#plugin-support

1 messages · Page 28 of 1

hot maple
#

i waited 15 min now

#

i think my device is the problem

bright harness
#

Just wait , sometimes happens to me and i keep doing something after an 45 mins must be fine again

hot maple
#

ok

vivid totem
#

?

eternal lake
#

wdym overlapping?

vivid totem
#

The light animation is on top of the winter frames

eternal lake
#

yeah, that's how animations work, they are placed over frames

copper herald
#

@uneven marlin I am having trouble getting the trains to spawn in. I have followed the guide but have had no luck getting any spawns at all.

copper herald
#

It’s lower than the in-game trains.

cedar stone
#

Place 2 stations that spawn trains, separarted by each other and connect them with rail

uneven marlin
steel verge
#

@earnest pendant can you add ability for pipes under roads plugin to also build underground cables?

earnest pendant
#

Is anyone there?

eternal lake
#

yes, why?

earnest pendant
#

Kulcha teacher!

eternal lake
#

...what?

earnest pendant
#

I want to ask you!

eternal lake
#

then go ahead?

earnest pendant
#

It's a virtual variable

eternal lake
#

...

#

yes, and?

#

what do you want to ask exactly

earnest pendant
#

The command to keep demand high is "demand_XY", but I don't know how to set it.

eternal lake
#

(are you dc5 by any chance?)

#

demand_XY is an "integer, only readable"

#

try demand_XY_offset

earnest pendant
#

May I see the text?

eternal lake
#

you have to hook this action to something and add needed values

#

or do it in lua

earnest pendant
#

I saw this commentary, but I don't understand.

eternal lake
#

I would recommend lua but it's completely different from json

#

have you ever made a plugin?

earnest pendant
#

I've never built a plugin from scratch. I have made it with a plug-in maker.

eternal lake
#

then I recommend creating a plugin first and then moving on to more advanced things like fun attribute

earnest pendant
#

Isn't the previous text valid?

eternal lake
#

first, it's a .txt file

#

second, it's just a function that's not attached to anything, so it won't work by itself

#

third, you didn't specify any parameters

earnest pendant
#

I wish I had a sample ...

eternal lake
#

depends what you're trying to achieve

earnest pendant
#

I want to make a plugin that raises demand to a high level ... I don't know what to do first.

analog wedge
#

@uneven marlin May I ask, why there's nothing in some categories?

#

I'm curious

uneven marlin
#

simply because no trains that fit those categories got added yet ^^

analog wedge
#

ooh

#

well i hope my suggestion will be added soon

hot maple
#

how do i download plugins on pc

terse void
#

The plugin store also exists on pc

#

But if you want it's way easier to get forum plugins on pc

hot maple
#

i see there are plugins but i can't download it

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and my game plugins store is broken

#

and i can only download from attacment?

terse void
#

Picture?

hot maple
#

like there are plugins mobile only?

#

or what?

terse void
#

No

#

The in game plugin store is where you get them

#

For forum plugins you're on the wrong section of the forum

hot maple
#

oh then can you sent me the link

terse void
#

You need to be here

#

Or just use in game store

hot maple
#

ok thanks

earnest pendant
#

Hello!

molten sand
#

I would like to add animations for diagonal car frames, but how?

Here's how to add animations for the first 4 old frames
"animation":[
{"id":"$headlightsJeep","pos":[X,Y,0,0,0,0,0,0],"frames":[0]},
...
]

odd jackal
#

Korea train pack json, how do you make it?

flat sonnet
#

@odd jackal
Same in car

sonic cypress
#

For the European/ American houses the decals float when on snowy area

terse void
#

Looks like bad misalignment of the texture

#

Who's the creator?

scenic marlin
#

This plug-in doesn't spaw any Van ;-;

earnest pendant
#

Is anyone there?

trail furnace
#

Uhhh.. did anyone ping me here?

earnest pendant
#

Can you listen to my question?

trail furnace
#

Sorry mate i cant, im busy

earnest pendant
#

I'm sorry.

#

Is there anyone else?

analog wedge
#

is there any problem?

earnest pendant
#

How can I build something and something at the same time?

analog wedge
#

Wdym

#

You mean, how to do two things at the same time?

#

If that's so, then

#

I don't think you can do that

#

@earnest pendant

earnest pendant
#

Is that so.

analog wedge
#

yes

#

you can't do that in theotown iirc

earnest pendant
#

I want to make a road with a water pipe, is it possible?

analog wedge
#

You want a water pipe as a road?

#

yeah yknow what, im not gonna waste my time

bright rain
#

@steel verge Could you send me the big angry pickle?

wicked frigate
bright rain
#

A bit too angry for my taste

earnest pendant
#

Thank you for teaching.

earnest pendant
#

I will install the plug-in immediately.

vivid totem
#

Is it possible to add icons?

vale minnow
#

yes

#

if your talking about categorises

vivid totem
#

no I mean icons for the sidebar buttons

hexed coral
#

In which directory should i put addons on Steam version, and in which format?

vale minnow
#

game file paths
▫️ Windows: C:\Users(insert username)\TheoTown
▫️ Linux: /home/$USER/TheoTown/
▫️ MacOS: maybe same as Linux, Apple be special

hexed coral
#

(may be a stupid question, but just in case) if I have installed the game on D:, I should search there or some part of game is put in C?

#

And should I make plugins folder inside TheoTown folder, and then put plugins there?

vale minnow
#

look in C: then if its not there look in D: @hexed coral

terse void
#

theotown folder can be found in your user folder

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itll essentially always be in c:

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zip plugins should be put in TheoTown/plugins

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in game plugin store plugins will be in managed plugins

hexed coral
#

Okay, thanks

fiery olive
#

@chilly zinc yo did you create the stream terrain plugin? the stream terrain on hillsides decided to turn itself into the void

terse void
#

Probably got to do with the new draw water tag

fiery olive
#

the issue has started to be reported at march 16th, so it's a pretty old issue

terse void
#

Well

#

Custom water got added march 8

#

And with it the draw water tag

molten sand
#

It's a prank! Actually, it was oil stream

terse void
#

usa would like to know your location

elder crypt
#

I want the twin towers for my city some people help me?

flat sonnet
#

How to do animation in fence?

hybrid depot
#

Hi everyone I want to ask ... How do you make the foundation of the building can be built like this?

hollow flax
#

"draw ground" : false, "frames": [{"bmp":"x.png", handle y": y}]

hollow flax
rocky geode
#

What is the change log for custom water? Pls Ping me when you reply

hybrid depot
terse void
#

your frames look massively misaligned

#

have you set your handles correctly?

hollow flax
#

the Y in handle y is number.

uneven marlin
#

How can i add night animations to a road decoration ? does anyone got a tutorial / sample ?

hollow flax
#
"animation": [
  {"id":"roaddeco"}, // will be layer 1
  {"id":"light"}, // will be layer 2 and overlap layer 1
],
"frames animation indices": [
  [roaddeco,light],  [0,1], ....
]```
molten sand
#

The indices will make you confuse, but it's logically easy

fiery olive
#

@flat sonnet that evergiven plugin of yours seems to be broken, please fix

flat sonnet
#

Awwts what version

fiery olive
#

1983

#

(my version of tt)

hybrid depot
#

That's bad news

vivid totem
#

Why does this code not work? In theory it should remove all pipes but it doesn’t. (Ignore the rest that stuff works)

steel verge
#

Are you sure builder library is available at that point?

vivid totem
#

Wdym?

#

The rest works only the line with remove pipe doesn’t

hollow flax
#

use Debug.toast to know where's the problem.

do
  Builder.remove(a,i)
  Debug.toast('Phase 1')
  Builder.buildZone(nil,a,i)
  Debug.toast('Phase 2')
  Builder.removePipe(a,i)
  Debug.toast('Phase 3')
end```

if no toast, there's a problem.
vivid totem
#

I tried that I know the problem is coming from the remove pipe line without it everything works

steel verge
#

works for me

vivid totem
#

hmm

hollow flax
vivid totem
#

Could you send your code?

vivid totem
#

ok

#

Im on ios, that means a older version of the game does that change anything?

steel verge
#

iOS doesn't have that feature yet

vivid totem
#

Oh ok

odd sphinx
#

how i can create plugins

vivid totem
vivid totem
earnest pendant
#

how does the "pedestrian zone" plugin work? I placed the zones and no pedestrians appeared

cedar stone
#

You place the benches where the 0eople span and place the pedestrian road

earnest pendant
#

I used Builder.isZoneBuildable(draft, x, y) and it didn't work

terse void
#

The luadocs have no mention of that function

#

Are you sure it exists?

#

Have you tried doinglua Debug.toast(Builder.isZoneBuildable)

hollow flax
#

exists... on future updates. maybe. bear_lol

terse void
#

Why not just make the function yourself

#

Checking whether a zone can be built on a tile isn't too hard

#

You only have to check if the tile is valid and if there's no other zone already present

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And maybe check for roads too

earnest pendant
#

ja

graceful lotus
#

Ask your plugin Auto Street Lamp by lobby

vivid totem
#

How to do these blue arrows?

eternal lake
#

add multiple frame objects

vivid totem
#

Oh ok

vale minnow
#

That's how flag set isn't coded per one frame

flat sonnet
#

How

eternal lake
#

"width": value

uneven marlin
#

@eternal lake Can i request help for something ?

eternal lake
#

sure, what is it?

uneven marlin
#

I want to make a road decoration, that when clicked on it, slows or stop a vehicle

#

while showing up different texture & having a different light animation

eternal lake
#

pretty sure you can use lua or fun for that

uneven marlin
#

Yeah i know, i tried to do so but i failed

eternal lake
#

you can define 2 buildings for those states

#

and use on click fun to remove the clicked building and replace it with different state

uneven marlin
#

I'll try that way then

vivid totem
eternal lake
#

yes

uneven marlin
#
        "id": "$Themax_TrExp_FrenchSemaphore1Night",
        "type": "animation",
        "light": true,
        "light switching": true,
        "frames": [
            {
                "bmp": "Themax_TrExp_FrenchSemaphore1Night.png",
                "count": 4,
                "h": 26,
                "w": 32
            }
        ],
        "rotation aware": true
  },
  {
    "id": "$Themax_TrExp_FrenchSemaphore1_1",
    "type": "animation",
    "frames": [
      {
        "bmp": "Themax_TrExp_FrenchSemaphore1.png",
        "x": 0,
        "w": 32,
        "handle y": 18
      }
    ]
  },
  {
    "id": "$Themax_TrExp_FrenchSemaphore1_2",
    "type": "animation",
    "frames": [
      {
        "bmp": "Themax_TrExp_FrenchSemaphore1.png",
        "x": 32,
        "w": 32,
        "handle y": 18
      }
    ]
  },
  {
    "id": "$Themax_TrExp_FrenchSemaphore1_3",
    "type": "animation",
    "frames": [
      {
        "bmp": "Themax_TrExp_FrenchSemaphore1.png",
        "x": 64,
        "w": 32,
        "handle y": 18
      }
    ]
  },
  {
    "id": "$Themax_TrExp_FrenchSemaphore1_4",
    "type": "animation",
    "frames": [
      {
        "bmp": "Themax_TrExp_FrenchSemaphore1.png",
        "x": 92,
        "w": 32,
        "handle y": 18
      }
    ]
  },
  {
    "id": "$Themax_TrExp_FrenchSemaphore1",
    "type": "road decoration",
    "title": "French Semaphore signaling 1",
    "text": "Semaphore signaling from France that greatly slow trains to simulate them stopping",
    "price": 100,
    "speed": 0.1,
    "frame animation indices": [
      [
        0,
        1
      ],
      [
        0,
        1
      ],
      [
        1
      ],
      [
        1
      ],
      [
        0
      ],
      [
        0
      ],
      [],
      [],
      [
        0,
        1
      ],
      [
        0,
        1
      ],
      [
        1
      ],
      [
        1
      ],
      [
        0
      ],
      [
        0
      ],
      [],
      []
    ],```
#
      [
        0,
        1
      ],
      [
        0
      ],
      [
        0,
        1
      ],
      [
        0
      ],
      [
        0,
        1
      ],
      [
        0
      ],
      [
        0,
        1
      ],
      [
        0
      ],
      [
        1
      ],
      [],
      [
        1
      ],
      [],
      [
        1
      ],
      [],
      [
        1
      ],
      []
    ],
    "animation": [
      {
        "id": "$Themax_TrExp_FrenchSemaphore1_1"
      },
      {
        "id": "$Themax_TrExp_FrenchSemaphore1_3"
      }
    ],
    "animation fg": [
      {
        "id": "$Themax_TrExp_FrenchSemaphore1_2"
      },
      {
        "id": "$Themax_TrExp_FrenchSemaphore1_4"
      }
    ],
    "required flag normal":true,
    "required flag train":true,
    "required flag tram":true,
    "required flag user0":true,
    "required flag maglev": true,
    "required flag monorail": true,
    "required flag high speed": true,
    "required flag subway": true,
    "line tool":true,
    "monthly price": 0,
    "category": "$cat_Themax_Train_Expansion_0_RoadDecoFrenchSignaling",
    "ordinal": "0",
    "super conductive": true,
    "influence passenger train": "5"
  }
]```
#

Alright so I would need help now

#

I want to add light animations to my semaphore signal

#

But I have no idea how I can add the night animation to each individual rotation / side / whatever it is

vivid totem
eternal lake
#

the same way as for other buildings, you can use "frame":value in your animation objects to define in which frames should animations light up

uneven marlin
#

how would it look in the json ?

eternal lake
#

"animation": [{... "frame": 0}]

#

of course add other parameters

uneven marlin
#

uh

#

ok i'll try

#

Well i failed.

#

I sent a dm to lobby on the forum regarding a problem i encountered

eternal lake
#

what is it exactly?

uneven marlin
#

It just doesnt show up or the animation is all weird

#

I am still experimenting a bit in case i find a solution

#

But i hardly have any experience with animations other than basic road animation & night animations

eternal lake
#

send it in my dms so I can take a look

uneven marlin
#

I will send one on the forum then

eternal lake
#

sure

hollow flax
#

first, seperate the light animations. you only need 2 animations for it. save the plugin texture if it only blank frame.
second, place the light animation in each indices same as you want to place it.
then you need to do like this :

"animation": [
  {"id":"roaddeco"}, // will be layer 1
  {"id":"light"}, // will be layer 2 and overlap layer 1
],
"frames animation indices": [
  [roaddeco,light],  [0,1], ....
]```
eternal lake
#

god I hate indices

hollow flax
#

i hate 64 frames indices. lol

molten sand
#

Hello, ian, I would like to use your lua codes as an experiment for car detections on crossroads. Do you have full zip for that?

hollow flax
uneven marlin
#

Is there a way to "hide" a building from the toolbar ?

#

Because i would like to add a "on-click" fun that delete a road decoration to replace it by another in a different rotation

#

edit : i dont need help anymore, i found how to do it

terse void
#

If you don't specify a category it shouldn't show up

uneven marlin
#

Well actually

#

i just use the "hidden" attribute

#

and i use on-click fun

#

I thought that part was hard but it was fairly easy

#

Now that means i might be able to add a preview frame of a semaphore

#

idk yet

lapis finch
#

How do I add a category for my plugin ?

vivid totem
#

Here is a tutorial about categorys

lapis finch
#

Thank you

vivid totem
#

No problem

odd jackal
terse void
#

you have a syntax error in your json

#

it should probably be ```json
"frames":[{"bmp":"KORAIL Series 1000 EMU Initial form2.png","count":4,"h":16,"w":84}],

hexed coral
#

I know this might be dumb, but i am trying to figure out car making. I made testing addon with car image and code from forum ("w":20, "h":20) I used v2:true, but they still display incorrectly. I tried adjusting w or h parameters but it didn't change. Should i somehow change them or image again?

#

cars are cropped and i think they are facing wrong side

#

I tried cropping edges, they look slightly better but with switched frames and some of them are still cropped

eternal lake
#

use v2:false

#

those are not v2 frames

hexed coral
#

oh ok

odd jackal
#

Bug

hexed coral
#

they hover and one of frames is just 2 pixels

#

I tried several other variants and sprites with/without cropping... can someone give me correct parameters and sprite or sample car addon?

#

I tried this and h 20 w 20

#

(didn't work)

vivid totem
#

any way to remove tunnels with lua?

hexed coral
#

almost found the solution, but cars still drive... the funny way

#

fixed

hexed coral
#

Is there a way to make automatic building unlockable after certain level?

#

Like, citizens can't build it until you reach certain level

hexed coral
#

Will it work if I just put level variable in code?

vivid totem
#

You mean like after reaching a level the building can be built? That would be possible

hexed coral
#

Yeah

#

Like, until certain level citizens/players can't build it. But after a certain level, it becomes buildable and people can upgrade their houses to it

vivid totem
#

"requirement":{
"requirements":[
{
"type":"RANK",
"data":{
"id":"$rnk_village_medium"
}
}
]
}

#

You would do it like this but change the rank to what you want.

vivid totem
hexed coral
#

` text `

#

Or ``` text ```

#

Thank you by the way

vivid totem
#

No problem

hexed coral
#

Where do I get rank codes like this?

#

Is it just in game ones with spaces replaced by _?

vivid totem
#

I think it’s just the Name of the Rank

hexed coral
#

Okay, thanks

vivid totem
#

What rank do you want your building at?

terse void
#

There's a forum article discussing it

#

You'll probably find it on the getting started page

hexed coral
#

Don't want to spoil my idea and progress for now

#

There probably should be a table somewhere on forum

terse void
#

There's an article on the forum detailing how to add requirements to your drafts

vivid totem
nocturne acorn
#

Hi

flat sonnet
#

How Can i change flag of bus stop?

rocky geode
#

How to use

function script:disable()

Does this will run a test first and if false the function will disable?

#

I need to disable my function script:daily() if an example building doesn't exist.

hollow flax
#
function script:daily()
  if City.countBuildings(exampleBuilding) > 0 then
    -- do something
  end
end```
rocky geode
#

Any alternative to reduce massive callings on active lua?

hollow flax
#

try to use script:nextDay()

rocky geode
#

but i also need x,y parameters that nextDay doest have

hollow flax
#

use City.getBuilding()

#

if you use daily, the script is must be attached to the building or road.

rocky geode
#

Yes it is attached

#

Is there any garbage collector function?

#

Ram: 2gb

hollow flax
#

but, i still suggest to use nextDay() and check the building coordinates with getBuilding. You can use a table if values for each building is different.

rocky geode
#

My code:

chEnemy(x,y) -- will check if given building id is on that tile,
diagonalFrame0-3(x,y) --remove that building at given position.

function script:daily(x,y,level)
Runtime.postpone(function()
if theresEnemy() then
local frame = Tile.getBuildingFrame(x,y)
for i = 4,20 do
 if chEnemy(x + i * -1,y + i * -1) and frame == 3 then
 diagonalFrame0(x,y)
 end
 if chEnemy(x + i,y + i * -1) and frame == 0 then
 diagonalFrame1(x,y)
end
if chEnemy(x + i,y + i) and frame == 1 then
diagonalFrame2(x,y)
end
if chEnemy(x + i * -1,y + i) and frame == 2 then
diagonalFrame3(x,y)
end
end
end)
end
terse void
#

Why is it postponed

hollow flax
#

place the if theresEnemy() condition before the Runtime.postpone.

hexed coral
#

I have a civilian building (And same problem goes to industrial), and car spawner in it's script, However, it still spawns vanilla vehicles. Is there any way to prevent others from spawning and leave only scripted ones?

steel verge
#

rci cars: 0

earnest pendant
#

The walls are too low right?

cedar stone
#

A person is 3 pixels high in TT, so if that's the scale you want, then it's ok

earnest pendant
#

Hm

hexed coral
#

I recommend you making walls at least 1 pixel taller

earnest pendant
#

Maybe a little bit taller

#

Yeah

#

Ill do that

#

Now for the roof

hexed coral
#

I may be wrong, but i think this channel is more for bugs and code issues

earnest pendant
#

Aight

trail furnace
#

@earnest pendant

The shadows*

earnest pendant
#

Yeh

#

Did i do the shadows correctly

trail furnace
#

Try to make the right side darker

earnest pendant
#

Oki

#

What happened to it

#

Its blurry

hexed coral
#

it's a small picture

#

it's supposed to be like that

earnest pendant
#

Alright

hexed coral
#

This is ok for theotown

#

but if you want to show it comfortably, you can save bigger version

#

most of apps have upscaling option

earnest pendant
#

Imma do that

#

Oops

hexed coral
#

?

earnest pendant
#

Wrong channel

#

@hexed coral like this?

eternal lake
#

more contrast would be nice

earnest pendant
#

Please explain

eternal lake
#

especially on the roof, it doesn't look quite good

eternal lake
#

like, contrast

earnest pendant
#

What's contrast?

#

Like more color?

eternal lake
#

the state of being strikingly different from something else in juxtaposition or close association.

#

maybe not the best explanation in the terms of graphic design

earnest pendant
#

Hm

#

Should i add more colors?

#

Color variants?

eternal lake
#

that's pretty much it, more difference

#

black and white are contrasting

earnest pendant
#

Ah, alright!

#

Hm?

hexed coral
#

I recommend you making right wall more darker

#

you're adding it in small steps

eternal lake
#

weird shading on the roof

earnest pendant
#

Ohh

bright harness
#

looking cool

uneven marlin
#

Happens as soon as i load the game with my olive tree plugin

#

And it only happens with that plugin on

#

and of course i dont understand a thing about what it says

#

So if anyone speak Crash Log, that would help

terse void
#

Looks like something to do with the height of your preview frame

uneven marlin
#
[
    {
        "author": "Themax",
        "frames": [
            {
                "bmp": "Themax_Olivetree1_Summer_01Medium_1.png"
            }
        ],
        "frames per tree": 1,
        "frames winter": [
            {
                "bmp": "Themax_Olivetree1_Winter_01Medium_1.png"
            }
        ],
        "id": "$Themax_Olivetree_1",
        "preview frames": [
            {
                "bmp": "Themax_OliveTree1_Icon.png"
            }
        ],
        "influence nature": 1,
        "influence noise": -1,
        "influence pollution": -1,
        "influence radioactive": -1,
        "auto build":true,
        "text": 
        "Olea europea, known as the olive tree is a tree commonly found around the mediterranean and mainly harvested for its fruit .",
        "title": "Olive Tree",
        "type": "tree"
    }
]
#

this is my code

#

but it's weird, ngl, since all of my trees got the same json just with different names

terse void
#

Yeah that seems to check out

steel verge
#

f = draft.previewFrames[frame - (draft.previewFrames.length > variants ? 0 : 1)];

uneven marlin
#

what does it means ?

steel verge
#

int variants = draft.frames.length / draft.framesPerTree;

uneven marlin
#

Uh

#

So what’s wrong basically

steel verge
#

draft.previewFrames[frame - (1 > 1 ? 0 : 1)];

uneven marlin
#

So what do i need to change

steel verge
#

0-1 = -1 invalid

#

Can't tell it from looking at it on the surface

#

Try removing variants per tree

#

frames per tree*

uneven marlin
#

Ok i will try

#

Might be because i only have 1 tree per variant for now

steel verge
#

yes

#

Did it work?

uneven marlin
#

I haven’t tested yet

hexed coral
#

Is there a way to quickly add upgrades as requirement for other buildings?

#

So they'll need building upgrade, not just building

#

(So I can make DSA style researches)

#

Or I need some variable stuff?

#

Is there a content.DSA file?

uneven marlin
#

It still crashes

#

Zip file

#

but it's getting really annoying now

hybrid depot
#

you have to add the code "auto build":false, So that the trees don't keep appearing if we want to make a new map

uneven marlin
#

I know about that

#

But i want a way to prevent the crashes

#

cause it has never happened to me before

hexed coral
#

how do i add night frames to buildings with several variations?

hexed coral
#

Is this even possible? Or I have to split them into different buildings?

steel verge
#

Yes

#

Just specify frame pos for animation

hexed coral
#

Can you show me an example? (Please)

steel verge
#

{animation object properties..., "frame":0} for first building variation
{animation object properties..., "frame":1} for second building variation
and etc

hexed coral
#
	{
	"frames":[
	{"bmp":(texture)}
	],
	"id":(Id),
	"light":true,
	"light switching":true,
	"type":"animation"
	},
	{
		"animation":[{"id":(Id),"x":0,"y":(y)}],
		(building properties)
		"light":true,
		"light switching":true
(building properties)
	}
]``` 
Btw I used to define night frames like this, don't know if is it the correct way but it worked...
#

(ignore the tabs)

#

I'll try adding your thing

eternal lake
#

you don't ad "light" and switching to building def

hexed coral
#

Oh ok

#

Oh

#

That should've been a mistake

#

Why is it added twice

earnest pendant
hexed coral
#

Also, may be a silly question, but how exactly should I use "frame" arg? I mean, should I use w-h-count with frame selection, of what?

hexed coral
#

That guy said "frames" and I thought that I can split image in frames, the same way as I do with car/road sprite sheets

uneven marlin
#

Alright

#

Idk why but it seems my olive tree will never work

hexed coral
#

Noooo don't give up

#

Does your game crash or what?

uneven marlin
#

The game instantly crash when i open the tree tab with those

#

Eh

#

i'll have to rewrite all the code i guess

hexed coral
#

Idk did you try the game without plugin?

uneven marlin
#

to be honest

#

there is no logical explanation as to why those crashes happen

steel verge
#

there is

uneven marlin
#

I tried everything and i couldn't find a single reason for those crashes

steel verge
#

just remove preview frame

uneven marlin
#

The preview frame does work perfectly with others plugins tho

hexed coral
#

Just in case

#

Try it if no solutions

uneven marlin
#

Yes, that's what i'll do

steel verge
#

In simple terms

#

It's a bug

#

It'll be fixed

uneven marlin
#

I removed the icon and it works fine now

#

which makes me wonder why the western hemlock and maritime pine dont cause any problem meanwhile

steel verge
#

How many tree frames does maritime pine have?

uneven marlin
#

48

#

24 winter frames & 24 summer frames

#

To be honest, i think the problems comes from the fact that preview frames for tree crashes when there is only 1 frame

steel verge
#

That's the issue

uneven marlin
#

Oh ok thanks.

#

Well i'll use the time before the new update to make the olive tree better

hexed coral
#

I think i am making dumb mistakes but i tried it like this

#

especially here

#

Lights don't work with script like this

#

if I put it outside of "frames" (which is probably closer to real solution or idk) it starts blinking

#

Maybe i didn't get it right and I shouldn't use "count"?

steel verge
#

why are you putting animation attribute inside draft frames array object?

hexed coral
#

if I put it outside of "frames" (which is probably closer to real solution or idk) it starts blinking

steel verge
#

Just put it in building draft

#

and merge animation array objects

hexed coral
steel verge
#

just send your entire code and I'll fix it

#

™️

hexed coral
#

k, one second

#
    {
    "frames":[{"bmp":"CBcivilTT_4_night.png","w":64,"h":126,"count":2}],
    "id":"$CBcivilTT_4_night",
    "light":true,
    "light switching":true,
    "type":"animation"
    },
   {
        "id": "$CBcivilianTT02",
        "type": "residential",
        "author": "Simon142",
        "width": 2,
        "height": 2,
    "animation":[{"id":"$CBcivilTT_4_night","x":0,"y":-126, "frame":0}],
        "frames": [
            {
                "bmp": "CBcivilTT_3.png"
        
            },
            {
                "bmp": "CBcivilTT_4.png"
        }
    ],
        "level": 2,
        "people": 116,
        "car spawner":[
               {
            "cars":     ["$flyingcivilcar"],
            "radius":50,
            "count":2
               }
    ]
    }
]```
#

@steel verge

#

(sorry bot)

steel verge
#
[
      {
        "frames": [{"bmp": "CBcivilTT_4_night.png","w": 64,"h": 126,"count": 2}],
        "id": "$CBcivilTT_4_night",
        "light": true,
        "light switching": true,
        "type": "animation"
    },
    {
        "id": "$CBcivilianTT02",
        "type": "residential",
        "author": "Simon142",
        "width": 2,
        "height": 2,
        "animation": [
          {"id": "$CBcivilTT_4_night","x": 0,"y": -126,"frame": 0},
          {"id": "$CBcivilTT_4_night","x": 0,"y": -126,"frame": 1}
        ],
        "frames": [
          {"bmp": "CBcivilTT_3.png"},
          {"bmp": "CBcivilTT_4.png"}
        ],
        "level": 2,
        "people": 116,
        "car spawner": [{
            "cars": ["$flyingcivilcar"],
            "radius": 50,
            "count": 2
        }]
    }
]
hexed coral
#

They still blink, maybe there is a problem with file?

steel verge
#

what do you mean blink?

hexed coral
steel verge
#

ah

#

Your animation object has multiple frames

#
      {
        "frames": [{"bmp": "CBcivilTT_4_night.png","w": 64,"h": 126,"count": 2}],
        "id": "$CBcivilTT_4_night",
        "light": true,
        "light switching": true,
        "type": "animation"
    }
#

count 2 will switch between 2 animation frames

hexed coral
#

I am probably doing something wrong, but I put your scripts and it's still blinking

earnest pendant
#

I need help

#

I need help, I have installed such a mod / plugin that adds ice, and now I want to remove it and I don't know its name. I can send the ss. I'm sorry if I write it with errors because I can't speak English

steel verge
#

could be kingtut's nature pack

earnest pendant
#

Ok

hexed coral
#

so how do i fix blinking?

steel verge
#

split frames into 2

earnest pendant
steel verge
#

I'm happy to help

hexed coral
#

I thought this thing was kind of splitting the frames

#

if you mean splitting images, that doesn't seem to work too

hexed coral
#

just in case, here is the sprite i was using

#

and separate

#

I feel like I am asking too much questions, but please help me with this one

#

I couldn't find tutorials on this on forum

hollow flax
#

just select one of them you want to use.

hexed coral
#

I have one building with different variations

#

And I want for each variation to use it's own texture, if possible

#

Is it possible or I have to split them?

hollow flax
#

split is better

hexed coral
#

Okay then

true sun
#

Moving my question here since it seems More appropriate

#

Question, I got a new phone, how do I get the same plugins on it, some I paid diamonds for.

trail furnace
#

Move the file

terse void
#

Plugin store plugins should be bound to the account you downloaded them with

flat sonnet
#

Wth

#

Help

true sun
eternal lake
#

all of them are player made lol

#

if you want to keep your forum plugins transfer the "plugins" folder

true sun
#

Oh that simple eh? Nice

#

Thanks

eternal lake
#

you're welcome

odd jackal
#

What should I do to get the back of the train?

#

[ { "author":"kiki012", "flagnormal":false, "flagtrain":true, "frames":[ { "bmp":"KORAILSeries1000EMUInitialform2.png", "count":4, "h":16, "w":21 } ], "id":"k2", "speed":1.5, "type":"car", "v2":true }, { "author":"Kiki012", "flagnormal":false, "flagtrain":true, "frames":[ { "bmp":"KORAILSeries1000EMUInitialform1.png", "count":4, "h":16, "w":21 } ], "id":"k1", "speed":1.5, "type":"car", "v2":true }, { "author":"kiki012", "flagnormal":false, "flagtrain":true, "frames":[ { "bmp":"KORAILSeries1000EMUInitialform3.png", "count":4, "h":16, "w":21 } ], "id":"ks2", "speed":1.5, "tail":[ "$car_null00", "k1", "$car_null00", "k2", "$car_null00", "k2", "$car_null00", "ks2" ], "type":"car", "v2":true }, { "author":"Kiki012", "buildtime":0, "capacity":5, "carspawner":[ { "cars":[ "ks2" ], "count":1, "radius":1000, "targets":[ "$PLT1" ] } ], "drawground":true, "frames":[ { "bmp":"k1.png" } ], "height":1, "id":"$PLT1", "influencepassengertrain":5, "monthlyprice":0, "needsroad":false, "ordinal":307, "power":"0", "price":100, "rotationaware":true, "separator":false, "text":"LoryTrainSpawnHere", "title":"LorySpawner", "type":"railwaystation", "water":"0", "width":1 } ]

eternal lake
#

are you kiki by any chance?

odd jackal
#

No

eternal lake
#

that formatting is terrible, and some things don't quite make sense

#

put spaces in values where they have to be

#

you don't put apostrophes around values and bools

odd jackal
#

Can you fix it?

eternal lake
# odd jackal No

I actually doubt since the author line literally says kiki but I'll let it pass

odd jackal
#

There is no one in Korea who can make train plug-ins.

#

I'm the first one to try.

eternal lake
#

railway station is not a valid type

#

well, it is but not quite going to work

#

I guess

#

also, what do you even want me to fix?

odd jackal
#

Look at this picture.

eternal lake
#

and what's the problem here?

odd jackal
#

Unlike the texture of the back of the train,

#

Please reverse the order of the frames.

eternal lake
#

please speak proper english

#

so you just want me to reverse the order?

flat sonnet
#

When i add tail 😔

trail furnace
#

Also, theres yt videos to help u and forum

hexed coral
#

Is there any way to make road suitable for only stated vehicles? (by IDs)

#

(So only chosen vehicles are allowed to drive on it)

terse void
#

Possible with flags

hexed coral
#

Hey, can someone give me airport zone border frames?

#

(spritesheet)

hexed coral
#

Is there any way to change helicopter speed?

hexed coral
#

And another question, is there a way to spawn multiple helicopters from one building?

flat sonnet
#

Only 1

hexed coral
flat sonnet
#

Idk about that

vivid totem
#

Why is the animation dev plugin not working?

#

I doesnt even show up for me when I download it

eternal lake
#

it's in the main region menu

vivid totem
#

Thanks!

hexed coral
#

I know this might be too much, but is there a way to make only some buildings auto-buildable on certain zone?

#

So it'll work like vanilla zones but with different buildings

steel verge
#

Don't think so

hexed coral
#

What if they'll work like vanilla zone as "parent"?

#

So you can code several commercial buildings, but make them buildable on your zone only

hexed coral
#

Is there a way to allow building "clip" on others?

#

(so you can place it even if the tile is occupied)

hexed coral
#

Is there a way to add monthly income to my plugins?

#

I want to make ad banner mechanics (You place an ad banner in your city, and get small revenue each month (5-70T) but it seems that only pro creators can use it

steel verge
#

"monthly price": -1

#

To have bigger monthly price, you need trusted plugin creator code

hexed coral
#

It doesn't allow negative prices

#

I tried

#

or -1 is allowed?

steel verge
#

-1 is allowed

hexed coral
#

ah ok

steel verge
#

Bigger values are allowed for trusted plugin creators

hexed coral
#

IMO they should allow it below 20 or 30...

#

but thanks

hexed coral
#

(sry, forgot to turn off mention)

steel verge
#

guess it isn't

hexed coral
#

:(

hollow flax
#

when is steam get 1989 update?

steel verge
#

eventually

bright harness
#

i didnt got 1982 update

#

reee

odd jackal
#

The train was disconnected.

#

Please fix json.

earnest pendant
hexed coral
#

I tried making bridges with this code from forum

#

and these are sprites I remade

#

into this (512 x 48)

#

these are 16 frames

#

but game still returns this

#

my bridge sprite differs from the original one, maybe this is the problem?

#

or how do I fix?

#

I literally pasted image and code from forum and still gives me an error

#

Is the problem with the tutorial?

#

I literally removed all other roads and all other uses of number 16 in bridge defs

#

And it gives me the same error

hollow flax
#

are you sure the frames are ok?

hexed coral
#

I tried with downloaded ones, same thing

hollow flax
#

your road frames

hexed coral
#

here are the ones I am testing

hollow flax
#

no, the "frames" tag

hexed coral
#

I might've changed it accidentally but it was working

#

it's the road def

hollow flax
#

that is. you need 16 frames

#

not 12

hexed coral
#

damn, makes sense, no idea how did I get 12, probably changed accidentally

#

I will try running the game now

#

It worked! thanks

hollow flax
#

yw

hexed coral
#

at least code works

#

but I should work on sprites

eternal lake
#

you are using old bridge frames

#

from before tt66

hexed coral
#

what ones should I use?

uneven marlin
#

@eternal lake Do you think you can help me with something ?

uneven marlin
#

Cause i would like to be able to rotate my city without having the train station slopped roof (which is a road decoration) facing the wrong way

bright harness
eternal lake
#

sure, drop it in my dms @uneven marlin

uneven marlin
#

Ok, sending it in DM on the forum

flat sonnet
#

How to default all road deco

But still have a flag support?

odd jackal
#

I entered the tail code, but the train was not connected.

#

I want you to fix it.

flat sonnet
#

?

flat sonnet
odd jackal
#

@flat sonnet

#

Connect me to the train.

flat sonnet
#

Code screenshot

odd jackal
#

@flat sonnet

hexed coral
#

What is the code for waste transport like this?

fiery olive
#

pretty sure it's for privileged creators only

hexed coral
fiery olive
#

oh

flat sonnet
terse void
#

If you're a trusted plugin creator you'll have access to the forum articles discussing waste disposal and how to do it

uneven marlin
rocky geode
#

@eternal lake can i know what's the new code for custom water

rocky geode
#

Oh god i need to make water frames once again

rocky geode
#

Open console then type drafts

#

I guess

vivid totem
#

Hmm now it works when I typed it before it didn’t.

vivid totem
#

Does anybody know in what version of TheoTown the Builder.Removepipe got added

hollow flax
#

i want to improve this plugin #plugin-showcase message but steam is still no update and i'm too lazy if do it on mobile. lol bear_fire_st

jovial panther
#

@hexed coral how r u bro???

hexed coral
#

What exactly are you talking about?

hybrid depot
#

hi everyone this time i will share an 8x8 grass foundation for your plugin project ... i hope you can make the plugins you want .. hopefully this will make it easier for you .. ok byee

terse void
#

you could just use draw ground true and it would be the same

ruby vale
#

and this is the old grass

#

this is the new one

keen phoenix
#

@hybrid depot

#

@hybrid depot

terse void
#

also having it be transparent will ensure it will match surrounding grass

#

for example if its polluted

fiery olive
tulip rockBOT
#

Jorry Kunn#8151 has been warned: pinging a person with no reason

hexed coral
#

If image file name will overlap with other filename in other plugin, will there be any problems?

fiery olive
#

wdym?

hollow flax
#

no, the path still different.

hexed coral
#

ah, path

#

didn't realise it

#

thanks

fiery olive
#

if you mean something like this, then yeah, it should be fine i think

#

or something like this, it should also be fine

hexed coral
#

I meant if there are two different plugins that have files with same names

fiery olive
#

oh

#

should be fine if the plugins don't use the same ids

terse void
#

Bro this man's got rectangular json

fiery olive
#

nah man my jsons are either circles or triangles

hexed coral
#

I got rectangles in json too, kind of

fiery olive
#

getting kinda offtopic, but yeah, my jsons are either triangles or circles

hexed coral
#

What can be the cause of problem/how do I fix

#

these are just repainted/original images from forum

#

nvm, turns out it's just sprite's fault

hollow flax
#

update. waiting TheoTown update on steam is slow until this update is done. bear_mine

hexed coral
#

oh sorry

#

wrong channel, just noticed

hexed coral
#

How do I add border fences like on airport zone? can someone give me template image?

terse void
#

not possible

hexed coral
#

bruh that's sad

steel verge
#

Possible

hexed coral
#

I checked spritesheets with airport stuff and couldn't find fences

#

where are they?

terse void
#

bruh

#

thought you said before that it wasnt

hexed coral
#

How do I add something to subcategory? I tried adding something to manual building ($cat_rci_parts00) But it didn't work, yet $cat_zone00 worked

eternal lake
#

I don't think you can add buildings to the manual build category

#

I'm not sure so you should probably ask ja or someone

hexed coral
#

I am trying to add my own category there

eternal lake
#

¯_(ツ)_/¯

hexed coral
#

I guess I'll just drop it in zones even though it wouldn't make sense

hexed coral
#

How do I avoid my building being put in manual building category?

eternal lake
#

there's none as far as I know, unless you use "hidden"

#

but that would hide your building from the whole toolbat

hexed coral
#

Sad

#

I want to imitate new building type and I have a category especially for it

#

instead it doubles in original category and mine

eternal lake
#

I guess that just how it works and there's not much we can do atm

jovial panther
#

Who want take this??

pseudo nymph
#

I dont want to be mean but they look like templates

#

shadows and details are missing and cars are soo randomly placed

jovial panther
#

Can help me

timid sand
#

How are tool plugins made? I don't want to make a plugin that does not include a building but a functionality

#

I cannot find the documentation for these ones

terse void
#

A draft does not need to be a building

#

There is a tool type for drafts

#

It's pretty much exclusively for lua scripts

#

What kind of functionality do you want to add?

#

If it's linked to a building the script should be attached to that

timid sand
#

I just want to make the inverse of the plant draft, instead of adding plants I just want to chop em'

#

(maybe a feature request? lol)

terse void
#

Ah

#

That shouldn't be too hard

#

Yeah then you need a tool draft

timid sand
#

What do you mean by a "draft"?

terse void
#

Probably what you refer to as a plugin

#

A draft can be a lot of things

#

A building is a draft

#

But a tool is also a draft

#

So are animations

timid sand
#

Ok then 🥸

#

found the lua docs

terse void
#

In your case you'll need a draft of type tool

#

You can specify it's category just like any other draft

#

Then attach your script to it with the script tag

#

You'll probably want to take advantage of real time script editing too

#

On how to use that

#

You should remove that when releasing your plugin

timid sand
#

What's the difference between the data and script tag?

terse void
#

You mean the type?

timid sand
#

yes

terse void
#

No clue

#

None that I can tell

#

Perhaps script drafts can't have frames

#

Or they're just aliases for each other

rocky geode
#

Does Region folder can encrypt?

vivid totem
#

No why should it

vivid totem
terse void
#

Why do you want to do that

#

The "binary" parts are probably just objects written with an ObjectOutputStream

#

Seeing as it's java

steel verge
#

The function is 300 lines

#

I ain't reading that

#

If you care

terse void
#

at what point does it just become import java.io.*

#

ah right gzip

#

that would make sense

split plinth
#

how do i get that green thing at the bottom

hexed coral
#

check pins

hexed coral
#

bottom of my fence doesn't show up

fiery olive
#

try shifting the sprite up by 1 pixel?

hexed coral
#

Didn't work last time

#

maybe I forgot to overwrite, idk

#

doesn't work

fiery olive
#

try shifting the sprite up by 1 pixel while keeping that base

hexed coral
#

u mean like this or what?

fiery olive
#

kind of, but copy that bottom most line and put it lower

#

like just double the line's width

hexed coral
#

k

fiery olive
#

how are comments for json files marked?

hexed coral
terse void
#

json files dont support comments

fiery olive
#

oh

terse void
#

luckily tt filters them out before parsing them

#

so yues

fiery olive
#

m

terse void
#

// will ignore the rest of the line

fiery olive
#

👍

#

ty

terse void
#

if youre using vscode you can switch your linter to json with comments

split plinth
terse void
#

Wrong url

lapis finch
#

The picture shows two textures of the plugin, the question is how to combine them into one plugin ?

cedar stone
#

Frames will take plugin space no amtter what

#

You can't just merge them

#

If you want to provide different frames

lapis finch
#

Here's how I can make the texture of the building from a different angle?

hexed coral
#

draw another texture

#

and add 2 images in frames

lapis finch
#

Is there any tutorial on how to do this or a topic on the forum, thank you in advance for the answer

hexed coral
#

There should be

#

Check tutorials and tips of whatever it's called

#

You can also choose 2 frames when uploading to plugin creator

split plinth
#

how do i apply animations to a plugin specifically a big ship

split plinth
cedar stone
#

The only thing that animations do is to animate the building itself

#

It doesn't move it

hexed coral
#

@split plinth do you want to make a ship decoration that stands in one place, or you want to make a ship that sails?

split plinth
#

yh make it move

#

but can you make a 4x4 tile move?

#

like this if i put a ship on this will the animation work on 4x4

hexed coral
#

You know that ships aren't preanimated, right?

#

Like,they didn't just make a lot of frames with changed sprite placement

split plinth
#

yh ik they arent pre-animated but if i code it will it work

#

bc i only saw 1 tile ships move before

hexed coral
#

You can make it slightly change it's position but you can't make it actually sail

#

(with animations)

#

Just make a normal ship dude, check a tutorial

split plinth
#

ok im just asking

hexed coral
#

I remember asking this question, but still... How do I apply different night frames for different frames of the same building?

split plinth
#

ILL MAKE A BIG OIL RIG SHIP THINGE

uneven marlin
#

Uh

#

I am gonna need some help

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This is not supposed to happen at all, lights shouldn't be switching, they should just be night animations of the following

#

Anyone knows a way to solve this ?

#

I know using "rotation aware" can work for props with 4 or 2 frames, except there are 8 frames like that and that thus, it either keep switching or it (with rotation aware) switch between 2 variants

#

I'll try something else in the coding

#

@terse void Do you have any idea how i can fix that ?

eternal lake
#

put them into separate ids

terse void
#

Idk

hexed coral
#

@uneven marlin I had the same problem (I guess)

split plinth
#

i need help making the bow of my ship

uneven marlin
#

Working to find a solution

hexed coral
#

Since I still haven't figured how to add different night animations to different frames

uneven marlin
#

sure

#

Well, as expected

#

it didnt work at all

split plinth
#

how is the bow?

uneven marlin
#

Still need some work

#

To give you an idea of how a bow should be, take a look at this

astral lodge
#

Hello, does anyone know the json script or how to create a json script for ship decorations plug-ins?

hybrid depot
eternal lake
#

@uneven marlin you can drop me the file so I could fix it, if you're still struggling with it

uneven marlin
#

sure i will

eternal lake
#

nice

uneven marlin
#

I'll send it in DM on the forum

eternal lake
#

sure

split plinth
uneven marlin
#

it's not bad

#

but you are your own judge

split plinth
#

i dont want any awkward shapes

#

like last time there was a big bump

split plinth
#

how's the bow

#

bow is pretty hard

hexed coral
#

not bad, but start of inclination on upper side feels too offset to right

split plinth
#

i was stuck an hour trying to get that round shape i just used the circle tool

hexed coral
#

@fiery olive I tried like this, still didn't work

fiery olive
#

oh

hexed coral
#

nvm

#

I changed handle y

split plinth
#

how is this

hexed coral
#

this line is in wrong direction

split plinth
#

but how is the incline

hexed coral
#

it should be like this

split plinth
#

which one

#

the base line

split plinth
hexed coral
#

better but still a bit wrong

#

you should watch out carefully for things like this

split plinth
hexed coral
#

I remember that there was a way to put repetitive code into template to use multiple times... Are there any forum tutorials on this?

#

yeah that's ok

split plinth
#

so the shapes all good

hexed coral
#

Idk, for me it's fine

hexed coral
#

where can i see them though?

eternal lake
#

in tutorials and docs, as usual

hexed coral
#

nvm, found it

#

I made this template

#

and put here

#

however, it asks for width and height

steel verge
#

your template is a residential

#

you can't set type with templates

hexed coral
#

hm ok

#

ahhh i should've noticed that, makes sense, thanks

hexed coral
#

where do i get ian's tool?

split plinth
#

can someone help me get a train texture

eternal lake
#

Animation Dev Tool

split plinth
eternal lake
#

No idea

#

probably

hexed coral
#

can someone give me png sprites of vanilla trees?

fiery olive
hexed coral
#

so how exactly should I pass null to frames?

#

If I want a building without frames

#

Empty brackets don't work btw

steel verge
#

you pass null object in frames array

split plinth
#

can someone please give me the png sprites of the game textures

eternal lake
eternal lake
#

lol

split plinth
#

thanks x2

eternal lake
#

you're welcome

pseudo nymph
#

yep

lapis finch
#

What size of the plugin image should be for the preview ?

cedar stone
fiery olive
#

i just use a 1024x1024 image

lapis finch
#

Thanks

pseudo nymph
#

in game preview image?

exotic scarab
#

Emmm... probably the Plugin image preview that you see in the Plugin Store, Im not sure

rocky geode
steel verge
#

That's just a json formatted header which is used to display city information in the menus

vivid totem
keen stone
#

Can someone explain me, how can i do the code of the upgrades from this plug in
I'm making a plug in of a building that can have several versions of night animations.

terse void
keen stone
terse void
#

it explains exactly what you want to do

#

you can use upgrades to overwrite attributes

#

this includes animations

#

and by extension night animations

keen stone
eternal lake
#

just add a new object?

terse void
#

upgrades is an array

#

just add another entry

#

like json "upgrades":[ {upgrade1}, {upgrade2} ]

eternal lake
#

and don't forget commas

terse void
#

*fixed

eternal lake
keen stone
#

And how would be the update code of two night animations like the ones in the picture

terse void
#

youd definte your night animations just like you normally would

#

then inside your upgrade youd have the animation tag and use it there

keen stone
#

Is this okay?

terse void
#

No

#

You have to define a separate animation draft

#

Then reference it's id

#

Also id in upgrade is supposed to be unique

#

As it's the identifier for the upgrade

#
[
    {animation draft},
    { Plugin draft
        With upgrade
    }
]
#

Also the light and light switching tags should be in the animation draft

keen stone
#

Ok

grand spruce
#

What is the error?

lapis finch
#

The "plugin creator" stopped working after creating the plugin , do you have the same problem ?

odd jackal
#

Light

#

BUG

odd jackal
#

[ { "frames":[ { "bmp":"FORMETAL1l.png" } ], "id":"$FORMETALl1", "light":true, "lightswitching":true, "type":"animation" }, { "frames":[ { "bmp":"FORMETAL2l.png" } ], "id":"$FORMETALl2", "light":true, "lightswitching":true, "type":"animation" }, { "frames":[ { "bmp":"FORMETAL3l.png" } ], "id":"$FORMETALl3", "light":true, "lightswitching":true, "type":"animation" }, { "frames":[ { "bmp":"FORMETAL4l.png" } ], "id":"$FORMETALl4", "light":true, "lightswitching":true, "type":"animation" }, { "frames":[ { "bmp":"FORMETAL5l.png" } ], "id":"$FORMETALl5", "light":true, "lightswitching":true, "type":"animation" }, { "frames":[ { "bmp":"FORMETAL6l.png" } ], "id":"$FORMETALl6", "light":true, "lightswitching":true, "type":"animation" }, { "animation":[ { "id":"$FORMETALl1", "x":0, "y":-41 }, { "id":"$FORMETALl2", "x":0, "y":-41 }, { "id":"$FORMETALl3", "x":0, "y":-16 }, { "id":"$FORMETALl4", "x":0, "y":-16 }, { "id":"$FORMETALl5", "x":0, "y":-11 }, { "id":"$FORMETALl6", "x":0, "y":-10 } ], "author":"mun08", "buildtime":1, "drawground":true, "frameanimationindices":[ [ 0 ], [ 1 ], [ 2 ], [ 3 ], [ 4 ], [ 5 ] ], "frames":[ { "bmp":"FORMETAL1.png" }, { "bmp":"FORMETAL2.png" }, { "bmp":"FORMETAL3.png" }, { "bmp":"FORMETAL4.png" }, { "bmp":"FORMETAL5.png" }, { "bmp":"FORMETAL6.png" } ], "height":3, "id":"FORMETAL", "influencepollution":0, "level":1, "needsroad":false, "people":100, "power":0, "price":0,

#

"text":"Formetalwasestablishedin1969underthenameofHyeopjindancheolandhasbeenaleaderintheKoreanforgedindustryfor40years.Itisacomprehensivemanufacturingplantequippedwithfreeandmolded,compositeandnonferrousmetalforgingfacilities.InadditiontothedevelopmentofKorea'smachineryindustry,weproducemajorpartsoftanks,whichareessentialmaterialsindustries,aswellasagriculturalmachinery,heavymachinery,andindustrialmachinery.Inparticular,weexportkeycomponentsofwindpowergenerators,whicharerenewableenergy,toKoreaandallovertheworld.(ko)포메탈은(주)협진단철이란회사이름으로1969년창립하여40년간의한국의단조공업을선도하는기업으로서,자유단조와금형단조및복합단조,비철금속단조설비를구비한종합단조공장입니다.한국의기계공업발전과더불어필수적인소재산업으로자동차,방위산업분야인탱크의주요핵심부품은물론농기계,ㅇ중장비,산업기계의부품을생산하고있습니다.특히우리나라를비롯한세계각국의녹색성장의정책으로서적극추진하고있는신재생에너지인풍력발전기의주요핵심부품을수년전부터수출하고있습니다.", "title":"FORMETAL", "type":"industrial", "wastedisposal":15, "water":0, "width":3 } ]

vivid totem
#

use animation dev plugin

trail furnace
#

Thats a long text..

fiery olive
#
use this next time please
rocky geode
#
[ 	{ "frames":[ { "bmp":"FORMETAL1l.png" } 	], "id":"$FORMETALl1", 
"light":true, 
"lightswitching":true, 
"type":"animation" 	}, 
{ 		"frames":[ { "bmp":"FORMETAL2l.png" 	} ],
	"id":"$FORMETALl2", 		
"light":true, 
"lightswitching":true, 		"type":"animation" 	}, 	{ 		"frames":[ { 	"bmp":"FORMETAL3l.png" } ], 
"id":"$FORMETALl3", 		
"light":true, 		
"lightswitching":true, 		"type":"animation" }, 
{ "frames":[ { "bmp":"FORMETAL4l.png" } ], 
"id":"$FORMETALl4", 		
"light":true, 
"lightswitching":true, 		"type":"animation" 	},
{ 	"frames":[ { "bmp":"FORMETAL5l.png" 		} 		], 		"id":"$FORMETALl5",
"light":true, 
"lightswitching":true, 
"type":"animation" }, { 		"frames":[ { "bmp""FORMETAL6l.png" 	} 	], 		"id":"$FORMETALl6", 
"light":true, 
"lightswitching":true, 
"type":"animation" 	}, { 		"animation":[ 
{ 	"id":"$FORMETALl1", 				"x":0, 	"y":-41 			}, 
{ 	"id":"$FORMETALl2", 				"x":0, 	"y":-41 			}, 			
{ "id":"$FORMETALl3", 				"x":0, 	"y":-16 			}, 
{ 	"id":"$FORMETALl4", 				"x":0, 	"y":-16 			}, 
{ 	"id":"$FORMETALl5", 				"x":0, 	"y":-11 	}, 
{ 	"id":"$FORMETALl6", 
"x":0, "y":-10 			} 		], 
"author":"mun08", 
"buildtime":1, 
"drawground":true, 		"frameanimationindices":[ 			[ 				0 			], 			[ 				1 			], 			[ 				2 			], 			[ 				3 			], 			[ 				4 			], 			[ 				5 			] 	], 		
"frames":[ 			
{ 	"bmp":"FORMETAL1.png" 	}, 			{ 	"bmp":"FORMETAL2.png" },
 { "bmp":"FORMETAL3.png"}, 		
{ 	"bmp":"FORMETAL4.png" }, 
{ 	"bmp":"FORMETAL5.png" }, 			{ 	"bmp":"FORMETAL6.png" 			} 		], 		
"height":3, 
"id":"FORMETAL", 		"influencepollution":0, 		"level":1, 
"needsroad":false, 		"people":100, 
"power":0, 
"price":0,
terse void
#

lemme format that real quick

rocky geode
#

I need idea for the rank flags for my plugin AoS and how each will look like base on its rank these is automatically change by the current city rank and can be seen under national/allied flag, but i doubt if i will make a contest on my channel

odd jackal
#

@rocky geode

odd jackal
trail furnace
#

Uhh

odd jackal
#

I don't think I recognize the night view of the building.

rocky geode
#

I just re format your code not to fix

hybrid depot
#

The front of the ship was cut by the water ... why

dire maple
#

same to other ship decoration plugins in mine

trail furnace
#

I said it before

#

It happens to my yacht plugin to

#

But i fixed it

hexed coral
#

Is tgere a way to make disable some needs (not really needs but idk how to call them) (e.g. park, pollution, or something) for a building?

split plinth
hexed coral
#

Btw, another question.... Is it possible to allow building clip into others?

terse void
#

Yes

#

If your graphics are larger than specified building size

#

You'll have to make sure you put the correct handle

pseudo nymph
hexed coral
#

@terse void nah, I meant, is there a way to make placing a building directly in another possible?

terse void
#

ah

#

probably not

hexed coral
#

Sad, I think it could be useful for decorations and modular stuff

terse void
#

¯_(ツ)_/¯

#

probably best to just use upgrades for that

#

unless you want something that can be placed on all buildings

#

then youre kinda screwed

hexed coral
#

I don't think upgrades can be good for that, sadly...

hybrid depot
#

because he's a file from the plugin store .. I can't edit it

copper herald
frank crane
#

i think its a plugin problem before i downloaded the plugins it still worked and now:

terse void
#

How many plugins?

fiery olive
#

activate windows smh

steel verge
#

Looks like you've run out of texture space

frank crane
#

i think 37

#

lel i have waiting and restart it now again and it work mhh..
this is buggy but i have restarted the game after the crash 5times and it don't work and now mhh

terse void
#

can you go into console and use the command "pt"

#

then look in the top left for fill ratio

#

should tell you how much plugin texture space is in use

frank crane
#

which console from windows?

terse void
#

in game