Mods / Natural Trail Mod - CUPdated

Tags: #Cosmetics #QoL
Author: ProfCupcake
Side: Both
Created: Jan 16th at 2:13 PM
Last modified: Jan 31st at 6:05 PM
Downloads: 15658
Follow Unfollow 376

Latest release (for Vintage Story 1.20.3, outdated):
trailmodcupdate_1.2.1.zip  1-click install


Before running this mod on an existing game world, please, please, please, backup your gameworld and test the mod on a clean level so that you are sure you like what it does. This mod makes permanant changes to your gameworld that are not easy to revert.

This is a reupload of Grifthegnome's fantastic Natural Trail Mod updated for compatibility with 1.20. 

I will not be adding new features or developing the mod in any way other than fixing/updating it for the latest version. 

For a proper descripton, see the original mod's page.

This will only cover the changes made here. 

New Config Options

This version has separated the old onlyTrampleFoliageOnTrailCreation option into three separate ones for grass, flowers, and ferns. See below for defaults. 

There is also an option to enable trampling for creative mod players, named creativeTrampling

"onlyTrampleGrassOnTrailCreation": false,
"onlyTrampleFlowersOnTrailCreation": true,
"onlyTrampleFernsOnTrailCreation": true

"creativeTrampling": false

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.2.1 10449 Jan 31st at 6:05 PM trailmodcupdate_1.2.1.zip 1-click install

Config changes this update; regenerate your config

New config option: creativeTrampling, giving the option to allow creative-mode players to trample. 

1.2.0 2798 Jan 21st at 4:16 PM trailmodcupdate_1.2.0.zip 1-click install

Config changes this update - regenerate your config file

  • Polish translation, thanks to Gerard_
  • "only trample on trail creation" config option now split into 3 separate options for grass, flowers, and ferns
  • Fixed carpets etc. getting broken when the block changed (not an ideal solution: there is a noticeable "flicker" when it happens)
1.1.1 780 Jan 20th at 2:50 PM trailmodcupdate_1.1.1.zip 1-click install

Added German translation, thanks to drakrochma

1.1.0 1631 Jan 16th at 2:14 PM trailmodcupdate_1.1.0.zip 1-click install

trailmod updated for 1.20:-

  • minRangeToClient is now minHorRangeToClient: replaced
  • commented out entity.Collided check, as it appears to be unreliable now
  • added red clay to clay list

80 Comments (oldest first | newest first)

💬 Gapplepie1985, 1 day ago

is it rude to request 1.21.1?

💬 PureWinter, Oct 18th at 11:48 PM

Continued - Feel free to paste my code snippet fix to yours and grab the language files if you want to maintain the updates going forward. 
https://news.kalataka.ru/trailmodupdated

💬 eerino, Oct 14th at 6:54 AM

i love this mod but had to remove it due to stupid MacOs and Opengl being so out of date. Now im left with dozens of white question mark blocks inside and surrounding my base. What do I do? 

💬 Wyche, Oct 13th at 6:36 PM

Ahh I miss this mod so much, making manual trails is an annoyance I don't like

💬 Beedy, Oct 5th at 9:20 PM

Can you plaese update the mod for 1.21.2 which will be the last update before the next major update which will take a long time.

💬 FatRefrigerator, Sep 12th at 4:19 PM

seaseraphic have you tested it with one of the unofficial updates?

💬 terci, Sep 2nd at 3:12 AM

Crashing in 1.21.0 : System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.minHorRangeToClient'.

 

Crash Report
Running on 64 bit Windows 10.0.22000.0 with 32712 MB RAMGame Version: v1.21.0 (Stable)9/1/2025 11:11:29 PM: Critical error occurred in the following mod: trailmodcupdate@1.2.1Loaded Mods: aaainstandtemporalmobdrops@1.1.0, allsideshaveresin@1.0.0, autopanning@1.0.1, barkbeetle@1.0.4, chiseltools@1.15.1, clickuptorches@1.1.1, landformoverhaul@1.0.1, flickeringlights@0.1.2, spawngiantwaterlilies@1.0.0, immersiveorecrush@2.2.4, juicyores@1.0.0, manualscraping@1.3.0, moreundergarments@0.0.1, overhaullib@1.5.0, packyourshovel@1.0.8, particlesplus@1.2.1, prospecttogether@2.0.7, game@1.21.0, vsimgui@1.1.8, AbsoluteProspecting@1.500.3, egocaribautomapmarkers@4.0.2, carryon@1.10.4, commonlib@2.6.1, configlib@1.10.1, craftablecartography@0.2.14, dampenedanvil@1.1.0, farseer@1.3.2, hidenametagsmod@1.20.12, joyofsailing@1.4.0, knapster@2.14.6, lessbears@1.0.0, NubAutoWalker@1.2.1, pelaguswinds@1.2.2, pomshadercache@1.1.2-rc.1, radialgear@1.0.0, rivers@4.1.0, scaffolding@1.0.0, simplefootstepsredux@1.0.3, somethinginthewater@1.2.6, spawnhighlight@1.2.0, statushudcont@3.3.1, stepupcontinued@0.0.1, temporaltempest@0.2.2, togglemousecontrol@1.3.0, toolsanimations@1.2.3, trailmodcupdate@1.2.1, volumetricshadingrefreshed@0.99.0, creative@1.21.0, survival@1.21.0, pickupartist@0.3.1, playercorpse@1.11.0, stonequarry@3.4.3Involved Harmony IDs: com.grifthegnome.trailmod.trailpatchesSystem.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.minHorRangeToClient'.   at TrailMod.OverrideOnEntityCollide.OnEntityCollideOverride(Block __instance, IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, Boolean isImpact)   at Vintagestory.API.Common.Block.OnEntityCollide_Patch2(Block this, IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, Boolean isImpact)   at Vintagestory.API.MathTools.CollisionTester.ApplyTerrainCollision(Entity entity, EntityPos entityPos, Single dtFactor, Vec3d& newPosition, Single stepHeight, Single yExtra) in VintagestoryApi\Math\CollisionTester.cs:line 50   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.RemoteMotionAndCollision(EntityPos pos, Single dtFactor) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 240   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.HandleRemotePhysics(Single dt, Boolean isTeleport) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 219   at EntityBehaviorInterpolatePosition.PopQueue(Boolean clear) in VSEssentials\Entity\Behavior\BehaviorInterpolatePosition.cs:line 117   at EntityBehaviorInterpolatePosition.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorInterpolatePosition.cs:line 238   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 820   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 744   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113   at OpenTK.Windowing.Desktop.GameWindow.Run()   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 seaseraphic, Sep 1st at 11:38 AM

This mod (the trail blocks it makes) causes huge FPS spikes

💬 LordeCrowe, Aug 31st at 7:12 PM

Im hoping theres an update sometime soon. Seems that my clay fired objects found in the wild along with these trail blocks wont load into the world with any textures

 

💬 ChimMAG, Aug 28th at 7:19 AM

Thanks you Yootah

💬 ChimMAG, Aug 28th at 7:17 AM

Will you be updating to the new version of the game?

💬 Yootah, Aug 22nd at 7:56 PM (modified Aug 22nd at 7:57 PM)

Compiled an amateur temporary release for the impatient ones like me

 

Coupled with a pull request on the original repo. No commitments.

💬 Reegmeister, Jul 16th at 4:18 PM
Spoiler!
After using timeswitch at the devastation tower,

grass & dirt blocks that should be protected from modification are disappearing entirely instead of changing states. Similarly, furrowed farmland in Primitive Survival that is ice-logged will disappear when walked on, instead of converting to water-logged or dry.

💬 ZanZanaya, Jun 6th at 9:58 AM

There's a feature that I'd like to suggest:
Instead of outright trampling tall grass into nothingness, maybe perhaps cut it down to half its original length instead and preserve the grass level of the soil underneath if there's non-eaten tall grass left.

I could try and see if I can do the codework on my own (and maybe do a pull request) if you want that?

💬 Eagle_, May 3rd at 12:08 AM

PeterSanderson Someone else updated the mod. https://news.kalataka.ru/maztec

💬 PeterSanderson, Apr 28th at 6:29 AM

Second that request for Outlaws

💬 Eagle_, Apr 28th at 2:56 AM

Great to see this mod got updated! Any chance Outlaws could get updated to 1.20 too? it's from the same author

💬 pngwn, Apr 18th at 1:35 AM

Would you be open to adding a config option to not affect ice? I would prefer to not have ice destroyed when I try to walk across it.

💬 ProfCupcake , Apr 2nd at 3:47 PM

Marlim

Honestly? No idea. I run small servers for a handful of friends, at most. Seems to be fine for us, though. 

💬 Marlim, Mar 29th at 9:42 PM

Do you know if this mod works well on servers?

ProfCupcake

💬 innershift, Mar 29th at 4:04 PM

Tried this mod for the first time and it seems to work alright with 1.20.7! I tried downloading the original mod before I found this and it crashes immediately, was kinda bummed since it's the first mod I've seen that I'm really interested in, so I appreciate the update!

💬 ChimMAG, Mar 26th at 5:00 AM
💬 Nonamomo, Mar 16th at 1:23 AM

I was wondering about why this mod does a few things which can't be configured or disabled

Walking over grass tufts on peat or clay immediately breaks the grass tuft completely, making a trampling noise. This behavior seems to ignore config settings like `onlyTrampleFoliageOnTrailCreation`. Settings like `peatLoseGrassTouchCount` appear to be completely ignored, i.e. setting it to 999 to prevent it happening in reasonable gameplay. As is, walking over peat or clay gets very noisy; something I don't recall happening pre 1.20

Walking over grass on dirt blocks turns it immediately to 'eaten'. Again, config has no affect, and this behavior apparently can't be disabled. It would be nice to keep grass bendy and resilient to mild trampling as in nature.

 

💬 Gapplepie1985, Feb 21st at 10:12 PM

I have a suggestion, and it's up to OP to decide if this is a brain wave or a brain fart... what if block borders developed a slope over time?? Like a little u shape that eventually becomes climbable? I've decided to try and draw a diagram but that involves learning how to use Tayasui Sketches with a janky stylus made out of a pen and a q tip so bear with me, but I'll post some images when they're legible!

💬 ChimMAG, Feb 20th at 7:06 AM

I have created a translation of the mod into Russian. Can you add it?

💬 Norbix, Feb 18th at 2:33 PM

Would you be able to add an option to the config to disable snow destruction? I've noticed that with ~40 players this option causes a lot of CPU usage from state updates, this only happens in winter when there's snow. This would be a really good feature, thanks! :)

💬 icesharkk, Feb 18th at 3:15 AM

is iceblock breakage destroying waterlogged blocks/roots a problem with this mod or with the base game?

💬 FlayedCrusader, Feb 12th at 12:38 PM

Since 1.20.3, grass no longer gets short while walking over it. Is this something anyone else noticed?

(Edit: It seems the lack of dissapearing grass is caused by Art of Growing mod)

💬 ProfCupcake , Feb 10th at 9:52 AM

samaxis

That's actually very helpful, thanks. 

I can't promise it'll come any time soon, but I am looking into this error. It's a weird one for sure; in theory, it should be fixing itself automatically, I'm not sure why it's failing to do that. 

💬 samaxis, Feb 6th at 6:21 AM

Hey ProfCupcake! Just wondering - I'm exploring a part of the map a few ingame months after last having been there, with spring/early summer changing to winter. My server keeps getting absolutely b o g g e d down with this error recurring repeatedly upon loading in a new chunk:

6.2.2025 01:01:56 [Server Warning] BETransient @510674, 138, 508583 for Block tallgrass-eaten-free, but there is tallgrass-eaten-snow at this position? Will delete BE and attempt to recreate it

I saw your exchange with Kara, and I'd like to add that this is absolutely causing serious performance issues. Sadly, not benign :(

I am not entirely sure what is going on behind the scenes regarding BETransient and recreating the BE. I'm guessing that this error involves the server encountering a grass type that it did not expect, and then switches it to the appropriate variant of grass. I could be entirely wrong, but I think this is a mismatch between how the game handles grass that gets cut/eaten, and how your mod here handles trampling grass into it's "eaten" state.

The server freezes until all of these errors are corrected in the chunk it is attempting to load. Until then, no new chunks get loaded, and the server ceases any other operations causing some massive desync issues with anything that occurs client-side in the meantime. Kara had remarked that this appears to happen still after removing your mod - but I'd like to add that this is only on re-loading chunks that had grass "trampled" into its eaten state by your mod. Once the problem gets corrected, the error no longer occurs.

I decided to test this a bit more closely by creating a new world just for this little scenario. I set a really small view distance, trampled some soil so that the grass became mangled, and then flew far enough away to unload those chunks. After jogging time forwards into winter, and returning to that first area, the error manifests itself. This was tested with only your mod enabled, and with an entirely clean install of the game. Removing your mod before returning to those first chunks doesn't avoid the error, leading me to believe that this is something involving how your mod handles trampling grass in the first place.

I really hope that this isn't just a deeper problem with the game not being designed or capable of handling so many "eaten" grass blocks. In hindsight now, I'm realizing that I didn't test the same case with manually cutting grass and then repeating the whole unloading chunks/changing seasons process. I've already loaded all of my other mods back in, so I don't really want to go through all that again.

Meanwhile, I've just edited the config on my server to restrict trampling to extraordinarily large-sized critters (so that nothing gets trampled, effectively) just so that I could still use the trails that this mod creates.

Any ideas on your part? I really don't want to imagine life without tramply trails everywhere. This mod is honestly one of my favorite additions to Vintage Story.

(Edited with some more troubleshooting on my part to narrow down the circumstances causing this error)

💬 ProfCupcake , Feb 5th at 10:29 AM

UhhhChicken

Do you have places where there are carpets or other such around? That's pretty much the only change I can think would cause this since that version. 

💬 ProfCupcake , Feb 5th at 10:28 AM

Kalmorph

Honestly, I don't have any advice for this. I just did it with trial-and-error. For the settings I prefer, I found a value of 0.2 (for both) worked to prevent smaller creatures from trampling, though I still want to go back and fine-tune that a bit. 

💬 Kirona, Feb 5th at 2:08 AM

Magmabot16 If it's a huge amount of extra memory that may be a concern, but with how a mod like this would have to work, increased memory the longer it's running is sorta inevitable. Every time an entity that can trample steps on a block, the mod has to save that data somewhere. If you have things set so all the wildlife/monsters/etc. can trample, that's a lot of blocks being stepped on pretty frequently.

You could probably do a comparison with a fresh world where only the player tramples, versus one where everything tramples? See if the memory usage increases faster one way or another.

💬 UhhhChicken, Feb 4th at 9:37 PM

Yeah, mod had been crashing my game after like a minute upon loading the world. Reverting back to mod version 1.1.1 fixed it.

💬 Xamllew, Feb 4th at 5:05 PM

Yes! Thank you so much for updating this mod!

💬 Magmabit16, Feb 4th at 4:10 PM

Just a heads up this mod has a memory leak. Not sure what's causing it.

💬 Kalmorph, Feb 2nd at 1:51 PM

Hey man, thanks for updating the mod!
I have a question, I want to change minEntityHullSizeToTrampleX and minEntityHullSizeToTrampleY in a way that specific animals don't trample the soil. Specifically, I want Chickens, Hares and Racoons to not trample.
How can we know each animal EntityHullSize?

💬 misterandydandy, Feb 1st at 7:23 PM

TRexTheHunter if you can would help me to understand.

💬 TRexTheHunter, Feb 1st at 4:47 AM

I guess im not the only one! Also thinking that Entangled in Nature mod and this mod is making it worst for us. If you want a video capture, I guess I can make one to show. Thanks misterandydandy

💬 Mendall, Jan 30th at 11:33 PM

This is a fantastic mod that adds so much Emerson to VS thanks for updating it for us ProfCupcake

💬 misterandydandy, Jan 30th at 10:10 PM

I'll take a look in a bit. DecaByte

💬 DecaByte, Jan 30th at 8:07 AM

There maybe a confilict with this mod & Entangled In Nature mod.
The issue is that its causing is too much slow down while traveling through grass. The moder stated that it may be "you have a mod that is using the wrong blockmaterial".
At this point unsure which mod is actualy causing the issue, but I thought it might be something you might want to look into.

💬 Nyarc, Jan 29th at 4:02 PM

My Flowers still get broken when i walk over Low Fertility Soil, fix?
Edit:
I guess you just gutta disable "flowerTrampling": false, on default
Maybe thats wise todo cause Flower Garden for Bees wouldnt really work Otherwise i think

 

💬 MythyMajestic, Jan 29th at 12:09 PM

@mrozak

If I understand the syntax correctly, "Only" refers to "flowers will be trampled only if the block underneath is a trail block." 

Which means your options are [true/false] for the phrasing "It is [true/false] that the [grass/flowers/ferns] is removed ONLY when the dirt block becomes a trampled block." So, if it's FALSE, then tall grass will be trampled by passing over it, with no concern to the block underneath, whether it's grass or trampled dirt. But if it's TRUE, then ferns and flowers would only be removed when the block underneath BECOMES trampled. If the block underneath is not trampled, then the fern/flower is not removed.

 

Am I correct in this understanding? I think I am.

💬 Kara, Jan 29th at 8:35 AM

ProfCupcake removed the mod from server temp and the warning stopped =P.
Error still happening... so i guess not =/ sorry for bothering about that error >.<

💬 ProfCupcake , Jan 29th at 8:19 AM

Kara

I'm not sure that is related, but I'll investigate and see if I can reproduce it. Either way, it seems to be benign, at least. 

💬 Kara, Jan 27th at 11:32 PM

Not sure if this is your mod causing this, but my console is Filllled with these messages.

27.1.2025 17:27:03 [Server Warning] BETransient @126428, 141, 129031 for Block tallgrass-eaten-free, but there is tallgrass-ea
ten-snow at this position? Will delete BE and attempt to recreate it
27.1.2025 17:27:03 [Server Warning] BETransient @126429, 141, 129031 for Block tallgrass-eaten-free, but there is tallgrass-ea
💬 Pawelot, Jan 26th at 10:03 PM

Hi I made updated Polish translation

https://pastebin.com/e9M89bmb

💬 rjc523, Jan 25th at 8:26 AM

ProfCupcake oh shit lol.

💬 ProfCupcake , Jan 23rd at 9:47 AM

Mrozak

They're not mutually exclusive. Each option separately affects either grass, flowers, or ferns. 

With the option set to false, you will trample whichever type of foliage it is every time you step on them. With the option set to true, you will only trample the foliage if the dirt block underneath has been trampled into a "trail" block. 

rjc523

No. See this part of the original description:-

Before running this mod on an existing game world, please, please, please, backup your gameworld and test the mod on a clean level so that you are sure you like what it does. This mod makes permanant changes to your gameworld that are not easy to revert.

I guess I'll have to copy that to this description too. 

💬 Mrozak, Jan 22nd at 6:21 PM

I don't understand the new settings.
The word "Only" confuses me when having three settings that seem to be allowed to be set at the same time - which one is then the "only" one that will be applied?
If i set both "onlyTrampleFlowersOnTrailCreation" and "onlyTrampleFernsOnTrailCreation" to TRUE, which one of them wins?
Will it only trample flowers, or only ferns?

💬 Ardail, Jan 22nd at 1:07 AM

oh duh my bad should have actual read the full thing lol
Haven't messed with mod config files yet but I'll give it a shot thank you

💬 rjc523, Jan 22nd at 12:36 AM

when i removed mod, there just ? blocks now, any fix?

💬 Tels, Jan 21st at 9:48 PM

Thank you for the update! 💚

💬 Nubbs, Jan 21st at 6:58 PM

No longer will I need to punch ferns while making trails. Thank you <3

💬 Ket, Jan 21st at 4:47 PM

thanks! I'll check it out!

💬 ProfCupcake , Jan 21st at 4:19 PM

Ket

Hah, well timed, I just uploaded the fix for it. 

It's not ideal, though: there is a noticeable "flicker" when the block changes. Not sure I can do much about that, I'm afraid. 

💬 Ket, Jan 21st at 4:15 PM

ProfCupcake Cool, thanks! No worries if it can't be fixed

💬 ProfCupcake , Jan 21st at 3:00 PM

Marlim

It should be fine. None of the block IDs have been changed. 

💬 Marlim, Jan 21st at 2:32 PM

If I use this in a new save, and the original mod is updated and I change mods, would there be a problem?

ProfCupcake

💬 ProfCupcake , Jan 20th at 8:34 PM

Ket

I can have a look, but no promises. 

I'll also see about getting separate config settings for the fern & flower trampling. 

... Dammit, I might end up having to write an actual description for this. 

💬 Gerard_, Jan 20th at 7:49 PM

PL translation
Thanks for update

💬 DecaByte, Jan 20th at 5:51 PM

ProfCupcake  I just wanted to take a secound & say thank you. Even though you stated that you wouldnt be doing any 'fixing/updating' you have been & it IS very much appreciated! Again, thank you so much! This community would not be the same without you!

💬 Ket, Jan 20th at 5:04 PM

Can you make it so rush matting/other carpets don't get removed from the dirt? I use rush matting as the bottom of tents, like how tents in real life usually need a mat under them to protect them from moisture and things. The last version of this mod did not have this problem, so maybe something changed in 1.20? Thanks.

💬 Nubbs, Jan 20th at 3:24 PM

ProfCupcake Thanks for looking into this.

💬 ProfCupcake , Jan 20th at 2:36 PM

Nubbs

I looked into the ferns & flowers not getting trampled. Turns out it is working, but only if the dirt block they are on is a trampled/trail dirt block.

It is effectively hard-coded such that the "onlyTrampleFoliageOnTrailCreation" config option is permanently turned on for those kinds of plants specifically. 

💬 ProfCupcake , Jan 20th at 1:22 PM

Kirona

believe they will eventually revert back to their base dirt type (which will then regrow grass etc. as per vanilla). 

💬 Kirona, Jan 20th at 2:29 AM

I never got a clear answer on the original mod, but for the path devolution mechanic does that mean that unused paths will completely revert and disappear, or just... not get more path-y?

💬 ProfCupcake , Jan 19th at 11:29 PM

Ardail

That is an option. Read the original description and/or the config file. 

💬 Ardail, Jan 18th at 11:25 PM

Love the idea of this mod the only problem is that chickens and other live stock will ruin my nice pastures I make for them walking around :/
if this was limited to just players walking about that'd be amazing

💬 enn, Jan 18th at 6:21 PM

It only happens when you place them on dirt, they break when the block below it changes. You shouldn't place your carpets on dirt anyway!!!!

💬 Horizons, Jan 18th at 5:16 AM

With this mod installed, walking over Rush Matting displaces the matting. I didn't try it with carpets but I suspect it might do the same.

💬 drakrochma, Jan 17th at 8:12 PM

Hi,
I did not find your mod on the VS-discord.
May I provide a german translation here for version 1.1.0?
If you should be interested, I would appreciate, if you could include the german translation in one of your next updates :)

Content of de.json:

{
//BLOCKS

"block-soil-verylow-pretrail": "Unfruchtbarer Boden (zertrampelt)",
"block-trail-verylow-new": "Wildnispfad (unfruchtbarer Boden)",
"block-trail-verylow-established": "Etablierter Pfad (unfruchtbarer Boden)",
"block-trail-verylow-veryestablished": "Schotterstraße (unfruchtbarer Boden)",
"block-trail-verylow-old": "Autobahn (unfruchtbarer Boden)",

"block-soil-low-pretrail": "Boden mit geringer Fruchtbarkeit (zertrampelt)",
"block-trail-low-new": "Wildnispfad (Boden mit geringer Fruchtbarkeit)",
"block-trail-low-established": "Etablierter Pfad (Boden mit geringer Fruchtbarkeit)",
"block-trail-low-veryestablished": "Schotterstraße (Boden mit geringer Fruchtbarkeit)",
"block-trail-low-old": "Autobahn (Boden mit geringer Fruchtbarkeit)",

"block-soil-medium-pretrail": "Boden mit mittlerer Fruchtbarkeit (zertrampelt)",
"block-trail-medium-new": "Wildnispfad (Boden mit mittlerer Fruchtbarkeit)",
"block-trail-medium-established": "Etablierter Pfad (Boden mit mittlerer Fruchtbarkeit)",
"block-trail-medium-veryestablished": "Schotterstraße (Boden mit mittlerer Fruchtbarkeit)",
"block-trail-medium-old": "Autobahn (Boden mit mittlerer Fruchtbarkeit)",

"block-soil-compost-pretrail": "Boden mit hoher Fruchtbarkeit (zertrampelt)",
"block-trail-compost-new": "Wildnispfad (Boden mit hoher Fruchtbarkeit)",
"block-trail-compost-established": "Etablierter Pfad (Boden mit hoher Fruchtbarkeit)",
"block-trail-compost-veryestablished": "Schotterstraße (Boden mit hoher Fruchtbarkeit)",
"block-trail-compost-old": "Autobahn (Boden mit hoher Fruchtbarkeit)",

"block-soil-high-pretrail": "Terra preta (zertrampelt)",
"block-trail-high-new": "Wildnispfad (Terra preta)",
"block-trail-high-established": "Etablierter Pfad (Terra preta)",
"block-trail-high-veryestablished": "Schotterstraße (Terra preta)",
"block-trail-high-old": "Autobahn (Terra preta)",

"block-cairn-andesite-*": "Andesit-Steinhaufen",
"block-cairn-chalk-*": "Kreide-Steinhaufen",
"block-cairn-chert-*": "Hornstein-Steinhaufen",
"block-cairn-conglomerate-*": "Konglomerat-Steinhaufen",
"block-cairn-limestone-*": "Kalkstein-Steinhaufen",
"block-cairn-claystone-*": "Tonstein-Steinhaufen",
"block-cairn-granite-*": "Granit-Steinhaufen",
"block-cairn-sandstone-*": "Sandstein-Steinhaufen",
"block-cairn-shale-*": "Schiefer-Steinhaufen",
"block-cairn-basalt-*": "Basalt-Steinhaufen",
"block-cairn-peridotite-*": "Peridotit-Steinhaufen",
"block-cairn-phyllite-*": "Phyllit-Steinhaufen",
"block-cairn-slate-*": "Schiefer-Steinhaufen",
"block-cairn-bauxite-*": "Bauxit-Steinhaufen",
"block-cairn-kimberlite-*": "Kimberlit-Steinhaufen",
"block-cairn-suevite-*": "Suevit-Steinhaufen",
"block-cairn-whitemarble-*": "Weißmarmor-Steinhaufen",
"block-cairn-redmarble-*": "Rotmarmor-Steinhaufen",
"block-cairn-greenmarble-*": "Grünmarmor-Steinhaufen",
"block-cairn-obsidian-*": "Obsidian-Steinhaufen",
"block-cairn-scoria-*": "Schlacke-Steinhaufen",
"block-cairn-tuff-*": "Tuff-Steinhaufen",
"block-cairn-halite-*": "Halit-Steinhaufen"

 

//TOOLS
"trailmod:item-trowel-copper": "Kupfer-Gartenspaten",
"trailmod:item-trowel-tinbronze": "Zinnbronze-Gartenspaten",
"trailmod:item-trowel-bismuthbronze": "Wismutbronze-Gartenspaten",
"trailmod:item-trowel-blackbronze": "Schwarzbronze-Gartenspaten",
"trailmod:item-trowel-gold": "Gold-Gartenspaten",
"trailmod:item-trowel-silver": "Silber-Gartenspaten",
"trailmod:item-trowel-iron": "Eisen-Gartenspaten",
"trailmod:item-trowel-meteoriciron": "Meteoriten-Eisen-Gartenspaten",
"trailmod:item-trowel-steel": "Stahl-Gartenspaten",
"trailmod:item-trowelhead-copper": "Kupferspatenkopf",
"trailmod:item-trowelhead-tinbronze": "Zinnbronze-Spatenkopf",
"trailmod:item-trowelhead-bismuthbronze": "Wismutbronze-Spatenkopf",
"trailmod:item-trowelhead-blackbronze": "Schwarzbronze-Spatenkopf",
"trailmod:item-trowelhead-gold": "Gold-Spatenkopf",
"trailmod:item-trowelhead-silver": "Silber-Spatenkopf",
"trailmod:item-trowelhead-iron": "Eisenspatenkopf",
"trailmod:item-trowelhead-meteoriciron": "Meteoriten-Eisenspatenkopf",
"trailmod:item-trowelhead-steel": "Stahl-Spatenkopf",

"trailmod:itemdesc-trowel-*": "<font color=\"#99c9f9\"><i>Wird verwendet, um Blöcke als zertrampel-geschützte Blöcke zu markieren.</i></font>",
"trailmod:heldhelp-trampleprotectblock": "Zertrampelschutz hinzufügen",
"trailmod:heldhelp-removetrampleprotection": "Zertrampelschutz entfernen",

//HANDBOOK
"trailmod:gamemechanicinfo-trails-title": "Spielmechanik: Natürliche Pfade & Straßen",
"trailmod:gamemechanicinfo-trails-text": "<strong>Übersicht</strong><br>Pfade entstehen natürlich durch die Bewegung von Menschen und Tieren in der Umgebung. Diese organischen Routen verändern die Landschaft, indem sie Pfade, Wege und Straßen durch einst unberührte Wildnis schneiden. Je mehr Verkehr eine Route erfährt, desto schneller und etablierter wird der Pfad.",

"trailmod:trowel-handbook-help-title": "Anleitung",
"trailmod:trowel-handbook-help-text": "Der Gartenspaten ermöglicht es dir, Boden- und Pflanzenblöcke als zertrampel-geschützt zu markieren, was bedeutet, dass sie niemals zertrampelt werden und keine Pfade entwickeln, egal wie oft du darüber läufst. <hk>Rechtsklick</hk> auf einen Block mit dem Gartenspaten in der Hand, um den Block als zertrampel-geschützt zu markieren. <hk>Linksklick</hk>, um den Trittschutz zu entfernen.\n\nWenn du eine Pflanze oder Blume zertrampel-geschützt machst, wird auch der Bodenblock als zertrampel-geschützt zu markiert."

}

If you should have any comments, please let me know.

Kind regards, drakrochma

💬 ProfCupcake , Jan 16th at 11:34 PM

edwinfox

AFAIK, it should work fine in rc.8: I originally made this for rc.6

The server may warn you about it but it should still load fine. 

💬 edwinfox, Jan 16th at 8:53 PM

What an amazing concept! I'd love to try it out but we're on rc8 at our server until 1.20 becomes stable release. Is there a way to make it work with rc8 too? I tried changing version in the json but that alone doesn't seem to work. Thanks!

💬 Nephelangelo, Jan 16th at 7:08 PM

Lovely! Always wanted to try this mod.

Is there a way to make the trails develop more slowly? So instead of walking over an area 3 times to convert it to dirt, you'd have to walk over it 30 times? I'd like to make it occur so slowly I wouldn't notice it happening.

*EDIT*

Nevermind, figured it out! Thank you for the update!

💬 Nubbs, Jan 16th at 7:01 PM

Thanks for updating the mod for us to enjoy! I did notice that flowers and ferns are not being trampled even if set to true. If you have no plans to fix issues like this I can easily ignore it and work around it. Everything else seeems to be working just fine for me. Cheers

💬 Cypress, Jan 16th at 4:43 PM

I was just about to start a new save without this last night but put it off till morning. Woke up to your updates, happy as can be, you're a legend Cupcake. Grifthegnome is also wonderful for having made it. Thank you so much!

💬 CKitt, Jan 16th at 4:02 PM

I have missed this mod while playing 1.20 so very much! Thanks for updating it, even if it ends up being a temporary thing. Your effort is appreciated.

💬 AzuliBluespots, Jan 16th at 2:42 PM

This day is getting better and better!

 (edit comment delete)
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