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Roadmap #24

@TheCodingDad-TisonK

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@TheCodingDad-TisonK

What's coming to Custom Trigger Creator

This is the living public roadmap for CTC. It gets updated as versions ship.
Found a bug or have an idea? → Open an issue


✅ v1.0 — Shipped (2026-03-13)

The full in-game trigger creation system.

  • 8-step wizard — build any trigger without touching Lua or XML
  • 6 trigger categories: Economy, Interaction, Notification, Conditional, Chained, Custom Script
  • 18 trigger types across all categories
  • World placement — triggers are anchored to your position when created; walk up and press [E] to activate
  • 3D marker icon floating above each placed trigger (Shop style)
  • Map hotspot icons for all placed triggers
  • [T] Name beacon label visible within 30 m
  • HUD toast notifications (INFO / SUCCESS / WARNING / ERROR)
  • TIMED chain countdown bar in HUD
  • Trigger management panel — Toggle, Delete, RUN per trigger
  • Export / Import triggers to ctc_export.xml
  • Auto-save to ctc_data.xml on every game save
  • Admin Mode — unlocks Custom Script triggers (Lua Callback, Event Hook, Scheduled, Conditional CB)
  • Developer API — g_CTCSystem.scriptRegistry for inter-mod callbacks
  • Full EN + DE translations

🔧 v1.1 — Placement UX & More Marker Styles (next)

World placement works, but right now the trigger is anchored to wherever you happen to be standing when you finish the wizard. v1.1 makes that intentional and obvious.

  • Walk-to-place wizard step — a dedicated step where you close the wizard, walk to your exact spot, then confirm; no more guessing
  • More 3D marker styles — Unload, Sell, Garage, Animal, Silo icons (currently only Shop is available)
  • Trigger edit — re-open the wizard on an existing trigger to change any setting
  • BRANCHING chain wizard — configure the Yes and No outcome paths separately in the wizard (currently both paths share the same config)
  • TIMED chain wizard — set per-step countdown durations in the wizard
  • ITEM_CHECK condition — live inventory API integration (currently always passes through)
  • Multiplayer sync — TriggerRegistry server-authoritative; changes replicate to all clients

📋 v1.2 — Manage & Organise

Quality-of-life for players with larger trigger collections.

  • Trigger groups / folders — organise triggers into named collections in the management panel
  • Trigger duplication — clone an existing trigger as a starting point
  • Bundled example triggers — a starter defaultTriggers.xml you can import to learn from

🔌 v1.3 — Inter-Mod Integration

CTC becomes the backbone other mods hook into.

  • Named callback discovery — in-game dropdown of registered script keys from connected mods, so you don't have to type them by hand
  • AutoDrive integration (target) — named callbacks for start / stop / reroute, enabling the ferry crossing automation use case described in [#20]([Feature] Video tutorial #20)
  • Presence-based triggers — detect when a vehicle or player enters/exits a zone (light timers, per-door control)
  • Condition registry browser — see what condition keys other mods have registered

💡 Longer term / under consideration

Not committed to a version yet — depends on earlier phases landing well and on community feedback.

  • Scenario / quest chains — a sequence of triggers that unlock in order
  • Server-admin trigger sharing — push a trigger collection to all players on a server
  • Additional translations (FR, PL, others — PRs welcome)

How to follow along

  • Watch this issue for updates — it gets edited as versions ship
  • The CHANGELOG has the full release-by-release history
  • Releases always have download links and release notes

Last updated: 2026-04-21

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