Mods / Projectile Tracker

Category: #QoL
Author: MrFastZombie
Side: Both
Created: Mar 22nd at 6:53 AM
Last modified: Mar 22nd at 11:04 PM
Downloads: 693
Follow Unfollow 16

Latest file for v1.19.5:
projectiletracker_1.0.0.zip 1-click install


The default waypoint icon, which is a silhouette of an arrow embedded in the ground. My first mod for VS! The default waypoint icon, which is a silhouette of an arrow embedded in the ground.

 

Projectile Tracker automatically creates waypoints when your fired projectiles land and deletes them when they are either picked up or despawned. Note that this mod is required serverside when playing multiplayer.

NOTE: As this is the first release there may still be some bugs. Please report them if you find any! I do not expect any huge issues, but you should always backup your world before adding new mods.

How It Works

When a projectile is spawned the server will detect when the projectile impacts and it will create the waypoint and send it to the player that fired the projectile. Upon despawn or pickup the waypoint will be removed if the player is online, or saved to a list if not and processed the next time the player comes online.

Commands

/ptpurge -- Removes all of your PT waypoints. More specifically, it removes any waypoints that start with "Projectile ". So keep that in mind if you have any other waypoints named like that for some reason. 

/ptclearorphans -- Removes any PT waypoints that no longer have an associated entity, in case any don't get removed automatically.

/ptremovepending -- Can only be called by those with ban permissions. This command removes a player from the pending waypoint update list (which is used to update waypoints for players that were offline) when supplied a playerUID, or clears the list if the input is just "all". Examples: /ptremovepending all, /ptremovepending BxGR+8W4FOoB+arlMpjRxNq+

Config

"EnableProjectileTracker": true, -- Enables or (soft) disables the mod. When the mod is disabled this way, new waypoints will not be made for the player but old ones will still be removed as normal.
"allowWelcomeMessage": true, -- When joining a server, a welcome message will alert the user of waypoints that have been deleted since their last join. This setting controls if that is displayed.
"icon": "ptarrow", -- The waypoint icon. Accepts any icon name from the Waypoint icon list. By default, uses an icon (The default waypoint icon, which is a silhouette of an arrow embedded in the ground.) included with the mod.
"color": "#f9d0dc", -- The HEX code for the color of the waypoint. You should be able to get it from an online color picker. Do not forget the #.
"InjectModdedProjectiles": true-- If true: modded projectiles will be tracked. 
"projectileBlacklist": [] -- An array of item names that will not be tracked. On the serverside, this will disable those projectiles for everyone but on the client side it will prevent waypoints being made for that client. Projectile names that are being tracked are listed in the server-debug log, and you can find them by searching "Injecting entity". Example: ["arrow-crude", "bullet-lead"]

QnA

  1. Why serverside? By going serverside, Projectile Tracker can update your waypoints if you are not near them or even if you are offline from a server using the mod. Waypoints are also made manually on the server rather than by making the client use the waypoint command, so your chat log doesn't get spammed when you are using projectiles.
  2. Where can I report bugs? In order of preference, you can report bugs on the GitHub issues page, or in the comments here. I'll try to keep track of them but I may be slower to notice comments.
  3. What happens if someone else picks up my projectiles? When someone picks up your projectiles the waypoints will still be removed for you.
  4. Can I edit PT waypoints? As long as you do not change the name of the waypoints PT will be able to access them as normal. You can also remove them manually without any issues.
  5. What languages does this support? As of right now, only English. There's not much to translate for this mod, but I do have it prepared for translation and I will accept translations. 
  6. Does this work on version x.xx.x? As of the intial release, I have tested the mod only on 1.19.4 and 1.19.5. It may work on older versions but you would have to try it to see. I do not expect this to break often with future updates.

Known issues

  1. If a projectile leaves your simulation distance, it will not create a waypoint until it is loaded again and lands.

 

Compatibility

This mod should not cause issues with most mods. Any mods that have their projectiles use the type "EntityProjectile" or "AdvancedEntityProjectile" (from FSMlib) should be tracked. If you've found a mod that does not work, let me know and I may try to make it work.

See Also

 

Mobs Radar by DanaCraluminum
Mobs Radar can show projectiles within your vicinity, but can also track other entities and is clientside whereas Projectile Tracker is required on the server. Projectile Tracker also differs in that it only tracks your own projectiles and keeps the waypoints until the projectiles despawn. If you decide to use both mods together your own projectiles near you will have a radar blip and a waypoint unless you disable projectiles in Mobs Radar's settings.

 

 

Dana Tweaks by DanaCraluminum or GlowingArrows by BillyGalbreath
 Both of these mods make projectiles glow so they are easier to spot visually. The feature is disabled by default in Dana Tweaks.

 

 

Firearms, Crossbows by Maltiez
These mods add new projectiles which are compatible with this mod.

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.0 693 Mar 22nd at 11:04 PM Show projectiletracker_1.0.0.zip Install now

3 Comments (oldest first | newest first)

💬 MrFastZombieAuthor, Sep 20th at 9:52 PM

Heads up: I tested the mod out in 1.20's pre-release and it seems to still be working so far. I'll do some more thorough testing once 1.20 goes stable and release an update that will probably just be a version bump to stop the game from complaining about version mismatch.

💬 Ghaelen, May 9th at 2:40 PM

This is a great QoL idea.  Thank you for implementing it.  Also, a mega thank you for such nice documentation, as well.  It's rare to see people spend time documenting their mods, but it's very much appreciated.

💬 Soggylithe, Mar 27th at 4:09 AM

Great idea, it reminds me of people writing down notes in The Long Dark to go find arrows they lose when trying to hunt.

(edit comment delete)