v4.4.1
v4.4.1
- Probably prevent using a disposed shader after modifying game graphics settings
|
|
533 |
4 days ago |
Show |
blockoverlay-4.4.1.zip |
1-click install |
v4.4.0
v4.4.0
- Clutter blocks are more easily searchable
|
|
1621 |
May 8th at 12:28 AM |
Show |
blockoverlay-4.4.0.zip |
1-click install |
v4.3.2
v4.3.2
- Add a new option AutoFocusDialogs to control whether the search dialog and search bar are focused upon opening. Defaults to true. - Remove override of PrefersUngrabbedMouse on search dialog
|
|
1228 |
Apr 28th at 11:58 PM |
Show |
blockoverlay-4.3.2.zip |
1-click install |
v4.3.1
v4.3.1
- Fix crash when removing an active search target before searching for something else
|
|
1685 |
Apr 17th at 12:37 AM |
Show |
blockoverlay-4.3.1.zip |
1-click install |
v4.3.0
v4.3.0
- Add new config option for search debounce delay
- Add new config option to disable debounce searching entirely
- Results in the currently-active list no longer appear in the search results list
- Move labels into i18n files instead of having them hardcoded
|
|
438 |
Apr 15th at 2:25 AM |
Show |
blockoverlay-4.3.0.zip |
1-click install |
v4.2.0
v4.2.0
- Better handling of scan radii of less than 1 chunk
- Parallelize mesh generation
- User-configured color keys should hopefully work with ids with wildcards now
|
|
4096 |
Mar 9th at 3:28 AM |
Show |
blockoverlay-4.2.0.zip |
1-click install |
v4.1.2
v4.1.2
- Remove overrides for GUI input order to hopefully fix whatever is causing some people to not be able to click on the gui. I cant reproduce this so its probably some other mod drawing over mine.
|
|
2244 |
Feb 21st at 12:55 AM |
Show |
blockoverlay-4.1.2.zip |
1-click install |
v4.1.1
v4.1.1
- Probably fix a crash on load from loading Lang strings too early
- Parallel group building uses a concurrent-safe list
|
|
779 |
Feb 16th at 11:04 PM |
Show |
blockoverlay-4.1.1.zip |
1-click install |
v4.1.0
v4.1.0
- Less lag when searching for blocks that have a lot of search results
- Faster scans for common blocks, like stone
- Scanning for common blocks like stone only renders a cube on every hundredth block instead of all 7 million of them
- Group building is parallel now
- Long-running scans are properly cancelled when closing the overlay
|
|
370 |
Feb 15th at 2:59 AM |
Show |
blockoverlay-4.1.0.zip |
1-click install |
v4.0.4
v4.0.4
Fix blocks with dark or transparent textures using outline colors that are not visible
|
|
2009 |
Feb 1st at 4:38 PM |
Show |
blockoverlay-4.0.4.zip |
1-click install |
v4.0.3
v4.0.3
- Fix a possible crash that I couldn't reproduce when trying to save a group's name while the current group's index was out of bounds?? somehow. But it checks for that now
|
|
1594 |
Jan 24th at 12:19 AM |
Show |
blockoverlay-4.0.3.zip |
1-click install |
v4.0.2
v4.0.2
Recompile for 1.20 RC1
|
|
3177 |
Dec 6th 2024 at 1:00 PM |
Show |
blockoverlay-4.0.2.zip |
1-click install |
v4.0.1
v4.0.1
- No longer close the overlay when Escape is pressed
|
|
734 |
Nov 19th 2024 at 1:11 AM |
Show |
blockoverlay-4.0.1.zip |
1-click install |
v4.0.0
v4.0.0
- Fixed a memory leak from the wireframe renderer
- Far away labels are shown when mousing over any part of the blocks instead of just the center
- Add an option to draw lines to scanned entities so they're easier to find
- Remove unused options
|
|
436 |
Nov 10th 2024 at 2:11 PM |
Show |
blockoverlay-4.0.0.zip |
1-click install |
v4.0.0-pre.1
v4.0.0-pre.1
- Experimental cube renderer
- Replace the dots with cubes for even better performance. Now you can search for grass and keep your frames! Entity search will continue to use dots.
- New config option
ScanDelay . Defaults to 20 seconds
|
|
824 |
Oct 24th 2024 at 2:01 AM |
Show |
blockoverlay-4.0.0-pre.1.zip |
1-click install |
v3.4.0
v3.4.0
- Add block/entity icons next to the search results
- Move the saved search lists out of ModConfig and into ModData
|
|
317 |
Oct 21st 2024 at 1:51 AM |
Show |
blocksoverlay-3.4.0.zip |
1-click install |
v3.3.1
v3.3.1
Compile for 1.20.0-pre.6
|
|
330 |
Oct 17th 2024 at 12:05 AM |
Show |
blocksoverlay-3.3.1.zip |
1-click install |
v3.3.0
v3.3.0
- Compile for 1.20 prereleases up until 1.20.0-pre.5
|
|
204 |
Oct 10th 2024 at 1:22 AM |
Show |
blocksoverlay-3.3.0.zip |
1-click install |
v3.2.4
v3.2.4
- Replace the Vec3 class with FastVec3 structs to try to improve performance/mem usage
- Scan chunks in parallel using 50% of available processors for faster scans
|
|
5699 |
Jun 30th 2024 at 2:41 PM |
Show |
blockoverlay-3.2.4.zip |
1-click install |
v3.2.3
|
|
312 |
Jun 30th 2024 at 2:02 AM |
Show |
blockoverlay-3.2.3.zip |
1-click install |
v3.2.2
|
|
2374 |
Apr 6th 2024 at 1:39 PM |
Show |
blockoverlay-3.2.2.zip |
1-click install |
v3.2.1
v3.2.1
- Add a color config option so players can extend or modify the built-in dot color map
- Start the first scan immediately on opening the overlay
|
|
2167 |
Feb 3rd 2024 at 3:17 AM |
Show |
blockoverlay-3.2.1.zip |
1-click install |
v3.1.0
v3.1.0
- Fix rendered block groups not including new dots when the player moves
- Add a new option
OutlineLightnessThreshold to set when dark dots should be outlined in white so they can be seen
|
|
597 |
Jan 27th 2024 at 5:19 PM |
Show |
blockoverlay-3.1.0.zip |
1-click install |
v3.0.0
v3.0.0
- Dot renderer no longer uses a huge canvas and instead uses actual renderers
- Big performance improvements!
|
|
607 |
Jan 21st 2024 at 5:11 PM |
Show |
blocksoverlay-3.0.0.zip |
1-click install |
v2.6.0
|
|
994 |
Dec 24th 2023 at 3:50 PM |
Show |
blockoverlay-2.6.0.zip |
1-click install |
v2.5.0
v2.5.0
- Improve renaming of saved groups
- Add a new config option
DebugOverlayPosition so you can move the debug text around. Edit ModConfig/blocksoverlay.json to change it.
|
|
1698 |
Nov 16th 2023 at 2:20 AM |
Show |
blockoverlay-2.5.0.zip |
1-click install |
v2.4.1
v2.4.1
- Potentially fix the issue where scanning gets stuck if there are unknown blocks in a chunk
|
|
1069 |
Oct 17th 2023 at 1:41 AM |
Show |
blockoverlay-2.4.1.zip |
1-click install |
v2.4.0
v2.4.0
- Add
LabelScale option. Same as DotScale but for labels
- Add the ability to save your searches so you don't need to type them in again each time
- Very slight Cairo tweaks that probably didn't do anything
|
|
1017 |
Sep 12th 2023 at 2:25 AM |
Show |
blockoverlay-2.4.0.zip |
1-click install |
v2.3.0
v2.3.0
- Dots and labels now scale based on the game's GUI scale
- Dots are 80% bigger
- New config option
DotScale added to scale the dots up or down even more
|
|
410 |
Sep 7th 2023 at 2:16 AM |
Show |
blockoverlay-2.3.0.zip |
1-click install |
v2.2.1
v2.2.1
- Removed the number from labels over nearby entities
- Properly sort everything by distance instead of only blocks
|
|
602 |
Aug 23rd 2023 at 4:18 PM |
Show |
blockoverlay-2.2.1.zip |
1-click install |
v2.2.0
|
|
272 |
Aug 23rd 2023 at 1:00 AM |
Show |
blockoverlay-2.2.0.zip |
1-click install |
v2.1.2
v2.1.2
- Move Lang.GetMatching out of LINQ calls to fix an occasional crash when opening the filter gui
|
|
1235 |
Jul 13th 2023 at 12:16 AM |
Show |
blockoverlay-2.1.2.zip |
1-click install |
v2.1.1
v2.1.1
- Add ability to search by asset code for exact matches
|
|
835 |
Jun 15th 2023 at 11:38 PM |
Show |
blockoverlay-2.1.1.zip |
1-click install |
v2.1.0
v2.1.0
- Add an option to hide the debug text in the top left of the screen when the overlay is open
|
|
742 |
May 11th 2023 at 12:42 PM |
Show |
blockoverlay-2.1.0.zip |
1-click install |
v2.0.0
v2.0.0
- GUI and overlay now respect the user's UI scale setting
|
|
443 |
May 6th 2023 at 12:59 PM |
Show |
blockoverlay-2.0.0.zip |
1-click install |
🧾 Bug Report: Crash when adjusting light sources and particles – shader disposal error
Mod: blocksoverlay@4.4.0
Vintage Story Version: v1.20.10 (Stable)
OS: Windows 10 64-bit (Build 26100.0)
GPU: NVIDIA GTX 1050 Ti (dedicated), also using Intel UHD 630 (hybrid system)
RAM: 16 GB
Crash Summary
While exploring a burning forest, I went into the graphics settings and increased the particle effects to maximum. After that, I attempted to also increase the "number of light sources" setting to maximum. As soon as I did that, the game immediately crashed and corrupted the save.
Error Log Snippet
System.InvalidOperationException: Can't use a disposed shader! at Vintagestory.Client.NoObf.ShaderProgramBase.Use() at BlockOverlay.Renderers.WireframeRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
It appears that
blocksoverlay
is trying to use a shader that was already disposed of, likely triggered by the sudden change in render load (fire particles + light sources).Repro Steps
Be near heavy visual activity (in this case, a forest fire).
Go to Options > Graphics.
Set Particles to maximum.
Set Light Sources to maximum.
Game crashes instantly.
Impact
Game crashed immediately.
The save became corrupted afterwards and couldn’t be loaded again.
Disabling the mod allowed the save to load again.
Suggestion
It seems the mod is attempting to render using a shader that's already disposed. Maybe a null check or shader lifecycle validation is needed before calling
.Use()
in the WireframeRenderer.Thanks in advance for your work! I’d love to keep using this mod, it’s very useful.
i feel so bad for hacking... but i would rather burn my eyes in sulfuric acid than spend another 8 hours searching for iron. AND WHY IS IRON SO RARE WHEN IT IS THE 4TH MOST COMMON ELEMENT IN THE EARTHS CRUST???
To others who dont know where the heck ] is on their keyboard since the location changes based on the country.
] is in the corner of Backspace and Enter next to Å on a Danish keyboard Its the Tilde button for Europeans (~)
Somebody know why entities ray dosent show up to me? i have it to show but still i dont see anything
ImLostAgain It is capable of scanning for lime, it seems you've just been getting really, really unlucky
Is this tool capable of scanning for lime? I spent all day yesterday looking for it using it and got absolutely 0 results in a massive area.
Hi Xel, I tried this mod out standalone and it seems that when I open the GUI, the mouse remains grabbed... Is there anyway you could restore the Vanilla behavior such that mouse control is granted? To match the behavior of the inventory or handbook for example?
I've also noticed that the Alt key doesn't seem to work when the GUI is first opened... after alt-tabbing back into the game window though it seems to work again...
Issues aside though, thanks for the mod! I'm looking forward to trying it out some more! 😊
EDIT: The issue only occurs when immersive mouse mode is ON it seems... given that, my guess here to fix this would be that the GuiDialog you're using should set the PrefersUngrabbedMouse property to true.
Is it possible to auto-release the mouse pointer when opening the overlay settings? There is a Toggle Mouse Control mod, which does that based on some PrefersUngrabbedMouse property.
Are you supposed to be able to free the mouse with the alt key? I'm running the latest version of the mod (4.3.1) on the latest version of the game (1.20.9), and I can't seem to get anything to work. Is there a tutorial that shows you how to work this thing?
Edit: In order to use alt-mouse, click tab until you have something other than the search bar selected, then use alt-mouse
I am also experiencing a crash when removing an item from my active list, but only as long as I've not searched up any items. It might also happen if the list on the left is empty and I try to remove an active item, but that's a guess.
I'm getting the exact same error as Trubbel, same exact error log and all.
While clicking on existing group to delete an entry this happens every time now..
Running on 64 bit Windows 10.0.19045.0 with 32561 MB RAM
Game Version: v1.20.7 (Stable)
16-4-2025 16:40:14: Critical error occurred in the following mod: blocksoverlay@4.3.0
Loaded Mods: aculinaryartillery@1.2.5, backpackpackpluscontinued@1.0.0, bettercrates@1.8.0, biggerstoneandnuggetstacks@1.0.0, bloomeryfulldrops@1.0.0, bulkmolds@1.0.6, buzzwords@1.7.0, chiseltools@1.14.16, clickuptorches@1.1.1, driftershaveloot@1.0.3, eftraders@1.0.4, extrachests@1.9.0, immersivecorpsedrop@1.0.3, jewelrysilver@1.0.5, millwright@1.2.0, molds@0.1.7, moreicons_cs@1.1.0, nailsmold@1.0.2, primitivesurvival@3.7.6, prospecttogether@2.0.2, someextramolds@1.0.6, stackattack@1.1.3, terraprety@6.0.2, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.6, usefulshears@1.0.0, game@1.20.7, vsimgui@1.1.8, zoombuttonreborn@2.0.0, alloycalculator@1.0.0, altmapiconrendererpatch@1.0.0, ancienttools@1.5.25, animalcages@3.2.2, egocaribautomapmarkers@4.0.1, autoatlas@1.1.1, betterfirepit@1.1.5, betterruins@0.4.11, blocksoverlay@4.3.0, bulkux@1.0.1, butchering@1.8.1, carryon@1.8.0-rc.4, chestorganizer@1.2.3, commonlib@2.6.1, configlib@1.5.2, configureeverything@2.1.3, danatweaks@3.4.1, expandedfoods@1.7.4, extrainfo@1.9.9, helfavorite@0.3.5, fendragonbcs@0.1.7, fromgoldencombs@1.8.12, hudclockpatch@1.0.0, improvedhandbookrecipes@1.1.3, knapster@2.14.4, mobsradar@2.1.6, nocharcoallost@1.0.1, nocokelost@1.0.0, stepupadvanced@1.0.4, stonebakeoven@1.1.6, storagecontroller@1.1.5, creative@1.20.7, survival@1.20.7, xlib@0.8.16, extraoverlays@1.5.0, helquickstack@0.4.2, statushudcontpatch@1.0.0, stonequarry@3.4.3, tradercamps@1.1.5, xskills@0.8.19
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.Where[TSource](IEnumerable`1 source, Func`2 predicate)
at BlockOverlay.Gui.GuiBlockSelector.UpdateSearchResultsList()
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hey, I have the mod and can't for the life of me open the HUD/search function! ctrl + ] doesn't work (and you can't write ] without pressing ctrl to begin with), can anybody help me?
The question has already been answered.....
I just don't understand what I need to change in the settings. I have a regular keyboard. I'm a complete beginner.
BEST MOD EVER!!! Thank u, now i can see that all ores i tried to find so hard... ware under my base :D
would be be possible to have the search only search on the completion of a typed string, either a confirmation button press or a timer?
currently it's very very laggy as it attempts to search with every letter typed in.
I love it.
The default keybinds are for a QWERTY keyboard which has [ and ] keys. If you have an AZERTY keyboard or something else you can change the keybinds in the game options.
Hey, I have the mod and can't for the life of me open the HUD/search function! ctrl + ] doesn't work (and you can't write ] without pressing ctrl to begin with), can anybody help me? I've searched for videos but the isn't anyone explaining how to use the mod, I want to search for pink marble since I've spent the last 15 hours doing it by hand!
Works perfectly fine for 1.20.6
yo it doesnt work in 1.20.5 rip
This mod doesnt appear to work for me any more. I cannot seem to figure out if it is because i had changed my hotkeys or it just not correctly working. I do not know where to look to check.
Correction: mod functions. I found the correct hotkey by keyboard smashing lol
What is the maximum people have their MaxSearchRadius set at? Mine is currently at 3096 and I want to increase it.
The description says "Max value is your chunk load distance". How do I find out my "chunk load distance" and increase it?
Reason: I'm looking for Bauxite. Have gone 1,000 blocks north, 1,000 blocks east, 1,000 blocks west and finally 5,000 blocks south and nothing! Tired of searching...
EDIT: It's View Distance. Set it to max and changed MaxSearchRadius to something gigantic like 80,000. I think it ignored the 80,000 and defaulted to the chunk loaded because it stayed at around 10,000 to 15,000 but it kept increasing.
I did finally find Bauxite! Had to reset all the settings back to normal though because it seriously taxed my PC.
I assume server logs detect this mod when it's being used?
There was a version 4.5. Was it deleted?
I've noticed that any search area lower than 32 blocks struggles to properly search blocks, which considering the intended use of this mod, it's not surprising that wasn't noticed
i want to color normal crops in #0000ff and flax crops in #ff0000 so they are easier to see (green on green is hard on the eyes), i used the Colors setting with crop-flax-9 and crop- as selectors, but flax is still red, i tried changing the order but it didnt change anything (its not a json array but i tried anyways)
i cant use this, the keybinds dont work
*alright found the keybind, its crtl and + not ]
hi I can't find the mineral blende (zinc) in the search engine, any solution? thank you
As of now, I can't double click blocks to include in the search list, thus making it impossible to scan for anything :(
i cant seem to get this stuff work for me im on 1.20.3 but this wont work, the menu doesnt show the block icons/models for me but it does on my friend, my friend gets teh xray thing that shows where the blocks/ores are but for me i get nada what have i done worng?
If anybody is experiencing crashes after updating to 1.20.4 and rolling back, what fixed it for me is deleting the block overlay .json Config file inside the "VintagestoryData/ ModConfig" folder
The last version crashes the game for me when I create a world, causing not just one but two crash reports. Unlike the previous guy I can easily go back to the previous version though.
First:
Running on 64 bit Linux (Freedesktop SDK 23.08 (Flatpak runtime)) [Kernel 6.12.12.203] with 32005 MB RAM
Game Version: v1.20.4 (Stable)
2/16/2025 3:54:54PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.3, axleinblocks@1.20.1-rc.3, barkbeetle@1.0.3, chiseltools@1.14.12, clickuptorches@1.1.1, landformoverhaul@1.0.1, crudearrowupgrade@1.0.0, edeninstinct@0.1.0, entitiesinteract@1.0.11, forestsymphony@1.0.1, bovinae@0.1.2, caninae@1.0.28, capreolinae@1.2.3, casuariidae@1.0.20, dinornithidae@1.0.12, elephantidae@1.0.6, felinae@0.2.6, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.6, vombatidae@0.1.3, immersiveorecrush@2.1.4, indappledgroves@2.0.3, manualquenching@1.0.4, manualscraping@1.2.1, manualtoolcrafting@1.3.2, moreicons@1.1.0, pipeleaf@1.10.0, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, speararrowheadbits@1.1.0, undertangledboughs@1.0.2, untamedwildsursidae@1.0.9, vintage-symphony-120x@0.9.7, vintage-symphony-assets@1.0.0, game@1.20.4, vsimgui@1.1.7, zoombuttonreborn@2.0.0, ancienttools@1.5.21, apegrapes@1.2.3, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, betterfirepit@1.1.5, betterruins@0.4.7, blocksoverlay@4.5.0, helblockpick@2.5.0, brutalstory@1.0.0, butchering@1.7.8, carryon@1.8.0-pre.1, commonlib@2.6.1, composter@1.1.1, configlib@1.5.1, Crateful@1.2.8, danatweaks@3.3.15, expandedfoods@1.7.4, foodshelves@1.5.2, fromgoldencombs@1.8.11-rc.3, hardcorewater@1.3.2, herbarium@1.4.0, hit@2.2.0, hudclockpatch@1.0.0, hydrateordiedrate@1.8.6, improvedhandbookrecipes@1.1.2, kitchwaypointlabeler@1.1.0, manualdough@1.1.2, moreanimals@1.4.0, oneroof@1.7.1, petai@3.0.1, simplefootstepsredux@1.0.1, somethinginthewater@1.2.5, spawnhighlight@1.2.0, statushudcont@3.2.6, stonebakeoven@1.1.6, stonerailings@1.3.0, storagecontroller@1.1.4, th3dungeon@0.4.0, vanvar@6.0.9, creative@1.20.4, vsinstrumentsbase@2.0.0, survival@1.20.4, xlib@0.8.13, cats@3.0.0, tradercamps@1.1.5, sleekdoorglass@1.0.0, mechanicalwoodsplitter@1.1.2, playercorpse@1.11.0, stonequarry@3.4.3, wildcraftfruit@1.3.0, wildcraftherb@0.0.1, wildcrafttree@1.2.0, xskills@0.8.14
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.HashSet`1.AddIfNotPresent(T value, Int32& location)
at Vintagestory.API.Common.CollectibleObject.GetHeldItemName(ItemStack itemStack) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1557
at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTab.cs:line 28
at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTabs.cs:line 48
at Vintagestory.Client.NoObf.GuiDialogInventory.<OnOwnPlayerDataReceived>b__6_0() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 58
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 121
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Second:
Running on 64 bit Linux (Freedesktop SDK 23.08 (Flatpak runtime)) [Kernel 6.12.12.203] with 32005 MB RAM
Game Version: v1.20.4 (Stable)
2/16/2025 3:55:02PM: Critical error occurred in the following mod: blocksoverlay@4.5.0
Loaded Mods: aculinaryartillery@1.2.3, axleinblocks@1.20.1-rc.3, barkbeetle@1.0.3, chiseltools@1.14.12, clickuptorches@1.1.1, landformoverhaul@1.0.1, crudearrowupgrade@1.0.0, edeninstinct@0.1.0, entitiesinteract@1.0.11, forestsymphony@1.0.1, bovinae@0.1.2, caninae@1.0.28, capreolinae@1.2.3, casuariidae@1.0.20, dinornithidae@1.0.12, elephantidae@1.0.6, felinae@0.2.6, machairodontinae@1.0.21, manidae@1.0.11, meiolaniidae@0.1.1, pantherinae@1.1.21, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.6, vombatidae@0.1.3, immersiveorecrush@2.1.4, indappledgroves@2.0.3, manualquenching@1.0.4, manualscraping@1.2.1, manualtoolcrafting@1.3.2, moreicons@1.1.0, pipeleaf@1.10.0, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, speararrowheadbits@1.1.0, undertangledboughs@1.0.2, untamedwildsursidae@1.0.9, vintage-symphony-120x@0.9.7, vintage-symphony-assets@1.0.0, game@1.20.4, vsimgui@1.1.7, zoombuttonreborn@2.0.0, ancienttools@1.5.21, apegrapes@1.2.3, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, betterfirepit@1.1.5, betterruins@0.4.7, blocksoverlay@4.5.0, helblockpick@2.5.0, brutalstory@1.0.0, butchering@1.7.8, carryon@1.8.0-pre.1, commonlib@2.6.1, composter@1.1.1, configlib@1.5.1, Crateful@1.2.8, danatweaks@3.3.15, expandedfoods@1.7.4, foodshelves@1.5.2, fromgoldencombs@1.8.11-rc.3, hardcorewater@1.3.2, herbarium@1.4.0, hit@2.2.0, hudclockpatch@1.0.0, hydrateordiedrate@1.8.6, improvedhandbookrecipes@1.1.2, kitchwaypointlabeler@1.1.0, manualdough@1.1.2, moreanimals@1.4.0, oneroof@1.7.1, petai@3.0.1, simplefootstepsredux@1.0.1, somethinginthewater@1.2.5, spawnhighlight@1.2.0, statushudcont@3.2.6, stonebakeoven@1.1.6, stonerailings@1.3.0, storagecontroller@1.1.4, th3dungeon@0.4.0, vanvar@6.0.9, creative@1.20.4, vsinstrumentsbase@2.0.0, survival@1.20.4, xlib@0.8.13, cats@3.0.0, tradercamps@1.1.5, sleekdoorglass@1.0.0, mechanicalwoodsplitter@1.1.2, playercorpse@1.11.0, stonequarry@3.4.3, wildcraftfruit@1.3.0, wildcraftherb@0.0.1, wildcrafttree@1.2.0, xskills@0.8.14
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.HashSet`1.AddIfNotPresent(T value, Int32& location)
at BlockOverlay.Util.NamedTargetCache..ctor(ICoreClientAPI api)
at BlockOverlay.Gui.GuiBlockSelector..ctor(ICoreClientAPI capi, BlockOverlaySystem modSystem)
at BlockOverlay.BlockOverlaySystem.HandleLevelFinalize()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 384
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1071
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 16
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 10
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
After updating to version 1.20.4 I can't seem to get the mod to work, even when trying an older version
this won't work for me at all i can't get anything to go into the actively being serched for menu :/
As someone who is colourblind and massively struggles to see the differences between normal rocks and surface copper/tin, this mod is almost essential to me. And of course, not having to spend my life trying to find other items is useful too. Thank you.
How did we go from 4.0 to 4.5?
Typing just 'co' causes a crash.
@Xel I'm having issues with the Overlay not displaying, in particular when I try to start it up on the world--- It keeps saying "Rebuilding block chunks... [===============] 4417\4470" and won't display the overlay.
The number sometimes changes, usually stalling at a lower number. If I try to start a new scan, it completely stops working and doesn't even send any debug messages.
Xel I can't change scan radius in GUI. Appears to be locked to w/e is set to max in the config.
"Unable to load mod, requires dependency game v 1.20.1"
any thoughts?
There seems to be an issue where plants dont always have the block overlay visible, the overlay is visible on certain plants, when it refreshes it shows others, if looking for horsetail, some horsetail plants wont have the block overlay but some will
I wanted to report that I found a temp fix for not being able to add things at times. Me and my friend fixed it by making the UI moveable and moving it out of the topleft corner of the game and then we didn't have any more problems with adding things to groups or selecting them.
It still works for me in MP but unless you have a group already setup for the Ore it is incredibly difficulty to add new ore to a group.
I found success by constantly scrolling up and down in the list and spam clicking the item I want to add and it works here and there can be a pain in the ass to actually work but I haven't had a item not add to a group after a bit of work.
The only thing I can think of wanting currently is the above issue fixed, if possible otherwise all good, AND when you hover over a group of ore if it could somehow what the quality of that ore that would be a life saver. Otherwise thanks for the hard work.
@zackadiax24 damn are you saying i gotta search for iron the normie way
TrueBean Its a fairly popular mod, i'm not suprised people figured out how to stop it.
for some reason it stopped working in mp servers it was working before nothing changed
My world also crash whenever i try to launch my 1.19.x world, it just crashes for no reason it says critical error
ps: i fixed it, had to delete my modconfig files of the mod itself and regenerate them so now it works just fine
SearchRadius seems to be locked, unable to change value in gui
@ CR0WK1NG
Weird. Works fine for 19.8 single and multi.
Just arrows changing distance do not work for me. I have to change the scanning distance by editing the config file.
And different groups saving is somehow broken.
wondering if i could get help to to fix the mod for 1.19.8.
i seem to ALWAYS be crashing when i try singleplayer but when i play multiplayer it doesnt even work.
Is there any chance we could add blueprints from BetterRuins to the list of things searchable. Amazing Mod though!
I've trying to use the mod for 1.19.8 and I've been getting crashes all of a sudden.
JustSomedude Im in the same boat. Does anybody know how to save groups? Doesnt seem to function at all but maybe Im just not seeing how it works.
Paddington03 It looks like they were working for you? Can you explain how?
Mod works great in rc6.
Only issue I have is I don't know how to use the save groups feature.
PreXise I had to reload the mod by untick - tick the mod. Yet I still can't find limestone :/ (copper for example work though)
This worked just fine for me on rc6! I searched for copper ore, added all the options (i think there were two) and it came right up with a grid. Awesome, thank you!! PirateSeal maybe a different mod interfering? I'm pretty mod-light
Hello, it seems like the mod is not working in RC6. When searching for anything, nothing is found.
Suggestion: use num-pad keys to quick switch to saved groups
where does this mod store saved groups? when I update my game my groups get removed.
Edit: saved groups file is stored in moddata
Right. Its great i can do that but im sure as hell not going to remember that once i dont need it right now. Any way to make it easy for players to create wildcards, in the GUI itself? Maybe some popup tooltips? I really dont have any idea how it should look but it'd be great if the game gave you advice about them
NastyFlytrap game:tallplant-*-*-normal-* and game:tallplant-*-*-harvested-*
Would it be possible to separate cattails into two groups, cut and ready to be harvested?
Would it be possible to add some kind of a button that would turn on a deterrent mode, where pressing the scan button would do something to deter players from pressing it too often?
I have no self control. I dont use it for straight up finding things underground and then tunneling down for them, but whenever im mining out a vein my OCD needs to know if there are any ore blocks left of this vein and i just keep abusing the mod for that, and also accidentally finding veins i didnt know they were there
Had to rebind the key to open the overlay menu but so far it's working great, thanks for the updated release!
Hi, i cant open the Gui, nothing works, any tips or help?
i have an error on 1.9.8
Running on 64 bit Windows 10.0.26100.0 with 64617 MB RAM
Game Version: v1.19.8 (Stable)
10/12/2024 19:21:07: Critical error occurred in the following mod: blocksoverlay@3.2.4
Loaded Mods: game@1.19.8, blocksoverlay@3.2.4, creative@1.19.8, survival@1.19.8
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Boolean& found)
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
at BlockOverlay.BlockOverlaySystem.HandleLevelFinalize()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 383
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1035
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Many thanks again!
1.20.0-rc1 certainly doesn't like this mod. Same problem as Auro.
This method must have been changed RayIntersectsBlockSelectionBox(Vintagestory.API.MathTools.BlockPos, Vintagestory.API.MathTools.BlockFilter)
And this is causing the crash, I think.
Auro Sorry, I didn't figure out a fix but just wanted to say I got the same crash/error message
Looks like 1.20 rc doesn't like this mod
Game Version: v1.20.0-rc.1 (Unstable)
04/12/2024 19:54:46: Critical error occurred in the following mod: blocksoverlay@4.0.1
Loaded Mods: TA_fieldsandplateaus@1.0.4, machairodontinae@1.0.14, pantherinae@1.1.14, rhinocerotidae@1.0.8, hammercrushed@1.0.0, millwright@1.1.8, TA_plainsandvalleys@1.0.7, roas@1.0.0, ot_SticksFromFirewood@1.1.0, translocatorengineeringredux@1.5.4, game@1.20.0-rc.1, vsimgui@1.1.7, worldgenfix@1.3.1, berrybushfixes@1.1.2, blocksoverlay@4.0.1, carryon@1.8.0-pre.1, composter@1.1.1, configlib@1.3.17, extrainfo@1.8.1, farmlanddropssoil@1.4.0, fendragonbcs@0.1.3, hardcorewater@1.2.0, hudclockpatch@1.0.0, hydrateordiedrate@1.5.4-pre.13, stepupadvanced@1.0.0, vhfp@1.1.0, creative@1.20.0-rc.1, survival@1.20.0-rc.1, wildfarmingrevival@1.2.9, xlibpatch@1.0.1, shearlib@1.0.3, xskillspatch@1.0.2
System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.MathTools.AABBIntersectionTest.RayIntersectsBlockSelectionBox(Vintagestory.API.MathTools.BlockPos, Vintagestory.API.MathTools.BlockFilter)'.
at BlockOverlay.Renderers.WireframeRenderer.<ShouldRenderLabel>b__7_0(FastVec3i pos)
at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
at BlockOverlay.Renderers.RendererBase.RenderLabel(ScreenPos screenPos, PositionGroup group, Func`1 getLabelTexture)
at BlockOverlay.Renderers.WireframeRenderer.RenderLabels()
at BlockOverlay.Renderers.WireframeRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 991
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
i have used this mod before but it is not working, i used the hot key and get nothing any help would be appreciated
Hi, is there any way to change the behaviour that the overlay closes on pressing the escape button? It is extremely annoying because I only want it to turn on and off with the hotkey, not with escape. Closing a chest with escape closes that overlay as well..
Thank you :)
@Xel Is this the same Xel_arud who builded the nice statue back on AuraFury server: Ancient paths or mystic winds i forgot which one.
Regarding the mod, on a server who doesnt have the mod, i'mcurrently i aint able to open the UI, even if i switch the hotkey combination. Is there a command for it? Or it needs to be on client and server? Wondering since this is tagged: Client, is it both? Ty
I'm still trying to find the max radius I put in 999999999999 or something and it then comes up as 1E+09 I'm trying to get the max radius so i can have a easier time of finding some Bismuth.
Idea: allow to search for structures, like traders etc.
Prawicowy ctrl, not shift
Anyone can help when i do the shift+] nothing happens
Can you add a option, that instead of dots will be cube edges?
I dont understand where block of dots, edges will be more comfortable to perception
(Sorry for very bad English)
Can some servers block this? In multiplayer it often works in some servers but not on others.
Where do I alter the Config options?
@Terra_Virum It's likely because you've downloaded the mod for 1.20 when you're running 1.19
So this was working fine until the latest PR6, now it works for some things, like animals but so far everything else I've tried I get: "Error during scan: Object reference not set to an instance of an object."
Thanks for making this mod, I'm pretty dependant on it, I don't think I would even play without it as the prospecting system while it may be realistic, certainly is not my idea of fun and I have a lot of trouble seeing things in general so it really makes a lot of things tolerable.
every time I try to open the GUI it crashes my game. changed the hotkey and it still happens. no idea why this happens
Thanks!
The wildcard IDs for berry bushes are
game:smallberrybush-*-*
andgame:bigberrybush-*-*
R4d6does not work for some reason I could not find. Settings json was reseting to default values every time I clicked on "Scan". Also the debug overlay opened only once. Tried a bunch of things with no success.
Hi! I love using this mod, but would it be possible to add groups of IDs for berry bushes, like you did with drifters and ores?
What is the max radius for Scan and Label?
I'll take a look once 1.20 is released :)
Seems like bringing up the window to search for blocks in 1.20 pre1 crashes the game - but the key to turn on the search works.
Hi there, I have a question. Until very recently this mod was doing fine on my local multiplayer server, however, it has abruptly stopped working today while giving me this error:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Vintagestory.Client.NoObf.TextureAtlasManager.RegenMipMaps(Int32 atlasNumber) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 359
at Vintagestory.Client.NoObf.TextureAtlasManager.<>c__DisplayClass51_0.<runtimeUpdateTexture>b__1() in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 325
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
It seems there's something preventing it/me from loading on my multiplayer server. I tried it alongside the exact same mods on a singleplayer game and it works perfectly. I even tried it on a separate device and it produced the same error. Any thoughts on how to troubleshoot this is much appreciated. Thank you in advance.
Wow. I sure wish I'd noticed this mod prior to multiple hours trying to find a "fair" seed for long-term multiplayer! I wanted to be generous with certain ores but not with others, while making sure there was a decent amount of limestone and such. This is going to make my life a lot easier next time I set up such a map!
Wahazar Cheating feels good
Nice mod for debugging, but I'm concerned, that it is possible to cheat on multiplayer server :(
how do i save groups for future scans?
Xel thank you!
jayu I added wildcard support for blocks :)
Hey, am I doing it wrong, or is there no wildcard support? If so, could you add it? Would make some things much easier (was testing worldgen of block with tons of variants)
is the mod reliable without a keylogger virus or something else nice like that?
Kief There are many ways to close a chest, like right-clicking it again to close it. If you are talking about inventories, hit again the same button you hit to open it.
Dracomancer What key do you use to close windows? The only other way I know of is to actually click the x with the mouse, but that would be crazy! 😀
Edit: Actually, I just discovered you can click on the chest again to close the UI, and I seem to have gotten used to it quite easily.
Nashty Changing the number in-game works for me, though I don't use the up/down buttons. I enter the number manually, followed by pressing Enter to lock it in, then click the Scan button. It is always the distance I expect.
Does this work on client side while playing on servers like an X-ray resource pack would?
The up button for range doesn't work... My work around is close game, edit config and rerun game.
Cool mod though! Very helpful for the visually impaired!
Xel
New version doesn't work for my existing world in 1.19.7. Does this require a new world gen? Old version still works fine for me in my current save.
Edit: Works on new worlds just fine, Thanks so much for this awesome mod!
I love this mod and consider it a must have. Works great with 1.19.5.
I had to increase the LabelScale to 5.0 because otherwise the labels were too tiny for my old eyes to read. I really appreciate you adding that configuration in.
If you haven't tested it much with a large scale like that, it does create some issues where further away labels get drawn in front of closer labels. I work around it by simply looking at the relative size of the labels, since the closer labels are larger, even if I can't read the distance on it, I know the one that is bigger is closer.
This is not a major issue and I am mostly posting it here so that if other users of the mod run into this, they know how to adapt.
Thank you for all hour hard work, Xel.
Same problem. I can't use it in the new version
hey this is maybe a vers stupid question, but what are the keybinds? ctrl and ] doesnt work for me, cause for the "]" i need to spress Alt Gr + 9, so the keybind doesnt work for me here
Intangir
Block Overlay goes off if you hit the esc key. Do you often close your chests with this key?
seems to arbitrarily turn back on when i interact with chests, even when the upper left text for whats selected is off
Personally I use this to check if Cave Content still works after all these updates. If they appear on the overlay, I'm fine and I can remove this mod. Easier than going down to 50-20 height before hitting the bottom of the map just to check for them. And noclip creative mode doesn't help with this task either since being inside blocks means I can't see any of them anyway. So yes, this is a very useful mod to test stuff - or find rare blocks when you can't play the whole day, like most adults can't :)
No. This mod is for modders to test and for people who want to play the game differently than you do. That is all.
[I can't imagine having so few things of importance in my live that I waste my time policing what others do for fun when it harms no-one.]
@LenKagamine
There are a lot of commands for moders to do that... And spectator gm too. This mod is only for cheaters.
Teknik
IMO the real util is for modders looking to test if their worldgeneration is working properly, as they dont need to dig around to find the block they added, they can just have it searched for them. Sure you CAN cheat with it, but if you added a new ore, would you rather spend 2 hours digging around to make sure it does generate, or 5 minutes with this mod?
Great job Xel
SuaveDoggo
Try the command /gm 2, or try different settings when you create you'r world... I don't see any utility of this mod sorry.
"crative mod" in fact does not existe, so you can at least be happy knowing there's at least one thing you were correct about Teknik
The most shity mod ever. Oh "for people who don't have 8 hours a day to search for iron :)" crative mod don't existe ?
Wicked mod
OpPointBaker
Thank you so much, will try it.
Any plans on adding a function to set/edit colors for the dots in the overlay? I am really liking the new updated colors, like for copper and lapis. But there are some that are still a weird grey that blends in whith everything. [right now I am struggling to find fruit trees.] Thank you for this mod it is So Nice!
Kessem
It seems to search for blocks/entities that are loaded into RAM. Traders only load in if you are within 64 blocks [not sure on the exact distance, but they will only pop up when really close]. I would suggest searching for blocks that make up part of their wagons. Like wooden gates or leather blocks. Those don't spawn in anything excep trader wagons. Like I have it set to search for wooden ladders. I can find them from ~1k blocks away.
Xel
I see you can scan for traders, but when I try that nothing comes up, even with 10000000 in the scan radius, and 16000 in the label radius (not sure what that does btw)
Any idea?
I'll add the white outlines back to the dots eventually, sorry
The dots on the overlay are black and hard to see.
Is it just my mod configuration?
I seem to be getting some kind of an error. I was playing surival, using this mod to search for coppe and tin. I crafted bronze tools but now it does not find anything. I search for bronze ore and tin ore and it says 0 found. Then this weird bug appears where every single stone can be seen unground but the actual ore cannot be found and my FPS drops to 2. I can search for everything, nuggets, bushes but ores. All the ores are become hidden from the xray. It also deleted all the copper from my inventory.
What sort of witchery did you do to this? How come it is so smooth now???
CrusadingPriest As of four hours ago, yep
Hello, Just checking if we're going to get a 1.19 Stable update?
Using this on rc3, it finds zero animals. I found hares once, then searching again a few blocks over and nothing. No chickens, deer, pigs, sheep, wolves, bears, nothing. And I know they are there because I can see things like the hare's visually and the scanner doesn't pick them up. It only seems able to find the ores now.
Latest version 2.6.0 did not work at first. I had to completely exit and restart the game for it to become functional.
Does not appear to be working in 1.19.0-pre9. I can bring up the GUI and select blocks to search for and they will display in a list in the upper left. However, no matter the scan target(s) it always returns with 0 results.
I can scan for things just fine but I can't seem to adjust the scan radius no matter what I do. Does anyone else have this problem or a potential solution? I'm playing on a lan server with my friend but he can uses it without any issues.
Edit: Even downloading an older version doesn't fix the problem
Edit 2: So I can adjust the scan radius in a single player world but not on the server. It still works on the server and keeps the scan radius I set in a single player world, I just can't adjust the scan radius on the server.
Did the hotkeys get changed in 2.5? They no longer work for me, but still work in 2.4.1
Yesssss thank you for the update. To repeat myself: you are a saint and the real MVP.
Pro tip in case you're insane like me and try to build everything out of the same kind of wood: The asset codes for naturally generated/grown log blocks are actually different from the ones for placed log blocks! (I couldn't just use the "birch log" group since that includes the thin logs from Wildcraft Trees, which only gives firewood.) For the "grown" variant it's game:log-grown-*. i.e. a vertical grown birch log is game:log-grown-birch-ud. I like to add the *-ns and *-we variants too just to be sure.
Also: .edi is not super reliable for someone who doesn't (yet) know how the game codes actually work. In my game, .edi shows Page code:block-log-placed-birch-ud for the Birch log entry, which is obviously not what you should actually enter into the search bar in this mod's GUI! Generally "page code" should be substituted for the name of the mod it's from, and "block" or "item" at the beginning should be omitted. The mod name is sometimes misleading though, because some modders like to add certain items in the game folder of their mod, making it look to the game like they're vanilla, in which case you need to put "game" at the beginning like for a vanilla item.
Also also: I've been poking around in the config file to see how the saved groups are saved, and I'd love to be able to mess around with them in the config file (like to re-order my groups, or share them with others) but I got lost at the id being a big string of what looks like base 16 numbers (I think there's a word for that specific form of numbering format or whatever, but it escapes me at the moment). Some documentation of that would be awesome! Also of whatever the "SearchCategory" field means.
Finally: The "rename" function for groups is... not super reliable, and overall in-game group management is kinda clunky and unintuitive. You have to enter the new name in the name field, then use the group selection drop-down and select another group, for the renaming to actually take effect; if I type into the search bar or add/remove a new entry from the group, the name I entered in the rename field is removed and it remains whatever it was before. Also I recognize this would probably be very hard to implement (I'm not certain though, I have no knowledge of code modding), but it would be AWESOME if you could select multiple groups at once to show up on your radar. It would help make things easier for me when I go on expeditions to be able to see if any of the things I'm looking for pop up on the overlay.
Actually finally I swear: A way to configure where the debug overlay shows up is very needed, even if it's just an offset option you have to manually configure. I also use Extended HUD Info, and while I can just toggle its main display off when I need to use this mod's debug overlay, I often find myself forgetting to toggle it back on when I'm done, which has let at least one temporal storm creep up on me without realizing it. I am also planning to ask EHI's author to make the display configurable, but I felt I should ask here as well.
Okay, thanks for reading my really long comment haha. And thank you again for such a wonderful and nessecary mod, and listening to our suggestions! You're the real MVP lol.
Hey, thank you for dropping the update and fixing the "stuck scanning" bug, works perfectly! :)
How do i go about re-enabling that in my server? if you happen to know.. lol
Multiplayer servers have an option to disable certain clientside mods, and this mod is the most commonly disabled one lol
I've found that it stops working on Multiplayer but works fine in Singleplayer. Is this intentional? and if so, great idea. If not, is there a fix?
Alright, update after downgrading to a previous version of the mod - the problem did not go away, it still gets stuck at scanning 50 chunks and then refuses to go up
Hey, just wanted to ask - does expanding the Atlas size affect the Block Overlay? I expanded mine and it seems like it breaks this mod (that or it's just the newest version breaking things for me): I can access the GUI no problem and click everything alright but once it gets to scanning chunks, it freezes completely (not the game, just the scanning). E.g. I am scanning for some copper and it shows it in the process of scanning (50/400 scanned for example) but it doesn't move at all. Sadly, it's not like it's just the GUI that's frozen and it shows the dots on my world, it just flat out refuses to scan.
Thank you for the great mod btw!
Is there some way to hide all but the closest label(s)?
Why are you teezing me with all these wonderful additions that I can't have ..... you are so cruel :(
lol
Could we get the ability to save custom groupings? For example, I like to search for bony soil and vessels just when I'm near ruins. Everything also resets when you quit the game, so it would be good to have some persistence.
Edit: Thanks!
Yes, all versions from 2.2.0 onwards are for 1.18.8+
Ouch, making the labels bigger, so my old eyes could see them is something I have been wishing for a long time with this mod. As is, I downloaded an onscreen magnifier just to give me a workaround. But it seems now you have fixed that. But I can't get any version of this mod to work after 2.1.1, so I'm assuming it is made for net 7 now, is this correct? My mod manager gives message that it is missing dependencies with any version after 2.1.1 im still playing in version 1.18.7 of VS
Love this mod. Any chance of a config option to scale up the size of the indicators? Little pixels and old eyes...
daymmm
dont work properly keeps crashing when trying to type in block code.
Can you please share the source code?
D2Icarus you can search by block code, such as game:ore-rich-quartz_nativegold-andesite
This might be a bit outside the scope but is there any way to add some more search filters so you can look specifically for rich or bountiful deposits or at the very least a filter so you can look for groups of a minimum amount i.e. Search for Bismuth Ore but only display nodes if they have more than 25 blocks.
Could this be combined with the ProPick to highlight whatever it detects?
Probably the best mod on this site for me right now. Thank you for freeing me from Iron Hell.
HansaPowerHRO Open settings > Interface > increase GUI scale. The default is 8.
DarkGrimoir The keybinds are Show blocks overlay, Show blocks overlay config in the controls settings
hey is this mod still working because the shot keys dont work for me. and if it still works is ther a way to change the keybinding?
hey, awesome mod but is there a way to change the fontsize of the text?
Thanks for the info Craluminum
I didn't know you could do that.
And it's a very useful thing.
Mendall If you enable developer mode and extended debug info, them you can search handbook and find asset code for every block
The new feature where we can search by asset code seems like an amazing addition.
Anyone knows how or where I can find the asset codes.
Is there a command or a website.
I have several things I think could significantly improve this mod.
First: It's hard to tell whether I have the overlay toggled or not if there aren't any valid blocks in range. Perhaps an indicator on the HUD?
Second: I would like the ability to search for only blocks with a specific ID. For example, putting game:ore-bountiful-nativecopper-basalt into the search box only allows me to pick Native copper ore with 31 IDs.
Third: this one is a lot more out there, but the ability to scan for entities as well as blocks would be absolutely amazing.
Edit: The debug option actually shows whether the overlay is on; I just couldn't see it because it was being blocked by the HUD clock mod I have.
You are a saint, thank you so much for this mod.
Is there a way to show the list of blocks (upper left corner) somewhere else? Currently this conflicts with Simple HUD Clock.
Its possible for a client side mod to check for server permissions:
ClientApi.World.Player.Privileges.Any(prv => String.Compare( prv, _name,StringComparison.OrdinalIgnoreCase)==0 || String.Compare( prv,"cheat", StringComparison.OrdinalIgnoreCase)==0 )
NiclAss The code is already publicly available, anyone can upload it again
Yeah and everyone can upload them again if the licence is not against it.
Raccoon
Old versions can be removed
The mod was already released without a mechanism, what would it fix if now a mechanism gets added. Ppl can just use the "older" version. I think its a task for vanilla game.
@Xel do you plan to support server-owner's wishes posted here and provide a mechanism for multiplayer servers to disable this mod if they don't want their players using it? It is fine for single player, or private servers if the owners want it for their private group, but it obviously spoils the game for public multiplayer servers.
@Vinter_Nacht i agree, we need a solution to prevent servers. Those mods will break the game...
This is why we need a "Only allow these mods" lock for servers. So we can prevent the use of any client-side mods that do things like this.
I hope this mod will help to make all x-ray useless ! And a way to block all mods that kill the game like this...
i got it, an idea. add a server side only part 2 to this mod that has the ability to completely disable the client side part 1. if possible, then servers can disable it as they want without making either part required on both sides.
for example campaign cartographer, the mod is both client side and server side with extra bits if enable server side.
Is there a way to block this on a server? I can see this being a nice tool and all, but obviously an awful cheat that apparently just anyone can install and use on any server they like.
Thank you!
Truly underrated x-ray mod
This is such a great, spoiler-free way to do xray for us who have full time jobs and cant spend all day looking for iron, thank you so much!
How about you group them even more by introducing this:
- 1 to X chunks away: detailed position of every block;
- X to Y chunks away: mark the chunk containing the block instead;
- Y+ chunks away: some kind of simple "there is" or "there isn't" marker for everything visible in that direction.
Not sure if you are already doing it like that, but being able to set X and Y would be nice, as currently the "starry underground" hits fps very hard and doesn't make much sense since instead of blocks dots of the same size are shown.
Shion That is what it does already 🙂 Groups of adjacent blocks that are far away are shown as 1 dot.
Any plans to optimize it further? Like having only one dot per a big number of blocks far away or something like that?
Or maybe make it require a permission
Rename it to X-Ray lol
Craluminum
I know thats why im asking bcs it says for modders to test their worldgen but that wouldnt need to be client sided. I can understand the client side approach but im just asking
NiclAss If it is initially purely client side, then it cannot be server side because anyone can make it client side again, same for creative mode
Will this be the best X-ray mod ever created? (No conventional X-ray, but you know what I mean)
Def great for testing, but I see this abused a lot.
Any Cance or interest to make this serverside only so it cant be abused as a cheat on random servers?
Or some way of just being possible in creative mode?
I would def understand if you dont do it tho. Overall great mod!