#plugin-support
1 messages · Page 28 of 1
Just wait , sometimes happens to me and i keep doing something after an 45 mins must be fine again
ok
?
wdym overlapping?
The light animation is on top of the winter frames
yeah, that's how animations work, they are placed over frames
@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.
I think the spawn frequency may be a bit low.
It’s lower than the in-game trains.
Place 2 stations that spawn trains, separarted by each other and connect them with rail
To get trains to spawn you first need to build a spawner and select the wanted train using updates and then add an "arrival station" since it’s those stations that the train goes to, which makes them spawn.
@earnest pendant can you add ability for pipes under roads plugin to also build underground cables?
Is anyone there?
yes, why?
Kulcha teacher!
...what?
I want to ask you!
then go ahead?
It's a virtual variable
The command to keep demand high is "demand_XY", but I don't know how to set it.
(are you dc5 by any chance?)
demand_XY is an "integer, only readable"
try demand_XY_offset
I saw this commentary, but I don't understand.
I would recommend lua but it's completely different from json
have you ever made a plugin?
I've never built a plugin from scratch. I have made it with a plug-in maker.
then I recommend creating a plugin first and then moving on to more advanced things like fun attribute
Isn't the previous text valid?
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
I wish I had a sample ...
depends what you're trying to achieve
I want to make a plugin that raises demand to a high level ... I don't know what to do first.
simply because no trains that fit those categories got added yet ^^
how do i download plugins on pc
The plugin store also exists on pc
But if you want it's way easier to get forum plugins on pc
i see there are plugins but i can't download it
and my game plugins store is broken
and i can only download from attacment?
Picture?
No
The in game plugin store is where you get them
For forum plugins you're on the wrong section of the forum
oh then can you sent me the link
ok thanks
Hello!
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":"$headlightsJeep","pos":[X,Y,0,0,0,0,0,0],"frames":[0]},
...
]
@odd jackal
Same in car
For the European/ American houses the decals float when on snowy area
This plug-in doesn't spaw any Van ;-;
Is anyone there?
Uhhh.. did anyone ping me here?
Can you listen to my question?
Sorry mate i cant, im busy
How can I build something and something at the same time?
Wdym
You mean, how to do two things at the same time?
If that's so, then
I don't think you can do that
@earnest pendant
Is that so.
I want to make a road with a water pipe, is it possible?
@steel verge Could you send me the big angry pickle?
There is a plugin for that
A bit too angry for my taste
Thank you for teaching.
I will install the plug-in immediately.
Is it possible to add icons?
no I mean icons for the sidebar buttons
In which directory should i put addons on Steam version, and in which format?
game file paths
▫️ Windows: C:\Users(insert username)\TheoTown
▫️ Linux: /home/$USER/TheoTown/
▫️ MacOS: maybe same as Linux, Apple be special
(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?
look in C: then if its not there look in D: @hexed coral
theotown folder can be found in your user folder
itll essentially always be in c:
zip plugins should be put in TheoTown/plugins
in game plugin store plugins will be in managed plugins
Okay, thanks
@chilly zinc yo did you create the stream terrain plugin? the stream terrain on hillsides decided to turn itself into the void
Probably got to do with the new draw water tag
the issue has started to be reported at march 16th, so it's a pretty old issue
It's a prank! Actually, it was oil stream
usa would like to know your location
I want the twin towers for my city some people help me?
How to do animation in fence?
Hi everyone I want to ask ... How do you make the foundation of the building can be built like this?
"draw ground" : false, "frames": [{"bmp":"x.png", handle y": y}]
update your TT to 1982 
What is the change log for custom water? Pls Ping me when you reply
Thank you
does not work
Unfortunately I haven't got that update yet :(
the Y in handle y is number.
How can i add night animations to a road decoration ? does anyone got a tutorial / sample ?
"animation": [
{"id":"roaddeco"}, // will be layer 1
{"id":"light"}, // will be layer 2 and overlap layer 1
],
"frames animation indices": [
[roaddeco,light], [0,1], ....
]```
The indices will make you confuse, but it's logically easy
@flat sonnet that evergiven plugin of yours seems to be broken, please fix
Awwts what version
That's bad news
Why does this code not work? In theory it should remove all pipes but it doesn’t. (Ignore the rest that stuff works)
Are you sure builder library is available at that point?
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.
I tried that I know the problem is coming from the remove pipe line without it everything works
hmm
no problemo
Could you send your code?
i tried your code.
iOS doesn't have that feature yet
Oh ok
how i can create plugins
How did you do the white button btw
how does the "pedestrian zone" plugin work? I placed the zones and no pedestrians appeared
You place the benches where the 0eople span and place the pedestrian road
I used Builder.isZoneBuildable(draft, x, y) and it didn't work
The luadocs have no mention of that function
Are you sure it exists?
Have you tried doinglua Debug.toast(Builder.isZoneBuildable)
exists... on future updates. maybe. 
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
And maybe check for roads too
ja
Ask your plugin Auto Street Lamp by lobby
How to do these blue arrows?
add multiple frame objects
Oh ok
That's how flag set isn't coded per one frame
"width": value
@eternal lake Can i request help for something ?
sure, what is it?
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
pretty sure you can use lua or fun for that
Yeah i know, i tried to do so but i failed
you can define 2 buildings for those states
and use on click fun to remove the clicked building and replace it with different state
I'll try that way then
How do I do it like this?
yes
"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
thx
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
how would it look in the json ?
uh
ok i'll try
Well i failed.
I sent a dm to lobby on the forum regarding a problem i encountered
what is it exactly?
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
send it in my dms so I can take a look
I will send one on the forum then
sure
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], ....
]```
god I hate indices
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?
here you go
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
If you don't specify a category it shouldn't show up
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
How do I add a category for my plugin ?
Thank you
No problem
Bug help
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}],
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
oh ok
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)
any way to remove tunnels with lua?
Is there a way to make automatic building unlockable after certain level?
Like, citizens can't build it until you reach certain level
Will it work if I just put level variable in code?
You mean like after reaching a level the building can be built? That would be possible
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
"requirement":{
"requirements":[
{
"type":"RANK",
"data":{
"id":"$rnk_village_medium"
}
}
]
}
You would do it like this but change the rank to what you want.
Btw how do I highlight code in the channels like for example here.
No problem
Where do I get rank codes like this?
Is it just in game ones with spaces replaced by _?
I think it’s just the Name of the Rank
Okay, thanks
Never mind I just checked I don’t think that’s it.
What rank do you want your building at?
There's a forum article discussing it
You'll probably find it on the getting started page
Idk, probably some real late game
Don't want to spoil my idea and progress for now
There probably should be a table somewhere on forum
There's an article on the forum detailing how to add requirements to your drafts
Yes you should search there
Hi
How Can i change flag of bus stop?
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.
function script:daily()
if City.countBuildings(exampleBuilding) > 0 then
-- do something
end
end```
These will always execute on debug that will cause lag
Any alternative to reduce massive callings on active lua?
try to use script:nextDay()
but i also need x,y parameters that nextDay doest have
use City.getBuilding()
if you use daily, the script is must be attached to the building or road.
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.
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
Why is it postponed
place the if theresEnemy() condition before the Runtime.postpone.
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?
rci cars: 0
A person is 3 pixels high in TT, so if that's the scale you want, then it's ok
Hm
I recommend you making walls at least 1 pixel taller
I may be wrong, but i think this channel is more for bugs and code issues
and #plugin-discussion for drawing progress
Aight
@earnest pendant
The shadows*
Try to make the right side darker
Alright
This is ok for theotown
but if you want to show it comfortably, you can save bigger version
most of apps have upscaling option
?
more contrast would be nice
Please explain
especially on the roof, it doesn't look quite good
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
looking cool
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
Looks like something to do with the height of your preview frame
[
{
"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
Yeah that seems to check out
f = draft.previewFrames[frame - (draft.previewFrames.length > variants ? 0 : 1)];
what does it means ?
int variants = draft.frames.length / draft.framesPerTree;
draft.previewFrames[frame - (1 > 1 ? 0 : 1)];
So what do i need to change
0-1 = -1 invalid
Can't tell it from looking at it on the surface
Try removing variants per tree
frames per tree*
I haven’t tested yet
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?
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
I know about that
But i want a way to prevent the crashes
cause it has never happened to me before
how do i add night frames to buildings with several variations?
Is this even possible? Or I have to split them into different buildings?
Can you show me an example? (Please)
{animation object properties..., "frame":0} for first building variation
{animation object properties..., "frame":1} for second building variation
and etc
{
"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
you don't ad "light" and switching to building def
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?
Y axis
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
The game instantly crash when i open the tree tab with those
Eh
i'll have to rewrite all the code i guess
Idk did you try the game without plugin?
there is
I tried everything and i couldn't find a single reason for those crashes
just remove preview frame
The preview frame does work perfectly with others plugins tho
Yes, that's what i'll do
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
How many tree frames does maritime pine have?
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
That's the issue
Oh ok thanks.
Well i'll use the time before the new update to make the olive tree better
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"?
why are you putting animation attribute inside draft frames array object?
if I put it outside of "frames" (which is probably closer to real solution or idk) it starts blinking

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)
[
{
"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": ["$flyingcivilcar"],
"radius": 50,
"count": 2
}]
}
]
They still blink, maybe there is a problem with file?
what do you mean blink?
ah
Your animation object has multiple frames
{
"frames": [{"bmp": "CBcivilTT_4_night.png","w": 64,"h": 126,"count": 2}],
"id": "$CBcivilTT_4_night",
"light": true,
"light switching": true,
"type": "animation"
}
count 2 will switch between 2 animation frames
I am probably doing something wrong, but I put your scripts and it's still blinking
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
could be kingtut's nature pack
Ok
so how do i fix blinking?
split frames into 2
thanks, it worked :)
I'm happy to help
I thought this thing was kind of splitting the frames
if you mean splitting images, that doesn't seem to work too
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
just select one of them you want to use.
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?
split is better
Okay then
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.
Move the file
Plugin store plugins should be bound to the account you downloaded them with
I was talking about the player made ones
all of them are player made lol
if you want to keep your forum plugins transfer the "plugins" folder
you're welcome
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 } ]
are you kiki by any chance?
No
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
I actually doubt since the author line literally says kiki but I'll let it pass
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?
and what's the problem here?
Is there any way to make road suitable for only stated vehicles? (by IDs)
(So only chosen vehicles are allowed to drive on it)
Possible with flags
Is there any way to change helicopter speed?
And another question, is there a way to spawn multiple helicopters from one building?
Only 1
and about speed?
Idk about that
Why is the animation dev plugin not working?
I doesnt even show up for me when I download it
it's in the main region menu
Thanks!
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
Don't think so
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
Is there a way to allow building "clip" on others?
(so you can place it even if the tile is occupied)
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
"monthly price": -1
To have bigger monthly price, you need trusted plugin creator code
-1 is allowed
ah ok
Bigger values are allowed for trusted plugin creators
guess it isn't
:(
when is steam get 1989 update?
eventually
Staged rollout, wait as not everyone receives the update on google play store, this is not a developer's or Google's fault
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
are you sure the frames are ok?
I tried with downloaded ones, same thing
your road frames
here are the ones I am testing
no, the "frames" tag
damn, makes sense, no idea how did I get 12, probably changed accidentally
I will try running the game now
It worked! thanks
yw
what ones should I use?
@eternal lake Do you think you can help me with something ?
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
i got it a few moment ago , thanks
sure, drop it in my dms @uneven marlin
Ok, sending it in DM on the forum
How to default all road deco
But still have a flag support?
?
Place the tail in head car
Code screenshot
What is the code for waste transport like this?
pretty sure it's for privileged creators only
I already figured it out and it worked
oh
Make sure this is the train spawn in your spawner
If you're a trusted plugin creator you'll have access to the forum articles discussing waste disposal and how to do it
It seems your train has the same id as individual carriages, which would explain why it doesnt spawn correctly
@eternal lake can i know what's the new code for custom water
Oh god i need to make water frames once again
Hmm now it works when I typed it before it didn’t.
Does anybody know in what version of TheoTown the Builder.Removepipe got added
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 
@hexed coral how r u bro???
What exactly are you talking about?
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
you could just use draw ground true and it would be the same
also having it be transparent will ensure it will match surrounding grass
for example if its polluted
don't ping him multiple times for no reason
Jorry Kunn#8151 has been warned: pinging a person with no reason
If image file name will overlap with other filename in other plugin, will there be any problems?
wdym?
no, the path still different.
if you mean something like this, then yeah, it should be fine i think
or something like this, it should also be fine
I meant if there are two different plugins that have files with same names
Bro this man's got rectangular json
nah man my jsons are either circles or triangles
I got rectangles in json too, kind of
getting kinda offtopic, but yeah, my jsons are either triangles or circles
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
update. waiting TheoTown update on steam is slow until this update is done. 
How do I add border fences like on airport zone? can someone give me template image?
not possible
bruh that's sad
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
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
I am trying to add my own category there
¯_(ツ)_/¯
I guess I'll just drop it in zones even though it wouldn't make sense
How do I avoid my building being put in manual building category?
there's none as far as I know, unless you use "hidden"
but that would hide your building from the whole toolbat
Sad
I want to imitate new building type and I have a category especially for it
instead it doubles in original category and mine
I guess that just how it works and there's not much we can do atm
I dont want to be mean but they look like templates
shadows and details are missing and cars are soo randomly placed
Can help me
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
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
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)
What do you mean by a "draft"?
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
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
What's the difference between the data and script tag?
You mean the type?
yes
No clue
None that I can tell
Perhaps script drafts can't have frames
Or they're just aliases for each other
Does Region folder can encrypt?
No why should it
Parts of it are already binary
Why do you want to do that
The "binary" parts are probably just objects written with an ObjectOutputStream
Seeing as it's java
at what point does it just become import java.io.*
ah right gzip
that would make sense
how do i get that green thing at the bottom
check pins
try shifting the sprite up by 1 pixel?
try shifting the sprite up by 1 pixel while keeping that base
u mean like this or what?
kind of, but copy that bottom most line and put it lower
like just double the line's width
k
how are comments for json files marked?
i think it's like:
"very smart code you wouldn't understand" // explanation
json files dont support comments
oh
m
// will ignore the rest of the line
if youre using vscode you can switch your linter to json with comments
is https://pca.theotown.com/creator offline
The picture shows two textures of the plugin, the question is how to combine them into one plugin ?
Frames will take plugin space no amtter what
You can't just merge them
If you want to provide different frames
Here's how I can make the texture of the building from a different angle?
Is there any tutorial on how to do this or a topic on the forum, thank you in advance for the answer
There should be
Check tutorials and tips of whatever it's called
You can also choose 2 frames when uploading to plugin creator
how do i apply animations to a plugin specifically a big ship
so can you move a 4x4 tile with animations
The only thing that animations do is to animate the building itself
It doesn't move it
@split plinth do you want to make a ship decoration that stands in one place, or you want to make a ship that sails?
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
You know that ships aren't preanimated, right?
Like,they didn't just make a lot of frames with changed sprite placement
yh ik they arent pre-animated but if i code it will it work
bc i only saw 1 tile ships move before
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
ok im just asking
I remember asking this question, but still... How do I apply different night frames for different frames of the same building?
ILL MAKE A BIG OIL RIG SHIP THINGE
Uh
I am gonna need some help
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 ?
put them into separate ids
Idk
@uneven marlin I had the same problem (I guess)
i need help making the bow of my ship
Working to find a solution
Can you show me your solution when you finish?
Since I still haven't figured how to add different night animations to different frames
how is the bow?
Still need some work
To give you an idea of how a bow should be, take a look at this
Hello, does anyone know the json script or how to create a json script for ship decorations plug-ins?
Wow that's so beautiful
@uneven marlin you can drop me the file so I could fix it, if you're still struggling with it
sure i will
nice
I'll send it in DM on the forum
sure
how is the back/stern
not bad, but start of inclination on upper side feels too offset to right
i was stuck an hour trying to get that round shape i just used the circle tool
@fiery olive I tried like this, still didn't work
oh
how is this
this line is in wrong direction
i just did that as the base of the incline
but how is the incline
it should be like this
now?
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
so the shapes all good
Idk, for me it's fine
yes, see templates
where can i see them though?
in tutorials and docs, as usual
nvm, found it
I made this template
and put here
however, it asks for width and height
where do i get ian's tool?
can someone help me get a train texture
is there any train texture in the forum
can someone give me png sprites of vanilla trees?
so how exactly should I pass null to frames?
If I want a building without frames
Empty brackets don't work btw
you pass null object in frames array
can someone please give me the png sprites of the game textures
bruh I was about to
lol
thanks x2
you're welcome
yep
What size of the plugin image should be for the preview ?
Any. As always it's a 1:1 aspect ratio (to avoid cutting things off)
i just use a 1024x1024 image
Thanks
in game preview image?
Emmm... probably the Plugin image preview that you see in the Plugin Store, Im not sure
'Cause some of it can be modified such as its city.json
That's just a json formatted header which is used to display city information in the menus
Yeah I know
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.
It does not explain what I want to do
it explains exactly what you want to do
you can use upgrades to overwrite attributes
this includes animations
and by extension night animations
What I mean is that how can I add more than one update, they only explain how to add one.
just add a new object?
upgrades is an array
just add another entry
like json "upgrades":[ {upgrade1}, {upgrade2} ]
and don't forget commas
*fixed

And how would be the update code of two night animations like the ones in the picture
youd definte your night animations just like you normally would
then inside your upgrade youd have the animation tag and use it there
Is this okay?
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
Ok
What is the error?
The "plugin creator" stopped working after creating the plugin , do you have the same problem ?
[ { "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 } ]
use animation dev plugin
Thats a long text..
use this next time please
[ { "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,
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
@rocky geode
Uhh
I don't think I recognize the night view of the building.
I just re format your code not to fix
The front of the ship was cut by the water ... why
same to other ship decoration plugins in mine
The width and height must be bigger
I said it before
It happens to my yacht plugin to
But i fixed it
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?
what is the name of that plugin
Btw, another question.... Is it possible to allow building clip into others?
Yes
If your graphics are larger than specified building size
You'll have to make sure you put the correct handle
ngl, they look nice with that cut tho. Reminds me river ships in china' canals
@terse void nah, I meant, is there a way to make placing a building directly in another possible?
Sad, I think it could be useful for decorations and modular stuff
¯_(ツ)_/¯
probably best to just use upgrades for that
unless you want something that can be placed on all buildings
then youre kinda screwed
I don't think upgrades can be good for that, sadly...
Freighter by maximum
because he's a file from the plugin store .. I can't edit it
I would recommend going modular to save space
i think its a plugin problem before i downloaded the plugins it still worked and now:
How many plugins?
activate windows smh
Looks like you've run out of texture space
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
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
which console from windows?
in game
