Mods / Pet Map Markers

Tags:
Utility Creatures QoL Mapping Map
Author:
Artalus
Side:
Server
Created:
May 23rd at 11:34 AM
Last modified:
May 24th at 6:41 PM
Downloads:
1775
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
petmapmarkers_0.1.0.zip  1-click install

Tabby wandered away?
Wolfdog ran off chasing a drifter and got massacred Dave-knows-where?
Searching in console with e[type=wolftaming:dog-*] does not help, because entity filters look like forbidden dark magicks?

Welp, here goes automatic waypoint management for pets!

  • Automatically creates waypoints for every tamed animal (based on entity.HasBehavior<EntityBehaviorTameable> from PetAI).
    • mod adds a new pawprint waypoint icon
  • Maintains positions for every waypoint when the pet moves.
  • Waypoints can be recolored and pinned.
  • Waypoints for downed animals turn red and pinned.

Mod support / conflicts

  • 🟒 PetAI β€” anything that implements PetAI should Just Workβ„’; if it does not – holler at me!
  • 🟒 Wolf Taming β€” definitely works; extensively used in tests.
  • 🟒 Animal Cages β€” should work, according to a couple of integration tests.
  • πŸ”΅ Mobs Radar β€” soft incompatibility; will display arrow-markers atop of nearby pets' waypoints with much higher precision.
  • 🟑 Cartographerβ€”  partially incompatible; you can run both mods together, but actually sharing your pet waypoints with others will do all sort of Weird Stuff.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.0 petmapmarkers
1.22.0 - 1.22.2
1775 May 24th at 6:41 PM petmapmarkers_0.1.0.zip 1-click install

Initial release


8 Comments (oldest first | newest first) (threaded | flat)

Lisanna, Jul 10th at 5:31 AM (modified Jul 10th at 5:33 AM)

Is there a way to add entities form othe mods? I'm using 4 mods that add rideable mobs. The problem i have with them is you can only have one of each claimed at a time an doing so prevents other players from riding them (like with vanilla elk). It would be much easier to keep track of my directionally challenged friend if I had a tag on the dragon they flew off on.

Draconis - Vintage Story Mod DB

Pegasus - Vintage Story Mod DB

Equus: Wild Horses - Vintage Story Mod DB

Equus: Medieval Horses - Vintage Story Mod DB

Artalus , Jul 10th at 9:12 PM
@Lisanna: Is there a way to add entities form othe mods? I'm using 4 mods that add rideable mobs. The problem i have with them is you can only have one of each claimed at a time an doing so prevents other players from riding them (like with vanilla elk). It would b

All these use Jaunt, so if that library exposes some distinct enough component to check the entities for, it might be doable. Though I won't be able to work on it for a while...

Artalus , Jul 12th at 12:05 PM
@Artalus: All these use Jaunt, so if that library exposes some distinct enough component to check the entities for, it might be doable. Though I won't be able to work on it for a while...

Nope, no track of ownership aside from vanilla claims, and even that seems optional (did not see a medallion slot on pegasi).

Would probably resort to allowing to `/track` whatever entity the player is looking at.

Gerste, Jun 3rd at 2:53 PM

Very cool. Using actual waypoints also solves the problem of loosing pets in unloaded chunks because a waypoint still persists if I am not mistaken.

Artalus , Jun 5th at 9:00 AM
@Gerste: Very cool. Using actual waypoints also solves the problem of loosing pets in unloaded chunks because a waypoint still persists if I am not mistaken.

Yep, if the pet unloads with the chunk, the waypoints stays in place and just stops updating.

This was kinda why I did not settle with Dana's Mob Radar; it works only on entities currently in sync around the player :)

DragonessBree, Jun 27th at 9:29 PM
@Gerste: Very cool. Using actual waypoints also solves the problem of loosing pets in unloaded chunks because a waypoint still persists if I am not mistaken.

Wait, fully tamed animals can be lost like that??? πŸ‘€
Hopefully that's something that'll be changed if they add more taming mechanics to vanilla later

SoCoFam, Jun 3rd at 2:33 PM (modified Jun 3rd at 5:21 PM)

Would you be able to add the ablity to hide just the pet layer, or to permanently delete their marks? Or perhaps a toggle to turn the mod on and off in game? I've got pets that don't always need to be tracked in real time.

Your mod works perfectly, and is going to be VERY useful. 

Artalus , Jun 5th at 8:58 AM
@SoCoFam: Would you be able to add the ablity to hide just the pet layer, or to permanently delete their marks? Or perhaps a toggle to turn the mod on and off in game? I've got pets that don't always need to be tracked in real time. Your mod works perfectly, and is

Separate map layer for the pets is the next step, and the toggle (either through configlib or through ingame menu window) would follow afterwards, yes.

Filtering which pets should be tracked is something I've definitely thinked about, but I do not have a definite solution in mind yet.