"y":220,"w":32,"h":19,"count":4,"offset x":2048,"offset y":1024}],
    "car spawner": [{
      "tags":["freight_train"],
      "count":1,
      "radius":128,
      "target tags":["freight_train_station", "heavy_freight_train_station"]
    }],
    "meta":{"tags":{"freight_train_station":{}}}
  }```
#

I need some answer pls

molten sand
#

it seems roaddeco defined "dirs":[]" are broken eh?

#

v1119

#

from: #updates message
🌟 Allow road decorations to define "dirs", "sidewalk offset" and "sidewalk size"

hollow flax
#

looks like the bug only occurs in > 2 directions road.

molten sand
#

still broken on symmetric roads (road frame 5 and 10)

hollow flax
#

if you use 2, 2, 2, 2 in the 6th row, it will be like -> -> | <- <-

#

so there are no way for the car to moving on.

molten sand
#

I intended it to work on road frame 7 (row 8), 11, 13, 14, 15

#

right in the intersection

molten sand
#
"dirs":[
  0,0,0,0,
  0,0,0,0,
  0,0,0,0,
  0,0,0,0, // rf3
  0,0,0,0,
  0,0,0,0,
  0,0,0,0,
  1,1,1,1, //rf7
  0,0,0,0,
  0,0,0,0,
  0,0,0,0,
  8,8,8,8, //rf11
  4,4,4,4,
  2,2,2,2,
  0,0,0,0  //rf15
]

it seems to be working but why some random cars dont follow and just disappear? I've waited enough time

dusty stirrup
#

Pathfinding doesn't seem to respect it

rocky geode
earnest pendant
#

how do i select a certain frames?, do i use x n y?

#

nvm i figured it out

trail furnace
#

Is it possible to make a plugin that adds a night animation to vanilla buildings???

low shoal
#

yes

trail furnace
#

how?

low shoal
#

youd need building id (and thats all i know)

trail furnace
#

well building id isnt an issue bc i can see them easily

#

just how do i make it work

eternal lake
#

you inherit the attributes

trail furnace
#

inherit?

#

can you give an example or something

eternal lake
#

"inherit": true

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it's a bool

trail furnace
#

alr, ill try to mess around with it and figure it out

safe magnet
#

Hi, guys, it’s my 1st. Wanna make a set of fancy bridges. Made 1 fully rotational. But how to put it into water???
I can build it only on land :/

#

The second question: how can I put my fancy bridges in a new folder? ā€œTransport/Bridgesā€. Or ā€œtransport/road/road decorations/bridgesā€.

wide rock
safe magnet
wide rock
safe magnet
wide rock
#

Next you should add "category": "$id"
To the code with your objects

safe magnet
wide rock
#

You're welcome

inner haven
wide rock
safe magnet
wide rock
wide rock
wide rock
#

Nice plugin really

safe magnet
#

What is the size of the icon, I should make?

safe magnet
wide rock
#

No problems

worn locust
wicked frigate
worn locust
#

i guess it's only concidence

safe magnet
safe magnet
# wide rock 26x26

Thank you! The folder works well. Now I can add more colour versions of ma bridges.

valid pike
#

That cool

earnest pendant
#

what does x and y do again?

dark dawn
#

can u check the pins of plugin discussion...

eternal lake
#

it shifts the affected image along those axes

earnest pendant
#

oh okay

low shoal
earnest pendant
#

i think it goes like this

ćƒ­ā†’ x
↓
y

low shoal
#

yes thats basic math

#

ā¬…ļø āž”ļø is x axis, ā¬‡ļø ā¬†ļø is y axis

safe magnet
earnest pendant
#

is it possible for me to override a vanilla vehicle?

eternal lake
#

yes

earnest pendant
#

how do i do it?

eternal lake
#

with override or inherit

earnest pendant
#

like override id?

eternal lake
#

yes

#

that's how override is used

earnest pendant
#

aight thanks

safe magnet
low shoal
#

From the in game store

#

Why?

#

no???

#

Pc?

#

Ptag java

tulip rockBOT
low shoal
#

install java, restart your pc

#

64 bit

#

Because you need java to download plugins and play online?

#

If they are available on forum then you can, but i dont think they are

#

Theotown uses java

terse void
#

it will let you access the plugin store in the game

#

after you install it

low shoal
#

I dont know why uou wouldnt want to install it tbh

#

its a safe website and install

steel verge
#

Java is required to run the game. The game already comes bundled with Java, however the bundled Java has issues with connectivity to our services so it is advised to install Java at a system level.

terse void
#

yes

low shoal
#

Did you restart your pc?

#

64 bit java?

shell coral
#

Guys!!, do you have any recommendations for plugins to make money quickly?

molten sand
#

yes, build a city quickly

trail furnace
#

can level 1 decal have night anim???

earnest pendant
#

well you could experiment

trail furnace
#

i did, it did not crash, but the night anim is not showing.

eternal lake
#

ground type drafts never supported animations

trail furnace
#

rip

#

guess ill just make road decors now

trail furnace
#

uh, any tutorials for the diagonal part??

eternal lake
#

diagonal roads are just curved roads

#

there is no special stuff for diagonal roads

lime rapids
eternal lake
#

it already exists?

trail furnace
#

i hope figuring out the night anim wouldnt be hard

lime rapids
eternal lake
#

roads tutorial?

lime rapids
#

Okay?

molten sand
trail furnace
#

road have been acting kinda weird for me too, cars drove to a disconnected road that has a fence seperating it (didnt despawned tho)

molten sand
#

gonna ping ja for that

trail furnace
#

i dont think its plugin related but here it is

#

i don't really understand what the frame animation indices work

eternal lake
#

first array denotes the first frame

trail furnace
#

uhuh

eternal lake
#

and the indices within denote the indices of the animation which you'd want to show up for that frame

#

I prefer using frame as it's more concise but to each their own

trail furnace
#

well, gonna take 60 trials and errors before i fully understand how this thing works i guess

eternal lake
#

it really isn't that hard to grasp

#

there as many arrays as your frames

#
"frame animation indices": [
    [], [], [], [],
    [], [0], [], [],
    [], [], [], [0],
    [], [], [], []
]```
is equivalent to simply using `"frames": [5, 11]` in your animation spots of index 0
trail furnace
#

a.. i have not reached this far and this is new to me so im not entirely grasping it

#

ill just read these first

eternal lake
#

yeah fg simply stands for foreground

#

regular animations are background in relation to cars

trail furnace
#

got it

#

what about middle frames? how does it work

eternal lake
#

that's the 16th frame

trail furnace
#

ohhhh

eternal lake
#

see how roads are defined

low shoal
#

i use the wire frames to see what direction the roads and stuff go

eternal lake
#

there are a plenty of examples for that

trail furnace
#

i think this will help me alot

#

i have been gathering sources of information lol

low shoal
#

yeha but the wires are easier to look at than the road tutorial

eternal lake
#

you don't have to have a tutorial for that lol

trail furnace
#

i dunno mane

eternal lake
#

as indexing starts from 0

low shoal
trail furnace
#

i think ill just start with simple steps, ill try making a light pole or sum

low shoal
#

i can show you how they work

trail furnace
#

huh, wdym?

#

the comment i can really understand so far

earnest pendant
#

can i sum it up for you

molten sand
#

I doubt it from

1.11.12 #updates message
🌟 Add directionality to non one-way roads so they can be kind of rotation aware like one-way roads

1.11.19 #updates message
🌟 Allow road decorations to define "dirs", "sidewalk offset" and "sidewalk size"

1.11.20 #updates message
🌟Fix road decoration dirs were not considered by pathfinding

low shoal
#

haraya finding all the road bugs

hollow flax
#

i'm not found that bug, with vanilla or plugin roads.

molten sand
molten sand
#

Done

livid pasture
#

Hello,i just created a plugin,i added transparent ground so you can use the decal you want,but ingame ground transparency is replaced by water..how Can i fix it plz šŸ™

#

And plz can you tell me the difference between "density" and "people" ?

earnest pendant
#

"draw ground": true,

livid pasture
steel verge
#

You should let it be calculated by the game

#

The higher the values, the higher expectations the building will have. Only useful in specific cases where building expectation management should be deferred to the plugin creator, which is rare.

livid pasture
#

Thank you for your answer

earnest zinc
#

Hmmm when I try to start TheoTown, I get this

#

[
{
"id": "obeliscodaherth",
"type": "commercial",
"author": "Daherth",
"width": 3,
"height": 3,
"frames": [
{
"bmp": "obelisconuevo.png"
}
],
"title": "Obelisco",
"text": "Un edificio comercial de nivel 3 que alberga a 9000 trabajadores.",
"level": 3,
"workers": 9000,
"draw ground": true,
"requires road": false,
"build time": 5
}
]

This is the json

#

I would greatly appreciate help solving it.

low shoal
#

is there anything else in the json?

#

whatever the error is, doesnt look like its in the part you just sent

earnest zinc
#

Hmmm there is no more

#

Quickedit capture

low shoal
#

try moving it outside into the plugin folder

#

should be here

#

not inside the sample folder

earnest zinc
#

Oh ok, tsym, i'll try

low shoal
earnest zinc
#

Hey, hmmm I've been busy today, it's already night in my city, tomorrow morning maybe I could try šŸ‘šŸ»

low shoal
earnest zinc
#

Okay

scenic heart
#

What part of it is wrong?

#

Category not found

#

[{ "id": "$cat_australia00", "type": "category", "title": "Australians Road", "category": "$cat_road00", "frames": [{ "bmp": "auroad.png" }] }]

low shoal
#

did you define the category first?

scenic heart
#

Yes i think

low shoal
#

doesnt seem to be a problem in the part you showed here

scenic heart
#

Here, i created a category for road pugin that have decoration

low shoal
#

your roads json is loaded in before your category

scenic heart
#

Bruh

#

how to fix it?

low shoal
#

try renaming the catgory json something like "00category.json"

#

alternatively, you can combine the jsons into one

scenic heart
#

I'll try

low shoal
#

its not that hard :)

scenic heart
#

Yeashshss finally, Im stuck wasting time because of things like that

#

Thank you again bunnyšŸ™Œ

low shoal
#

Youre welcome!

earnest zinc
#

Hey Bunny, If the plugin worked, thank you, I just changed something in the files, It was just a simple error, there were two different jsons, one old one trying to work, and the new one that did work, I just deleted the old json and put the new one in its place, anyway tysm monstrosity

#

I was stupid for a moment until I checked the json properly

low shoal
earnest zinc
#

Yes, sorry for the inconvenience, but when I place the building there is water on the land, I think there should be land

#

I'm going to go to college, when I get back I'll take a screenshot and send the image

grave sonnet
#

i believe you did put in the code of your building "draw ground": true,

earnest zinc
#

Ah yes I did it

#

How could I solve it?

grave sonnet
#

in that case idrk, double check your code ig, that line is what makes the ground underneath your building texture seem solid

earnest zinc
#

Ok

indigo sierra
#

[
{
"id": "$METROBUS",
"type": "car",
"frames": [
{
"bmp": "MB1.png",
"w": 22,
"h": 16,
"count": 4
}
],
"v2": true,
"tail":["$MBTAIL"],
"override":true
},
{
"id": "$MBTAIL",
"type": "car",
"frames": [
{
"bmp": "MB1.png",
"w": 15,
"h": 13,
"count": 4
}
],
"v2": true
}
]

#

How can I make a car chain?

#

xd

indigo sierra
low shoal
vague scarab
indigo sierra
#

thanks

indigo sierra
#

How can I make a car exclusively use those cables? it's an elevated road

vague scarab
#

Use flag

indigo sierra
#

Uh

#

Why can’t place Road deco?

#

Damn

#

a few moments ago yes I could xD

uneven marlin
#

Just wondering something related to the official "european building" plugin, does anyone know how the devs made it so each building could have a randomised colour palette? I’d like to use this tool for future creations of mine but find myself unable to understand how it was made

low shoal
#

kulche can probably tell you since he did that

final stream
#

Hey I'm a newbie and I don't know how to add multiple buildings in one plugin someone pls explain

low shoal
uneven marlin
final stream
low shoal
#

infact, you can use jas pca website for the json

indigo sierra
#

Is it possible to put cars under the road?

#

in this case, under the cable?

#

Something like this

final stream
low shoal
#

when youre here, make one for each building

indigo sierra
#

Hmmm

final stream
indigo sierra
#

Flags affect road deco?

livid pasture
#

Hello ,where Can i find a post about how to create animated plugins and how to open .mpf file plz? I would like to learn how plugins works šŸ™

cedar stone
livid pasture
cedar stone
#

Nope, you cannot get the raw files from plugins downloaded from the plugin store

#

If you want to learn how to make plugins, you should check this

livid pasture
#

Thx ! I I had lost the link šŸ‘Œ

molten sand
#
  • Your current road texture should be defined on road deco animation fg, and adjust it just 12px above
  • then, make this animation as a built-in road deco for this new road
#
id : $new_cableway,
type : road,
... // more stuffs
animation fg : [ 
     { id : $anim_cable00 }, // index 0
    { id : $anim_cable01 }, // index 1
      ... // 16 defined animations for 16 road frames
    { id : $anim_cable15 } // index 15
],
frame animation fg indices : [
     [0],[1],[2],[3],
     [4],[5],[6],[7],
     [8],[9],[10],[11],
     [12],[13],[14],[15]
]

More on road decoration tutorials

final stream
#

How long does it take to get the plugin approved?

low shoal
#

Plugin mods are volunteers

final stream
#

KK

final stream
#

My plugin got disapproved.It said insufficient graphics quality.How can I fix this?

low shoal
#

you have to make the texture look better

final stream
low shoal
#

understandable

low shoal
final stream
#

Nice

#

Didn't know anything about shading

low shoal
#

exactly why i recommend taking a look at the pins

#

they are very helpful for beginners and experienced players alike

final stream
#

Also it took me like 45 minutes

low shoal
final stream
#

Should I add more buildings?

low shoal
final stream
#

Ok

indigo sierra
#

Why happen?

molten sand
#

Roof texture is too low with respect to its bridge level in order to draw cars just below them, the only solution I can see here, is to move that roof a little higher (my best example would be Monorail Suspension)

earnest pendant
#

How long does it take to wait for approval?

eternal lake
#

a few weeks max

#

depends on the activity

earnest pendant
#

got it. thank you for your reply

earnest pendant
#

If I am not approved, can I get approval again?

eternal lake
#

no, not if you keep stealing graphics

earnest pendant
#

Fixed a plugin that was pointed out as having "poor graphics".

eternal lake
#

they still don't fit in the game

earnest pendant
#

Please tell me more about the poor graphics.

eternal lake
#

look at the world texture

earnest pendant
#

You look at Japanese buildings.

eternal lake
#

lol

earnest pendant
#

What's wrong? Are you making fun of Japanese architecture? I'm using Google Translate, so my English may be strange.

eternal lake
#

you are not going on the plugin store with those graphics

#

either improve them or release them on the forums

earnest pendant
#

got it. thank you.

low shoal
#

where is it

eternal lake
#

on the store

#

in the queue

low shoal
#

awh i wanna see it

indigo sierra
#

I need emotional support

#

What si happening?!

#

Why only spawn 3 cable cars

#

"car spawner": {
"cars": [
"$CABLEBUS01"
],
"radius": 200,
"targets": [
"$CBendPoint",
"$CBStation"
],
"count": 24

#

Sorry…

molten sand
#

what tt version you're working on?

indigo sierra
#

v1.11.19i

gray marsh
#

[
{
"type": "animation",
"id":"$Power-light",
"light": true,
"light switching": true,
"frames":[{"bmp":"Power-light.png", "hande y": 8}]
},
{
"type": "animation",
"id":"$Water-light",
"light": true,
"light switching": true,
"frames":[{"bmp":"Water-light.png", "hande y": 8}]
},
{
"type": "energy",
"id": "$Power-building",
"title": "POWER-BUILDING",
"text": "Powering your city",
"author": "Zakira.Zen78",
"frames": [{"bmp": "POWER-BUILDING.png"}],
"animation": [{"id": "$Power-light","x": 0 , "y": -10 }],
"width": 2,
"height": 2,
"price": 10000,
"monthly price": 100,
"power": 400000,
"water": -100,
"build time": 25,
"draw ground": true
},
{
"type": "water",
"id": "$Water-building",
"title": "WATER-BUILDING",
"text": "Watering your city ",
"author": "Zakira.Zen78",
"frames": [{"bmp": "WATER-BUILDING.png"}],
"animation": [{"id": "$Water-light", "x": 0 , "y": -10 }],
"width": 2,
"height": 2,
"price": 10000,
"monthly price": 100,
"power": -100,
"water": 40000,
"build time": 25,
"draw ground": true
}
]

Can you guys help me
Why my custom night animation does not showing at night?

eternal lake
#

most likely incorrect coordinates

gray marsh
#

Yes but after i change the coordinates it still dint worl

#

Work*

molten sand
#

deep look on plotting coordinates, I doubt it on handle y

eternal lake
#

there really is no point in setting handles if you're gonna use regular coordinates as well

gray marsh
#

Oh okey let me try

#

Still not showing

#

Never mind im just wrong at coordinates
Sorry

molten sand
#

does it refer to the road "frames":[null] tag ???

eternal lake
#

what?

#

wdym "tag"?

molten sand
#

key tags

#

"key":"value"

#

btw I'm working on road type objects, and it seems [null] is not a valid value, am I wrong?

low shoal
#

when loading " "

molten sand
#

let's say it's ||$unique_id_of_confidential_road||

#

blurred turns out to be an erase tool, blame me for tht

eternal lake
#

roads need 16 frames

#

null provides 1

low shoal
#

16 null frames

#

i think i did that for something

#

found it xD

molten sand
#

that works?

#

impressive

low shoal
#

apparently it wasnt working cause i mispelled something

#

lemme check

#

no, it only has one frame now

molten sand
#

well, ig im coming to my last resort, to use a dummy texture 16x1 px

low shoal
#

i dont think it matters

molten sand
#

it is

eternal lake
#

it does not

#

if it does you're doing something we're not aware of, or you're doing it wrong

low shoal
# molten sand it is

it gets anchored on the point of origin which is the left most pixel on the template

molten sand
#

ahh

molten sand
#

badly waiting for 1.11.21

hollow flax
#

hmm

molten sand
#

would love to see valid "copies":15 of none for frame tags

earnest pendant
#

When will it be approved?

low shoal
earnest pendant
#

I tried to remove the disapproved plugin, but it didn't work.

low shoal
safe magnet
#

Hi, I keep on doing my bridge. It’s much faster to get an answer here than through searching at the forum. Does anyone know how to deal with the slopes? I need to put my fully rotational superfancy bridge extender on the slope. Are there any tags to stop showing that platform underneath and put my bridge extender one level lower so that it connects my bridge to the ground?

wicked frigate
steep dock
#

Ohh

eternal lake
#

sir this is plugin support

steep dock
#

He is working on it right

low shoal
#

yeah i think hes making that

final stream
final stream
low shoal
#

i mean its better

#

but its not going to be accepted

wicked frigate
low shoal
#

it looks of the quality which couldve been put together in 5 minutes (esp if youre experienced)

final stream
final stream
low shoal
#

cmon dual, pretend the door is behind the building :)

wicked frigate
final stream
wicked frigate
# final stream

The building looks kinda small maybe make it a bit taller? Not too tall

low shoal
low shoal
#

its just copy pasting and changing some things

final stream
#

KK

indigo sierra
#

hmmm. I hate JSON

low shoal
#

i like writing my own jsons, its kinda therapetic. Until the game refuses to work cause theres like 5 bugs in the json i missed

eternal lake
#

json is like linear algebra, once you get how it works it's really piss easy

low shoal
#

yeah

safe magnet
eternal lake
#

that's not correct

safe magnet
eternal lake
#

pretty sure there is an attribute to disable those foundations

#

should be "supports slope" I think

#

give it a try

low shoal
eternal lake
#

depends on the implementation

safe magnet
indigo sierra
#

Maybe, if you create a fence for this?

safe magnet
#

Is it ever possible to make such a super high fence that it would look like a bridge part? I got rotation aware images, and I’m ready to split them and define as a fence, if it’s ever possible.

indigo sierra
#

what

#

I was just referring to the final part of the bridge.

safe magnet
indigo sierra
#

@low shoal

low shoal
#

@coarse flare Please refrain from sending messages unrelated to the channel

earnest zinc
#

Hiii

#

I have been downloading some plugins but I can't find them in Zarchiver but

frigid arch
low shoal
#

seems like thats the downloaded file name, can you search y=using that?

earnest zinc
#

Oh ok

grand spruce
#

I wouldn't suggest using plugins by Jeremiah

#

some of his stuff is rather buggy

earnest zinc
#

And then, it's a .plugin file, That's what worries me

grand spruce
earnest zinc
#

Ok

#

Then?

low shoal
#

Ptag files

tulip rockBOT
# low shoal Ptag files

TheoTown files are located under such directories:

  • Windows: C:\Users\(insert username)\TheoTown or %USERPROFILE%\TheoTown
  • Linux: ~/TheoTown
  • MacOS: /user/TheoTown
  • Android: /storage/emulated/0/Android/data/info.flowersoft.theotown.theotown/files
    By default you should be in /storage/emulated/0/. Uninstalling the game on Android will delete all files, unless you decide to keep the files when prompted by uninstaller.

If you cannot access game files through these directories, game has an in-built file manager for mobile devices which is accessible from the region view menu.

You can find your plugin, music, region and city files there as well as logs for debugging purposes.

earnest zinc
#

I already did it, I'm going to try

safe magnet
#

Is it possible to show a shoreline under a transparent deco object?

earnest zinc
cedar stone
#

That's a totally different thing

low shoal
earnest zinc
#

Well, I'll try it

eternal lake
#

yes

low shoal
earnest zinc
#

Oh

#

I didn't know

earnest zinc
#

Something like that?

low shoal
#

I suppose so

earnest zinc
#

I guess it must make sense

#

Ok

#

Alr, I hope it works

earnest zinc
#

Nice

#

It worked

#

tsym

indigo sierra
#

Anybody have elevated train json?

minor trail
#

Does anyone know what the code for the DSA space rocket launcher is? I'm making a military and space mega-pack šŸ™‚

final stream
#

I added doors

final stream
wraith ice
final stream
low shoal
#

for the trees use the in game textures

#

they are available on the forum

final stream
#

How can I apply the textures?

#

Couldn't find anything

low shoal
final stream
#

Pixly

low shoal
#

still havent figured out how to do that in pixly but there is a way in settings

safe magnet
earnest zinc
#

Could someone provide me with a cable car json template?

#

or any idea

#

And also how to encrypt a .zip file to .plugin

molten sand
# earnest zinc or any idea

there's a lot of plugin tutorials on forum for you to learn, look for Road, Cars, and Plugin Encryption tutorials there šŸ˜‰

earnest zinc
#

Ohhhh right the forum

#

tsym

gaunt fiber
#

Some industrial plug-ins have Broken transportation? Coca cola and fertilizer not sure why but transportation is stuck at 50

low shoal
vague scarab
#

Does anyone have the same issue after an android security update?

hollow flax
#

14.0.6?

low shoal
steel verge
#

More like

vague scarab
steel verge
vague scarab
steel verge
#

Well yeah

#

Android does not allow that anymore

vague scarab
#

Well maybe the only option i had is either use the built-in file manager or repair my android 8 tablet.

earnest zinc
steel verge
#

You have to use in-game plugin store to download those

wide rock
#

How can i make a category in a category?

molten sand
#
{
id: $myCustomCat,
category: $cat_road00
},
{
id: $myCatInCat,
category: $myCustomCat
}

works the same way as simple category objects, but nested

wide rock
#

Тнаик уоu

dusty folio
#

can someone help me with this? i just updated theotown and this error started to happen
`In @nature.+.zip:

java.lang.IllegalStateException: When loading "$K012_deco_Bone": No value for id`

#

even though there is a line that says "id":"$K012_deco_Bone"

vague scarab
ivory drum
low shoal
#

ohhh sucks

wide rock
#

Gudafternum. How can i fix this texture? Yeah i made a oversized texture for 1x1 baseplate. But only this side is wrong. Other parts of building aren't showing

#

Because these houses are too big for 1x1 but too smal for 2x2

#

So i made them so

eternal lake
#

of course it's gonna get cut off if the tile size is incorrect

wide rock
eternal lake
#

yeah because thats how it works

wide rock
#

Meh

#

So how can i do it

eternal lake
#

increase the tile size

wide rock
#

2x2? It will be too big for my houses

eternal lake
#

what can I do about that

wide rock
#

Well

#

Meh

olive kernel
#

This error only started appearing today, which is also the day I updated Theotown to the latest beta

safe magnet
#

If I update TT, will my own local plugins be deleted from the device? I don’t have the copies. :/

molten sand
#

No, updating the game doesn't affect your local plugins

molten sand
#

at least updating on the stable version

olive kernel
#

I downloaded it on Yakka's github

#

It's the latest version of the plugin

molten sand
#

Yeah, and I'm talking about theotown app

#

public version, not beta

olive kernel
#

So should I wait until a new public version is released

molten sand
#

you can enjoy the current version while waiting

olive kernel
#

Problem is I already updated Theotown to the latest beta

#

No way to turn back now

molten sand
#

It's fine

olive kernel
#

How

molten sand
#

leave beta tester, if it's your intention to do so

olive kernel
#

Okay

low shoal
olive kernel
#

Bruh the city I'm currently working on uses things from this plugin

#

Im probably just gonna wait until some miracle happens and it starts working again eventually

low shoal
vague scarab
#

Nature Plus,The plugin has been discontinued for several weeks now,most updates are just a compatibility fix,planning to rewrite it,but i didn't really have time to make a big update for a plugin with this android security issue too...

#

Well,i guess in the newer beta version,the plugin had some issues then.

thick mountain
grand spruce
#

You know it's hard for people to give support if you don't point out your issue

earnest pendant
#

Maybe there's no issue, just wrong channel

grand spruce
#

Possibly

thick mountain
#

?

grand spruce
grave sonnet
toxic plover
#

Yo

#

I need help with plugin

#

I want to make a personal plugin and i don't know how

#

To release it on public

#

And I don't know how to do that either.

low shoal
toxic plover
#

Nope

#

I don't know how.

low shoal
#

in that case you would want to check the pins of #plugin-discussion or watch a youtube video

toxic plover
#

Alright, ty.

olive kernel
#

How does one make trees

low shoal
olive kernel
#

No, like, how to code them

#

Sorry if there's any misunderstanding

eternal lake
#

"type": "tree"

#

if you have wind frames you can also use "frames per tree": int

safe magnet
#

Does anyone know how to fix this?

wide rock
#

What's it

#

Hold on, why did you added these grounds

safe magnet
#

Cuz I want it to be able to deal with different types of surfaces

wide rock
#

Show that texture please

safe magnet
wide rock
turbid skiff
#

hello, what software to edit mpf files?

eternal lake
#

you can't

#

that's the point of .mpf files, they are encrypted

turbid skiff
#

ahh okay sir, thanks for answering

safe magnet
#

Guys I want to make that small red light on the bridge flick. The problems is that the bridge is rotation aware. Can u drive me to the tutorial, which describes the code needed for that?

#

Also I got a 4x4 tile bridge part. Rotation aware. I want to split it into 1x1 tiles. Is it possible to do it with code? Without splitting the image into 4 new pieces

vague scarab
#
[
  {
    "id": "$K012_biome_grass_plains",
    "type": "biome",
    "title": "Tall Grass Plains",
    "preview frames": { "bmp": "blank.png", "handle y": 0 },
    "noise factor": 1,
    "noise scale": 4,
    "coverage": 0.3,
    "ground": ["$K012_grass_00"],
    "tree": {
      "id": "$K012_tree_grass",
      "noise factor": 1,
      "noise scale": 0.5,
      "deriv factor": 1,
      "deriv radius": 0.5,
      "offset": -1,
      "precedence": 0.3
    }
  }
]
eternal lake
#

-1 offset?

vague scarab
#

Copied the code from docs.

dusty folio
#

guys, how do i fix this problem?

vague scarab
olive kernel
#

God cursed me

#

Every version on the github always have this error

wicked frigate
low shoal
dusty folio
slate sable
#

what's wrong?

steep dock
vague scarab
mellow otter
#

What is plugin name?

#

I forgot

frigid nexus
#

Hello, I want to create a road decoration plugin.What should I choose for this? Can you please help?

steel verge
#

Not possible

frigid nexus
#

So how can I create a road decoration plugin?

frigid nexus
#

I just did an experiment. I have no information about the sequel.

grave sonnet
#

do you need support with anything

frigid nexus
#

I want my plugin not to be affected by the directions of the roads like the "road stripes" plugin. I want them to appear individually in the road decoration category. Just like the "road stripes" plugin. I don't need animation. What should I do in json?

grave sonnet
slate sable
frigid nexus
slate sable
stoic oyster
#

How to make Plugin on mobile?

#

I already have the image, now how to turn it into a plugin?

low shoal
stoic oyster
eternal lake
#

create a json for it

low shoal
# stoic oyster Yea

You can use pca website to make the json, it will also create you a manifest. I suggest downloading it as a zip

#

Ptag pca

tulip rockBOT
eternal lake
#

visit the forums to see how

stoic oyster
#

Oh ok

#

Thanks

stoic oyster
#

" Please use only self-created buildings for your TheoTown plug-ins!
For legal reasons, we are not allowed to provide plug-ins on this website that contain graphics in which you do not have copyrights."
What does that mean?

low shoal
low shoal
stoic oyster
#

Then idk why i still can't make a plugin

low shoal
#

whats happening?

stoic oyster
#

I fill all the information in that

#

And download the file

#

What i have to do next to make it work?

low shoal
#

you have to move it to your plugin folder

#

Ptag files

tulip rockBOT
# low shoal Ptag files

TheoTown files are located under such directories:

  • Windows: C:\Users\(insert username)\TheoTown or %USERPROFILE%\TheoTown
  • Linux: ~/TheoTown
  • MacOS: /user/TheoTown
  • Android: /storage/emulated/0/Android/data/info.flowersoft.theotown.theotown/files
    By default you should be in /storage/emulated/0/. Uninstalling the game on Android will delete all files, unless you decide to keep the files when prompted by uninstaller.

If you cannot access game files through these directories, game has an in-built file manager for mobile devices which is accessible from the region view menu.

You can find your plugin, music, region and city files there as well as logs for debugging purposes.

stoic oyster
#

If i do that, it will work, right

#

I did it

#

Enter the game

#

And still nothing happened

eternal lake
#

and what is the json

#

also that's a horrid name to give your png

low shoal
stoic oyster
#

Idk what is wrong to fix

low shoal
stoic oyster
low shoal
#

you can send the file

stoic oyster
eternal lake
#

please use a different file name 😩

#

also, there is no such category as "indochinese houses"

#

and that's certainly not an id

low shoal
#

along with that nice json naming

earnest zinc
#

Hey, could someone send me the 3x3 building template?

vague scarab
grand spruce
#

Pmodmenu @daring crane

tulip rockBOT
keen bay
#

ok how do i download .zip files to my oppo phone

#

i have ZArchiver installed

wicked frigate
keen bay
#

i think i have most of my plugins restored by either buying them,watching ads, or going to the forums

safe magnet
#

//Definition of bikes night animation
{
"id": "$FancyFirewatchBikeNightAnimation02",
"type": "animation",
"light": true,
"light switching": true,
"frames": [
{
"bmp": "FireWatchBikeNightAnimation02.png",
"count": 8,
"w": 12,
"h": 12
}
],
"frames per animation":8,
"rotation aware": true
},

//Motorbikes definition. It has diagonal frames.

{
"id":"$FancyFireWatchBike01",
"type":"car",
"frames":[
{"bmp":"FancyFireWatchBike01.png","w":12,"h":12,"count":8}
],
"frames per variant": 8,
"v2":true,
"speed": 1.3,

"animation":[
  {
    "id": "$FancyFirewatchBikeNightAnimation02",
    "pos": [0, 0, 0, 0, 0, 0, 0, 0]
  },
  
  {
    "id": "$FancyFirewatchBikeNightAnimation02",
    "pos": [0, 0, 0, 0, 0, 0, 0, 0]
  }
]

}

#

Is it supposed to work? With night animation count =8 ?

eternal lake
#

you have 8 frames and use 8 frames per animation

safe magnet
#

Yes

eternal lake
#

how do you expect rotation aware to work

safe magnet
#

I need answers. Not questions.

eternal lake
#

you provide 8 frames and 8 frames per animation

#

rotation aware needs a multiple of 4 animations to work

safe magnet
#

Will it work if I split animation in two files with 4 frames each? Like this:

//Definition of bikes night animation
{
"id": "$FancyFirewatchBikeNightAnimation02",
"type": "animation",
"light": true,
"light switching": true,
"frames": [
{
"bmp": "FireWatchBikeNightAnimation02Normal.png",
"count": 4,
"w": 12,
"h": 12
},
{
"bmp": "FireWatchBikeNightAnimation02Diagonal.png",
"count": 4,
"w": 12,
"h": 12
}

],
"frames per animation":8,
"rotation aware": true

},

eternal lake
#

just remove the frames per animation part

#

no splitting necessary

safe magnet
#

I deleted this line. The result is the same: normal frames work well; diagonal frames have an offset, unique for each diagonal frame.

eternal lake
#

then adjust those offsets

#

pretty easy job considering you already have the arrays set

safe magnet
#

@eternal lake I can fix them but what’s the reason of this offset? Why only diagonal frames? Will I have to fix it each time I do new animation for a new object of a different frame size?

eternal lake
#

I can't say much without your frames

#

you also simply adjust your pos values

safe magnet
#

My night animation is a layer of bike frames. I couldn’t make a mistake in positioning. Here you can check.

eternal lake
#

that's pretty wasteful of plugin space

#

but still, car animations are wacky

#

it'd be much better to simply use the ingame car lights and position them using pos

safe magnet
#

I know. I could use just a red and a yellow dot. I’m checking this method for possible future uses.

safe magnet
# eternal lake you also simply adjust your pos values

I tried to change the pos manually as you said, began with the 2nd diagonal frame (the red frame I sent above), the result was unexpected: it duplicated and moved the 2nd normal frame and the first diagonal.

"animation":[
  {
    "id": "$FancyFirewatchBikeNightAnimation02",
    "pos": [0, 0, 0, 0, 0, 0, 0, 0]
  },
  {
    "id": "$FancyFirewatchBikeNightAnimation02",
    "pos": [0, 0, 10, 4, 0, 0, 0, 0]
  }
eternal lake
#

yeah because you append the same animation twice

#

yet only provide 4 coordinate position pairs for an 8 frame animation

earnest pendant
#

Hey, can I send here my code and image of my plugin ingame and maybe someone could help me with my night lights?

eternal lake
#

sure

earnest pendant
#

I have internet problems TT I'll screenshot my post and upload it later on, thanks in advance!

safe magnet
eternal lake
#

yes

#

that changes the 2nd diagonal frame

#

or the one of index 5

safe magnet
#

That’s exactly what I wanted to do. I’ll try.

safe magnet
#

Yay. It works. Thanks. Now I’ll have to delete all this and rewrite animation as two coloured dots.

earnest pendant
#

The code (please do not steal):
[
{
"type": "animation",
"id": "$nightanimation4",
"light": true,
"light_switching": true,
"frames": [
{
"bmp": "NightAnimationStock.png",
"z": 2
}
]
},
{
"type": "commercial",
"id": "lt.svetikas.pca.6a64fe231912cdb38a83b1fc8720aa79",
"author": "MeUsic",
"meta": {
"pca": {
"version": "4.0.3"
}
},
"frames": [
{
"bmp": "StockExchage4.png",
"z": 1
}
],
"width": 3,
"height": 3,
"level": 2,
"price": 65000,
"auto_build": false,
"influence_noise": 2
}
]

#

The in-game footage

#

I'd be more than happy if you look into that and maybe find the problem

eternal lake
#

what is that "z" attribute?

#

I'm not sure if the underscores do anything but generally you'd want to simply replace them with spaces

#

you also didn't actually append the animation to the building itself

earnest pendant
#

What do you mean?

eternal lake
#

wdym "wdym", there are 3 sentences

earnest pendant
#

I'm new to this stuff

#

I have 3 days of experience, I didn't dig into it

eternal lake
#

attaching the animation to the building with the "animation" array would be a solid first step

#

did you see any tutorials on the forums

earnest pendant
#

I tried, but they were sort of complex

#

I just want the image to show up when it turns night

eternal lake
#

then start with easier stuff

#

animations are rather intermediate

earnest pendant
#

I have the model ready, the night lights ready, I just need the .json to work

eternal lake
#

the only thing you're missing is the animation array in your building

#

the tutorial tells you how to create that

earnest pendant
#

Can you specify which? I've been through so many

eternal lake
#

custom animations

earnest pendant
#

Fine, thanks! I'll try it

#

Will it be okay for you to help me if I'll not understand?

#

Update: I did not in fact understood. I'll try though

#

May I send you the video I used as a tutorial? They used the same technique as I did, but it worked for them...

earnest pendant
#

Sir?

eternal lake
#

there's more than 1 being on the server

#

you have no "animation": [{"id": "animation-id"}] in your building definition

low shoal
#

kulche, what does "z" do

eternal lake
#

I asked the same thing

#

might be layering order

earnest pendant
earnest pendant
low shoal
#

for how x and y works

#

also after animations, remember to close all the brackets

earnest pendant
#

I'll try it tomorrow, thank you :)

#

What do I put in the id?

low shoal
#

but that id isnt very unique lol. it might possibly conflict with some random plugin

safe magnet
# earnest pendant I'll try it tomorrow, thank you :)

I’m doing a night anim for my building rn. This is an example for you from the forum. Change ā€˜count’ from 4 to 1; change h, w; delete ā€˜rotation aware’ and it will work for you:

{
    "id": "$Themax_TrExpStandardPlatform_Side_2Night",
    "type": "animation",
    "light": true,
    "light switching": true,
    "frames": [
        {
            "bmp": "Themax_TrExpStandardPlatform_Side_2Night.png",
            "count": 4,
            "h": 32,
            "w": 32
        }
    ],
    "rotation aware": true
},
{
    "id": "$Themax_TrExpStandardPlatform_Side_2",
    "type": "decoration",
    "category": "$cat_Themax_Train_Expansion_0_Stations",
    "author": "Themax",
    "width": 1,
    "height": 1,
    "frames": [
        {
            "bmp": "Themax_TrExpStandardPlatform_Side_2.png",
            "count": 4,
            "h": 32,
            "w": 32
        }
    ],
    "animation": [{"id": "$Themax_TrExpStandardPlatform_Side_2Night", "x":0,"y":-25}],
    "price": 200,
    "monthly price": 0,
    "rotation aware": true,
    "draw ground": true,
    "water": "0",
    "power": "0",
    "build time": 0,
    "ordinal": 2,
    "needs road": false,
    "text": "Decorative platform to improve your train station.",
    "title": "Decorative platform 1.2"
}

]

low shoal
earnest pendant
earnest pendant
earnest pendant
#

Is this what you meant? (Except w and h, I still need to figure this out)
[
{
"id": "$StockNightAnimation4",
"type": "animation",
"light": true,
"light switching": true,
"frames": [
{
"bmp": "NightAnimationStock.png",
"count": 1,
"h": 32,
"w": 32
}
],
},
{
"id": "$lt.svetikas.pca.6a64fe231912cdb38a83b1fc8720aa79",
"type": "commercial",
"author": "MeUsic",
"width": 3,
"height": 3,
"frames": [
{
"bmp": "StockExchage4.png",
"count": 1,
"h": 32,
"w": 32
}
],
"animation": [{"id": "$StockNightAnimation4", "x":0,"y":0}],
"price": 65000,
"monthly price": -500,
"draw ground": true,
"needs road": true,
"text": "This stock exchange building may even make profits.",
"title": "Stock Exchange Building"
}
]

safe magnet
#

Change the id of your animation. This one might conflict with hundreds plugins of other users who might have written the same. For example add ā€œcaistroā€: ā€œ$CaistroStockNightAnimation4ā€.

#

Count 1 is right. But you also can just delete this line.

#

ā€œCaistroStockExchange4ā€

#

And price -500. Isn’t it cheating?

molten sand
#

"only once":true

low shoal
low shoal
vague scarab
low shoal
#

yep

molten sand
#

It works on any value under privileged code

earnest pendant
#

Wait, i meant monthly price

#

Thank you all!!

#

I'll fix it all, thank you so much for helping!

earnest pendant
tranquil ore
#

Hi

low shoal
#

so you need to move its position

safe magnet
low shoal
#

It doesnt need that if its just one frame

safe magnet
low shoal
#

No???

#

thats literally not how it works

#

please stop spreading misinformation

safe magnet
low shoal
#

Night animation has to be cropped for plugin size

#

its height doesnt matter since youll have to adjust height either way

#

If its wifth is less than the basplate then you have to use x

earnest pendant
#

It's the same size... both files are the exact same size, I just saved a specific layer in the model drawing

earnest pendant
low shoal
#

for y yeah, you need to mess a bit to find the height

#

use a negative value