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Workshop mod by SammyS_

Sammys Trench System Arma Reforger Mod

[STS] Sammys Trench System is designed for map makers to create trench systems quickly and efficiently.

6A0EC90DFE43E67B
Sammys Trench System preview

Ranking

Popular#88595.4
35Serversrunning this mod
369Observed players nowon servers reporting this mod
37.8kEstimated player-hours (7d)7-day data
DeploymentTop 6%94.3ahead of 94% of tracked mods by servers running it
ActivityTop 3%97.2ahead of 97% of tracked mods by play on those servers
Popularity95.4deployment and activity combined
How those 35 installs happen100% traced
  • Not identified as a dependency7
  • Required by another mod28
Last 30 days
Servers, last 30 days
33 latest38 peak, 18 Oct18 low, 21 Sept

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept2525198
20 Sept19251924
21 Sept19241824
22 Sept21241824
23 Sept25282024
24 Sept25272224
25 Sept25292324
26 Sept26282424
27 Sept27302424
28 Sept26292424
29 Sept27292224
30 Sept27312624
1 Oct30312624
2 Oct30332824
3 Oct33363024
4 Oct29332924
5 Oct29322624
6 Oct25292424
7 Oct24262324
8 Oct26262124
9 Oct29292124
10 Oct27312624
11 Oct24292424
12 Oct27282424
13 Oct24292424
14 Oct25262424
15 Oct25282424
16 Oct29312524
17 Oct32322924
18 Oct31383124
19 Oct33343216
Observed players, last 30 days
230 latest665 peak, 3 Oct7 low, 14 Oct

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept4295324298
20 Sept39053115424
21 Sept3454387224
22 Sept2473661924
23 Sept2524122224
24 Sept3275044424
25 Sept3934937624
26 Sept43756815224
27 Sept36453116324
28 Sept3615127124
29 Sept34549014524
30 Sept37948716224
1 Oct36347716524
2 Oct3974996624
3 Oct44166517924
4 Oct34650319424
5 Oct34249415524
6 Oct32351810524
7 Oct3444521224
8 Oct20532711824
9 Oct38445910624
10 Oct2543929024
11 Oct19535313224
12 Oct2153262424
13 Oct802166024
14 Oct85166724
15 Oct1602655724
16 Oct2423008124
17 Oct52155213924
18 Oct33455518924
19 Oct23055517816

Calculated Oct 19, 2026, 3:47 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

[STS] Sammys Trench System is designed for map makers to create trench systems quickly and efficiently.

Official Workshop description

SAMMYS TRENCH SYSTEM A modular trench kit plus a World Editor generator: draw a line, attach a generator, and a fully built, self-dug trench appears along it. A build-time tool for map makers in the Enfusion Workbench. The generator only runs in the editor; the trenches are ordinary prefabs and the digging is baked into your terrain. WORK IN PROGRESS: CROSSINGS Automatic X junctions (lines crossing) and T/Y junctions (a line ending against another) are still a big WIP and can bug out quite a bit: gaps, odd rebuilds, open arms. Straight runs, bends, branches and hand-placed modules are solid. If a junction misbehaves, nudge a point on the newer line, place the junction by hand, or turn Auto Crossings off. QUICK START 1. Add Sammys Trench System as a dependency of your world project. 2. Create a SplineShapeEntity or PolylineShapeEntity and click your trench line onto the terrain. 3. From Prefabs/WEGenerators/Trenches drag a TG_Trench_ prefab onto the shape in the Hierarchy (it must be a child of the shape). 4. Done. The trench builds and digs itself. Move a point and it rebuilds; draw downhill and modules tilt with the slope. PRESETS - 01: plain fire trench, end cap and exit ramp. - 02_Wiggle: alternating left/right doglegs so nobody fires down the line. - 03_Bays: firing bays, wide bays, MG nests and funk holes mixed in. - 04_Frontline: the full mix, mostly traverses plus bays, MG nests, funk holes, crossing points. - 05_Strongpoint: half traverses, heavy on MG nests, bays and funk holes. - 06_Comms: rear communication trench, straights, ramps at both ends. Each has a _Sunken twin. Prefabs/WEGenerators/Trenches_NoDig has all twelve with terrain digging off by default. ATTRIBUTES - Ends: end cap, 4 m or 6 m ramp, or nothing. - Pattern: wiggle share, variant chance, seed. - Terrain Sculpting: on by default, each module digs about 2.25 m deep. Untick it and the ground goes back to grade; tick to re-dig. - Fitting: follow slope, socket lock distance (2.5 m), anchored end. - Crossings: auto X / T / Y junctions (WIP). CONNECTING - Branch: start a line within 2.5 m of a free socket facing your line (trench end, junction arm, dugout door) and it locks on. - Tee / Cross: end a line against another or cross it at about 90 degrees and a junction is cut in (WIP). The older line keeps its layout. - Free junction arms get an end cap until a line locks on. - Move a hand-placed module and lines locked to it follow. Every module shares one connector profile, so anything joins anything. MODULES (Standard and Sunken) - Straights 2, 4 and 8 m plus visual variants - Bends 15, 30, 45, 60, 90 degrees - Doglegs 8 m left and right - Firing bay, wide bay, MG nest, crossing point - Funk hole 8 m (Standard for now) - T, X, Y junctions and 45 degree skew tees - End cap, ramps 4 m and 6 m 4 LODs, walkable colliders with dirt and grass surfaces, a grassy sod lip with hanging roots, and each module digs its own hole when placed by hand. DUGOUTS (place by hand) Single, small, L-shaped blast bend, large common room, barracks, command post, aid post, ammo store, a 12 m walk-through gallery that sits in the line, and a Sunken shelter. Timber framed with log ceilings and furniture, real interiors with indoor lighting and sound. They dig their own entrance; start a trench line at the doorway and it locks on. VEHICLE PITS (place by hand) Tank hull-down, APC revetment, SPG pit with a crew trench, and a covered shelter. Each has a drive-in ramp and digs itself. STANDARD VS SUNKEN Standard: open shells on dug ground, lightest. Sunken: closed tubs with their own floor, for rock, steep ground or no sculpting. TIPS - One generator per line. Draw the main line first, then branch. - Edited the terrain? Nudge a point to re-dig. - 4 m rhythm: round metre lines give the cleanest results. - Keep crossings near 90 degrees with straight run either side. Feel free to edit materials to match your scene.

Servers running this mod

35

35 currently listed servers report Sammys Trench System in its mod list. Showing the 5 with the most players.

View all 35 servers

Versions

7
published · approved · 45.6 MiB
published · approved · 45.6 MiB
published · approved · 45.6 MiB
published · approved · 45.6 MiB
published · approved · 10.2 MiB
published · approved · 9.81 MiB
published · approved · 29 MiB
0.0.7Game 1.8.0.13 · 45.6 MiB · Oct 13, 2026
Dependencies: 0Scenarios: 0PublishedApproved
No changelog text is available for this version.

config.json entry

{
  "modId": "6A0EC90DFE43E67B",
  "name": "Sammys Trench System",
  "version": "0.0.7"
}

Use Sammys Trench System on your server

Add Sammys Trench System to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/6A0EC90DFE43E67B
GET https://api.reforgermods.net/v2/mods/6A0EC90DFE43E67B/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.