v4.6.7
v4.6.7
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Changelog
Fixed: Crash when teleporting to waypoint
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3598 |
Mar 23rd at 5:07 PM |
Show |
CampaignCartographer_v4.6.7.zip |
1-click install |
v4.6.6
v4.6.6
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Changelog
Fixed: Removed the entire network service, and started from scratch with network communication. Should resolve a lot of network channel issues. Fixed: Corrected mod load order. I was trying to use network channels before they were registered. Should resolve more network channel issues.
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852 |
Mar 22nd at 12:20 AM |
Show |
CampaignCartographer_v4.6.6.zip |
1-click install |
v4.6.5
v4.6.5
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Changelog
Fixed: Remove `mush` template from mushrooms pack.
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303 |
Mar 21st at 2:39 PM |
Show |
CampaignCartographer_v4.6.5.zip |
1-click install |
v4.6.4
v4.6.4
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Changelog
Fixed: Rare issue with mushrooms template pack.
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34 |
Mar 21st at 1:58 PM |
Show |
CampaignCartographer_v4.6.4.zip |
1-click install |
v4.6.3
v4.6.3
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Changelog
Fixed: Colours not showing in waypoint dialogue Fixed: Allow game to handle map layer thread teardown
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223 |
Mar 20th at 9:59 PM |
Show |
CampaignCartographer_v4.6.3.zip |
1-click install |
v4.6.2
v4.6.2
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Changelog
Fixed: 1.20.6 compatibility fix
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100 |
Mar 20th at 7:25 PM |
Show |
CampaignCartographer_v4.6.2.zip |
1-click install |
v4.6.1
v4.6.1
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Changelog
Fixed: [WaypointGroups] Thread-safe map layer generation. Finally!
This should (hopefully) be the last update for a while!
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1310 |
Mar 14th at 10:39 PM |
Show |
CampaignCartographer_v4.6.1.zip |
1-click install |
v4.6.0
v4.6.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: [Gantry] Logging is now async local, so works properly in singleplayer worlds. Fixed: [Gantry] Logging now uses .log files instead of .txt files. Fixed: [Gantry] Mod systems and subsystems now set Sapi, Capi, and UApi explicitly.
Fixed: [AutomaticWaypoints] Flint added to loosestones crossmap Fixed: [AutomaticWaypoints] Crossmap now updates on world load. Fixed: [PlayerPins] Stop texture memory leaks when exiting world Fixed: [PlayerPins] Fix potential client crash when other players enter MP world. Fixed: [PlayerPins] Cache textures for better performance. Fixed: [TemplatePacks] Stop template packs from duplicating when reloading assets. Fixed: [TemplatePacks] Fix potential crash to desktop when reloading assets. Fixed: [WaypointBeacons] Stop texture memory leaks when exiting world Fixed: [WaypointBeacons] Remove solid black box on screen when facing away from beacon Fixed: [WaypointBeacons] Bring UI back onto the main thread, making the whole feature more stable. Fixed: [WaypointManager] Rebuilt network registration and usage. Should be a lot more resilient now.
Added: [WaypointManager] You can now add waypoints to groups, set descriptions, and show beacons while adding waypoints, as well as while editing them.
This will be the last feature release until a massive overhaul of many features in 5.0.0. I've got a lot planned for this mod, with lots of customisation. So, stay tuned!
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111 |
Mar 14th at 5:28 PM |
Show |
CampaignCartographer_v4.6.0.zip |
1-click install |
v4.5.2
v4.5.2
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Aded more robust network channel registration, with logging. Should help to stop issues with adding/editing waypoints.
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968 |
Mar 9th at 4:08 PM |
Show |
CampaignCartographer_v4.5.2.zip |
1-click install |
v4.5.1
v4.5.1
Support the Mod Author
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Changelog
Reverted: Use native cached icons for waypoint beacons
Note: I know there is still a bit of jank with the rendering of the waypoint beacons. I'm still learning how it all works. I'll keep working on it, and fix it bit by bit, over time.
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371 |
Mar 8th at 4:46 PM |
Show |
CampaignCartographer_v4.5.1.zip |
1-click install |
v4.5.0
v4.5.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Added: Support for new languages: da, is, no, th, zh-tw (Powered by Microsoft Azure Cognitive AI Services) Added: Waypoint Manager retains the results of filtering when closed Added: New waypoint templates: crop, flint, fruit-tree, ftree, pheart, red-clay, rclay Added: Shift-click the "Waypoints" tab to enable/disable all custom waypoint groups
Fixed: Waypoint beacons update when waypoints are edited Fixed: Players no longer sit down when typing G in a dialogue window Fixed: GPS and CentreMap commands now use proper player name parsing Fixed: Soft crash when comparing waypoint during import and export Fixed: Soft crash when selecting waypoints when filtered Fixed: Search filters are retained within the waypoint manager Fixed: Crash at server launch in single-player mode Fixed: Client IOC now properly reports once it is populated FIxed: Stopped server from applying client side patches to shared methods
Performance: Smoother UI for waypoint manager when importing and exporting waypoints Performance: Use native cached icons for waypoint beacons Performance: Removed redundant event handlers after code clean Performance: Faster, and more reliable client thread injection
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231 |
Mar 8th at 1:23 AM |
Show |
CampaignCartographer_v4.5.0.zip |
1-click install |
v4.4.3
v4.4.3
Support the Mod Author
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Changelog
fix (#31): add thread safety to map layer generation fix (#31): mipmap protection during collection operations
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589 |
Mar 4th at 10:15 PM |
Show |
CampaignCartographer_v4.4.3.zip |
1-click install |
v4.4.2
v4.4.2
Support the Mod Author
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Changelog
Fixed: Workaround for vanilla bug where waypoints are created without IDs.
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662 |
Mar 1st at 7:30 PM |
Show |
CampaignCartographer_v4.4.2.zip |
1-click install |
v4.4.1
v4.4.1
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Crash while removing orphaned waypoints in groups
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221 |
Mar 1st at 2:20 AM |
Show |
CampaignCartographer_v4.4.1.zip |
1-click install |
v4.4.0
v4.4.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Crash while sorting and filtering waypoints Fixed: Crash when loading chunks with waypoint beacons Fixed: Teleport to waypoint on shift click in Creative Added: Players with the "tp" privilege can teleport to waypoints Added: Waypoint groups - Group waypoints into new map overlay layers
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111 |
Feb 28th at 6:03 PM |
Show |
CampaignCartographer_v4.4.0.zip |
1-click install |
v4.3.2
v4.3.2
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Missing Spanish translations file within Gantry
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1897 |
Feb 22nd at 4:49 PM |
Show |
CampaignCartographer_v4.3.2.zip |
1-click install |
v4.3.1
v4.3.1
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Waypoints not imported to the correct positions
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384 |
Feb 22nd at 12:30 AM |
Show |
CampaignCartographer_v4.3.1.zip |
1-click install |
v4.3.0
v4.3.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Added: 30 new icons Added: 70 new default waypoint templates Added: Waypoint Template Packs - Replacing the old predefined waypoint templates. Added: Per World and Global custom waypoint templates
Added: Share selected waypoints within Waypoint Manager
Fixed: Waypoint Beacons crashing on world load Fixed: Spanish language file causing crashing on world load Fixed: Linux crash with unmerged assemblies Fixed: Some settings being overwritten on world load Fixed: Do not allow fast travel nodes for blocks without destinations (Now works with Translocator Engineering Redux) Fixed: Fast travel nodes now disappear immediately when block is broken Fixed: Waypoint colours not being translated correctly
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402 |
Feb 20th at 11:00 PM |
Show |
CampaignCartographer_v4.3.0.zip |
1-click install |
v4.2.4
v4.2.4
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Guard against null ids in waypoint beacon registry
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2462 |
Jan 29th at 12:38 AM |
Show |
CampaignCartographer_v4.2.4.zip |
1-click install |
v4.2.3
v4.2.3
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Predefined waypoint add/edit dialogue not showing icons properly
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939 |
Jan 25th at 6:29 PM |
Show |
CampaignCartographer_v4.2.3.zip |
1-click install |
v4.2.2
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156 |
Jan 25th at 2:47 PM |
Show |
CampaignCartographer_v4.2.2.zip |
1-click install |
v4.2.1
v4.2.1
Linux messed things up again.
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312 |
Jan 24th at 5:08 PM |
Show |
CampaignCartographer_v4.2.1.zip |
1-click install |
v4.2.0
v4.2.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Game Version Update: Parity update for 1.20.1
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468 |
Jan 23rd at 2:00 AM |
Show |
CampaignCartographer_v4.2.0.zip |
1-click install |
v4.1.1
v4.1.1
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
Fixed: Crash when editing fast travel nodes
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302 |
Jan 15th at 1:33 PM |
Show |
CampaignCartographer_v4.1.1.zip |
1-click install |
v4.1.0
v4.1.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
-
Waypoint Icons and Colours
The "add" and "edit" windows for waypoints have been re-written, allowing for new functionality to be added.
- Added fifty (50) new icons for waypoints.
- Added seventy (70) new colours for waypoints.
-
Waypoint Beacons
Add existing waypoints as beacons, visible in the world as pillars of light. Accreditation to Novocain, for the FloatyWaypoints feature of VSHUD.
- Change the distance at which the beacon beams are visible.
- Change the distance at which the beacon titles are visible.
- Choose whether to show the beacon beams as pillars of light.
- Choose whether to prefix the waypoint title.
- Choose whether to show the index within the title.
- Choose whether the waypoints should stick to the side of the screen, when they leave the field of view.
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281 |
Jan 10th at 12:46 AM |
Show |
CampaignCartographer_v4.1.0.zip |
1-click install |
v4.0.1
v4.0.1
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
- Fixed: Server CTD on server exit.
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417 |
Nov 27th 2024 at 12:49 AM |
Show |
CampaignCartographer_v4.0.1.zip |
1-click install |
v4.0.0
v4.0.0
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving fowards. Thank you.
Changelog
- Fixed: Updated for 1.19.8
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308 |
Nov 18th 2024 at 5:06 PM |
Show |
CampaignCartographer_v4.0.0.zip |
1-click install |
Just installed 1.20.11-rc1. This version is not indicated to be supported yet but I though that I could provide some feedback on it. There does seem to be an issue that causes the game to crash when I disconnect from my local server.
I hope this may be helpful. I've only played like 5 minutes with 1.20.11-rc1 so far. This is the only crash that I have had.
Included is my client-crash.log file:
Game Version: v1.20.11-rc.1 (Unstable)
5/20/2025 6:06:13 AM: Critical error occurred in the following mod: campaigncartographer@4.6.7
Loaded Mods: game@1.20.11-rc.1, zoombuttonreborn@2.0.0, accessibilitytweaks@3.8.4, danatweaks@3.4.1, easylightlevels@1.0.3, extrainfo@1.9.9, hudclockpatch@1.0.1, knapster@2.14.4, mobsradar@2.1.7, stepupcontinued@0.0.1, vhfp@1.3.0, vmetp@1.1.1, vresp@1.2.0, creative@1.20.11-rc.1, survival@1.20.11-rc.1, campaigncartographer@4.6.7
System.NullReferenceException: Object reference not set to an instance of an object.
at ApacheTech.VintageMods.CampaignCartographer.Features.WaypointManager.Dialogues.AddEditWaypointDialogue.OnOkButtonPressed()
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 318
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 306
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 588
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1971
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Sharing waypoints on 1.20.9 is causing repeated client crashes on our multiplayer server.
Full disclosure, this could simply be user error...
I am unable to add translocators to the fast travel map overlay when the translocator has been placed down via the Translocator Relocator mod. The dialog doesn't even appear as an option when looking at the translocator.
I really love this feature of your mod (I used to just enter coordinates on a spreadsheet to keep track of everything!) and I'd really like to be able to add placed translocators to my network!
Thanks! I appreciate your efforts and talent in creating mods for our little community!
Will this mod support globally visible player positions? The GPS aspect isn't ideal and it would be great to have the ability to locate other players quickly via the map.
Also, `.wptl` does not seem to work on 1.20.9
First off, I adore this mod. This is a must have of mine along with a few others of yours.
I am finding that both pinning on the map and using .wps (.wp will not work for me, I tried so many combinations and just recieved "No waypoint template has been found with the syntax (item I tried to use to make the pin)" will not place a pin below ground height. This makes it difficult to return to the same location again when mining.
ChimMAG, yes. I had to re-write parts of all my mods for 1.20.6. I've written my own logger for my mods, and in 1.20.6, they added new methods to the logger that meant that mine wasn't compatible any more. I had to re-release every one of my mods overnight. It doesn't happen often, and I try to keep the version as low as possible to give as much compatibility.
But, all multiplayer servers should now be using 1.20.6 anyway, because of security breaches in previous versions. I'm hoping this will be it now, unti 1.21 comes out. I will keep a legacy version out for 1.20 when it does.
When upgrading from 4.6.1 to 4.6.7, you lost compatibility of the latest version of the mod with VS 1.20.5. But nowadays many mods are not strictly tied to VS version. Or are there so big changes that compatibility with older versions is impossible?
<3
Again, I apologise for the frequent updates. I'm trying to keep on top of the bug reports as they come in. This highlights my lack of experience with networking within the game. I was still writing the mod as if we were in 1.16. The way that mods load into the game was changed in 1.17, and I completely ignored that fact when setting up some of the newer features in the mod. With 4.6.6, I've completely re-written the networking service within my mods, and made it a lot more simple, and less prone to error. It should be a lot more stable now.
Keep the bug reports coming in, if you find anything. On GitHub, not here.
VoiCat, it always does create a waypoint on the surface if you add one via the map. If you add a waypoint via `.wps`, or `.wp`, it will add it at the actual position, with a Y height. That makes it (usually) safe to teleport. I just use the game's normal teleport system, so I can't claim it to be 100% trustworthy. But it's exactly the same as doing `/tp x y z`.
Hey, first of all I just wanted to say that it's a great mod and I've been enjoying playing with it immensely. One issue I've noticed is that waypoints always appear on the surface (or even above it, though thankfully I haven't died yet because of this), so I had a rather nasty surprise when I tried to teleport back into my mine after offloading my ores. Not sure if I'm doing sth wrong or if it's an actual issue.
Compatibility fix for 1.20.6 now released. Thank you to everyone for your bug reports on my issue trackers.
The release of 1.20.6 means that all my mods need new releases, so please bear with me over the next few hours.
seconding McThrill here, 1.20.6 causes a consistent CTD upon clicking 'ok' for any creation or modification of a waypoint
It seems that the new 1.20.6 update has broken the .wp command for the mod, as well as the additions/changes to the waypoint creation interface. Just a head's up.
RachelTGG, I'll add this to the list for v5.
Right now, one nice thing I like to do is to change the "Block Selection Waypoint" template within the F7 menu to something you like, and then create a macro for the command `.wps` that way, you can have a hotkey to waypoint whatever you are looking at.
Is there any way to change the default waypoint color? I hate that its black (and very hard to see) and sometimes i just want to put a quick waypoint somewhere.
4.6.0 Changelog
Fixed: [Gantry] Logging is now async local, so works properly in singleplayer worlds.
Fixed: [Gantry] Logging now uses .log files instead of .txt files.
Fixed: [Gantry] Mod systems and subsystems now set Sapi, Capi, and UApi explicitly.
Fixed: [AutomaticWaypoints] Flint added to loosestones crossmap
Fixed: [AutomaticWaypoints] Crossmap now updates on world load.
Fixed: [PlayerPins] Stop texture memory leaks when exiting world
Fixed: [PlayerPins] Fix potential client crash when other players enter MP world.
Fixed: [PlayerPins] Cache textures for better performance.
Fixed: [TemplatePacks] Stop template packs from duplicating when reloading assets.
Fixed: [TemplatePacks] Fix potential crash to desktop when reloading assets.
Fixed: [WaypointBeacons] Stop texture memory leaks when exiting world
Fixed: [WaypointBeacons] Remove solid black box on screen when facing away from beacon
Fixed: [WaypointBeacons] Bring UI back onto the main thread, making the whole feature more stable.
Fixed: [WaypointManager] Rebuilt network registration and usage. Should be a lot more resilient now.
Added: [WaypointManager] You can now add waypoints to groups, set descriptions, and show beacons while adding waypoints, as well as while editing them.
This will be the last feature release until a massive overhaul of many features in 5.0.0. I've got a lot planned for this mod, with lots of customisation. So, stay tuned!
binmgus, I will be completely revisiting the automatic waypoints in the next major version. I'll take this into consideration. Thank you.
i would really like to see the auto map marker feature optionally trigger with a hotkey because when i'm roaming i don't often want to pick up berries and mushrooms, but your auto marker requires a harvest to trigger. i was using auto map markers mod and got spoiled by the simplicity of sneaking while looking at something to mark it.
additionally, i use quick waypoint for things i dont want to harvest or that weren't covered by the other mod (like ore bits added with geology additions), so my marking looks something like - hit "i", lmb click, or sneak, and continue on. this works fine, but a problem with using multiple mods for automatic or easy wapoints is that they all have different templates. i'd prefer using this mod for everything but the auto waypoint feature is a bit lacking for my needs
Apache I admire and appreciate that you already have a plan. Thank you 😊
Rebecka,
I'll look into those mods, and see if I can either add some compatibility for them, or just steal their icons. Haha. I'll also look into user-defined icons... but it's sometimes difficult to get them to look good on the map. I know that this mod won't work alongside some of the other mods, so I'll do my best to accomodate.
Would it be possible for me to manually add more waypoint icons to the mod after I download it? I've used Kosher's More Map Icons and egocarib's Auto Map Markers for a long time and am trying to merge old habits with new opportunities while complying with mod compatibilities. I miss using the "chemistry" waypoint icons to quickly differentiate between ores on the map and was wondering if I could add them by pasting the Microsoft Edge HTML documents containing the textures from More Map Icons into the equivalent folder in the Campaign Cartographer mod. I think the pre-defined waypoints functionality of this mod is incredibly promising and would complement my gameplay style very well ... but it's hard to let go of other mods I've loved and enjoyed since the beginning. I appreciate your creativity and generosity greatly and am really looking forward to exploring this mod!
(As an aside, under the Waypoint Icons and Colors header, it reads "Added fifty (80) new icons for waypoints" and I think you meant to write "Added eighty (80) new icons for waypoints")
I'm sorry about the frequent updates. It's the annoying case of "It works on my machine". I think the mod is at a pretty stable state now, and hopefully I can work on other fixes for mods, and new features. I have a lot planned for v5.0. Keeps the reports coming into GitHub if anything goes wrong (with all your log files), and I'll look into it.
Thank you for bearing with me while the new features settle in.
Tell me on GitHub. Not here.
I can do nothing without a full zip file of your ENTIRE logs folder.
I don't know how else to say it.
Apache tyvm for responding, right now the mod crash the game when try to pin a location from the UI or modify a market :(
Apache
Well, a bit embarassing, but I was about to send a screenshot of my save for the bug report on github, when I opened my world again with 4.5.1 and it...worked, miraculously. I stilll have the logs from the old crash, because I took those out and zipped them from before it seemed to fix itself. Should I go ahead and just upload those for information sake, or should I ignore it and just keep going?
Edit: It seems it affected all my worlds, even ones I hadnt used any waypoints on, but the problem is fixed by letting the save crash, exiting the game, then just trying again? Very strange
I know there is still a bit of jank with the rendering of the waypoint beacons. I'm still learning how it all works. I'll keep working on it, and fix it bit by bit, over time.
Garthall,
https://github.com/ApacheTech-VintageStory-Mods/CampaignCartographer/issues
Please log into your world with the mod running, let it crash (backup first if you feel you need to), and then zip your ENTIRE logs folder, and upload it to a new ticket.
v4.5.0 Released
Changelog
Added: Support for new languages: da, is, no, th, zh-tw (Powered by Microsoft Azure Cognitive AI Services)
Added: Waypoint Manager retains the results of filtering when closed
Added: New waypoint templates: crop, flint, fruit-tree, ftree, pheart, red-clay, rclay
Added: Shift-click the "Waypoints" tab to enable/disable all custom waypoint groups
Fixed: Waypoint beacons update when waypoints are edited
Fixed: Players no longer sit down when typing G in a dialogue window
Fixed: GPS and CentreMap commands now use proper player name parsing
Fixed: Soft crash when comparing waypoint during import and export
Fixed: Soft crash when selecting waypoints when filtered
Fixed: Search filters are retained within the waypoint manager
Fixed: Crash at server launch in single-player mode
Fixed: Client IOC now properly reports once it is populated
FIxed: Stopped server from applying client side patches to shared methods
Performance: Smoother UI for waypoint manager when importing and exporting waypoints
Performance: Use native cached icons for waypoint beacons
Performance: Removed redundant event handlers after code clean
Performance: Faster, and more reliable client thread injection
ptrk,
I'd like to add many more features like that for the waypoint groups, and the waypoint templates. I just need to get them stable first. With this release, I've adopted the "move fast and break stuff" approach to development, where I get stuff working locally, release it, and then wait for bug reports to see if there's anything I've missed, or that doesn't work universally. It's been a bit stressful, but it's allowed me to add some really big features that seem to work more or less as expected, and I just need to work out the kinks.
I've added the ability to shift click the default waypoints tab to enable/disable all custom waypoint tabs.
In future versions when we can add our own templates and such (or even for the current global and local ones that we can make right now), do you plan on adding the ability to pre-define the waypoint group? Honestly, the organization of waypoints is one of the best features of the mod. Also, it would be nice if there was some way to disable all waypoints in the map, even if it's in a group; trying to look at prospecting logs is kind of impossible sometimes without disabling the waypoints.
Great work, looking forward to the future updates. Even though the functionality has sort of decreased temporarily, the hefty restructuring of the mod's databasing of waypoints like the templates and other organizations is really promising and honestly scratches an organizational itch in my brain, lol.
Tsukasa,
For now, I'm afraid you can't change the icons for the automatic waypoints. It's something I want to add in the future, as well as a much broader ability to create rules for automated waypoints. What you can do, however, is edit the Block Selection Waypoint template in the F7 menu, and bind `.wps` to a macro. That will then waypoint anything you are looking at.
And again, for now, you can't create new template packs. This is something I would like to add in future. It's on the milestone list.I need to get the mod fully stable first, then I can work on the next major release.
Thank you for your kind words.
I will like to ask, If there is a way to make that the automark use the icons that I want, even if they are not the vanilla ones and are named icons, if it's possible do I need the actual file name or the name in game, how you create the packs?
thanks for any asnwer and awesome mod.
I'm aware of the issues with 4.4.3, and I'm working on a fix. I'm having to bring forward the relase of 4.5.0, that I had hoped to have another couple of weeks on. Sit tight and I'll get a fix out as soon as possible.
The issues didn't show up in my testing, because I was using a creative world, in multiplayer mode; this bug only affects recently created worlds in single-player. I was able to reproduce it, and fix the issue, I'm now just working on improvements to the UI, and other minor fixes that I was in the middle of for 4.5.0, which will be released asap.
Thank you for your reports.
Please remember that when you create a bug report, I need your ENTIRE logs folder. Don't pick and choose files, just zip every single file, and folder, and you can drag and drop it into a GitHub comment to upload it I will soon be simplifying the bug report template, and making it clear that I need every single file in the logs folder, and all sub-directories, to be able to sort through problems. I spent weeks setting up my own logging system for my mods, and the number of zip files I've been given with just the base game's log files is frustrating. The "gantry" folder in your logs folder is where all the log files for all of my mods is kept, if that's not in the zip file, then I have no logs.
The the latest version 4.4.3 is preventing singleplayer startup for me as well.
Latest version (4.4.3) is crashing the singleplayer server, found out via process of elimination.
oh, i just found a bug with the teleport function (in 4.4.2, not sure if it's in 4.4.3 due to aforementioned). if you die and teleport afterwards, all your items don't drop (they get deleted)
wait, 4.4.2 doesnt work for you? try running a previous version like 4.4.1 or 4.4.0 and if it still doesn't work, we might be having different issues.
Same boat as TipsyTheCat, world stops loading when using 4.4.2
so i updated to 4.4.3 and my world stopped loading, going back to 4.4.2 works just fine.
Logs: https://mega.nz/folder/rwVhTBTZ#FuGW_4QNQswiLNHXYNCO7g
Apache, Ah, I see! Thank you for your quick reply!
Endurestone, it's only available if you have the "tp" privilege. It's not there for regular survival players on a server.
Hi, I'm curious why teleport button (under "Edit Existing Waypoints") is an option for me to teleport to my waypoints? Is there a way to disable that teleport button?
Is there a way to search the waypoints created? I have so many it's hard to keep track. Thanks!
Reupped. Should work now.
Moddb is back up, but 4.4.0 is still 404'd. Any chance of a reupload, milord?
Not sure if its related to the recent moddb outage, but the latest 4.4.0 update does not seem to be working
- says the file might of been removed
- that or the issue is on my end but I can download other mods
DarkThoughts, nope. It has nothing to do with that mod. It's purely for the `.wp` command.
Another thing... Are the global presets you can create supposed to do something similar to Kitch's Waypoint Labeler? Because that one does not seem to work properly with this mod, at least not with the new icons added by it. I generally find it hard to understand how to use some of the features of this mod.
I can't interact with waypoints with the mouse. Are waypoint interactions only through a keyboard menu interface? No point and click waypoint editing?
Is it possible to set the default map marker color to not be black?
SchwarzFenrir, to be fair, I didn't even know that was a thing. I'm adding something for teleporting though. Can you create a bug report for the teleporter block one, with a zipped copy of your logs folder. I've not been able to replicate that issue. Shift clicking brings up the window as expected.
This seems to break the vanilla functionality of being able to Shift + Right Click a waypoint on the map to TP to it while in creative.
Two more issues were that Shift + Right Clicking a teleporter block was a guaranteed client crash and while typing in chat keybinds were still registering outside of it like it was unfocused (As in any word containing G made my character sit when typing)
All the settings are available by pressing F7 in game.
How do I go about editing the beacon settings? I don't see a config.json and can't seem to figure out in-game.
That would be a great feature. It would be a pain to migrate but we have small enough pins (300ish) that we can still do so.
If synchronization is turned on, would it still work if the other person is logged out? I.e. it re-syncs when they reconnect and all the shared pins are automatically synced.
AngryOscar, I'm planning a "Synchronised Waypoints" feature for the next major release. It will allow you to fully synchronise your waypoints with another player, if they consent to it. That's the key thing. I would never add a feature that automatically broadcasts every waypoint without the consent of the other players. It must be an active ability, not passive. There are servers of 400 whitelisted players, with thousands of waypoints each. It would be chaos, and horrible experience to play on any server that did that. Synchronisation will allow a player to consent before hand, to another player being able to add and remove waypoint from their map. After that, any waypoint action that either player does, will be replicated for the other player.
Desperately want an auto share way points with select users feature
Apache - everything works!!! Thanks a lot!!!!
Lionion, it's with everyone who is currently online. I don't like to force spam onto people, especially when they are not online. I've been on servers with over 400 whitelisted players, and most people have about 3,000 waypoints each. I've already gone further than I'm really comfortable with this. I'd like to add an option for people to opt-in to waypoint sharing, so that waypoints are not forced on people unwillingly.
Also, be very careful with Waypoints Together. I added this feature because the Waypoints Together mod adds a major vulnerability to any server that uses it, that means a client could gain control of the server, as an administrator. If you run a public server, it's not a good mod to use.
Does this mean sharing with everyone currently connected or sharing with anybody who connects to the server (a.k.a waypoint together mod)? This is the biggest reason why we didn't migrate to this mod other than CTD bugs, and I'd like to know.
ChimMAG, yep, it just wasn't importing them to the right position. Should be fixed now. v4.3.1
Apache, thank you. I looked at the export file - it's linked there with its start, with coordinates after “AsBlockPos”, “XYZInt”, “XYZFloat” and so on. The coordinates of the waypoins directly in the file are correctly recorded.
ChimMAG, ok thanks. I'll fix this soon. Sory about that.
It is not at all clear how the export-import of waypoints works. I export them under one account. I click ‘import’ under another account and the file is displayed, but all points are offset by about -512000. That is the point with coordinates -18;113;-64 after export became the point -512018;113;-512064.
But I got this once. Since then I have not been able to load (import) the Waypoints anymore - when you click on ‘import’ mod simply do not see the files with waypoints, although when you click on ‘open export folder’ opens exactly the folder where they lie. But the mod does not see them.
Getting a fatal crash on load in combination with Translocator Engineering Redux. Bug submitted to the tracker.
tharoc, thanks. Link should be fixed now. New update soon. I had to wait for the base game to update.
Not using the mod atm,mentioning for others having this issue: While the link of 'issue tracker' inside the mod description itself goes to 404, if you look at the tabs at the top of the mod page of description - Files - Homepage, etc. there is one called 'Issue Tracker' which does resolve. Use that one for now. there may have been an oopsie on spelling for the first one, which is tripping people up who don't think to check if both are the same link or different links.
Issue tracker goes to 404, can't open it.
I can confirm translocator marking instantly crashes the game.
Handsomejack, open a ticket, or add comments to a current ticket. I need your log files, and OS specs. There's a problem with the base game on Linux at the moment, and that may be the cause of a lot of problems for people.
pretty much crashed as soon as Ctrl clicked a translocator to generate a waypoint line to its location. now I cant even open the map
Hey, here's a second post reminding you that ctrl-clicking a translocator causes the game to ctd and then i have to go and wipe my moddata folder just to play my save again. your issue tracker doesn't work, goes to a 404 page
We can share by edit waypoint, but thats far too tedius to go back into map to edit and takes mulitple clicks to go around and share every waypoint for suface nuggets, traders and such. If there was 1 button on map menu to share all, that would save many clicks. I hate to ask for features, but my GF is a gaming newb and an easier share or auto share method would be extremely helpful. If you get the time to implement such a feature, I'd be grateful.
Issue Tracker not working so commenting here. Currently there seems to be absolutely no way to save your pre-determined waypoint config/json file. No matter what changes you make to it in the game, it will reset the second you load into a new world. I even attempted to copy it before hand and paste it back without success.
You should be able to share waypoints, but not automatically. If you are both online, there should be a share button when you edit a waypoint.
Is there a way to auto share waypoints with my gf on LAN? Its just us two
Been having the same exact issue as wary_asparagus. It happens just when leaving a single save (only tested on SP) and rejoining the same world or any other, for that matter. I copied my in-game waypoint json while it was loaded up, and would bulk edit it to save time on mass-changes. The waypoint list is overwritten with the default list every time you load a world. (this was in the global subdirectory of the mod in /ModData/)
I'll post this in the issue tracker with my logs, as well, but I just wanted to leave this comment so that wary_asparagus's issue has a bug report associated with it.
(I checked that my mod is for certain up to date this time, lol)
My pre-defined waypoints reset to the default config when I restart the game. Any fix for this?
Burneddi, please submit an issue to the issue tracker, completing the template for a bug report. Please make sure you include a zipped copy of your logs folder.
Ctrl-Right clicking a translocator that has not yet generated its target chunk crashes the mod, and causes the game to crash on load afterwards until ModData folder is cleared.
Absolutely god tier mod, exactly what I was looking for. Map lines for translocators is a 10/10 QOL addition!
Thank you so much!
I've just realised what you two mean, when you say the icon drop down. That's on me. The only GUI I didn't update.
Hi Apache I just downloaded the latest version and I was trying to change the redclay icon in the Pre-Defined Waypoints menu (on the F7 menu) and the icon selection is a blank dropdown.
The waypoint manager seems to use the new system and works correctly for me. Are there other files I maybe need to clear out when updating or is this not just me?
Ladyhawke, thank you very much. Your support is greatfully appreciated.
ptrk, you must be using an old version. I don't use drop down lists for icons any more.
Dear Apache, I'm flashed - alone for the additional symbols I am so, so grateful! Finally I can mark if it's a bear, a wolf or a sheep, no putting down bee/danger symbols in different colours anymore! Thank you so, so much. The other features are also much appreciated, of course. Waypoint sharing - fantastic! A small thankyou is on the way over paypal, not much, I fear, just to let you know I appreciate your hard work.
@ptrk: Just tested it myself, it's working fine for me - changing old vanilla ones aswell as new icons...
When trying to change the icon, the dropdown is simply a black list for me (aside from the tree for some reason). I tested this with and without my other map marker mods and had the same result
Also, is it possible to mark deep ores in addition to surface bits?
StrayFox, if you're playing on a mulitiplayer server, and anyone else is online; edit a waypoint, and you'll see a button to share it. You can choose between a single player, and everyone online. I've updated the description of it now.
How does waypoint sharing work? Is it a setting? Is it a command? or is it automatically done?
Your mods have been essential to our server. Appreciate all the hard work!
(client)Side Quest Cartographer
Microtographer?
Apache know I'm really looking forward to this mod now :)
Cuddly_Khan, I'm British, so it would be "Light".
I was thinking of "Diet Cartographer".
The easy answer is to just put "lite" in the name somewhere for the client side version.
What about the "Complete Orientation and Cartography Kit"? Makes an interesting acronym. 🤪
Tofy, I do plan on bringing out a client-side only version of this mod, with that feature included. This was originally client-side only, but there were a few features I wanted to add that required the server as well. I'll see what I can do for 1.20.
In the meantime, if anyone has any naming suggestions for the slimmed-down client-side only version of this mod, let me know.
Apache Hello, can you tell me if you can make a client mod that will allow to merge transloc icons on the map with a line?
I update all my mods the week that the new version is released.
Oh, another one, and we get floating waypoints!
Oh so close to a 1.20 version, I can feel it.
Wow one of my favorite mods came back to life :)
Thank you Apache
Oh man, so happy to see this mod coming back! I've missed it so much!
Ohh, gotcha. I just started the game a bit over a month ago, so I didn't know the icons were limited then. Thanks for the response!
I'll be adding support for more icons soon. This mod was directly updated from 1.16, so it currently uses the vanilla icons from then.
In the GUI, when I go to select an icon there's only a subset of all the icons that I can choose from in the dropdown menu. Do I need to use commands to get other icons for my default and custom waypoints?
It was designed to be used with the GUI, or adding the commands as macros. I have Keypad0 set as ".wps", so I can add a waypoint to anything I'm looking at with the click of one button. I turn on all the auto stuff apart from stones, and bushes. All the ".wpUtil" stuff can be done by the GUI.
So far as server commands go, there's only one. "/gpsAdmin", and you only need to set that once, within a multiplayer world.
The ".wp" command is supposed to be big, but truth be told, I don't use many of the commands with that. I started writing this mod back in game version 1.10, and it's because of this mod I ended up re-writing parts of the game's language translation system, waypointing system, and GUI systems, which Tyron added to the game.
All that being said, the only command you need to manually type reguarly with this is ".wp", and whatever you want to tag. .wp peat, .wp copper, .wp fclay .wp bclay, .wp ruins, .wp trader, .wp home. You can add these as macros, and have them available with any key binding you like.
Apache
Bit of everything. And for user it´s too complicated for use.. so much commands for everything. I can´t even remember some basic server commands for regular use.
Easy way is use that with some GUI.
DejFidOFF, complicated to make, or complicated to use?
If it's complicated to use, how can I make it better?
The most complicated mod in VS history..is back...
The best mod in VS history is back!!
Is there any way to utilize all of the available map icons? I'd like to label my flora with the appropriate icon (grains, mushroom, berry, etc).
ptrk, yes. That, and much more.
I can't believe my eyes. And a chance for this to be updated to the next stable release? I might cry.
Yessssss! It's back! Thank you so much!!!!
woohoo!
YAY! Big hugs Apache ❤️ ⭐⭐⭐⭐⭐!
Hey, Apache! Hope you are doing well!
I am cool with you taking a break from this, any future plans on getting back into it? I am using the other popular map helper, but I sure do miss this one!
Thanks for all you do!
ChristsRisen
For future bug reports, please don't post long stack traces as comments; use services such as https://bpast.st instead.
However, as the mod author has declared the mod to be without support for the time being and thus does not handle bug reports anyway.
I get that this mod is on hold for the nonce. Hope things get resolved. Really missed in our multiplayer games.
I saw your note on VSHUD. If you had the opportunity to review how Novocain did that feature of using a hotkey to place a marker on the object pointed to, that would be incredible! Or maybe that method does not work anymore, as VSHUD is still not updated, either. :(
Apache That is great news. I never worry about the quality of your mods. Your work is always top notch. Thanks for all the hard work and look forward to your next release. I realize that this release changed a lot about waypoints and figured that this would take a while. GL and HF
Coconutsales, this mod hasn't been updated for 1.18.x yet. It will still take a few weeks, if not longer.
Apache thanks for the response !! Absolutely love this mod.
Doddio, It should do, yes. This mod doesn't store any waypoints at all. It just allows you to handle them more easily. The waypoints themselves are stored on the server.
I will add a disclaimer though. Please back up your worlds before updating. There is a chance that things can go wrong when you update a world. I built this mod to never do anything with waypoints unless you tell it to... but I cannot be held responsible if any problems occur with waypoints when you update. Be safe, back everything up, and double check everything.
if I have game that's running version 1.17.9 right now, and I update to 1.18, will it keep the markers that have already been added?
Shame this doesn't work for 1.18 yet. I like it quite a lot. One of my favorite mods.
if I upgrade my game to 1.18 will it keep the markers I already have?
Can't wait for this! Good thing it doesn't affect any generation, so I'm gonna add it when it's ready and start my world asap.
Hope that it will be possible to create correct markers automatically with a single button while looking at something (ore, stones, bushes, resin, etc.).
Looking forward to when this gets updated. My absolute favorite mod.
Just to keep you guys updated:
Within 1.18, two major changes to the game engine have been made. First, the way that chat commands are handled, and second, the way waypoints are handled. This mod deal with both of these things, in a lot of detail. With my other mods, I was able to bring out a compatibility release fairly quickly. But, with Campaign Cartographer, there is a LOT more that needs to be fixed before a compatible version can be released. I knew this would be the case though, and I've decided to take things a bit slower, and release something I'm happy with, once it's ready.
So, please bear with me. The changes to the game have been for the better. And finally, I'm able to make this mod what it was always meant to be. I have big plans for the mod. But, it will take time. Especially while I still have coursework to complete for the courses that I'm on at the moment, and other responsibilities away from mod development.
Watch this space. I think you're going to like what I have planned.
So... stable version is available. Any chance of this getting updated soon?
Yay, can't wait! Love your mod.
This mod will NOT be updated for 1.18 UNTIL 1.18 is officially released. NO updates at all will be released until a properly stable version of the game is available.
Probably a longshot but is this working on pre.6 1.18?
Are there chat commands for things like player pins or selecting auto-waypoints? You know, so a Setup macro could make a bigger player pin, or tell it to enable the kinds of auto-waypoints we typically use? And is this the right venue for questions like this?
Thanks!
DoctorVanGogh, I would love to be able to do something like that. However, I won't be able to until Waypoints have a primary key index. There is currenly no way at all, to be able to uniquely indentify a Waypoint. I have been asking for nearly a year, if not longer, for a GUID Id property to be added to the Waypoint class, so that I can actually implement things like templates, groupings, visibility, connectect TL waypoints with rendered lines on the map. I have a lot of this code already written, and waiting for the game to catch up with me. Until the devs fix the vanilla waypoint system, my hands are tied. It's not something I can fix myself because it is so heavily entrenched in the save file, it could cause world-breaking issues to add/remove the mod, if I did. Please petition the game devs to add GUID ids to waypoints, so that they can be uniquely identified.
Hey, another feature request:
Have template derived waypoints store the name of their template. If a template is modified, ask if the user wants to update all existing waypoints using that template. If confirmed, update the waypoints..
Is obviously only going to work on waypoints created going forward.
DoctorVanGogh, Added to backlog.
Given a player is using the `.wps` command,
When they include a single string argument,
Then use a pre-defined waypoint template that matches the string,
With the block selection template as a fallback template.
Can I drop a feature request? 😀
Add an optional parameter to the .wps command allowing it to (re-)use the available .wp templates. So the (current) block selection waypoint template only becomes a fallback.
Would allow for nifty things like targeting a silver/gold block in an exposed quartz vein and simply going ".wps silver" or similar.
EDIT: Apologies, I didn't realize that this was already a bug filed in Github and that you're actively working on it.
I think this is related to things being reported below but wanted to add another data point. It seems that Campaign Cartographer is working on the first session I join when I open VS (SP or MP) but, if I leave a world and rejoin or join another one without closing VS and reopening it, the mod stops responding to most commands. It looks like I can still access .gps commands (sometimes) but I think the rest are broken until I close VS and restart it.
This is on the lastest 3.1.0 version, btw.
Block selection waypoint marker settings are not being saved on change for some reason.
.wps command seems to always add a black dot marker.
I also experienced that issue. I found that removing the program from the server seemed to fix the issue, though I lose the functionality of having it on the server & client
Experienced the same problem that Seth has. Mod would sometimes stop working before or during playing the game.
SethOff, thanks. This has now been fixed, and will be in the next release. Currently, pressing Cancel will not save the changes to the settings file, but will retain the changes for that session. I've changed this behaviour now.
#Bug: Cancel button is not reversing change in F7 > Pre-Defined Waypoints
- change something in one waypoint, click cancel
- change something in another waypoint, click OK
- Change in Both waypoints will be applied
Does this mod expands how much of the map is discovered when walking around? Something feels different in how much is shown there.
Amazing, thank you :D
Matty,
If you type ".playerPins", you'll see a window open that has a slider you can use to change the scale of the player pins, for you, your friends (.friend add <X>), and for others on the server.
How do you change the scale of the player pins?
melodelic, those waypoint templates are for when using the `.wp` command. `.wp copper`, for instance.
I'm still trying to work out how to implement custom auto waypoints. It will take some time.
I just tried to add my own pre-defined waypoint on CC-3.0.0, and breaking a block of that type did nothing. Is there something special I need to do in order to add my own pre-defined waypoints? https://prnt.sc/aoaWmGHXExD7 is the screenshot of the edit waypoint menu.
Update to 3.0.1
%VINTAGE_STORY_DATA%\ModData\ApacheTech Solutions\campaigncartographer\Global\trader-colours.json
Hello! I was wondering what exactly creates the named trader icon + the color of the icon. I was wanting to make all traders be aqua (and I made the only trader in the pre-defined waypoints aqua), but the traders are still getting colored not being aqua. Is there a way to make them all appear aqua?
Hey Apache, just bought the game and wanted some QOL mods added so decided to add this mod in but I noticed it hasn't been updated for 1.17.2 as of yet. Just curious what your ETA is for the release date of the mod update 3.0. Love your work 😁
Glenn, that's because only Campaign Cartographer 3.0 will work on game version 1.17; and it hasn't been released yet.
Updated to 1.17.0 (stable) and the game will load with this mod enabled, but when I use F7 to try and open the dialog, it crashes the game. D:
I hope this gets updated to 1.17 soon, VS without this mod is a serious struggle.
bringitonwimps,
There is currently no way, in game, to share waypoints from person to person. This is something that I plan to work on in future. Currently, the best way to share waypoints is to export the waypoints you wish to share, and then send the JSON file to someone else to import. It's not the best solution, but it's all we have, for now.
So when we put down waqypoints with .wp 'name' no one else can see the waypoint but we can see everyones "auto points" is that a setting or intended or do you have to use export import to share? how does this work?
Shion,
I'm planning on a major overhaul of the whole waypointing system in this mod. I've been putting off for as long as I can, because it's going to be a pain to write. I want it to be a lot more modular than it currently is; so I can easily map between block codes and waypoint types. At that point, I will definitely be able to make `.wps` a much more useful command. I can't promise it will be soon, but it has been added to the backlog.
As a user,
Given I am using the `.wps` command,
When the command is activated,
Then it should map the block selection to a pre-defined list of waypoint types.
Is it not possible for .wps command to make a fitting waypoint the same way Automatic Waypoint addition works?
PeterSanderson. With v2.2.2, I've tested in Single-Player, on a LAN Game, and on three different SMP servers; with and without the mod installed Server-Side. I cannot get the game to freeze when cutting down trees like it used to. This issue was caused by excessively determining which app-side the code was running on. I've now addressed this, by caching the app-side that the current thread is running on. It was such an issue with trees because each block update as it's determining the extent of the tree-cut, re-calculated the app-side. Usually multiple times per block. Make sure you're using v2.2.2, and if problems persist, open in issue on my GitHub, and give full details, including your PC specs, and software versions. I can then set up a virtual machine with your exact PC specs, so I can test it fully to try to reporoduce the bug.
I seem to still be getting a freeze on chopping down a tree
Thanks for the feedback. I'll have to revert the changes. This means it won't be able to downloaded by the auto-download feature for servers.
I was having an issue where when trying to join a SP world with v2.2.1, the game would bring me to a screen in which it asks if I want to download the mod and if I click yes it crashes. Managed to bypass it for now by removing the "RequiredOnClient" section in the modinfo file.
Ye Having same Problem as PeterSanderson
Had 2.2.1 installed on MP server and a copy in my client mod folder. Went to join my server and the download screen came up:
"Checking campaigncartographer@1.0.0... No such version... Ask the mod author to upload this version on moddb"
Rolling back to 2.2.0 for now
Is there a way to save my configuration so that it works for any new maps/worlds that I start? I feel like there was a setting the very first time I used the mod and I can't remember if I checked the right boxes to save my settings for future maps. My vision isn't what it used to be and I end up changing all of the icons from the pickaxe one to the star or diamond ones because they're easier for me to see on the map and it gets a bit frustrating to need to redo it every time I start a new map (and I like making new maps :P)
edit ok, I found the .wputil reset thing; any chance you can get the popup without having to reset the whole batch of autowaypoints? lol...at least I should only need to fix them one last time if it works :)
Love the mod BUT... Found tonight that it is causing crashes with translocators. Live on stream the game kept crashing. I have a clip on my twitch of what is happening and 3hours 15 minutes in to todays stream you can see when i fix the issue. Tested both single and MP server. as soon as you touch a translocator the game will freeze no spinning but you will hear noise. I killed off all my mods and one by one turned them back on and this mod was the culprit. I was on the older version but i updated to the newest (.3) and it was still happening. Hope you can figure out the issue. If you need crashlogs ask me as i do have a few. Oh my twitch is my name here
Thanks Apache! It is but a minor inconvenience. I set up new pre-defined waypoints for them, but it was really nice when I could just right click them and magic happened!
I have not examined your code much, but I have an idea for a new feature that may or may not be feasible:
In the pre-defined waypoints, have a field for the search term such that when one interacts with that entity it triggers the /waypoint addati.
P.S. Loving the Rusty Gears!
Nashty,
I'll be adding a Interop library soon, that will allow other mods to extend the functionality of the auto waypoints features. This may take some time though, as it will mean a major re-structure of the auto waypoints feature.
Mamessu, what is the name of the other mod? Can you share a link to it? I might be able to add a compatibility feature. Because of the way this is implemented, if someone is determined to cheat, they will do; it's all client-side. Even the mod that you use to disable the map-pins will implement it, client-side. There's also another mod called "Custom Player Pins", by DoomBox, which is what this feature was based on. All systems, such as the ones you have implemented, work on an honour system. None of it can be policed, or kept safe from people that are determined to break the rules.
While I can change my mod to work in this one edge case, it would be better to create a much more robust solution for your circumstances. For instance, this mod can only work with data that is sent to it, from the server. If you had a server mod, that filters players based on their map-pin display preference; then the player position will never even be broadcast to the client. This can be done pretty simply by changing their "DefaultTrackingRange" from 128, to 0, (saving this to a JSON file for persistence) when the preference is enabled. Everything else should be automatically determined from there. In that way, no client-side mod will ever be affected, or can affect the running of that feature.
Personally, I would not want to add that functionality into this mod. It goes against what the mod is designed for. However, CC will work perfectly alongside a mod that doesn't even send player map pin data to the client in the first place. Just treat all players as being more than 128 blocks away from the player at all times. That's all a server-side mod needs to do.
Any chance you can look into compatability with Wildcraft berry bushes?
I am asking gabb about it also.
Hey there! I love the mod, but I have noticed a pretty big compatibility issue!
Our server uses a different mod that allows people to turn off their nameplates and map-pins to remain hidden from other players, however Campaign Cartographer will overwrite these settings. Users of CC are able to see other people's map-pins even when other people have them disabled. This means that people attempting to remain hidden by disabling their map-pin are still able to be seen by people using CC.
Is there any way to prevent this? Perhaps by making map-pin customization require the mod to be installed on the server?
Or maybe such a nameplate and map-pin disabling feature can be rolled into CC?
There's no way to blacklist mods right now on servers as far as I know, so it is a bit of a problem that people can use CC as a client-side only mod on our server to essentially 'cheat'.
Singleplayer crash still happens on new Worlds with new Version.
How does the .wps work actually? When I use it on a Copper Ore block (malachite in limestone) it still gives a default marker.
Falco, this issue seems to have been fixed within 2.1.0 Stable release. I've tested it on the Official Test Server, and was able to mark surface deposits, berry bushes, traders, and resin, in the time I had before the Storm rolled in.
auto waypoints seem to have broken with 1.16.4
opening the .wpauto options always shows all options disabled on joining a dedicated server, and when turned on, it doesn't actually generate any waypoints.
Essential for anyone playing on a MP server, small group of players or even solo for many of the functions. Customizable to your desires :) Waypoint extensions was awesome and this is even better :) 5 Stars ☆☆☆☆☆
Can't open the settings dialog
From the 1.15 changelog:
> Notice: In AssetLocation, the domain and path should always be lowercase; the core game engine automatically sets them to lowercase if creating an AssetLocation from a filename on disk, or from a domain:path element in a JSON file
The game's naming conventions are to use lowercase, and it will only load that.
On Linux, the names in the mod do not work correctly. Most likely the problem is in the case-sensetive and the game does not see the lang files, because Assets instead of assets, Lang instead of lang, etc.
You can use api.World.SavegameIdentifier to uniquely identify the worlds
I love it Apache especially the autowaypoint feature and the recenter map function(which should be in vanilla for sure) plus the center over a plr is awesome too :)
I was wondering if it was possible in a way that the autowaypoint lets me rename(keeping the coords) in title like TL to Wiggle without readding an other waypoint on top when i retake it. Certain TLs i modify the icon with a star and change the color and rename them like TL back home or TL to soandso and i keep the coords in parathesis.
Can you add "auto waypoint" option?
Explanation:
When you hover your mouse on specific block (like surface deposit,clay,peat,terrapreta,etc) you press a key and it automaticly makes a specific type of waypoint to this block.
I recommend you to add peat, olivine, mushroom, resin natively (to the current default list ofc)