My DLLs - Eagle517 - 05-24-2025
I wanted to make a thread to house the DLLs I've worked on over the years. I've arranged them based on whether they're client-side or server-side as well as how useful I think they are. As always, Queuenard maintains an exhaustive list of all DLLs made for Blockland over at https://codeberg.org/Queuenard/blockland-DLL-tools. All of these DLLs can be loaded into the game using RedBlocklandLoader.
Client DLLs
| Name | Description |
| Immediate Refocus | This allows you to alt+tab in and out of the game without it freezing (assuming you're not in fullscreen mode). |
| Precipitation | Makes rain/snow collide with bricks, improving a build's atmosphere. |
| No Sleep | Prevents the game from sleeping when the window is not focused. This makes it so the game continues to run smoothly while in the background. |
| Texture Bleed | Makes it so textures clamp to their edges properly and don't bleed. See an example here. |
| More Coverage | Extends brick face culling to cover larger bricks. See an example here. |
Server DLLs
| Name | Description |
| Selective Ghosting | Dynamically ghost/unghost objects to clients and adjust objects' net fields. Original by Zeblote. |
| Network Priority | Control the network priority of objects so important objects ghost first for clients. |
| Wine Fix | Fixes the console so dedicated servers work properly with more recent versions of Wine (up to Wine 8.0.2). |
| Move Handler | Gives you the ability to see player's inputs and control bots in a precise manner. Originals by Port and Gytyyhgfffff. |
| Ghost Limit Bypass | Removes the ghost limit so more objects are able to update per game tick for clients. Note that clients with poor bandwidth may be negatively impacted. Original by Pah1023. |
| Object Collision | Gives you fine-grain control over object collisions, letting you specify it per-object. See examples here. |
| Player Data Fields | This lets you adjust datablock fields per-player, along with their recharge rates. This can reduce ghost updates, but it may cause client-side interpolation jittering depending on which fields you modify. |
Utility DLLs (These work on both the server and client)
| Name | Description |
| Player Collision Toggle | Lets you manipulate collisions between players and vehicles. Original by Zeblote. See examples here. |
| Float Precision | Increases the floating point precision of TorqueScript. |
| BL Tracy | Integrates the Tracy profiler into Blockland for TorqueScript, letting you better diagnose problems. See examples here. |
| DataChunker Fix | Fixes a bug with the DataChunker class, increasing the function limit of TorqueScript. |
| On Game Tick | Adds a TorqueScript callback that gets called every game tick with the game's delta time. |
RE: My DLLs - Dev_Gear - 05-25-2025
Nice!
RE: My DLLs - Eagle517 - 01-14-2026
BL Tracy was updated to 1.1.1:- Fixed a crash that would occur when either CodeBlock::exec or an engine method would return NULL instead of a proper empty string. For example, calling
ServerConnection.getControlObject().getEyeVector() returns NULL due to the anti-cheat check Badspot put in place.
RE: My DLLs - Eagle517 - 01-15-2026
Player Collision Toggle was updated to 1.1.0:- Added
$Physics::ProjectilePlayerMask- This lets you modify what types of objects projectiles with
collideWithPlayers set to true will collide with
- Added
$Physics::ProjectileNonPlayerMask- This lets you modify what types of objects projectiles with
collideWithPlayers set to false will collide with
- Cleaned up hooks to use MinHook
- Added examples to README.md
- Updated CMakeLists.txt to be consistent with my other DLLs
As an example, you can do $Physics::ProjectilePlayerMask &= ~$TypeMasks::VehicleObjectType; to make most projectiles pass through vehicles.
Side note, but I added the ability to do inline code blocks on the forums. You just surround text like so:
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