Mods / Ping Markers
- Tags:
- Author:
- Broseten
- Side:
- Both
- Created:
- Apr 1st 2025 at 1:15 PM
- Last modified:
- May 8th at 2:04 PM
- Downloads:
- 6908
- Follow Unfollow 106
-
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
pingmarkers_1.2.0.zip 1-click install
Ping Markers
I just missed this feature so much I had to add it.
The goal is to improve cooperation and the sense of co-presence in the game with other players.
By default, if the player is in any group, it pings all players in their group. If they aren't in a group, it broadcasts to the whole server (intended for smaller servers).
How to Use
Press V to ping.
(This can be changed in Settings > Controls, just search for "ping").
Features & Roadmap
[x] Color pings based on players (dynamically via eye color or custom hex)
[x] Ping type based on what is pinged (entity, block...)
[x] Add player name to ping
[x] Ping sticks to entities (follows animals/players as they move)
[x] Config with mod properties
[x] Configurable max distance + allow global pings
[ ] Add map marker to pinged location
Configuration
Configuration files are generated after running the game with the mod installed. They can be found in your Vintage Story data folder:
%AppData%/VintagestoryData/ModConfig/
Server Configuration (PingMarkersConfig-Server.json)
| Setting | Default | Description |
EnableGlobalPings |
false |
If true, a player's pings are broadcast to all online players in the server (when they aren't in a group). |
Client Configuration (PingMarkersConfig-Client.json)
| Setting | Default | Description |
MaxRenderDistanceMeters |
10000 |
Maximum visual range from which ping markers can be seen. |
MaxPingDistanceMeters |
100 |
Maximum distance the player's view raycast can travel when creating new pings. |
CooldownSeconds |
1.0 |
Cooling delay needed between ping casts. |
DistanceTextDigits |
0 |
Number of decimal digits shown along with the distance text. |
ShowDistance |
true |
Displays the numerical distance overlay above the markers. |
ShowPlayerName |
true |
Shows the name of the player who cast the ping. |
ShowPingedTargetName |
false |
Displays the specific name of the entity or block that was pinged. |
ShowPingedTargetType |
false |
Displays the type of the target pinged (E for entity, B for block). |
ColorByEyeColor |
true |
Dynamically colors the ping based on the player's custom eye color. |
CustomPingColorHex |
"#ffffff" |
Custom hex color used if ColorByEyeColor is set to false. |
StickToEntities |
true |
Pings attached to entities (like players or animals) will follow them as they move. |
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.0 | pingmarkers | 926 | May 8th at 2:03 PM | pingmarkers_1.2.0.zip | 1-click install | ||
|
Update to .NET 10 to support 1.22
New features
| |||||||
| 1.1.1 | PingMarkers | 4671 | Apr 14th 2025 at 1:59 PM | PingMarkers_1.1.1.zip | 1-click install | ||
|
Fixed player names for pings | |||||||
| 1.1.0 | PingMarkers | 690 | Apr 5th 2025 at 2:17 PM | PingMarkers_1.1.0.zip | 1-click install | ||
|
Render the player name too. Added mod config (to %AppData%/VintagestoryData/ModConfig/):
| |||||||
| 1.0.2 | PingMarkers | 516 | Apr 1st 2025 at 3:03 PM | PingMarkers_1.0.2.zip | 1-click install | ||
|
Updates
| |||||||
| 1.0.1 | PingMarkers | 55 | Apr 1st 2025 at 2:19 PM | PingMarkers_1.0.1.zip | 1-click install | ||
|
Hotfix for a bad dll import | |||||||
| 1.0.0 | PingMarkers | 50 | Apr 1st 2025 at 1:21 PM | PingMarkers_1.0.0.zip | 1-click install | ||
|
First release. It is pretty simple, but still needs testing, so let me know if you find any bugs. | |||||||
Just want to point out that this has issues with playermodel mods. I've tried the Kobold player model redux and vintage birbs (avali) and with both of them, when I try to ping things it very often gets stuck on me and pings my face instead.
YAY, this is an essential mod IMHO. I'm so gald to see it come back :)
I've used the energy I had to revisit this to not only update it to new version, but also to add new features.
I successfully crossed off these things from the feature list:
[x] Color pings based on players (dynamically via eye color or custom hex)
[x] Ping type based on what is pinged (entity, block...)
[x] Ping sticks to entities (follows animals/players as they move)
I tested everything in multiplayer and it works, but didn't have time to properly test in multiplayer.
If you encounter any issues, let me know and I'll fix it. Thanks!
Enjoy! :)
Hey guys! Thanks a lot for the interest! <3 I am happy to see people still using it and even though I do not really have time to play myself anymore, I'll update it for you.
It is a bit tricky since they updated .NET version so give me some time, but hopefully I'll manage to do it today.
Thanks Trojan96 for the email, that's what woke me up. :)
It's crashes in 1.22. Rebuilding the mod against 1.22 should fix it.
Edit: So I decompiled, set TargetFramework to net10.0 and recompiled against 1.22.0-rc.4 and indead that fixes the mod. Hopefully by the time 1.22 comes out Broseten has time do this.
Is there any chance you might upload your fix as a separate mod?
I concur with Chiseledquartz, there's been no indication that Broseten is active or intends to update this...
Chiseledquartz I could but I would want a go ahead from Broseten since this project isn't opensource.
Aboslutely vital mod imho haha. Still works in 1.21.6
worked in 1.21.4 for me, will come back if it doesn't work in 1.21.5!
Hello Broseten, would you be interested in doing an update? I'd love to start using this mod!
oh I am going to try this out on 1.21.5
Seems to work well for 1.20.12. Thank-you much for this mod.
I'd love to see this updated! I'm a "YEY" for interested! Hope theres enough to get you back working on it <3
Please make a setting to limit the maximum ping distance.
There should be a configurable cooldown, as atm holding down the ping key just spams pings as fast as it can get, wich could potentially be abused if enough players do it. Otherwise great mod, keep up the good work!
im thinking mouse wheel press should work in survival mode xD
Thanks for the feedback. Should be fixed now!
Was just a stupid mistake... :D
For some reason, whenever someone else pings something, it displays my name instead of name of the person who pinged it. It happens to my friends as well, all pings show up as their name regardless of who pinged. I tried clearing the cache and re-installing the mod but it didn't seem to fix it
I am unable to reproduce the issue. You may try:
If none of this works, let me know.
1.20.7 MP
5.4.2025 23:18:18 [Warning] Improperly configured mod. Server sends me channel name pingmarker, but no client side mod registered it.
.4.2025 23:18:18 [Error] [PingMarkers] An exception was thrown when trying to load assembly:
5.4.2025 23:18:18 [Error] [PingMarkers] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
I may have to delete the cache, will try that.
Thanks for the suggestions. :) I've added the config (see desc) with the configurable distance.
I might figure out the colors later, for now you can at least see player name.
Let me know any other suggestion, as it motivates me to actually do something...and motivation is a valuable resource. :)
Suggestion: configurable max distance for pings to appear to other players.
Rather than pinging the whole server, only those within, say, 6m of you get the ping. That way it's actually a somewhat immersive analog of pointing at things.
Edit: lmao only just noticed after writing this that it's already on the list. Somehow I missed that when I read the description.
This is great, thank you for sharing this! Looking forward to the color pings per player!
Thanks for the feedback!
New version is out that does avoids global pings.
You need to be in a group to send pings (you get a notification if you are not).
I added the key to the description, sorry :D just press 'V' by default (can be changed in controls).
I might add config file later. There is bunch of things that could go there, but no time now to figure it out. :D
Let me know if there is anything more. I can't fullfill all the wishes, but there is a higher chance I will implement something if it's in the comments.
no worries, will try to test out on 1.20.4 tonight. Can update if anyone is curious, and if possible, feel like Q would be a good default ping key to use, but just a suggestion!
I am running a somewhat bigger server and constant pings of random players would just be too much.
Global server ping should be an option that can be switched off via config file. So that only people in a group can send and receive pings.
Or as i said before, an option to set a max distance for each ping. Like 32 blocks, 64 blocks etc. This way people not in a group but close together could interact with pings as well.
The more configurable, the better. That way your mod could serve different types of servers.
Still no clue how to send a ping by the way.
It should ping only group members if the player is in a group, otherwise it pings whole server. If you have an idea on the intended behavior, let me know. I might disable the server ping at that should be enough to avoid spamming.
What's the key to press?
Oh, it pings the whole server. Can you add an option to ping only group members and/ or players within a certain range?
Just finally had a chance to test with a friend and the networking might be a bit broken still. I'll look into it later this week.
Thanks for any feedback :)
It might work on most 1.20 version. I haven't tested older versions, since I just jumped into mod dev.
Could this work in 1.20.4 multiplayer? I can try testing out, but just curious if you were able to see it or not! This is somethign I've been wanting from the start in multiplayer games everywhere hahaha