Mods / Cartographer
Category:
#QoL
#Utility
Author: Hedede
Side: Both
Created: Jan 16th at 2:01 AM
Last modified: Apr 28th at 7:59 AM
Downloads: 6700
Follow Unfollow 91
Author: Hedede
Side: Both
Created: Jan 16th at 2:01 AM
Last modified: Apr 28th at 7:59 AM
Downloads: 6700
Follow Unfollow 91
Latest file for v1.19.7:
nbcartographer_2.0.10.zip
1-click install
Overview
Adds shared waypoint functionality. Shared waypoints can be added via GUI or using the following commands:
/waypoint share
<id>
shares the waypoint with all other players/waypoint unshare <id>
removes waypoints from the shared list/waypoint shared add <name> <color> <icon>
/waypoint shared list
to list all shared waypoints/waypoint shared remove
to remove a shared waypoint altogetherUse
/help waypoint shared
to see all subcommands
It also adds a few shorthand commands:
/wp share
<id>
same as/waypoint share
/wp unshare <id>
same as/waypoint unshare
/wp add
same as/waypoint shared add
/wp list
same as/waypoint shared list
/wp remove <id>
same as/waypoint shared remove
The shared waypoint list is global for all players.
Future improvements
- Optional notifications when other players add shared waypoints
- Group shared waypoints
- Better compatibility with other mods
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v2.0.10 | 3941 | Apr 28th at 7:59 AM | Show | nbcartographer_2.0.10.zip | Install now | |
v2.0.9 | 1796 | Jan 28th at 9:54 AM | Show | nbcartographer_2.0.9.zip | Install now | |
v2.0.7 | 463 | Jan 20th at 6:04 PM | Show | nbcartographer_2.0.7.zip | Install now | |
v1.1.1 | 244 | Jan 17th at 11:09 PM | Show | nbcartographer_1.1.1.zip | Install now | |
v1.0.9 | 177 | Jan 16th at 9:37 AM | Show | nbcartographer_1.0.9.zip | Install now |
Hi! Has there been an update on this?
Janeator yes, it should be possible. I'll look into it when I have time.
I'm not sure who I should ask, so I'll ask both of you; would it be possible to support the Alternative Map Icon Renderer mod's icons for shared waypoints? The vanilla map icons are nigh-impossible to see.
Hey Hedede, great mod! Thank you for this!
Would it be at all possible to add a parameter to /wp list, or a seperate command (/wp listall?) to list all waypoints matching that parameter? Ie, "/wp listall copper" would show all waypoints with the phrase "copper" in the text.
Since the loss of Campaign Cartographer, this has been a feature *desperately* lacking in the VS community.
Thanks for considering!
I've added a /wp list command in 2.0.10. It should list all waypoints.
Is there a way for someone to access a list of all the shared waypoints as compared to just their own?
That fixed it! Thank you!
I uploaded yet another version. Let me know if this helps with the issue.
Further testing reveals that it is related to the world itself, as removing and reinstalling the mod even after saving the world anew didn't fix the issue. That is very odd.
Is there somewhere where the waypoints are saved? The new version crashed again with the same error but on a different line. I feel like something happened last time I closed the server that may have caused the waypoint list to go kaput.
Game Version: v1.19.3 (Stable)
27.01.2024 17:42:48: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at NB.Cartographer.SharedWaypointMapLayer.OnLoaded() in G:\Modding\VS\NBCartographer\NBCartographer\Systems\WorldMap\WaypointLayer\SharedWaypointMapLayer.cs:line 237
at Vintagestory.GameContent.WorldMapManager.OnLvlFinalize() in VSEssentials\Systems\WorldMap\WorldMapManager.cs:line 197
at Vintagestory.Server.ServerEventAPI.OnServerStage(EnumServerRunPhase runPhase) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 141
at Vintagestory.Server.ServerSystemModHandler.OnBeginRunGame() in VintagestoryLib\Server\Systems\ModHandler.cs:line 82
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 624
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 558
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Thanks for the report. That is odd. Uploaded a new version that should fix this but I'm not sure why is it null in the first place.
Yesterday my server still worked but today for some unknown reason it crashes with this in the crash log:
Game Version: v1.19.3 (Stable)
27.01.2024 10:33:31: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at NB.Cartographer.SharedWaypointMapLayer.OnLoaded() in G:\Modding\VS\NBCartographer\NBCartographer\Systems\WorldMap\WaypointLayer\SharedWaypointMapLayer.cs:line 231
at Vintagestory.GameContent.WorldMapManager.OnLvlFinalize() in VSEssentials\Systems\WorldMap\WorldMapManager.cs:line 197
at Vintagestory.Server.ServerEventAPI.OnServerStage(EnumServerRunPhase runPhase) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 141
at Vintagestory.Server.ServerSystemModHandler.OnBeginRunGame() in VintagestoryLib\Server\Systems\ModHandler.cs:line 82
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 624
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 558
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Disabling this mod eliminates the crash, but it's odd that it is crashing now when it worked perfectly fine yesterday.
No such plans for now. You can use the ProspectTogether mod instead.
Any plans to enable the sharing of the new prospecting waypoints?
Really easy to use, good stuff!
good mod, works great.
Not sure if I understand the question. This mod has no dependencies, it should work completely fine with only the base game installed.
how can i recognize the dependance for this mod?