Mods / Mobs Radar [Finished]

Category: #Cheat #Cosmetics #Creatures #Graphics #Other #QoL #Simplification #Tweak #Utility
Author: DanaCraluminum
Side: Client
Created: Jun 11th 2023 at 9:34 AM
Last modified: May 11th at 10:24 AM
Downloads: 10221
Follow Unfollow 180

Latest file for Various v1.19.x:
MobsRadar-v2.1.1.zip 1-click install


[Discord]

I'm living in Ukraine and there is war happening right now. Most of my free time I spend on modding when I get a few hours between electricity blackouts.
If you love my work, you can support me on Patreon, I would greatly appreciate it ❤️. Donations keep me doing what I truly love - modding.


Detects creatures and adds markers for them on both world map and minimap.

This mod is feature-complete, that means that all features author wanted to add are already in the mod and further updates most likely will be bug fixes or to update codebase to support new versions.

MOD CONFIGURATION

Configuration file is located in VintagestoryData/ModConfig, it is appeared after loading any world.

You can add your own categories.

To reload configuration file without reloading world press Shift + R hotkey by default.

Highly recommended to use with Confg lib to configure everything in the mod, since configuration file is enormous

MOD INTEGRATION
keywords

enemy radar 
friendly radar 
friend radar 
friends radar 
neutral radar 
creature radar 
entity radar 
mob radar
npc map 

enemy map 
detector 
mobESP
mini map
worldmap

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v2.1.1 3576 May 11th at 10:24 AM Show MobsRadar-v2.1.1.zip Install now
v2.1.0 458 Apr 30th at 2:07 PM Show MobsRadar-v2.1.0.zip Install now
v2.0.0 2289 Jan 10th at 9:29 PM Show MobsRadar-v2.0.0.zip Install now
v1.0.3 3145 Jun 14th 2023 at 9:54 PM Show MobsRadar-v1.0.3.zip Install now
v1.0.2 223 Jun 13th 2023 at 9:47 PM Show MobsRadar-v1.0.2.zip Install now
v1.0.1 306 Jun 11th 2023 at 11:15 PM Show MobsRadar-v1.0.1.zip Install now
v1.0.0 224 Jun 11th 2023 at 9:35 AM Show MobsRadar-v1.0.0.zip Install now

71 Comments (oldest first | newest first)

💬 DanaCraluminumAuthor, Oct 6th at 5:48 PM

MacTso It is fully configurable

💬 MacTso, Oct 6th at 5:43 PM

I think a verison which only showed animals at very short range (12 meters) would be less "cheaty" and more "I can hear the frikkin bear running behind me".

💬 DanaCraluminumAuthor, Sep 30th at 6:15 PM

Elcuruxa No

💬 Elcuruxa, Sep 30th at 2:55 PM

Hi ! Is there one way to show for example only team members or friends in on minimap radar?

💬 DanaCraluminumAuthor, Sep 20th at 8:44 AM

BunnyKate I wrote in description that i will keep updating to new versions

💬 BunnyKate, Sep 20th at 2:45 AM

does this mean that you will not continue updating this mod? in version 1.20 we should not expect a mod update?

💬 DanaCraluminumAuthor, Jun 27th at 8:01 AM

TheBride What

💬 TheBride, Jun 27th at 1:14 AM
💬 Theisgood, May 18th at 2:43 AM

That would be amazing if you coul add a stability map!  But what the mod does is removes all unstable areas and only makes you loose sanity below sea level :)

💬 DanaCraluminumAuthor, May 17th at 7:06 AM

Theisgood Do you mean stability map? I can do that in Extra Info only

💬 Theisgood, May 17th at 1:16 AM

Thank you good Sir! :) The mod creator responded too and told me how I can find them too :)! 

Still thanks for your time. I do have a request if you could add it to this mods tweaks.

mods.vintagestory.at/stablesurface

It makes the surface above sea level always stable.

Could you possible create the same thing? IF thats not taking too much out of your time.

💬 DanaCraluminumAuthor, May 16th at 9:05 AM

Theisgood You can try /debug itemcodes 

💬 Theisgood, May 15th at 11:22 PM

Lol just the "nope" made me giggle :) Okay so I know how to config your mod but the problem is I don't know were to find the creature ID's to add them to your mods config. 

I tried to look in the Fauna Of The Stone Age Mods folders but its a lot.

Should I ask the mod creator if he could list ID's so I can add them easier? 

Thank you for making such amazing mods at the same time! 

💬 DanaCraluminumAuthor, May 9th at 10:18 AM

Theisgood Nope, I only add support for vanilla creatures and that is all, because anyone can add support for modded creatures through config

💬 Theisgood, May 9th at 4:27 AM

Could you add support for all the Fauna Of The Stone Age Mods?  

 

💬 massey, May 2nd at 10:51 AM

Edaigoa I noticed that if i made a mistake in the config it got overidden with the default config and reset all my settings. That might be what happened you. I now keep a copy of my config seperatley so I don't lose my changes if I make a mistake while adding a new group or making other changes. I have not tried the in game config menu yet. 

DanaCraluminum great mod. A must have for me now. 

💬 NateDoesLife, Apr 30th at 11:56 PM

For some reason when I am in the in game config menu, I cannot go down to the next line to add another entity to a group. Not sure if thats on your end or the config gui mode that you use or if I cannot figure out the keybind to go down. I have tried "enter", "shift+enter", "ctrl+enter", and a bunch of others. 

Also some things I have noticed when editing with in game gui
- Settings do not change when I leave and come back into the world
- Anything I add/change in the gui does not stick, the save button does not appear to work?

💬 Carolusclen, Apr 19th at 4:00 PM

absolutely amazing mod, I would like to request (if possible) an option in the config for each category for icon rotations.
I use custom icons and due to the icons being directional for the entities, if I have an image icon, it rotates too
So for example if I have a chicken Icon for chickens, id like a switch or something for that category thats like {rotate: "false"} or something
if possible or if you want <3

but yeah, amazing mod, my friend and I are loving this so much

💬 Edaigoa, Apr 11th at 3:45 AM

DanaCraluminum Excellent, I was able to get it to work! Made a "spooky" category for the drifter boys and now I've got nice purple demon dots creeping around in the underground. Thanks again!

💬 DanaCraluminumAuthor, Apr 10th at 8:46 PM

Edaigoa You can create new categories if you didn't know

💬 Edaigoa, Apr 10th at 7:45 PM

Thank you so much for making this mod, as an anxious person it's made exploring in the game so much more fun! I didn't want to turn off hostile entities entirely, but getting jump scared by suddenly attacking stealth bears and drifters falling from hidden spots was no bueno. Deep forests are no longer terrifying death runs!

I was wondering though if there was a way to separate out the above ground/mundane hostile mobs (bears, wolves, hyena) from the underground/spooky realm boys (drifters, etc)? The red dots for drifters that are safely below the surface tend to blend with above ground wolves/bear markers when you're traveling about.

I attempted to do it myself through the config file by repurposing the butterfly category, since I was gonna turn that one off anyway, and it sort of worked? But it wouldn't let me change the colors from a very hard to see gray despite changing the hex color code, and every time I go back to try and tweak it some more it's seemingly reverted back? I am no coder I have no idea what I'm doing so I just changed it all back haha

💬 RubyGloom, Feb 2nd at 4:21 AM

is really cool.

💬 Khana, Jan 30th at 8:05 PM

DanaCraluminum that would be why then XD cheers

 

 

💬 DanaCraluminumAuthor, Jan 28th at 9:35 AM

Khana It was removed in 2.0.0

💬 Khana, Jan 28th at 9:29 AM

the /radar info or .radar info isnt working.

 

 

💬 Alhiove, Jan 23rd at 5:00 PM

@DanaCraluminum, thanks, already solved

💬 DanaCraluminumAuthor, Jan 23rd at 2:33 PM

AnetBlack Did you delete old configuration file in ModConfig before loading any world with the mod?

💬 AnetBlack, Jan 23rd at 1:14 PM

DanaCraluminum Hello, I still have the same problem with the mod, is there a solution in the configurations? Knowing that the mod is active on the game, that it's the latest version and that I've just put the ZIP file in the "Mod" folder and not in the "ModConfig" file in the game files.

💬 DanaCraluminumAuthor, Jan 22nd at 5:25 PM

Alhiove  Delete old configuration file

💬 Alhiove, Jan 22nd at 4:52 PM

CharlieSoulfire, Could you please tell how you achieved it, all entities are shown in gray or do not appear. of any color, or who can give me information to solve it, thank you in advance..

💬 DanaCraluminumAuthor, Jan 21st at 4:10 PM

witus998 Delete old configuration file

💬 witus998, Jan 21st at 3:29 PM

@CharlieSoulfire COuld you let me know how you handled it? Only some of them are visible for me and all entities show as gray (default)

💬 CharlieSoulfire, Jan 21st at 4:51 AM

The config literally had only butterfly, bee, and trader entitiy classes targeted. I had to spend a lot of time digging in the mod's files to figure out why only dead enemies and traders were showing up after installing and enabling the mod.

💬 DanaCraluminumAuthor, Jan 20th at 5:40 AM

JD2 Yes, just open config and set it to whatever you want

💬 JD2, Jan 20th at 1:04 AM

Is there a way to config so only wolves and bears but not drifters or other temporal creatures, show as hostile?

💬 AnetBlack, Jan 19th at 7:26 PM

DanaCraluminum version 2.0.0 enable on config and in VintagestoryData/ModConfig ans VintagestoryData/Mod

💬 DanaCraluminumAuthor, Jan 19th at 7:23 PM

AnetBlack 2.0.0 version?

💬 AnetBlack, Jan 19th at 7:21 PM

Enable in  config et it's the new version i have

💬 DanaCraluminumAuthor, Jan 19th at 7:20 PM

AnetBlack Disable it in config

💬 AnetBlack, Jan 19th at 7:07 PM

Hello, the mod is super useful but when I made the transition between 1.18.0 and 1.19.0 a "bug" made my map unreadable and impossible to see anyone except merchants, would you have a solution?

Thank

Problem map
Caption

 

💬 DanaCraluminumAuthor, Jan 15th at 9:37 PM

tRead You need to toggle it manually on map

💬 tRead, Jan 15th at 8:03 PM

the mod is working in 1.19rc8 (thank you!) but Shift+R isn't working to toggle

💬 DanaCraluminumAuthor, Jan 11th at 1:31 PM

MRGOOSE Use 1.18 version for 1.18

💬 MRGOOSE, Jan 11th at 12:51 PM

is the 1.19 version compatible with 1.18?

💬 DanaCraluminumAuthor, Jan 10th at 9:54 PM

tRead H_8Ball Fixed

💬 tRead, Jan 9th at 6:32 PM

I'm having the same experience as H_8Ball: in 1.19 (rc 5 and 6), Ctrl+R doesn't toggle anything, and .radar results in "No such command exists."

💬 H_8Ball, Dec 11th 2023 at 8:19 AM

Hi. Love the idea of this mod (similar to Minecraft minimap mods which have entity radar). But on VS v1.19.pre8, mod seems to load with no errors or crashes, but obviously isn't active because there are no radar "blips", Ctrl+R does nothing, and .radar commands in chat result in "No such command exists".

💬 DanaCraluminumAuthor, Oct 30th 2023 at 12:37 AM

tRead Probably, dropped items are creatures .radar mark item

💬 tRead, Oct 30th 2023 at 12:35 AM

I don't see in this keywords list what would include non-creatures such as felled logs, harvested honeycomb, etc.  My favorite feature of this mod has been it helping me to pick up all items.  But I don't see clearly how to configure that.  Would it be .radar show dropped itemdroppeditem?
DanaCraluminum

💬 seyton35, Oct 11th 2023 at 5:54 PM

all or some keyword in description are out of data. use ./radar info to find out the names of marker groups

💬 DanaCraluminumAuthor, Jul 20th 2023 at 8:38 AM

Bl0ckparty I don't have any issues with ProspectorInfo

💬 Bl0ckparty, Jul 20th 2023 at 4:11 AM

Waiting to see if you can fix the clash with prospectorinfo mod before downloading.

💬 mathgeniuszach, Jun 15th 2023 at 1:11 AM

Moving prospectorinfo's mod data out of the world, reloading the world, then exiting and moving the data back seems to fix this problem, though it still seems quite strange.

💬 DanaCraluminumAuthor, Jun 15th 2023 at 1:02 AM

mathgeniuszach I can't reproduce the crash

image

💬 mathgeniuszach, Jun 15th 2023 at 12:55 AM

This mod seems to conflict with ProspectorInfo when loading any existing worlds, presumably because both mods modify the map. Could you look into why and potentially fix this issue?

More concretely, I get this error while using both mods: https://pastebin.com/aUG0kyii

💬 gndrneutralnoun, Jun 14th 2023 at 1:32 PM

Ah okay! I see... I would definitely suggest changing that, then. Though it would probably be harder than I think; I'm not a code modder.

💬 DanaCraluminumAuthor, Jun 14th 2023 at 1:18 PM

gndrneutralnoun Currently entity names are hardcoded to marker groups, .radar mark [name] searches for group name, you can see them with .radar info

💬 gndrneutralnoun, Jun 14th 2023 at 1:00 PM

Sure, but why me specifically?

Immediate thing I notice loading up the mod is that the names that the markers display don't seem to match up with the names that would be used with the commands. E.g., I see that there are mobs with the name "Spider", I type in ".radar mark spider", I get the error message "Name doesn't exist." If I have to enter in the entity's code or something, that's fine, it would just probably help to state that explicitly in the description.

Also, with the new commands, it struck me that if you can specify entity names with commands, it would probably be helpful if there was a command that let you give your own tag to an entity by name, e.g. so you could mark a hostile mob from a mod as hostile. Something that would help with that I think would also be if you could export the radar settings to, like, a .txt file, so you could quickly load your settings into another world (assuming that the mod settings aren't global somehow).

Other than that, at first glance everything seems to work well. I'll try to remember to update if I find anything that might need to be changed.

💬 DanaCraluminumAuthor, Jun 13th 2023 at 11:02 PM

gndrneutralnoun Could you test new update and write about what is missing or can be improved?

💬 gndrneutralnoun, Jun 13th 2023 at 1:32 PM

Understandable, it's your mod after all.

 

💬 DanaCraluminumAuthor, Jun 12th 2023 at 2:29 PM

gndrneutralnoun I will add disallow list and hotkey in next update. Can't determinte whether a mob is tiny through code, sadly. I want to keep this mod client side only.

💬 gndrneutralnoun, Jun 12th 2023 at 2:25 PM

+1 on being able to turn off some entities. I have several mods that add tiny mobs like dragonflies and frogs... I don't need to know about them, haha. Maybe a min creature size config option? Also, maybe this mod should have enhancements if installed on server as well as client? For us singleplayer players. And a hotkey or button to quickly turn the radar on and off. I realize these are a lot of suggestions, but this is a very exciting prospect, so I'm just eager, I guess...

 

💬 Jade1, Jun 12th 2023 at 2:07 AM

This is a nice mod, Cray. Eventually, could you make a configuration file that will allow us to turn off tracking some mobs? Sometimes there are so many icons on the screen its overwhelming (for me anyway).

💬 PBKiller, Jun 11th 2023 at 7:28 PM

Looks like it also displays armor stands and must likly straw dummies interesting. You now can check a cave and be warned if death is near. Well done

💬 Rowly6798, Jun 11th 2023 at 11:05 AM

Fantasic 

 

💬 DanaCraluminumAuthor, Jun 11th 2023 at 10:39 AM

Rowly6798 Will be fixed in next update

💬 Rowly6798, Jun 11th 2023 at 10:36 AM

Craluminum

https://cdn.discordapp.com/attachments/731377902725234729/1117399130109657119/2023-06-11_11-24-32.pngOne problem when i was just on the Mystic Winds Server there where Evil fish .  the Fish where showing up as Enemey markers. 

but it now one of the mods i cant play with out 

i have no idea how to make mods so Thanks Agian :D

💬 DanaCraluminumAuthor, Jun 11th 2023 at 10:24 AM

Rowly6798 You're welcome ❤️

💬 Rowly6798, Jun 11th 2023 at 10:21 AM

Really cool mod 22/10 😆

and really helpfull when i used to play modded MC the mini maps always had this feature and im so glad i can have it in VS too 


Thanks for Making the mod

 

💬 DanaCraluminumAuthor, Jun 11th 2023 at 9:37 AM

It displays only "enemies" currently, I will add friendlies and neutrals in the next update, and configuration file as well

(edit comment delete)