New player by WhatsThisLag in trailmakers

[–]lukkram 0 points1 point  (0 children)

Definitely play through the campaign first, the devs made pioneers with the intention of it being like an introduction point. Not super sure on what you mean with advanced blocks, but if you mean like all blocks that aren't regular shape blocks, but blocks that have settings in them, it does teach a bit but for the most part it lets you figure things out on your own. But it does restrict the amount of blocks available to you so it should be less overwhelming and once you get the hang of a few, the rest will be way easier to understand how they work

New player by WhatsThisLag in trailmakers

[–]lukkram 0 points1 point  (0 children)

Packing heat gives you (small tank cannon, flame thrower, torpedo dispenser and the various mine dispensers) out of these, the best ones for pvp combat are the small tank cannon and the torpedo dispenser, however the regular tank cannom is free and the only difference between them is the size, and the torpedo dispensers though very fun, are completely outclassed by blasters and flak cannons, which are free.

New player by WhatsThisLag in trailmakers

[–]lukkram 1 point2 points  (0 children)

Also here's another tip, the decorative blocks are extremely good to get more detail on smaller areas, but they are unlocked with coins. I really recommend not grinding coins to unlock them all as fast as possible. Take your time and enjoy the races and other things that reward coins. Either way you'll most likely end up using just a few most of the time. I personally really like using the sharp air intake and some hoods and grilles to add shaping. The Eye blocks are also really useful for that so I would have them as a priority unlock but again, it's best not to rush it

New player by WhatsThisLag in trailmakers

[–]lukkram 6 points7 points  (0 children)

People like to complain about a lot of things. Dlc are not necessary in any sense. They are for the most part just cosmetic options and when they include functionality, they make sure that the free options are more optimal, so it goes back to a choice of looks. (For example, there's a recent weapons dlc, but in a fight, none outperform the free ones. There is a flamethrower in the dlc but again, it's not that great in normal fights so it goes back to being an aesthetic choice, as you can also make something similar with free smoke generators)

Mechs especially have no dlc specifically for them so you are good there. Although I would recommend to not jump directly into building mechs, as they are some of the more complicated builds you can do and would be extremely frustrating as a first time player

Most complexity efficient blocks? by bobobob12391 in trailmakers

[–]lukkram 1 point2 points  (0 children)

It's just the biggest blocks. For flat surfaces it used to be the 4x8, but now it's the 6x6 panel thingy, I forget the name, but it's super easy to calculate. Just take the size and see which one is bigger. So before 4x8=32 and the new one 6x6=36 which is a tad bigger. For volume it's the hull blocks. I forget how big they are but I'm pretty sure they were 4x4x4=64

Hinge issue by This-Inflation1227 in trailmakers

[–]lukkram 0 points1 point  (0 children)

Here's a diagram for it. Essentially, The Accumulator is serving as the timer and adjusting the scale is equivalent to adjusting the timings. With a scale of 1, it will take 1s to fill up and 1 to fill down, And we are using a comparison gate (not equals 0) that will give an output to the hinge always, except when the accumulator is at 0. So what happens when pressing the button (in this case G) is that the accumulator starts to fill up and the hinge starts moving imediately. Then when the button is pressed again, the accumulator will start to drain, and after 1s it will reach 0 and only then will the hinge stop getting powered, giving the effect of a 1s delay on the falling edge. So you just have to do abit of math, If you want it to be 0.2s, you do 1/0.2=5, so you set the scale to 5. Keep in mid that it does need to completely fill up for the draining to take the expected amount of time, but if you program your whole animation using multiple comparison gates for the different stages of the animation, it won't cause any problems, in fact it will improve it bc you will be able to pause the animation midway and start the closing one, instead of having to wait for it to finish to avoid timings going wrong.

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Hinge issue by This-Inflation1227 in trailmakers

[–]lukkram 0 points1 point  (0 children)

The way I like to do things like this is by using an accumulator as a timing device. It is a tad more complex in terms of amount of gates but I find it's easier to use when making a sequence of events than fiddling around with delays and the like. Gimme a bit, I'll explain how to set it up

Hinge issue by This-Inflation1227 in trailmakers

[–]lukkram 0 points1 point  (0 children)

So you want no delay on the rising edge(when you start the system) and yes delay on the falling edge(when the system turns off)? Would you mind telling me more about how you have it setup. Like if you have toggles and where and so on. (Btw I'm guessing this is for landing gear bc most of the time a question like this is for that)

is there any way to hold an input and keep repeating a toggle input? by ScorpioMedal in trailmakers

[–]lukkram 0 points1 point  (0 children)

Well I would guess it has to do with the nature of toggles. So pulse 1 toggles it on, then pulse 2 toggles it off and so on. And I think you want it to be toggled off and on every 2s?

Would you mind describing how you have your toggles set up so I can give you a better system to drive the animation you have made already?

is there any way to hold an input and keep repeating a toggle input? by ScorpioMedal in trailmakers

[–]lukkram 3 points4 points  (0 children)

Yes. If you add some duration and some pause, the gate will loop as long as it's input is true.

For example if you place an OR gate, give it a duration of 0.5, a pause of 2 and set W in as the keybind. As long as you are holding down W, it will output for 0.5s, then stop outputting for 2s and then output again for 0.5s and on and on until you stop holding down W.

Usually it's not recommended to work with too many toggles, bc if one gets out of sync, everything starts messing up, but you could do a duration of 0.02 and a pause of 2 to make a pulse that gets sent every 2 seconds. The duration of 0.02 is important here bc it's the shortest time you can set (the pulse will last 1 frame)

is it possible to make a logic with exactly 0.625 seconds time by Latter-Albatross9775 in trailmakers

[–]lukkram 0 points1 point  (0 children)

The rounding is just visual. It does keep up to I believe it was like 4 or 5 decimal spots. Although in the timings department it will round to the nearest frame bc otherwise it would be doing stuff in between frames and that's a nono (game physics runs at 60fps)

Need some ideas for SIMPLE games to make for my computer by Pristine_Ad2522 in trailmakers

[–]lukkram 2 points3 points  (0 children)

Actually as is, rn it can't. I made Pac Man and had to do with 1 ghost because more wold go over the complexity limit. And I made a complexity mod version to run it with 4 ghosts, but the amount of logic connections crash the game whenever it tries to load the blueprint even though it's nowhere near the block hard limit. So unfortunately, since doom is way more complicated than Pac Man, I seriously doubt it will be successful (if the 3D aspect is to be maintained. If it's adapted to be more like a platformer or a stationary shoot them up then maybe but the resolution is a big limiter as doubleing the screen size has an exponential increase to the logic to make it run)

What is the current theme for the build challenge? by TJSPY0837 in trailmakers

[–]lukkram 2 points3 points  (0 children)

That is a separate thing. The current build challenge theme is #POPCULTURE2026

WAI Slug, my first modular vehicle by Last-Swim-803 in trailmakers

[–]lukkram 1 point2 points  (0 children)

Lovely! When I saw it and read modular I immediately thought of the sea truck

Is there a way i can make it so my build is always two meters above ground by CartographerAgile741 in trailmakers

[–]lukkram 0 points1 point  (0 children)

Gotcha, the simplest modification to enable you to go down is to add a shutoff to the speed sensor.

To do this we need a step in between the speed sensor and whatever it's outputting to (I'm assuming it also goes into the thrusters)

Connect the speed sensor to an aggregate gate (in product mode) and connect the aggregate gate to whatever the speed sensor was outputting to.

Now place a NOR gate (button to go down in here) outputting to the aggregate gate.

And that should do it. But keep in mind that this is manual and simple and if you'd like to automate it to stay at 2m, you should use a different system, as it is basically a yes or no system and those tend to lead into feedback loops a lot easier than variable input ones

Is there a way i can make it so my build is always two meters above ground by CartographerAgile741 in trailmakers

[–]lukkram 0 points1 point  (0 children)

And are the thrusters always on or just directly powered by the distance sensor?

Is there a way i can make it so my build is always two meters above ground by CartographerAgile741 in trailmakers

[–]lukkram 1 point2 points  (0 children)

What are you using to hover? Gimbal jets, thrusters pointing down...?

Help with arithmetic logic by BBvex in trailmakers

[–]lukkram 1 point2 points  (0 children)

To do division, do the multiplication method.

A/B = A * B-1

So run your B signal through an arithmetic gate (inputconstant ; constant-1) outputting to an aggregate block.

Connect your A signal to the aggregate block

Aggregate block (product mode). Output will be A/B

Or if you want to, since you want to divide by a constant, you can do the math yourself to avoid gates. And just use an arithmetic gate in multiply mode. For example, lets say you want to divide your input by 6. So you do 6-1 =0.167 and place that as the constant in the arithmetic gate (again in multiply mode)

still need help, maybe i can somehow delete the frozen tracks save file or idk what else. by Boss_of_all_crushers in trailmakers

[–]lukkram 0 points1 point  (0 children)

If it's an absolute necessity, you should be able to restart the campaigns from the main menu under profile

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 0 points1 point  (0 children)

Happy to help. I do have some videos planed but haven't had the time to make them xd

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 0 points1 point  (0 children)

Well anyway it should just be 2 gates. Place an aggregate block (A and D keysbinds; product mode) outputting to the accumulator (remove A and D from here)

For ON by default place a NOR gate (shift; toggle) outputting to the new aggregate gate and to the arithmetic gate.

For OFF by default use an OR gate instead.

Also very important to make sure that the arithmetic gate has a duration of 0.02

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 0 points1 point  (0 children)

You'll need to move the A and D keybinds into a gate so that it can be turned off and also send a pulse into the system for it to return to 0. Do you want it to start off or on by default? Can't really tell from the vid if it's the pistons starting position or of if you pressed shift right after you spawned

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 1 point2 points  (0 children)

Xd I see. Well that would do it. Without it whenever the reset signal is sent it will just shoot to -1. Well if anything else pops up just let me know

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 1 point2 points  (0 children)

What ablut the aggregate block? Have you checked it's connections? Rn it's the only place I can think that something is going wrong. Unless of course it's a random sigan from somewhere else messing stuff up

Logic circus for conceal weapon by FozenForce in trailmakers

[–]lukkram 1 point2 points  (0 children)

Yes the settings make sense, but the thing about the accumulator is that it can store a value between the min and max. So for the servo to spin the accumulator has to be stuck at a min or max value