Mods / K's Cartography Table
- Tags:
- Author:
- Kaisentlaia
- Side:
- Both
- Created:
- Jul 16th 2024 at 7:58 PM
- Last modified:
- 3 days ago
- Downloads:
- 20198
- Follow Unfollow 355
-
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
KsCartographyTable_v2.0.1.zip 1-click install
About this mod
Share your waypoints and your map with other players in a vanilla-friendly way, by transcribing on a Cartography Table or an Advanced Cartography Table, both craftable after you reach the copper age.
In combination with the mod Palantir the Advanced Cartography Table will also let you travel in spirit to unexplored places to survey the terrain or look for resources.
Features
Simple cartography table

Advanced cartography table

It's recommended to use the defaul (sepia) map with this mod, using the color accurate map will considerably increase the transcription time.
Palantir integration
Configuration
Use ConfigLib (requires ImGUI) for easy in-game configuration, or edit the config file manually:
Config Location: VintageStoryData\ModConfig\kscartographytable.json
Default Configuration File
{
"ImmersiveMode": false,
"ChunksPerPacket": 25,
"PacketDelay": 0.2,
"VerboseDebug": false
}
Configuration Properties
ImmersiveModeif true will disable all chat messagesChunksPerPackethow many map chunks to transcribe at once. Increasing this will make the transcription faster but could cause server or client overloads.PacketDelayhow many seconds to wait between packets. Decreasing this will make the transcription faster but could cause server or client overloads.VerboseDebugif true will log additional messages
Compatibility
This mod is currently tested and compatible with the following mods:
| Mod | Version | Compatibility |
|---|---|---|
| Palantir | 2.0.2 | Ponder feature to use the Palantir on the Cartography Table to see distant places |
| Auto Map Markers | 5.0.3 | It's recommended for all the players to use the same config (icons and names) to prevent duplicates |
| Not Enough Map Icons | 1.1.0 | All NEMI icons are correctly shared between players as long as all players are using NEMI. If a player doesn't use NEMI they will see the shared waypoints with NEMI icons as the default dot icon |
| Prospect Together | 2.2.1 | No issues when sharing prospecting waypoints |
| ConfigLib | 1.12 | All current settings managed through ConfigLib if installed |
| ImGui | 1.2.5 | Required by ConfigLib |
| FastMap | 122.5.1 | Using FastMap with K's Cartography Table will make the transcription faster. Also, your map will be very fast. :) Big thanks to chrisunfocused for the compatibility patch! |
It should also be compatible with any mod that adds more icons.
Commands
Known issues
- Sometimes joining a server after updating will cause a crash. The crash happens only once at the first login and then doesn't reoccur.
- The automatic boat markers from Auto Map Markers can cause some repeating messages when transcribing on the map. Deleting the boat waypoints usually fixes the issue.
Roadmap
Remove waypoints deleted by other users from the player's map on interaction(added in v1.0.1)Add a way to wipe the map on the cartography's table(added by DiZurix in v1.0.3)Prevent multiple interactions firing while the player holds down right click(fixed by DiZurix in v1.0.3)Also share explored areas of the map(added in v2.0.0!)- Add a way to choose which waypoints you want to share or others can share with you
- Finer control for the waypoint delete command, so you can for example only delete waypoints for a specific player, or only delete your waypoints with a specific icon
- (If feasible) Add a GUI to see the map present on the table
- Visual effects for map interactions
Special thanks
- Trini for the awesome title image
- DiZurix who updated the mod for 1.22, added a new wipe feature and several improvements!
- Spaturno for the amazing Advanced Cartography Table model, for all the help with brainstorming, bugfixing and testing, and for being the best husband in the whole world.
- chrisunfocused for being so kind to implement compatibility patches on his amazing FastMap mod
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.1 | kscartographytable | 693 | 3 days ago | KsCartographyTable_v2.0.1.zip | 1-click install | ||
| |||||||
| 2.0.0 | kscartographytable | 1030 | Jun 2nd at 4:47 PM | KsCartographyTable_v2.0.0.zip | 1-click install | ||
|
- New feature: map sharing | |||||||
| 1.0.4 | kscartographytable | 2581 | Apr 25th at 11:41 AM | KsCartographyTable_v1.0.4.zip | 1-click install | ||
| |||||||
| 1.0.3 | kscartographytable | 569 | Apr 5th at 9:13 AM | KsCartographyTable_v1.0.3.zip | 1-click install | ||
|
Update by DiZurix
| |||||||
| 1.0.2 | kscartographytable | 10851 | Mar 24th 2025 at 3:22 PM | KsCartographyTable_v1.0.2.zip | 1-click install | ||
| |||||||
| 1.0.1 | kscartographytable | 4094 | Jul 21st 2024 at 6:16 PM | kscartographytable_1.0.1.zip | 1-click install | ||
|
EXPERIMENTAL - Added waypoint removal from player's map | |||||||
| 1.0.0 | kscartographytable | 380 | Jul 16th 2024 at 8:52 PM | kscartographytable_1.0.0.zip | 1-click install | ||
|
First release | |||||||
This mod need compat with the new Frontier Map... Somehow.
omg i used /wipewaypoints having read that this mod added it but i hadnt seen the updated description where it says its global for all players! and now for some reason i cant transcribe the waypoints from the table onto my map, it says it has 300 waypoints on the table but when click on it is says my map is up to date. :(
If you have a backup of your save from before using the command restoring it will restore the waypoints since they're stored in the save. If you don't, keep the cartography table: I will add a way to recover the waypoints from the table in the next release.
ok thank you so much. my last backup is like 60 hours ago LOL. we still have the table and it still says 325 waypoints so if you add a way of recovering from our situation i would be so very grateful <3.
One specific client crashes with the following callstack since v2.0.0 and now in v2.0.1 when attempting to upload their map, the game freezes for them and later crashes outright whilst me and another client game freezes just briefly and quickly recovers :

They did remove fastMap files already.
That's an odd one, thanks for the feedback. I will fix it in the next release.
This update is great, but I do want to mention that all players seem to be losing connection (host not found) to the server client while anyone records onto a cartography table with over 30 square kilometers. The issue tends to immediately remediate itself after they stop, but as the users lose connection to the client, recording information also stops flowing.
Additionally, adding waypoints does not seem to be super consistent right now, as myself and some other people experienced issues adding waypoints in either direction on the first try. Also /wipewaypoints appears to be serverside for operators, not clientside. I'd add that part as a disclaimer.
Yes the map is pretty big and transferring it can overload both client and server. I will release a small update soon with additional configurations that might help mitigate the issue. After the update y'all might try increasing the packet delay and see if that helps keep the connection up.
I'm hopeful about FastMap compatibility, if we can pull it out I think that might help a lot with transfer speed and overall performance.
Are you using Auto Map Markers or creating the waypoints manually? Could you grab a copy of your log files and send it to me after you notice the issue? You can send them over discord.
Updating the mod and attempting to transcribe with "20 chunks per packet" and "1.0 packet delay" still results in the host becoming unresponsive after around 30 square kilometers. Stopping the transcription lets it catch up, but the process of transcribing starts slowing down due to that connection loss.
Additionally, I believe /wipewaypoints (run by an Operator) may've removed all waypoints for the four people on the server despite two of them not interacting with the map following the change. I don't know if this is intentional, but I'd probably address that on the command description or alter the command's effects, as we assumed it was per-person. We do all of our map markers manually.
What happened:
-I had a person run /wipewaypoints for themselves
-I scraped clean the table and added my own waypoints (most up-to-date)
-They interacted with the table and got no waypoints
-I interacted with the table and realized afterward that I had no waypoints
-Other people joined the server to try and update the map with their waypoints, but found that they also had no waypoints
-Trying to restore waypoint information from previous files did not have any effect
Yes the /wipewaypoints command wipes all the waypoints from the save, apologies for the confusion. I am planning to add more commands to only delete a single player waypoints but it's not implemented yet. I edited the mod page description and I will also change the command description in game in the next release.
If you backed up your save before using the command, restoring it will also restore the waypoints since they're saved in the savegame.
I will probably add some commands to export and import waypoints in the next release, sounds like that might be useful.
Regarding the server lag, it's because of the huge vanilla map size. I'm hoping that once FastMap will be compatible with K's Cartography Table the issue will reduce drastically, in the meantime not uploading the whole map in a single sitting should probably help.
Yo hello, thank you for the mod update to include the map DB !
Also confirming it not being compatible with FastMap, and it may or may not contribute to the issues i'm about to describe, though do note that we removed FastMap mod files (tho it may have altered the map DB file) :
- The initial upload done by me on my server within the same LAN took about 15+ minutes for 40km squared map, which is already too long for any sensible sharing (we do have a webmap so for us it basically makes no sense)
- The second client uploading their own map lagged the server for 20 minutes (a single tick took 1261.691 seconds :3), bumped the map size to 100km squared
- It appears the mod compares the data after it is uploaded then discards them ?
- The server console is being flooded by debug messages when this process happens (contributes to the CPU load)
- The upload/download is painfully slow, on my side the upload never exceeded 14Mbps, download seems to be even slower at like 6Mbps, I suspect this is a limitation of the server CPU thread itself ?
The server itself runs on a Windows VM with R9 5950X with 1G WAN and 10G LAN connection.
Thanks for the feedback! And wow you guys do explore, my friends and I usually upload less than 10 square km at a time.
That said, subsequent uploads should be only of the chunks that don't exist on the table yet, and downloads filter the chunks on the table to only send to the player the ones they haven't uploaded yet. Filtering is done before the data actually gets sent but I will double check for bugs.
I will release a small update soon with additional configs to increase transfer speed and remove excessive logging. That might help mitigating some of the issues you've noticed. :)
Looking forward for an update !
And no, this wasn't just a single adventure 😅
We have had alreadythat much of the map explored before we even used the mod. However as it stands it's basically unusable due to the excessive time to sync and lag of the server precisely due to how large the map already is (we are talking hours upon hours just to sync up map of 5 people. Crashes, disconnections and general server pauses notwhitstanding).
You're in luck, I just released the update :) let me know if increasing ChunksPerPacket and decreasing PacketDelay improves the timing. I've tested it a bit and it seems to improve speed considerably especially in combination with FastMap (work in progress on that side). I used ChunksPerPacket: 100 and PacketDelay: 0.01 but I'm testing over LAN so your mileage may vary.
Also, make sure the new VerboseDebug is set to false to prevent log spamming. :) Hoping that will help with the lag.
ChunksPerPacket and PacketDelay should be set both on the server and on all clients. The client side settings will be effective on the upload speed (transcribing on the table), while the server side settings will be effective on download speed (transcribing on your map). I hope this helps!
At default upload settings (25 chunks per packet, 0.2 delay) the server tick took 125 seconds to upload ~4km squared map from my client, so 2+ minutes was the server basically unusable/out of sync.
With your suggested changes, i got instantly disconnected due to a packet being too large (the server magic numbers have not been tinkered with to allow substantially larger packets), so it is not usable for my server in general.
Also, and just to clear out any confusion: I'm using color accurate map and I wonder if you are only ever testing the mod against the sepia (default) map render since it has substantially les data to deal with ?
Is there any way to process the data off the main thread ? Since upload/download speed is one thing but the server basically being unusable for minutes or hours at a time is the real deal-breaker.
Darn it, that's it. I never considered testing with the color accurate map! I will test and report back, I think you might be onto something. Probably the color accurate map is heavier than the default one.
I will look into threading server side to handle uploads, that's a very good idea! Thank you for the suggestion!
My bad for not noticing the sepia GIFs you had on the mod page all along.. 🙃
We can deal with the time it takes if it only happens once per client that has the entire bloody map to sync up, and as you said it is suppose to then be faster for syncing the smaller segments, so if you find a way to push the processing/uploading logic to a separate thread, or off the main tick function that'd would basically fix the server lag for this usecase.
I wish you best of times, the mod is awesome as is !
Kaisentlaia chrisunfocused
Hi,
I don't know if it's just me, but when I combine K's Cartography Table and Fast Map and try to collect waypoints from the tables, the game crashes.
Would it be possible to make these two mods compatible?
K's Cartography Table and Fast Map
That's too bad, I was planning to try out Fast Map in one of my runs soon. I'll see if I can do anything on my side to fix the crash.
Here is a stack trace. Interesting if this is actually caused by Fast Map. I do have that installed as well, but curious how it would cause a reflection error like that.
Game Version: v1.22.3 (Stable)
6/6/2026 2:08:59 AM: Critical error occurred in the following mod: kscartographytable@2.0.0
Loaded Mods: walkingstick@3.0.9, akarisimpletweaks@1.3.7, allcavesareconnected@1.0.3, barkbeetle@1.0.6, betterforest@0.1.2, blackraspberry@1.2.4, boricalchemy@1.8.6, brickmold@1.3.1, cavecontentforked@1.0.2, cellardoorfork@1.4.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.5, claycasting@1.3.8, blocklayeroverhaul@1.0.2, hqzlights@1.1.3, farmlandnutrientmanagement@1.5.1, grindablearrows@1.0.1, hardcorewaterforked@1.4.5, haybales@1.1.2, hydrateordiedrate@2.4.12, immersivefoliage@0.1.1, immersivelanternsfork@0.0.6, immersivequicklime@0.1.5, jonasworkshop@1.2.1, kilnshelves@1.1.3, doubleknifemouldupdated@1.0.1, manualdishes@0.1.2, millwright@1.3.3, mistsofstability@0.2.1, moldsexpanded@1.2.0, morecrystals@1.3.0, moreflooringpatterns@1.0.4, primitivesurvival@5.0.5, remotetradercheckmod@0.8.0, royalscurtains@0.0.1, sapglasscraft@1.0.1, scrolled@1.1.9, scrollrackable@1.5.2, fixscythe@0.2.1, scythemouldupdated@1.0.1, shelfobsessed@2.1.5, sortingcontainers@2.0.0, spinningwheel@1.2.9, stonequarryrepckfipil@3.6.3, tankardsandgoblets@1.4.2, temporalvessels@1.0.3, thetruearchimedesscrew@0.1.40, translocatorengineeringredux@1.6.6, trashbinned@0.4.2, game@1.22.3, vsimgui@1.2.5, wforests@1.0.0, accessibilitytweaks@5.0.0, ageofflaxfork@1.1.6, airthermomod@0.5.0, alloycalculatorstuzzichino@1.2.16, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, apeflowerpots@1.4.1, archering@1.0.7, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.5, egocaribautomapmarkers@5.0.3, bettererprospecting@3.3.3, betterhandbook@1.0.6, betterjonasdevicesfixedagain@2.1.6, betterruins@0.6.2, bitterbrew@1.7.0, bloodtrail@1.2.3, manifest@1.3.0, bradyladder@1.2.2, butchering@1.13.4, carryon@1.14.2, chiselingqolpatches@0.2.2, colortooltipfornutrientlevel@2.0.0, configlib@1.12.0, danatweaks@4.0.1, decoclockrevival@1.22.2, eggpiemod@0.1.0, extendedcreation@1.2.5, extrafurniture@1.0.1, extrainfo@2.2.1, farmlanddropssoilupdated@1.22.0, fastmap@122.4.2, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, foodshelves@3.0.4, footprints@1.2.3, fromgoldencombsfix@1.0.3, geologymap@1.1.0, immersiverope122@1.0.10, immersivewoodchopping@0.8.3, immersivewoodsawing@0.2.9, infinitumcore@1.0.0, insanitylib@2.0.3, ithaniacannedgoods@2.0.5, iwantsmoothtemperature@1.1.5, japanesearchitecture@0.9.7, knitting@2.0.3, kscartographytable@2.0.0, maketeaforked@0.9.42, maltiezbows@1.1.0, metalpots@1.7.7, millwrightvawtaddon@1.0.3, mwi@1.9.0, morehudbars@1.2.0, morepiles@3.0.1, pandahearth@0.1.0, particlesplus@2.5.8, performancecraftinggrid@0.1.1, pigroast@1.1.1, pingmarkers@1.2.0, placeonslabs@1.1.3, playerlistrevived@2.3.8, progressionframework@1.0.0, thatsmyarrow@1.0.1, purposefulstorage@2.0.1, rawgrassmod@1.0.3, rebuildablebloomery@1.0.6, restfulsit@1.1.0, rivers@5.0.1, seamlessrapids@1.0.1, shadehouse@1.2.1, simpleentityhealthbar@0.1.0, soundofconfession@1.1.1, spawnhighlightreborn@1.2.0, specializedbackpacks@1.0.2, spyglass@0.6.1, statushudcont@4.3.1, stickemup@1.3.1, stonerailings@1.4.0, substrate@2.0.0, synergy@1.1.12, toolsmith@1.2.17, torchholderplaceontop@1.0.1, traitacquirermoddedclasses@0.9.13, translocatorlocatorredux@1.3.0, unbindhotkeys@1.0.1, vintagetweaks@3.4.2, vintsbottlesncups@1.3.6, visibleoresandminerals@1.1.1, creative@1.22.3, vsroofing@1.5.7, survival@1.22.3, waterfall@1.2.2, wateringcanfill@1.0.2, watersheds@6.3.7, whatbagwasthatagain@1.0.3, windchimes@1.5.2, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, bigboards@1.0.4, bookends@0.2.2, brainfreeze@1.3.7, comfybeds@0.4.2, danacancook@2.0.0, em@3.7.0, functionalminerbeltandlantern@1.0.5, manualbait@0.1.5, medievalarchitecture@1.1.1, nobonearrows@1.22.0, plushiemodpack@3.0.0, scoopofjammod@1.2.0, seafarer@0.5.12, shearlib@1.3.0, tabletopgames@4.0.0-pre.2, tailorsdelight@2.2.2, waterwheelriver@1.2.1, wwaymarkers@1.0.4, windowstoragelib@1.2.5, zrustdrops@2.1.0, dressmakers@1.8.0, upholstery@1.2.0, vanillapanestorage@1.8.3, windowstorage@1.8.25, wool@1.9.2
System.Reflection.TargetException: Non-static field requires a target.
at System.Reflection.FieldAccessor.ThrowHelperTargetException()
at System.Reflection.FieldAccessor.GetValue(Object obj)
at Kaisentlaia.KsCartographyTableMod.GameContent.PlayerMapManager.get_PlayerMapDb() in /home/kaisentlaia/Projects/VSMods/KsCartographyTable/KsCartographyTable/src/GameContent/Systems/WorldMap/PlayerMapManager.cs:line 41
at Kaisentlaia.KsCartographyTableMod.GameContent.PlayerMapManager.UpdateMap(MapSyncPacket packet) in /home/kaisentlaia/Projects/VSMods/KsCartographyTable/KsCartographyTable/src/GameContent/Systems/WorldMap/PlayerMapManager.cs:line 97
at Kaisentlaia.KsCartographyTableMod.API.Client.ClientCartographyService.OnMapDownloadRequest(MapSyncPacket packet) in /home/kaisentlaia/Projects/VSMods/KsCartographyTable/KsCartographyTable/src/API/Client/ClientCartographyService.cs:line 107
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Vidatroll MadSeraph Kaisentlaia
Can you please try this version of Fast Map and let me know if it works? The crash is resolved at least, but I am not experienced with KCT and don't have anyone to test with.
https://x3200.media/fastmap_122.5.1-dev.1.zip
I tried it, and sadly it still crashes. Verfied my client did load mod@fastmap_122.5.1-dev.1.zip.
Is it the same stack trace? What interaction causes the crash?
I'm trying it now and it seems to be working on my machine :P
Hello, will it ever be in the scope of this mod to filter which waypoints you want to share? I'd love to be able to chose a waypoint name, and only share those with the same name, or something like that.
That is a great idea, both the filtering which waypoints to share and which waypoints you want to get from the table's map. I will keep this in mind for future updates, but I don't have much time for modding lately so I don't know how long it will take me to look into it.
wojtek16 Thanks for the info! I will probably just wait for the 1.22 version. I usually only play single player anyway, so I'm not worried about keeping a server at same version.
KiriRae The newest 1.22 version doesn't work for 1.21.6, the tabe doesn't appear in the handbook even, Kaisentlaia do you think you guys might also make it available for 1.21.6? I know it is a big ask, but thought I would try! If not that's completely understandable! I feel like for the record it's the best mod to share waypoints on a server with how easy it is to setup! Thank you for all your work!
KiriRae Didn't test it out yet, will check it out tomorrow and see if it works with my version. On previous version, if I would click on map to add a marker, it would crash the game for me with log showing it was a client error. Will update if it works!
Forgive me if I'm just reading through this lazily, but this doesn't share map exploration between players, right?
If not, any knowledge on where to start with creating a mod that would have that functionality? I'd assume it's just related to the MapRegion interface but I've never made a mod for this game and I'm moderately new to any API documentation reading. All good if you don't know, I'm in the VS server so I should probably be asking there first anyways :P
wojtek16 Did you find out if this works on 1.21.6?
Oh wow, I wasn't expecting this to get an update! Thank you! :)
Do you know if this might backport to 1.21.6 or only 1.22? Can give it a try but wasn't sure if you tested!
thanks!
El_Neuman I'm glad you're enjoying the mod :) the credit for this update goes all to DiZurix!
wojtek16 let me know if you're still experiencing issues on the new version!
One of my favorite mods, thanks for an update <3
Shoot, it looks like this mod doesn't work in 1.21.6, it seems to crach for when another player right clicks in the map to add a waypoint to something. Just to warn others, nothing world breaking, but just recommend not using until mod is updated
Kaisentlaia Are there any plans to update this mod further?
Does it work on 1.21?
Any chance for an update?
Any chance of this being updated?
anyone try this on 1.21
Works great so far on my 1.20.11 private server. I started making my own mod after seeing so many waypoint sharing mods dead and abandoned. My vision was exactly like yours, make a cartography table similar to Valheim. What a pleasure to see it already existed and was functioning! =) Thank you for making this!
Would love to see explored areas. I love this mod and this is all it needs to be perfect. Let me know if I can help you out to make it happen asap!
Quack,
Starting to try this mod. In the creative inventory the tab is called "tabname-blocks" which is not very informative.
It seems to work wel so far, thank you.
\_o<
Fajen yes it does
Does it work on 1.20.3?
would love 1.20 update. I cant find any mod that allows my GF and I to share waypoints on LAN.
Has anyone tested to see if this works with 1.20?
Kaisentlaia, perfect thank you! :D
drakray I just ran a quick test and I can confirm that the mod is 100% compatible with NEMI. If you add a waypoint with a custom icon to the cartography table and another player who doesn't use NEMI updates their map from the cartography table, they will see the new waypoint icon as a dot.
drakray that's an interesting question. It depends on how the game handles unknown icon names (I suppose it would be the same as adding waypoints using NEMI's icons and then uninstalling NEMI). I will try to test this case as well and let you know.
Kaisentlaia the thing I'm not certain about, is what if I use NEMI, but my friend don't?, would it crash, or would it fallback to a default dot icon?
I can't really try it on my current server, and since my friend don't really use waypoint it might be moot, but I'll think about it :P
drakray I'm not sure since I don't use any mods which add custom icons (yet), but after a quick look at NEMI I think it should be compatible. I will try to test it and get back to you, unless you're brave enough to test it on one of your saves. ;)
Seems very nice, does it work with mods like NEMI, which add custom icons?
Will probably add to my private server :D
Thank you for your good work :)
Finally, a lore-friendly sharedmap mod for Vintage Story!!!
Works on my machine! Good job!