Mods / Medieval Map

Category: #Tweak
Author: Rangelost
Side: Client
Created: May 27th at 3:06 AM
Last modified: 1 day ago
Downloads: 313
Follow Unfollow 20

Latest file for v1.18.0:
medievalmap.zip 1-click install


This is a simple mod with the objective of simplifying the world map. It is not helpful in any way.

WARNING: Read carefully before considering installing this mod.

This mod replaces the way world maps are drawn. It does not stylize your existing world maps entirely. Only chunks that are loaded while this mod is active will be drawn in the new style. Inversely, if you disable this mod, the chunks will not be reverted to their original version until they are loaded again.

Before using this mod, it is highly recommended that you create a backup of your maps (.../VintagestoryData/Maps/).

 

Upon running the mod, a medievalmap.json config file will be created or updated in the game's ModConfig directory. The available options are:

  • ink_colour: hex colour code for most non-natural blocks and outlines.
  • land_colour: hex colour code for land.
  • desert_colour: hex colour code for sand and gravel.
  • forest_colour: hex colour code for forest floor.
  • road_colour: hex colour code for roads and farmland.
  • plant_colour: hex colour code for most plants.
  • water_colour: hex colour code for water.
  • ice_colour: hex colour code for permanent ice, such as glaciers.
  • lava_colour: hex colour code for lava (currently unused).
  • high_colour: hex colour code to denote high altitude, such as mountains.
  • low_colour: hex colour code to denote low altitude, such as holes.
  • generic_shadow_colour: hex colour code for most shading.
  • plant_shadow_colour: hex colour code for plant shading.
  • generic_grid_colour: hex colour code for the grid.
  • water_grid_colour: hex colour code for the grid over water.
  • generic_grid_opacity: opacity of the grid (between 0 and 1).
  • ocean_grid_opacity: opacity of the grid over oceans (between 0 and 1).
  • ocean_textured: true to enable ocean texture, otherwise false.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.3.0 39 1 day ago Show medievalmap.zip Install now
v1.2.0 115 May 30th at 6:28 AM Show medievalmap.zip Install now
v1.1.1 47 May 29th at 2:29 AM Show medievalmap.zip Install now
v1.1.0 97 May 27th at 4:28 AM Show medievalmap.zip Install now
v1.0.0 15 May 27th at 3:06 AM Show medievalmap.zip Install now

27 Comments (oldest first | newest first)

💬 Zorf, 1 day ago

Rangelost

Whoa! I had no idea my feedback would inspire you so much! ❤️I'm very touched :)❤️ Can't wait to see all the fruits of your labor! 

💬 Rangelost, 1 day ago

Zorf
As per your suggestion, I have added desert and forest colours in v1.3.0. I have also added a texture overlay for oceans, however I am unable to add any textures on land without causing intense visual noise.

💬 Rangelost, 4 days ago

Zorf
Thanks for your feedback. I will look into making an option for biomes to be more visually distinct when I have a minute.

💬 Zorf, 4 days ago

Rangelost

I think most players would!!! This map style is SO much easeir to read in terms of height and finding trees! Which is usually what I'm worried about. The only feature missing is being able to tell where the deserts are.

Maybe you could apply a pattern overlaying the terrain based on what type of material the ground is. Like, for sand/gravel, have an overlay with little drawings of sand dunes, and for grass, the texture of grass. It'd also be the first step towards adding drawings of sea-monsters to the oceans for the full medieval effect!

💬 Lesdmark, 5 days ago

I think it's great! Easier to look at feels like it belongs in the game.

💬 Rangelost, 6 days ago

Tyron
I do not think most players would like it!

💬 Tyron, 6 days ago

Seriously nice visuals, this should be in the vanilla game :D

💬 Rangelost, May 31st at 2:04 AM

NateDoesLife
I understand. The grid is visible over the entire map. However, by default, it is more opaque over oceans — both to create a dinstinction between freshwater and saltwater, and to stylize oceans like an old sea chart.

As I have mentioned before, the grid can be disabled (by setting the grid opacity values to 0) and the colour of water can be changed. Keep in mind that without a visible grid, however, large bodies of water will appear as one single colour, which can be disorienting.

💬 NateDoesLife, May 31st at 1:50 AM

Ok yes, I am referring to the grid sections that when you compare your two screenshots the one is clearly water (the old style) and the other is clearly just the grid (your new style). Thats what I was asking about if there was a way to make that grid that is in the place of water from the oroginal map style screenshot show up as actual water or if it was intentially set to just show the grid there instead. Like do you have water just set to not show up in your screenshot (basically have it fully opaque so only the grid shows?) 

Thats fine if the color can be changed/set, your screenshots showing the grid instead of color for water is what brought on my original question.

💬 Rangelost, May 30th at 9:05 PM

Craluminum
A black and white map can look many different ways depending on how you choose to configure the colours. I do not know what you are asking for specifically. You can try experimenting in a new world later.

Edel_Recke
The map files are indeed poorly named. For now, you can figure out which one is which by loading a world, then quitting the game, and looking at the files' Date modified detail. The file with the current date should match the world that was just loaded.

NateDoesLife
Blank is not a colour — if it were blank, then the world map window's dark brown texture would show through. Perhaps the grid is what confuses you. Either way, both the colour and the grid opacity can now be configured to your liking. For example, you could set the water_colour to #485860 which is a bluish gray.

💬 NateDoesLife, May 30th at 1:51 PM

Interesting, from your screenshots the green clearly looks like trees while the water spots are just kinda blank. Maybe Im looking at it weird however...

💬 Edel_Recke, May 30th at 11:35 AM
Regarding the mod and the circumstance of the map generation:

There wa a way to completely reset the map by deleting a file! Maybe someone know what file. 

 

Maybe the latest  files in "...\VintagestoryData\Maps"? 

 

💬 Craluminum, May 30th at 9:12 AM

I'm very far from my home. What black-white map looks like? Could you please include it into gallery?

💬 Rangelost, May 30th at 6:34 AM

NateDoesLife
The green indicates water. It is simply green instead of blue. I have added a config file in v1.2.0 in which you can customize the colours if you would prefer the water to be blue instead.

Note that you will need to run the new version of the mod once before the medievalmap.json config file is generated in the ModConfig folder.

💬 NateDoesLife, May 30th at 2:58 AM

Was thinking that maybe instead of just the blank sections that indicate water maybe put a blue hue in there, nothing major or anything but but kinda like how you have the green in those sections blue for the water. Just a thought btw, if ya dont feel it fits the mod or anything thats fine as well, its super cool as is.

💬 Rangelost, May 29th at 7:40 PM

NateDoesLife
I'm not sure I understand how I could make the water appear any less blank than it would normally be. The map is drawn based on the topmost blocks (as calculated by the game), which in the ocean is nothing but water. If you have a better idea, feel free to elaborate.

As for performance, this mod only affects the drawing of the map. It has no impact on the loading of the map when it is opened — which, to be fair, is rather poorly optimized in the base game, but that is beyond the scope of this mod.

💬 NateDoesLife, May 29th at 3:47 PM

Any chance you can texture the water in a way related to the map? I play on a mostly water world so it would end up looking very "blank" with this mod. Also does this take extra resources on the map loading? Currently in my world when I open the map and its loading the display its VERY slow and somewhat laggy.

💬 Rangelost, May 29th at 9:14 AM

Craluminum
I only make mods to fix my issues with the game. I don't take requests. Sorry about that!

SmeeSlug
Icons are outside of this mod's scope. That said, you could simply create an icon texture pack, much like my Pixel Waypoints mod, and use it together with this mod.

💬 Craluminum, May 29th at 8:55 AM

Mod idea: Make torches immediately extinguish in containers, and normally when in hand

💬 SmeeSlug, May 29th at 8:45 AM

As in creating the icon art? If so, I'll keep it in mind :) might be able to put some together for you

 

💬 Craluminum, May 29th at 8:37 AM

Mod idea: auto fill of pit kiln

💬 Rangelost, May 29th at 8:33 AM

Craluminum
I do not have a public Discord account. If you have any feedback related to one of my mods, here is the place to post it.

💬 Craluminum, May 29th at 7:33 AM

Do you have discord account? Can't find it anywhere, i have no access to official vs discord 

💬 Rangelost, May 27th at 10:58 PM

ThreeHeadedDingo
I'm just making it the way I think it should be, but I'm glad some people enjoy it as well.

SmeeSlug
It would be! Alas, graphics are above my pay grade.

dakko
Sometimes, less is more!

💬 dakko, May 27th at 2:27 PM

Wow, what a difference! That looks really nice.

💬 SmeeSlug, May 27th at 8:38 AM

Would be awesome to have some matching waypoint icons!

 

💬 ThreeHeadedDingo, May 27th at 5:25 AM

Somehow when I saw the mod thumbnail, I knew this was one of yours. We have alarmingly similar taste in the kinds of mods we want to see. lol

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