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Mod Makers Hotfix 2

Hey Trailmakers!

Firstly, thank you all for the warm reception to the Mod Makers update! It's been fantastic not only seeing what the Modders have made so far, but also seeing other Trailmakers being able to easily enjoy these Mods!

Since the update released we've been tracking reported issues closely and we've put together a hotfix update to fix some of the more common ones we've been seeing!

Mod Related
- Fix for Mods not activating on certain system locales if not running in Single Process.
- Fix for Mods not error logging if not in Single Process.
- We've restricted Coins being earned from spawning items in with Mods.
- Fixed the initial mod UI placement so they don't appear in the corner of the screen.
- Fixed Gravity not reverting when disabling mods.
- Spawnmod should now show the default gravity as 14.

General
- Fixes for many of the reported Oh No's since the update went live.
- Fixed a nullref in Cannon Block Behaviour.
- Fixed nullrefs in structuregraphs.
- Fixed an Oh No with grid size position.
- Fixed the In-Game Help Screen only displaying five of the six columns.
- Fixed bullets not killing Chickens.
- Fixed the Oletto, Sunny Slide and Skull Island flythroughs not playing if no medal was earned on the track.
- Fixed the Carball Arena ball not rendering if LOD was set to Good.

Mod Makers Hotfix 1

We became aware of an issue when trying to activate Subscribed Mods in Single Player whilst playing in Dual Process. This small hotfix fixes that!

The Mod Makers Update is OUT NOW!

Welcome to the Mod Makers Update!


With this latest update to Trailmakers we’re adding Steam Workshop support for Mods and bringing along some much requested Quality of Life features. It is now easier than ever to modify your game and try out Mods made by the Trailmakers Community! Want to change Gravity? Or perhaps create your own race track? These Mods and more are now just a few clicks away!

If you’re interested in creating your own Mods, be sure to join our active Discord Community where our most active modders hang out and share their knowledge.

This update also greatly improves how structures break apart with the new Structure Destruction system. Now when a structure takes a hit from a cannon for example it will have chunks break off, leading to more satisfying collisions and battles. This combined with our improved damage propagation should greatly improve vehicular combat in the game!

[h2]General[/h2]
  • Improved Damage Propagation - Layers of blocks will now do more to protect the blocks behind them. This should mean way less one-shot kills from Explosive Cannons (unless the root block of the structure gets a direct hit!)
  • Structure Destruction - Structures will now break into satisfying chunks when taking damage!

Here's how a structure in the Perfect Pitch update would handle a single Tank Cannon shot.


Here is how the same structure will react to multiple Tank Cannon shots in the Mod Makers update. Kaboom!

  • Explosive damage tweaks - Explosions now do more focused damage over a smaller radius. We felt that explosions were quite simply too powerful and ultimately unsatisfying to use due to their one-shot kill nature. Now explosions will do much more localised damage. This combined with the new damage propagation and structure destruction means vehicular combat is more satisfying than ever.
  • Structure Metadata now transfers across clients - On a server with somebody and you jumped into their structure? The UI will now display the structure and author name alongside the button icons.

[h2]Mods[/h2]
  • Added Steam Workshop support for mods!
  • Now when opening the In Game Workshop you’ll see a new category for Mods.
  • Upload your Mod by opening the In Game Menu and navigating to Session Options. Here you’ll find a sparkly new “Upload Mod” button.
  • In-Game Mod Activation - In Single Player you can now activate Mods by bringing up the In Game Menu and going to Session Options.
  • If you’re hosting a server and want to play with Mods, there is now an Enable Mods checkbox on the Create Server page, then you can activate them in game like above.
  • If you place a .png called "Preview.png" in the mod-folder you're uploading, It will be the thumbnail for the mod in the Workshop!
  • Open Mods Directory Button - This button can be found in the same place the Upload and Activate Mod button is for quick access to the default Mod Directory. This is primarily for mod developers for quick and easy access to testing their work.
  • LoadFile and SaveFile have been renamed and work differently now. If you’ve already made a Mod using the tm.os.LoadFile() function for example, you’ll need to update your Mod for it to work in this new update.

    LoadFile -> ReadAllText_Dynamic(string path): string and ReadAllText_Static(string path): string
    SaveFile -> WriteAllText_Dynamic(string path, string stringToWrite): void

    Dynamic means data that is unique to the user. This can be both read and written to. The dynamic data will not be uploaded with your mod. It is not located in the Workshop directory, like the rest of the Mod, but is instead located in Steams userdata. This is to prevent user made data from being overwritten by Steam when updating the Mod, and to prevent different users on the same machine from overwriting each other's data. Static means data that's uploaded with the Mod. This can only be read.

  • Introduced better messaging when certain features are disabled when using mods.
  • Removal of the mods.txt file - We removed this file since it’s no longer required. You can now place mod folders in the default mod directory and the game will detect them.
  • If a Mod throws an error we’ll try to notify the user with an in-game message in the bottom right corner of the screen.

[h2]Builder[/h2]
  • Blueprints that are over the Complexity Limit can now be spawned in and fixed to be used again. This is mostly relevant if you happen to join a Server which was a lower Complexity limit set.
  • Added a tooltip to the loading spinner when Blueprints are in the process of being loaded.
  • The Tags list in the Workshop is now displayed within a drop down list.
  • We flipped around the order of the Input in the Configurator for more consistency across the game. Negative Axis Input is now on the left side of the Configurator, Postive to the right.



Here's how a layered wall would take a Tank Cannon shot in the Perfect Pitch Update.


Here's the same structure in Mod Makers with the new Damage Propagation and tweaked explosives!

[h2]Performance[/h2]
  • Further improvements and optimisations to the bullet system. There’s now a maximum of 2048 per player + 2048 for unoccupied structures.
  • Improved the bandwidth usage of Logic Blocks.
  • Improved how we render the green connection nubs to indicate where blocks can be placed.
  • Added a View Distance option to the Advanced Graphics Panel.

[h2]Bug Fixes[/h2]
  • Fixed an issue that would cause already placed blocks to become unselectable in the builder after particular actions.
  • Fixed an issue with Korean Localisation displaying in game.
  • Introduced a fail safe for getting stuck in a death loop within Stranded in Space.
  • Fixed a bug with the Overlapping check failing after detecting more than five block overlaps.
  • Fixed an issue with Steam Workshop downloaded Blueprints not appearing correctly in game.
  • Fixed an Oh No that would occur if trying to change a lot of inputs at once.
  • Fixed a bug that would cause the structure of another player to despawn if they repaired.
  • Fixed a bug with the paging in the in game Workshop.
  • Fixed a bug with Author names not displaying the first time you loaded a page in the Workshop.
  • Fixed a bug with Activating Auto Build whilst blocks were already placed in the build context that would lead to a softlock.
  • Fixed some cases of sounds becoming stuck in the world.
  • Fixed an incorrect image being displayed when collecting the first Power Core in Stranded in Space.
  • Fixed some floating trees in Rally Mode.
  • Fixed an issue with the rubber on tires not being rendered after a respawn until the structure moved.
  • Fixed an issue with the Block Preview not displaying in the Customisation screen if playing on lower settings.
  • Fixed a bug with Undo reverting all blocks to the same colour.
  • Fixed a bug with some prefabs not correctly rendering if Max LOD was set to Good.
  • Fixed Tires being able to be punctured during the invulnerable period after repairing.
  • Fixed the Explosive Barrels getting stuck in a respawn explode loop if they were destroyed from 100m+
  • Fixed the resolution of the Blueprint displayed when editing an uploaded being low.
  • Fixed a soft lock that would occur if entering the seat in the same frame that it was destroyed.
  • Fixed a bug with the Daily Challenge not displaying correctly.
  • Fixed numerous localisation issues.


Ever since Trailmakers launched on Early Access we've continually been impressed by what our community has created with the things we've given them in-game, and we can't wait to see the Workshop fill with your Mod creations!

We’re hard at work bringing the 1.3 Update to PlayStation and Xbox too, though of course without the Mod Support. Stay tuned for more news regarding this release on those platforms and for us to dive deeper into our plans for the 1.4 update...

Perfect Pitch Hotfix 3

Hey Trailmakers!

This is just a small "hotfix" for the Perfect Pitch update that fixes a handful of crash bugs we became aware of, and fixed the loophole that allowed you to use mark up language in in game user names and server lists.

Work is progressing well on the 1.3 update and we hope to have more to share about that soon™️!

OUT NOW: Trailmakers 1.2 - The Perfect Pitch Update

Welcome to the Perfect Pitch Update!
The trails are alive with the sound of music!
But the new Tone Generator block is not the only great addition to Trailmakers in this update. We have made a ton of improvements to the builder, reworked the bullet system, and added some highly requested features to modding. Check out the details below, and stay tuned for the next update to Trailmakers which we’re sure will make a… splash…

[h2]General[/h2]
  • Bullet/Cannon Rework - Bullet points with points about bullets
    We have done a lot of work trying to improve the cannons and their bullets in Trailmakers. We mainly set out to do this because the old bullet system had many performance issues. These are the main changes we have made:
    • Bullets from the Small Cannon no longer have a homing effect.
    • Added a bit of spread to the bullets trajectories.
    • Added a clear physical impact when the bullets hit.
    • Bullets fly faster.
    • Bullets from the Small Cannon drop less in their trajectory (less gravity if you will).
    • Reduced the recoil of the Small and Tiny Cannon.
    • Fixed a lot of cases where you could hit yourself with bullets when flying and spinning etc.
    • Significantly reduced the bandwidth used so you can have a ton more bullets in the game without lag.
    • And of course… we have added a brand new cannon - the Tiny Cannon.
  • Mod Support Changes
    We have listened to the feedback from the modding channel on our Discord and made a lot of improvements and additions. These include:
    • To exemplify the improvements we have done to modding, we have made an example mod you can try. It’s called “Trackmaker mod” and you can use it to build a race course with a start and finish line, tires outlining the track, a timer that triggers when you start and finish, and a save/load functionality so you can share your track with friends.
    • Made collision callbacks so you can make something trigger on a collision (this enables features like finish lines that trigger when you drive over them).
    • Enabled raycasting so you can measure distances (this enables features like spawning something on the ground next to you even if you are on a tilted surface).
    • Exposed audio files in the game and made them playable with mods.
    • Added functionality to scale, rotate, and position objects.
    • Added an icon to multiplayer servers with mods.
    • Improved the UI for mods and made it movable.
    • You can now save settings in a mod.
    • If you have a mod active you can press F4 to release your cursor.
    • NOTE: The syntax of many mod functions has changed. This means that many of your old mods will be broken.


[h2]Blocks[/h2]
  • NEW: Tiny Cannon - This 2x1 Cannon has the same functionality as the Small Cannon, but a different design. It weighs only 1kg and has a nub at the opposite end of the muzzle.
  • NEW: Inverted Corner Blocks - We have added four new inverted corner blocks that should hopefully make some of your builds more aesthetically pleasing. They are 1x2x2, 1x3x3, 1x4x4 and 2x2x2
  • NEW: Tone Generator - This 1x2 block emits a sound that you can choose from a drop-down menu in the configurator. You can also change the pitch of the sound. The default 0 value is a C, and every +1 or -1 is a semitone. You can find this block under “Soundmakers” in the Accessories section.
  • The Horn and the Square Horn have also received the “Pitch” slider.
  • The Square Horn now has a drop-down in the configuration where you can select between Alarm and Siren.
  • You can now disable the ability to look around with the camera while in a seat. This is a setting in the configuration on your seat.


[h2]Builder[/h2]
  • Reworked the save system for blueprints:
  • When you save a blueprint you can give it a title, a description and a tag (even if you don’t upload it to the gallery or workshop).
  • If you decide to make some changes and save the blueprint again, you can choose to “Save” or “Save As”. The regular “Save” overwrites the original while “Save As” makes a new version.
  • Transformation Slots are now linked to Blueprints. So if you set a slot to that awesome plane you’re working on, as long as you continue to save your work on top of that Blueprint instead of Save As, any changes will also appear on the Transformation.
  • The title and description you choose for your blueprint are now visible when you hover over the blueprint in the menu. This also goes for workshop creations you have downloaded.
  • Added a separate blueprint tab for Workshop/Gallery downloads.
  • You can now hold down the button to quickly turn on/off a lot of blocks.
  • The toggles in the gif above are now 3D elements which means they should order correctly when there are many close together and be easier to work with overall.
  • Added a “Select All” feature that lets you quickly select every block of a type. The hotkey is Ctrl+Double Click on PC while on Consoles you just hold down the select button (A on Xbox, X on PlayStation)
  • Improved the wording of delays, durations and pauses in the block configurator and added tooltips that better describe how to use them.
  • Added tooltips to sliders in block configuration - hopefully this should clear up some frequently asked questions like “What is damping and stiffness on a suspension?”
  • Copying blocks that have Logic Toggles enabled will now correctly copy across the link.
  • Added a confirmation box for when you leave the builder with blocks that are unattached to a seat.
  • If you find yourself having an enormous amount of blueprints and would like to sort them, we have good news for you. If you create subfolders in your Documents/Trailmakers/Blueprint folder in Windows, they will now show up in game too.
  • We’ve changed how the Import and Export flow works. Now when pressing the button we’ll open a Windows Explorer window directly in your Blueprints folder. From here you can use the standard Windows controls and navigation to place Blueprints you want to import into your game into this folder. Returning to the game will then see your Inventory reload so you can use the imported Blueprint right away.


[h2]Performance[/h2]
  • Greatly reduced the negative performance impact of having multiple engines.
  • Improved the performance when marquee selecting large structures in the builder.


[h2]Sound[/h2]
  • Added a nice Doppler Effect.
  • Added new collision sounds.
  • Redesigned RAW Jet Engine sound so it’s easier to hear when it’s close to overheating.
  • All blocks now make sound when out of seat, they’ll deactivate after a period of no player being in a seat.


[h2]Bug Fixes[/h2]
  • Fixed Blocks being placed around the Build Bounds leading to overlapping blocks.
  • Fixed a crash bug that would occur when copying from one side of the Build bounds to the other.
  • Fixed a crash bug that could occur if somebody was late joining a server during a despawn event.
  • Fixed an incorrect error message when the host closes a server. You will now see a correct “The Host closed the server” message.
  • Fixed not being able to set an Input Duration without also setting a Delay or Pause.
  • The sun no longer shines through blocks.
  • We made some improvements to the Exit Seat behaviour, so there’s less chance of the character Hulk smashing their way out of the seat.
  • Exiting your seat and builder whilst in or under water is now much safer.
  • Fixed numerous issues with the Chickens. They should now correctly run away from all players on a server.
  • Fixed Chickens not running away from players when they weren’t in a seat.
  • Fixed the particle direction when shooting a Chicken, it should now follow the trajectory of the shot.
  • Fixed being able to use more characters than allowed when naming your Workshop upload, which would cause it to fail to upload with a not very helpful error message.
  • Fixed Shield Plates being placed directly in front of wheels causing the structure to sink into the ground when reaching certain speeds.
  • Fixed the various fish in the Oceans of Treasure and Race Island being blurry if you had Motion Blur enabled. (They were very fast fish).
  • Fixed some Normal map issues with the skins when you were using the same colours for both the Primary and Secondary colour.
  • Fixed the Rocket Icon not appearing on the Salvage tooltips on Salvage that was required to build the rocket.
  • Fixed the Redemption screen (when unlocking Weekly Challenge prizes, or VIP Seat) having a non-functioning OK button.
  • Fixed some Salvage within Stranded in Space that was not resetting correctly when dropped in the water.
  • Fixed numerous issues with the Nugget Thieves within Stranded in Space with them dropping gold through terrain or into water.
  • Fixed the Daily Challenges incorrectly telling you you’d completed all challenges if playing offline.
  • Fixed numerous display issues with Blocks inside the Builder Inventory.
  • Fixed the LOD level on the Dynamite block.
  • Fixed some localisation issues.
  • Fixed the character scarf behaving erratically.
  • Fixed the Grass lying down when displacement was active.
  • Fixed Dethrone displaying the incorrect player that was picking up the Crown.
  • Fixed the Cockpit Seat despawning incorrectly.
  • Fixed Dethrone having some Template vehicles that shouldn’t have been there.
  • Fixed the Dethrone Template vehicles not having names.
  • Fixed a few rendering related bugs.