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Mod (API) Server release - Mar 3rd, 2025

1741041082
The Aaron
Roll20 Production Team
API Scripter
Hi all, I've pushed a minor update for both the Default and Experimental Mod (API) Servers: Feature Ready Mod (API) Console Log message -- There is now a message that shows when the Mod (API) Server starts up at the point it sends the ready event.  This message tells you which version of the server started up (Default or Experimental), the date it was last updated (YYYY-MM-DD), how long it took to get to the ready even, and how many Roll20 objects it loaded into the server. ##########> Sandbox [DEFAULT 2025-03-03] : Ready fired after 2.71s, 457 objects. ##########> Sandbox [EXPERIMENTAL 2025-03-03] : Ready fired after 9.15s, 458 objects. As always, please let me know if you have any questions or run into any issues!
1741046985
Andrew R.
Pro
Sheet Author
Neat!
1741054717
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Nice!
1741200578

Edited 1741200701
Nick S.
Pro
Marketplace Creator
Translator
Hi Aaron! I’ve been away from Roll20 for a bit, but I recently released a new feature for DunGen.app  (furnishing) and thought I’d check in to see if there’s an opportunity for tighter integration with Roll20 like I do with other VTTs. Currently, users download the maps and lighting details, then import them using your Walls script. I’d love to create a mod that directly calls my API from the chat and imports all the relevant details automatically. Do you expect something like that would be possible in the future? Thanks!
1741657662
The Aaron
Roll20 Production Team
API Scripter
Hi Nick, I don't think there are any plans for that sort of thing in the foreseeable future. That said, I suggest embracing the UniversalVTT format and having your subscribers use the UniversalVTTImporter to pull it into Roll20. UniversalVTTImporter supports many more features over what Walls does, and it's an extensible and general format. I'd be happy to help with that, just reach out. 
1741736876
Kurt J.
Pro
API Scripter
Hey Aaron... Is there a way for the API to check the sandbox version (default/experimental)? I'd be interested in doing that to supply warning messages if someone hasn't switched it and is trying to use beacon fields :) As an aside, I do have one game that just will not switch to experimental. No matter what I do it reports "Default" in the startup message. It was just a test game, so I abandoned it and made a new one, but it is weird.
1741796854
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Here's a snippet that The Aaron gave me: if (typeof $20 !== "undefined") { //Do Experimental Sandbox Stuff }
1741803227

Edited 1741803240
The Aaron
Roll20 Production Team
API Scripter
I put in a ticket this morning for me to add that explicitly on campaign.  Should be able to get it out soonish