Mods / Medieval Map
Author: Rangelost
Side: Client
Created: May 27th 2023 at 3:06 AM
Last modified: Aug 15th 2023 at 11:08 PM
Downloads: 4644
Follow Unfollow 73
Latest file for v1.18.8:
medievalmap.zip
1-click install
This is a simple mod with the objective of simplifying the world map. It is not helpful in any way.
WARNING: Read carefully before considering installing this mod.
This mod replaces the way world maps are drawn. It does not stylize your existing world maps entirely. Only chunks that are loaded while this mod is active will be drawn in the new style. Inversely, if you disable this mod, the chunks will not be reverted to their original version until they are loaded again.
Before using this mod, it is highly recommended that you create a backup of your maps (.../VintagestoryData/Maps/
).
Upon running the mod, a medievalmap
.json
config file will be created or updated in the game's ModConfig directory. The available options are:
ink_colour
: hex colour code for most non-natural blocks and outlines.land_colour
: hex colour code for land.desert_colour
: hex colour code for sand and gravel.forest_colour
: hex colour code for forest floor.road_colour
: hex colour code for roads and farmland.plant_colour
: hex colour code for most plants.water_colour
: hex colour code for water.ice_colour
: hex colour code for permanent ice, such as glaciers.lava_colour
: hex colour code for lava (currently unused).high_colour
: hex colour code to denote high altitude, such as mountains.low_colour
: hex colour code to denote low altitude, such as holes.water_edge_colour
: hex colour code for the water edges.generic_shadow_colour
: hex colour code for most shading.plant_shadow_colour
: hex colour code for plant shading.generic_grid_colour
: hex colour code for the grid.water_grid_colour
: hex colour code for the grid over water.generic_grid_opacity
: opacity of the grid (between0
and1
).ocean_grid_opacity
: opacity of the grid over oceans (between0
and1
).ocean_textured
:true
to enable ocean texture, otherwisefalse
.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.4.1 | 1894 | Aug 15th 2023 at 11:08 PM | Show | medievalmap.zip | Install now | |
v1.4.0 | 252 | Aug 9th 2023 at 8:40 PM | Show | medievalmap.zip | Install now | |
v1.3.3 | 656 | Jul 6th 2023 at 10:01 PM | Show | medievalmap.zip | Install now | |
v1.3.2 | 289 | Jun 29th 2023 at 1:20 AM | Show | medievalmap.zip | Install now | |
v1.3.1 | 327 | Jun 17th 2023 at 9:26 PM | Show | medievalmap.zip | Install now | |
v1.3.0 | 357 | Jun 5th 2023 at 8:29 PM | Show | medievalmap.zip | Install now | |
v1.2.0 | 261 | May 30th 2023 at 6:28 AM | Show | medievalmap.zip | Install now | |
v1.1.1 | 195 | May 29th 2023 at 2:29 AM | Show | medievalmap.zip | Install now | |
v1.1.0 | 245 | May 27th 2023 at 4:28 AM | Show | medievalmap.zip | Install now | |
v1.0.0 | 168 | May 27th 2023 at 3:06 AM | Show | medievalmap.zip | Install now |
Wow
This looks awesome. I do not like the default beige map. I wish VS would include this mod in their code with default color values that made it look like they want but allow you to change the color codes to your own preference.
it would be nice for this mod to be updated
Hi, Really love your mod. For myself I put together the perfect color config, like in school atlases, heh.
Could you please update the mod to 1.19 versions?
I'm extremely dubious about the yellow maps suggested by the game developers, and strive for full customization.
Which your mod does perfectly!)
I hope you come back ^,^...
@Rangelost - does the grid actually line up with the chunk borders, or is it just for added decoration?
Congratz on having your mod implemented into the game! ^_^
would this be able to be adjusted, to be a server side mod also? o.O having this as a server side, that auto applys to servers would be sweet xD
Very... Witcher-esque. Reminds me of the map in the third game.
ambiguousentity
Sorry, I did not save the values anywhere. I simply used a bunch of arbitrary colours for the screenshot. Feel free to use a colour picker to get similar values, and experiment for better results.
Rangelost what are the settings for the second image? It's absolutely gorgeous and I'd like to know what the hex values for it are.
Hope you keep this up to date with the game, it perfectly fixes the map. Visually it looks much more to my taste and it also prevents you from getting too many details from just the map, like clay and stone types, which is very good. I enjoy finding things with my own eyes. Great work!
FinkThinker
I may update this mod to add texturing to .NET7 builds once the stable release includes the library used by .NET7 builds. Due to the average stability of "stable" builds, I will not bother with experimental ones.
The game is now .NET7 only, will texturing make a return now?
Kirona
There is not. This mod simplifies the world map to prevent being able to use it to locate resources. It is not designed to be helpful in any way.
Is there a way to make it so this still renders clay/peat patches in a way that's visible? Right now using this mod makes it impossible to locate those on the map.
QuakingDoom
I am already using
BitmapExternal
.Will you be updating to reflect the deprecation of System.Drawing.Bitmap in 1.18.6? Devs suggest moving to using BitmapExternal, and for most mods that should be enough to be compatible with Net7 as well.
QuakingDoom
Then I will update my mods to .NET 7 when stable releases are in .NET 7, given that I am still around by then.
They're shared in the official discord. VS is soon transitioining from .NET4/Mono to .NET7, which will break many mods that don't get updated. 1.18.6 is likely going to release with an official .NET7 build, as well. They've been working with various mod authors on making sure it's a smooth transition. For Linux and Mac users it is a dramatic improvement to performance, stability, and compatibility, and it has a tremendous impact on server speed. The builds are shared and discussed in the official discord as a thread under the multiplayer channel.
QuakingDoom
I do not know what the .NET 7 builds are. I do not see any such stable releases on the website's Downloads section. As such, they are not supported.
This mod crashes on the DotNet7 builds, unfortunately.
gndrneutralnoun
If you use the world map to keep track of surface stone types, then this mod may indeed not be for you — beyond stylistic changes, Medieval Map is meant to be the middle ground between having a overly detailed map and having no map at all. Details such as stone type are, unfortunately, outside of this mod's scope. You will be better served by the default world map, or by any other modder should they decide to create their own world map drawing replacements.
I've used this mod, but had to stop for one big reason: I often use the map to tell what rock type is on the surface in different areas (via the color of sandy/gravely areas), but with the uniform land/desert/forest colors, it's impossible to do that. But I love the look of the map otherwise and really want to use it. Is there any possibility you could add some way to tell the surface rock type into the map? It'd be even cooler if you could somehow tell what the surface rock type is even for areas covered in dirt, but considering that that would probably be an advantage over the vanilla game, I won't hold my breath. Though I'd love for some mod somewhere to implement a rock layer overlay or something... Knowing which rock types are where helps me with deciding where to prospect for different ores.
Anyway, thank you for the lovely mod.
QuakingDoom
Cobblestone is indeed drawn using the
ink_colour
option. Keep in mind that:Ruins seem to not be affected by ink color. Is it because they're generated by worldgen? edit: nevermind, I just had to revisit the chunks
QuakingDoom
I've added a new
water_edge_colour
option to the configuration file in v1.3.1. Note that you will need to run the mod once for the configuration file to update with the new field.As for the height mapping, mountain edges are shaded using the
generic_shadow_colour
option, and deep holes are more strongly affected by thelow_colour
option. Alternatively, you can simply change theink_colour
option, which affects everything else (mostly manmade structures by design).Waypoints are outside of this mod's scope.
Would it be possible to add some kind of color differentiation between water edges/height mapping and structures? Especially with water edges, it's easy to mistake a small puddle as a structure, or the edges of a big water fall as some bizarrely shaped ruin. I've also mistaken cave entrances as structures more times than I care to count.
And, a long shot, is there a possiibility of adding an auto map marker feature, to add map markers to various things you interact with? That way you can mark plants, surface ores, ruins, etc automatically while exploring. Previous automap mods are quite out of date, and the latsest one has no support for mod added items.
Rangelost
Whoa! I had no idea my feedback would inspire you so much! ❤️I'm very touched :)❤️ Can't wait to see all the fruits of your labor!
Zorf
As per your suggestion, I have added desert and forest colours in v1.3.0. I have also added a texture overlay for oceans, however I am unable to add any textures on land without causing intense visual noise.
Zorf
Thanks for your feedback. I will look into making an option for biomes to be more visually distinct when I have a minute.
Rangelost
I think most players would!!! This map style is SO much easeir to read in terms of height and finding trees! Which is usually what I'm worried about. The only feature missing is being able to tell where the deserts are.
Maybe you could apply a pattern overlaying the terrain based on what type of material the ground is. Like, for sand/gravel, have an overlay with little drawings of sand dunes, and for grass, the texture of grass. It'd also be the first step towards adding drawings of sea-monsters to the oceans for the full medieval effect!
I think it's great! Easier to look at feels like it belongs in the game.
Tyron
I do not think most players would like it!
Seriously nice visuals, this should be in the vanilla game :D
NateDoesLife
I understand. The grid is visible over the entire map. However, by default, it is more opaque over oceans — both to create a dinstinction between freshwater and saltwater, and to stylize oceans like an old sea chart.
As I have mentioned before, the grid can be disabled (by setting the grid opacity values to
0
) and the colour of water can be changed. Keep in mind that without a visible grid, however, large bodies of water will appear as one single colour, which can be disorienting.Ok yes, I am referring to the grid sections that when you compare your two screenshots the one is clearly water (the old style) and the other is clearly just the grid (your new style). Thats what I was asking about if there was a way to make that grid that is in the place of water from the oroginal map style screenshot show up as actual water or if it was intentially set to just show the grid there instead. Like do you have water just set to not show up in your screenshot (basically have it fully opaque so only the grid shows?)
Thats fine if the color can be changed/set, your screenshots showing the grid instead of color for water is what brought on my original question.
Craluminum
A black and white map can look many different ways depending on how you choose to configure the colours. I do not know what you are asking for specifically. You can try experimenting in a new world later.
Edel_Recke
The map files are indeed poorly named. For now, you can figure out which one is which by loading a world, then quitting the game, and looking at the files' Date modified detail. The file with the current date should match the world that was just loaded.
NateDoesLife
Blank is not a colour — if it were blank, then the world map window's dark brown texture would show through. Perhaps the grid is what confuses you. Either way, both the colour and the grid opacity can now be configured to your liking. For example, you could set the
water_colour
to#485860
which is a bluish gray.Interesting, from your screenshots the green clearly looks like trees while the water spots are just kinda blank. Maybe Im looking at it weird however...
Regarding the mod and the circumstance of the map generation: There wa a way to completely reset the map by deleting a file! Maybe someone know what file.
Maybe the latest files in "...\VintagestoryData\Maps"?
I'm very far from my home. What black-white map looks like? Could you please include it into gallery?
NateDoesLife
The green indicates water. It is simply green instead of blue. I have added a config file in v1.2.0 in which you can customize the colours if you would prefer the water to be blue instead.
Note that you will need to run the new version of the mod once before the medievalmap.json config file is generated in the ModConfig folder.
Was thinking that maybe instead of just the blank sections that indicate water maybe put a blue hue in there, nothing major or anything but but kinda like how you have the green in those sections blue for the water. Just a thought btw, if ya dont feel it fits the mod or anything thats fine as well, its super cool as is.
NateDoesLife
I'm not sure I understand how I could make the water appear any less blank than it would normally be. The map is drawn based on the topmost blocks (as calculated by the game), which in the ocean is nothing but water. If you have a better idea, feel free to elaborate.
As for performance, this mod only affects the drawing of the map. It has no impact on the loading of the map when it is opened — which, to be fair, is rather poorly optimized in the base game, but that is beyond the scope of this mod.
Any chance you can texture the water in a way related to the map? I play on a mostly water world so it would end up looking very "blank" with this mod. Also does this take extra resources on the map loading? Currently in my world when I open the map and its loading the display its VERY slow and somewhat laggy.
Craluminum
I only make mods to fix my issues with the game. I don't take requests. Sorry about that!
SmeeSlug
Icons are outside of this mod's scope. That said, you could simply create an icon texture pack, much like my Pixel Waypoints mod, and use it together with this mod.
Mod idea: Make torches immediately extinguish in containers, and normally when in hand
As in creating the icon art? If so, I'll keep it in mind :) might be able to put some together for you
Mod idea: auto fill of pit kiln
Craluminum
I do not have a public Discord account. If you have any feedback related to one of my mods, here is the place to post it.
Do you have discord account? Can't find it anywhere, i have no access to official vs discord
ThreeHeadedDingo
I'm just making it the way I think it should be, but I'm glad some people enjoy it as well.
SmeeSlug
It would be! Alas, graphics are above my pay grade.
dakko
Sometimes, less is more!
Wow, what a difference! That looks really nice.
Would be awesome to have some matching waypoint icons!
Somehow when I saw the mod thumbnail, I knew this was one of yours. We have alarmingly similar taste in the kinds of mods we want to see. lol