Mods / Trail Mod Updated Fork
- Tags:
- Author:
- Maro
- Side:
- Both
- Created:
- May 4th at 8:44 PM
- Last modified:
- May 8th at 12:37 AM
- Downloads:
- 829
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Recommended download (for Vintage Story 1.22.0 - 1.22.2):
NaturalTrailsMod_1.3.1.zip 1-click install
This is my first attempt at updating a mod so please be kind. For info on the mod, please follow the following links!
-Added trail creation for mounted animals and vehicles
-compatible with Cartwright's Caravan
if you have any issues or suggestions please feel free to let me know, I'm not very versed in modding or coding for that matter but I have no problem taking on a challenge and seeing if I can get through it :D
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.1 | trailmodmaro | 569 | May 8th at 12:37 AM | NaturalTrailsMod_1.3.1.zip | 1-click install | ||
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| 1.3.0 | trailmodmaro | 48 | May 7th at 6:39 PM | NaturalTrailsMod_1.3.0.zip | 1-click install | ||
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-Added trail creation for mounted animals and vehicles
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| 1.2.7 | trailmodmaro | 80 | May 6th at 6:57 PM | NaturalTrailsMod_1.2.7.zip | 1-click install | ||
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| 1.2.6 | trailmodmaro | 63 | May 6th at 6:22 AM | NatualTrailsMod_1.2.6.zip | 1-click install | ||
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Fixed issue where tall grass was breaking rather than changing to "eaten" state when stepped on. Fixed issue where having flowerTrampling on would cause reeds and tule to also be trampled. Adjusted default settings for trails to be less sensitive | |||||||
| 1.2.5 | trailmodmar | 69 | May 4th at 8:48 PM | Empty | NaturalTrailMod_1.2.5.zip | 1-click install | |
hey could you post the source?
Can anyone offer any advice on how to update from the old mod on an existing world?
I tried opening a world made in 1.21.7 and TrailModUpdated (v1.3.7) with VS 1.22.2 and this mod fork (v1.3.1) running. All the old trail and trampled blocks fail to render and show as blocks with a red [?] and white block texture. I saw that all the item codes and block codes in this new mod use "trailmod:" as a prefix (instead of "trailmodupdated:") so I figured I could do a remap of all the codes using /bir and /iir in the command line like so:
.pastemode multi
/bir remap trailmodupdated:cairn-andesite-free trailmod:cairn-andesite-free force
/bir remap trailmodupdated:cairn-chalk-free trailmod:cairn-chalk-free force
/bir remap trailmodupdated:cairn-chert-free trailmod:cairn-chert-free force
[etc...]
While this indeed remapped the blocks to new IDs, upon saving exiting and returning all the blocks still show as [?] blocks and now have no block code showing instead as "Unknown Block ID 14xxx". I'm stumped and not sure what I'm doing wrong. Any help would be appreciated.
If it matters, the world also used terrainslabs and its trailmod compatibility patch which sadly doesn't work (yet?) for VS 1.22.2, but I figure those slab+trail blocks are a seperate problem.
another suggestion would be the compatability with the Wildgrass Mod if its not too much trouble :) those two together would be really awesome too :)
https://mods.vintagestory.at/wildgrassfork
nevertheless thanks for the fork :D
works like a charm
any possibility of adding terrain slab compatability? this mod seems super awesome i really love it.
I can definitely look into it, but as a very inexperienced coder, I make no promises lol. EDIT: it seems BeloMaximka has a compatibility patch at one point, might be a good idea to ask them if they're willing to do an update :)
Hello! Thanks for your work. Bug report time Maro: in VS 1.22.2 (both single player and on a server) and this mod both 1.2.7 and 1.3.0, when a block is protected via trowel and then the crosshair is moved off of that block, the block highlights cyan. To unhighlight the block, either (a) break the block and wait a second for it to update, or (b) unprotect the block via trowel, then move the crosshair off the block. Expected behavior: block does not gain any highlighting (the added message to the tooltip at the top is helpful though!). Workaround: don't use trowels, build some sort of raised flower beds. No crash report (no crash occured), no text appeared in the server's console. The following text from VintagestoryData/Logs/client-main (though I don't know if it's related since it mentions leather):
7.5.2026 15:32:12 [Warning] (x_x) Captured 10 issues during startup:
7.5.2026 15:32:12 [Warning] Texture asset 'trailmod:textures/block/leather/black.png' not found (defined in Item trailmod:trowelhead-copper).
Please tell me if you need me to check other places for error messages, or if you need additional info (this is my first mod bug report, I'm new at this). Thanks again for the fork!
With the trowel texture error, when you see the item, what color is the wrapping around the handle? I've gotten the same error but the trowel was rendering with the correct textures.
It looks like a greyish-black, which is probably how it's supposed to be. So it seems like this "error" isn't related to the cyan highlighting of protected blocks.
yeah, the error is relating to the texture path on the "string" of the trowels handle. If the string is anything other than pure white, it should be working. I changed it to leather/plain with thelatest update so it should have gone from black to brown now. The pathing error SHOULD be fixed now, I've looked through both server and client main logs and haven't found any more errors relating to the mod :> let me know if you find anything else!
1.2.7 is out with texture, recipe and text fixes!
I remember playing one of the iterations of this mod and it caused a major memory leak; Has the memory leak issue been fixed?
Unfortunately that is far beyond my scope of knowledge so im unable to answer that question :C EDIT: HOWEVER! I personally haven't noticed any memory leaks on my end during testing or normal play, but that doesn't mean it's not still a thing :P
Alright~! new update is out with reed/tule trampling, and tallgrass fixed. I also adjusted the default config settings to be less sensitive. If you find any other issues lemme know!
Thanks so much for updating this mod, it's one of my favourites.
Can confirm the tallgrass and reed/tule is now working properly.
I am getting errors when loading a world though, a whole bunch for cairns and trowels that all look like this:
6.5.2026 20:44:28 [Warning] Failed resolving crafting recipe ingredient with code trailmodupdated:cairn-andesite-free in Grid recipe
6.5.2026 20:44:28 [Error] Grid Recipe 'trailmod:recipes/grid/cairn.json': Output trailmodupdated:cairn-andesite-free cannot be resolved.
Have checked the handbook and cairns and trowels are there, but have no crafting recipe.
Also, in the handbook all trowels appear as just a white cube with red question mark.
Oh you're right, it looks like its just a name mismatch in the files so that should be an easy fix :] ill take a look and get her fixed today!
Perfect, thank you!
It seems more sensitive than before, stepping over flora just once breaks it. Is there anyway to adjust the soil sensitivity?
Soil sensitivity is in modconfig. When I look at the files later tonight ill be readjusting the default settings back to the original defaults as I changed then to be super sensitive for testing and forgot to put it back xD.
i almost liked this mod but the fact it breaks the long grass insted of trample it, and it also breaks Tule when you walk over it and nearly any plant needs work
If i remember right - you can change that in the config
sadly nay i had a deep look i tryed a difrent veson and it tramples gass into "eaten" but this mod jus tbreaks grass instnatly may be a bug? but it also breaks Tule and reeds instnatly and no setting is stopping it
when the dirt gets trampled it will break the grass because it is now a path and not a regular dirt block IIRC. You can change how many steps a block takes to convert.
For me it's correctly turning grass into "eaten" grass, however there is definitely a bug where it also turns tule and cattails into "eaten" grass, which is a pretty severe bug.
Setting "OnlyTrampleGrassOnTrailCreation" to true makes it basically a non-issue though, as you have to walk on it enough times to turn it into an actual trail block before it actually removes the tule/cattails.
Edit: I'm actually using trailmodmaintained, how embarrassing
I'll take a look at it tonight, I had it doing that earlier in testing so it shouldn't be too much of a hassle to fix. The tule breaking ill Def have to look into, I havent had that issue on my end but I have OnlyTrampleOnTrailCreation turned on.
Thank you for taking up the mantle on this incredible mod. It adds so much to the game and seriously deserves it.
Out of curiosity, have you tested with snow? I know 1.22 added new snow features with the snow shovel and such, so that seems like a potential conflict point
I haven't tested it with the shovel interactions at all, but it has been tested in snow and does interact as it did before :D
Finally, Natural Trails Updated Updated. :P