Mods / Trail Mod Updated
Author: PureWinter
Side: Both
Created: Oct 18th at 10:32 PM
Last modified: Nov 13th at 5:00 PM
Downloads: 2346
Follow Unfollow 167
Recommended download (for Vintage Story 1.21.5):
trailmodupdated_1.3.3.zip
1-click install
This is an update of an update of Grifthegnome's Trail Mod
Please see the above links for info on how the mod works.
<- Click, by BeloMaximka (Terrain Slabs Author) USE 1.3.3+ OF TRAIL MOD UPDATED IF USING THIS PATCH!
Things not explained on either mod page above:
• Garden trowels exist in this mod, and after smithing them, you can click portions of land you want to protect from being trampled.
• Cairn trail markers!
Things I added:
• Tool mode (press F) to bulk protect/unprotect with the garden trowel. Comes with overlay to quickly see what is protected. New config to disable overlay.
• /removetrails command will search an area around every currently loaded player (for those with world edit permissions) and revert all trail mod blocks to vanilla. (Preserving type/fertility safely.)
Works with old version trailmod blocks too. This command likely does not work with terrain slabs, and is included mostly for people trying to upgrade from old mod versions.
If updating from 1.3.0 note the mod (backend) finally fully comitted to the mod ID change of trailmodupdated instead of trailmod which requires remapping of blocks only on existing worlds.
Other than making the mod 'work again' I just fixed a couple language files with a trailing comma that prevented them loading in game and added translations. And then made a few performance increases using batches of queued entities instead of everything real time all the time. ..Then added tool modes for the garden trowel to mass protect/unbroken blocks. With a visual protected overlay and config to turn overlay off. ..😅 <- Has been slowly tacking onto this with edits over time, haha..
..okay now I added a preuninstall command to revert blocks back to vanilla. xD And holding hoes prevent players from creating trails while being held, so you can farm without going nuts! HAHA
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The lisence has been maintained and included in the mod, whatever mod author needs anything from this, please be my guest!
Just updates the old depreciated entity line:
https://github.com/Pure-Winter-hue/trailmodupdated/tree/master
Adds queue 'lazy loader' and only updates real time in 10 blocks (visually not different but perfomance wise, major increase) Adds trowel tool modes/many json fixes.
https://github.com/Pure-Winter-hue/trailmodupdated/tree/increasing-performance
Dev notes: I may take one more sweep at increasing performance eventually in terms of only choosing one player in a group of players to calculate entities from on large servers- but only if there is actually a 'problem.' (Users would need to report with certainty of issues existing.)
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.3.3 | 706 | Nov 13th at 5:00 PM | trailmodupdated_1.3.3.zip | 1-click install | ||
|
-Updated the command /removetrails to affect both trailmod and trailmodupated blocks so if you had problems with remapping when updating from a past version, it will reset those blocks to vanilla for you. (Also good for pre-uninstall!) | ||||||
| 1.3.2 | 134 | Nov 12th at 7:08 PM | trailmodupdated_1.3.2.zip | 1-click install | ||
|
If the player is holding a hoe, paths no longer form or progress. (No terrain trampling.) For farming sanity. | ||||||
| 1.3.1 | 275 | Nov 7th at 5:28 PM | trailmodupdated_1.3.1.zip | 1-click install | ||
|
-Added tool modes to the trowel. | ||||||
| 1.3.0 | 923 | Oct 20th at 2:45 AM | trailmodupdated_1.3.0.zip | 1-click install | ||
Performance Improvements.Nothing will seem to change about the mod, but under the hood a lot was completely refactored. Installion NotesIf you notice a desync between creatures/paths in existing worlds with the previous version of the mod just move the mod out of mods folder, load the world once, save and close, add the mod back. (Leave config, that hasn't changed.) This will take out any cached entity positions/collission info and update it to the new one if necessary. Copper Texture NoteThis mod whines about copper textures twice in the log, but in reality copper texture loads just fine in game visually, so I did not look into fixing it in the json. It is safe to ignore. | ||||||
| 1.2.3 | 260 | Oct 19th at 3:27 AM | TrailModUpdated_1.2.3.zip | 1-click install | ||
|
-Tiny modinfo fix | ||||||
Peak
nobu_ Yes I believe it was intended, possibly configgable. (Again not really touching this mod until next major game update.) Added to list. ;_;
From what it seems in my survival world it looks like trample protected dirt blocks that are any amount of trampled won't revert to an un-trampled state over time as long as they're trample protected. Is this intended?
Another report of crashing unfortunately, it seems to be the slab patch causing it. I might just leave the patch off until this is sorted
Grifthegnome THE LEGEND APPEARS! No wait, take it back. plzzz I beg of thee xD Everything is up to date on github you could just open it, like right now, no one would stop you, and it's beautiful. Don't you want to see it again?? Of course you do. >_>;;
PureWinter
Glad to see folks keeping trail mod going. Keep up the great work!
BeloMaximka Thank you immensely for the help and kindness of looking, I'll tinker here shortly. Trail Mod isn't even my mod it's just..everyone's mod at this point, lol.
PureWinter it is better to handle this scenario
AssetLocation devolveBlockAsset = new AssetLocation(this.Code.ShortDomain() + ":" + devolveBlockCode);
Block devolveBlock = trailChunkManager.worldAccessor.GetBlock(devolveBlockAsset);
Debug.Assert(devolveBlock != null);
SetLastTrailTouchDay(trailChunkManager.worldAccessor.Calendar.ElapsedDays);
trailChunkManager.worldAccessor.BlockAccessor.SetBlock(devolveBlock.Id, pos);
Like this
AssetLocation devolveBlockAsset = new AssetLocation(this.Code.ShortDomain() + ":" + devolveBlockCode);
Block? devolveBlock = trailChunkManager.worldAccessor.GetBlock(devolveBlockAsset);
if(devolveBlock is null) {
api.Logger.Warning("Unable to get devolve block by code {0}", devolveBlockAsset); // or .Error()
return;
}
SetLastTrailTouchDay(trailChunkManager.worldAccessor.Calendar.ElapsedDays);
trailChunkManager.worldAccessor.BlockAccessor.SetBlock(devolveBlock.Id, pos);
So you don't get NRE crashes and users get a more helpful log message
The problem is probably caused by my compatiblity patch, but the crash itself is the responsibility of Trail Mod
BeloMaximka Since the below crash(es) are pointing to my repo and trailmodupdated doesn't do that, it's probably coming from the compat patch. If you don't have time I could look eventually unless you have other ideas.
FleurSurlaine Pretty certain it's not from this mod specifically but diagnosing, thanks!
Zalea Wow awesome, nah it's cool, I'm just glad you got it working for you needs. ^ ^
PureWinter I actually made a custom version of the mod for my server that adds mounted trail creation (original code doesn't allow for it). So now on my server you only trample/make trails while you're mounted, which seems to be like a cleaner system than having to protect areas with a trowel. And imo it makes sense realism-wise to not trample your horse all over your crops.
I can submit it as a PR if that sounds interesting to you. I haven't set it up to be configurable yet and I'm not sure of the perf impact on larger servers.
Hi there, I'm experiencing an issue where the server crashes when we return to our base with some trails worn in after a long time away and I see the following error in the server main log:
We are using Trail Mod Updated 1.3.3, Terrain Slab Trail Mod Compatibility 1.0.0, and terrain slabs 1.0.5
Zalea Interesting. Cup is the one who created the X/Y trample size and since very few people would likely use it (although it does make sense to only want bear and moose or large things to make trails) it hasn't gotten a lot of testing. When I go back to update trailmod for the next VS release (not release candidates but official releases) I'll revisit it's functionality.
SU1C1DAL_GOOSE Oh sick, the problem is you need Trail Mod Updated 1.3.3 because that is what version terrainslabs patched the compatibility patch for. :D You're using 1.3.2! Updating from .2 to .3 will not change any block ids or cause you any issues so it is safe to update. :)
Is there a configuration to make it so that only if you're mounted you make new trails? I tried settting
"minEntityHullSizeToTrampleX": 0.9,
"minEntityHullSizeToTrampleY": 1.0,
but it doesn't seem like new trails are being created. Grass is being trampled, but it never upgrades to a trail. onlyPlayersCreateTrails is set to false. Am I doing something wrong?
i save the serverlog from when i was having issues launching i can give you that
the error where trail mod is mentioned
Full log
SU1C1DAL_GOOSE I have no idea what your mod list is or what your error says so it's impossible to help you or do/fix anything on account of whatever occured. 9/10 times it's not even the mod being 'reported' in this case. 🤷🏻♀️
the game crashed without a crash log and now when i try to enter the save with this mod enabled it throws and error both for the mod and not being able to find a spawn point. i have no idea what trigged the crash just my crude door broke and i wasnt able to pick up then i was kicked from the world
PureWinter Thank you for respomding and providing the filke location.
Sooo. I have switched from below 1.3.0 to past 1.3.0 and done the /bir commands to replace "all" blocks (so i thought).
Now i got a rogue block (its litterally 1) which crashes my game, when looking at it, so watch out people xd
I guess i getta rescue my world now by "restarting my trails" with /removetrails
YAY!
Magmabit16 The mod doesn't have a memory leak currently so at the stage Cup updated it, it was probably resolved. I also added some extreme optimization to it so it runs about 90% less intensive at a 50% farther distance than before.
BeloMaximka LEGEND!!! You are a legend!
JustaKobold Slab compat patch released by slab author. :D !!!
A gift for slab enjoyers
TerrainSlabs & TrailMod compatibility patch
Has the memory leak issue that the original mod had been fixed?
Robert_Black Yes trails slowly turn back into regular grass again if you don't 'maintain' them. You can configure how long it takes. The config file is automatically generated when you join a world that is using the mod. (So creative or survival doesn't matter.) You can just save and close, then open the config with notepad or notepad++ it will be in AppData\Roaming\VintagestoryData\ModConfig\TrailModConfig.json
Foxtrot88 Oh my gosh that is anxiety inducing. 💀<- Skull emoji (Since this website never knows if it wants to use special characters or not lol.) That's like the ultimate test. "I am testing this on my living infants. If your command fails, the darkness of the void may consume them. HOPE YOU'RE RIGHT!" So the relief that the chicks were okay.. xD
Do trails degrade if you don't use them?
Also, where is the config file that is mentioned below to reduse how often a block is converted?
PureWinter no need to apologise, I was scared because one of the blocks was underneath my most incubated chicken coop and I would've hated losing it to a repair command if it swapped the block underneath it in a bad way, thank you SO MUCH for that command!! 💚 It has worked wonders so far and I have seen no white blocks anymore!
I really liked the original mod, thank you so much for continuing the original developer's idea!
Foxtrot88 Yes, I just patched the command /removetrails to also affect trailmod blocks so it will revert them to vanilla. Sorry again for the immersion breaking hassel of a whole version update changing the mod ID but it was necessary to add anything more complex going forward, and made it more possible for other modders to work in the git repo to add compatibility with their world gen mods in the background.
Will the /removetrails command swap all blocks in my chunk or world with actual vanilla ones? After that one upgrade and seeing the refactored white blocks everywhere, it kinda breaks away my immersion to the point I've started switching to creative just to manually replace every single one I come across
KnewOne Added. I've been working around that myself by having to make farmed pathways with the hoe and not walking on soil and it IS indeed, very annoying. Now, as long as you are holding any type of vanilla hoe, trails will not bother you. :) Farm away!
JustaKobold I did create a harmony patch for this on and off over a few days but for some reason it reverts the slabs to full vanilla blocks and I'm unsure what it is that I'm doing wrong. Not sure if I'll solve that or not.
Darkmindfreak thanks for that, I had the command backwards and kept trying to map the old mod onto the new one.
Desperately need a toggle to allow hoeing into farmland
Deathscreton Thanks for pointing me into the right direction! hgwaz The command looks like this:
/bir remap trailmodupdated:soil-low-pretrail trailmod:soil-low-pretrail force
/bir remap trailmodupdated:trail-low-new trailmod:trail-low-new force
/bir remap trailmodupdated:trail-low-established trailmod:trail-low-established force
/bir remap trailmodupdated:trail-low-veryestablished trailmod:trail-low-veryestablished force
/bir remap trailmodupdated:trail-low-old trailmod:trail-low-old force
/bir remap trailmodupdated:trail-medium-new trailmod:trail-medium-new force
/bir remap trailmodupdated:trail-medium-established trailmod:trail-medium-established force
...
This has to be repeated for every type of soil / trail combination that's present in your save: low/medium/high is the soil quality, new/established/veryestablished/old is the trail level.
One thing to keep in mind: The remap has to happen before any new trails develop, otherwise you will remap the new trails to an invalid block!
PureWinter Tysm for the toolmode update!!
I'll def give it a go after I update my server with it (and presumably remap blocks but hopefully shouldnt be too hard).
JaxonHellsing
You can edit the config to change how often trails are created. I personally have my values to increased for a little bit better trail formation, here if you want some:
"normalToSparseGrassTouchCount": 3,
"sparseToVerySparseGrassTouchCount": 2,
"verySparseToSoilTouchCount": 2,
"soilToTrampledSoilTouchCount": 2,
"trampledSoilToNewTrailTouchCount": 3,
"forestFloorToSoilTouchCount": 2,
"cobLoseGrassTouchCount": 3,
"peatLoseGrassTouchCount": 2,
"clayLoseGrassTouchCount": 2,
Is this mod supposed to make trails everywhere you walk as you walk? I don't know why but anywhere I walked created a trail and it got really annoying. I didn't even have a garden trowel either as I literally just started a new game for it.
Might be a big ask but is it possible to get a compatability patch for this mod - https://news.kalataka.ru/show/mod/34025 ?
Ah yeah, when I updated this mod I stopped using a 'hyrbid' mod naming convention and finally just pushed all references to the current mod id which is 'trailmodupdated' instead of 'trailmod' so remapping would definitely be required to use on an existing world. (You can still use it's previous 1.21.5 version instead to avoid that and the garden trowel still exists/works it just doesn't do bulk protection.)
That sucks on the end user side but going forward it fixed a lot of fragile issues and makes it easier to maintain/update as a Pure Winter version of it. (I keep the repo up to date at every release so the original author can pick and choose what to use or not.)
Deathscreton any chance you can help me out with the full command? I tried map and remap but I can't figure out how to get it to work.
Is this safe to put on a server that was previously using the Trail Mod CUPdated?
R2Sam So when I said I had to go to every block, that's not exactly right. Instead, I had to go to each "type" of block, and remap them once. Once I did that, I saved and restarted my server. It fixed all blocks that were remapped. Then I went on to the ones I missed. Definitely takes a minute, but saves you a lot of time having to dig up each and every block manually.
PureWinter If you haven't, it's possible to manually include this json in your updates so the remapper does this automatically for you. There's more information in the remapper wiki page, but here's the important bit:
"The remaps.json
For even greater player convenience, you can create a json patch that adds an entry to assets/game/config/remaps.json. This file lets you add your remaps and the player will get a user friendly dialog popping up that remappings are required. You might want to use the "remapq" subcommand to reduce chat log spam."
Sorry about that, just wanted to clarify!
latest update made some blocks trailmod: block-soil-medium-pretrail to loose textures needed to manually replace them in creative mode
Have a similar issue as Deathscreton. Would it be possible to be pathced in an update though instead of manually fixing every block?
PureWinter
When using your mod with the Terrain Slabs mod the half slabs are not affect by the trail mod. Is it possible to make your mod compatatible with Terrain Slabs?
Also, thank you for picking up & keeping this mod up to date. This is one of those mods that just makes the game that much better! Thank you!
https://news.kalataka.ru/show/mod/34025
Hello! I updated, and it caused all of my old trails to shit themselves and turn into ? blocks. Is there a way to remap these so I don't have to dig up half my yard fixing it?
Thank you!
EDIT: I managed to fix it myself by utilizing the /bir command. I had to go to each ? block, use ctrl+F3 to find the block ID code on the right, then map them manually. Using "fixmapping" command did not find the proper blocks and fix it, so it had to be done manually. For those who find this, new mod ID is trailmodupdated, old one is just trailmod.
Took a bit of research, but better than digging it all up though!
Thank you for the updates to this fantastic mod! ❤️
nobu_ It went! :3
That would be so great thanks! Let me know how it goes :)
nobu_ Yeah sure I'll give it a shot by adding a tool mode to the garden trowel that chooses a starting and ending block each time, that's a really good idea.
Hey, do you think it would be possible for you to add modes to the garden trowel to protect larger areas (Maybe at the cost of durability)? It just gets a bit tedious sometimes trying to make sure the trowel got every block when trying to protect certain areas.
Thank you for updating it! You're the best.
You absolute legend <3
PureWinter Thanks! I managed to figure it out
sinicry Yeah the original config + ProfCupcake's config additions are still in the mod. Run the mod once, the config will be generated and you can edit it as normal. (notepad++ recommended.)
Added screenshot of config.
Is the config still possible with this version? I would really love to turn down the sensitivity for the grass to sparse grass and so on.
Mod has updated with some really nice performance improvements that lazy-load (batch queue entity collissions and update their state changes every .5 seconds when farther than 10 blocks away) for trails/snow/ice.
If there are still performance concerns please comment and describe experienced issues, and if you're on a server, what version of the mod you're using, and what version of the game.
Because the mod can now support farther distances with no performance issues (it handles the same) it now handles trails at a farther distance. (150 instead of 100 blocks.)
DecaByte It's like art preservation, you try everything you can not to have to touch it with your own brush except to better merge the original. Care and respect! :)
CKitt Me too. :D I hope Grifthegnome comes back for it but we'll keep the candle burning.
Colderphoenix2 I don't do backports of mods, sorry. :(
JustaKobold Hm I'm using an extension of ProfCupcake's so the issues should probably continue occuring. I didn't change anything about the mod's functionality for better or worse, it's the same logic, just written in a different way to parse. If the mod is actually having performance issues the author included some comments in the code that encourage imrpoving HOW things are written so I could take a look at it from a performance point of view and improve some of THAT without 'changing the mod'.
i didnt have any issues with the original working in my current game on the newest update but the line you are talking about might explain some of the lag i was getting... gunna give this a try and see if it helps!
Possible to make it load in 1.21.4?
😍
Super happy to see this (unofficially, yeah, but...) updated for 1.21.5!
Thanks for updating & fixing this mod. I too love this mod & glad you didn't make channges to it.