Mods / Auto Map Markers
Author: egocarib
Side: Both
Created: Jun 27th 2021 at 1:09 AM
Last modified: Sep 22nd at 3:06 PM
Downloads: 48614
Follow Unfollow 790
Latest file for v1.20.0-pre:
Auto Map Markers 4.0.0 (Vintagestory 1.20).zip
1-click install
Overview
Automatically adds map markers to your map when you interact with certain objects. Works both in singleplayer mode and on multiplayer servers. The mod includes two modes for marking objects - you can use one mode (or both): either mark the map when you interact with the object (begin to harvest or break it), or mark the map by sneaking while looking at the object.
Fully configurable to add only the map markers you are interested in. Current options include:
- Flora: resin, berries, mushrooms, flowers, fruit trees, wild crops, reeds
- Surface ore: 14 varieties of surface ore bits, including copper, gold, silver, and others
- Deep ore: 18 varieties including iron, bismuth, tin, zinc, and others
- Misc: beehives, translocators, blue clay, fire clay, peat, high fertility soil, meteoric iron, saltpeter
- Traders: all 9 varieties of trader
Makes it easier to remember locations and return to those locations later, and eliminates the tedium of manually opening the map and creating map markers. Can also help to ensure you don't miss out on gold or silver surface ore, which are sometimes difficult to spot!
As of mod version 3.1.0, Auto Map Markers supports custom map icons added by other mods.
The mod also supports hotkeys:
- Up to 3 custom, configurable map markers linked to hotkeys.
- A hotkey to delete the nearest map marker.
The mod is disabled by default when first installed. To enable the mod, open the configuration menu (Ctrl+Shift+M by default, adjustable keybind), and click the Enable button. You can also configure all of your preferences from this menu, including the icons, colors, and names that should be used for each type of automatically created map marker.
Translations
The mod currently includes localizations for German, French, Japanese, Russian, and Ukranian. Thanks to those who have helped to provide these translations!
Interested in adding or updating a translation for the mod? Check out the mod's crowdin or GitHub page, and thank you!
GalloViking - Thanks for letting me know. I did make a change to how mushrooms are handled in the latest version. It's possible I broke some mushrooms - will fix soon.
Laerinok - Thank you for the FR updates! I'll incorporate them into the next mod update soon.
privet_so_dna / Taki - Did you make sure you're using the right version of the mod for the game version you are playing? I can't reproduce that issue.
PrinceShuu / Ceirus / Galena / Neitronus - Those are on the list for future enhancements and are being tracked here. I want to fix them with a larger overhaul to the mod structure though, which likely won't happen until the next time I make a big update.
Seconding Ceirus' request for specific wild crops. Perhaps split the pages into categories like grains, fruits, vegetables, mushrooms?
I know it will be a lot of work but if you can eventually also add the different kind of flowers, then this would be the perfect mapping mod. If there is anyway I can assist, let me know.
Is there a way to have plants specific, instead of just "Wild crops"?
Taki
та же проблема
egocarib
Is there a way to fix it? I would be grateful
Hi! I've found an issue. Sometimes edible mushrooms (puffball, field mushroom, etc) are marked being poisonous (1.19.x version).
FR: En attendant la maj du mod avec la traduction, voici le fr.json avec les deux nouvelles chaînes (v4.0.0).
PS: your crowdin link is already updated ;)
Could you, please, make integration with WildCraft/WildCraftTees?
Hi. The mod if fantastic by the idea. And, i'm sure, the work was carefully. But it doesn't open settings menu for me with my language. It opens in English, French, Spanish. But not with Russian. Just no window and cursor changes for the menu's type like it is open. That is sad
Any chance for Wildcraft support? It has a lot of new berries and some new trees have resin which is not triggering the map marker.
I have problem when I trying to remove platns and flower marks, it's removing also other marks.
On top of this image there was a teleportation mark (that was marked by this mod), but when I tried to remove a flower mark (that was also marked by this mod) that was on bottom of this image, both gone.
Is this a game or mod issue?
I'm using mod version 3.1.0 and my game on version 1.19.8
Ah, i see. Good feature
Edit: Some markers should have different trigger requirements. For example, punching a berry bush, like any other block, should also mark it on the map, not just harvesting from it.
I don't seem to be able to access any of the functions of the mod when on a multiplayer session. does it need to be installed on the server side also in order to function?
is there no version for 1.19.8 anymore?
nevermind, I found it under files.
NastyFlytrap
You can Crouch while looking at them to register them as well, if you have it enabled in the UI config screen.
Having to interact with the items sucks. I wish simply hovering 'the crosshair' over them would be enough. I dont want to collect rye or other grains that are still growing for example, i just want to leave them there, but manually doing all of these one by one is so tedious
I've released a new version of the mod for 1.20
This version includes a much-simplified menu with color-picker, among other features. Check out the changelog on the latest file for more details!
There are a few new strings added to the mod in this version. If you'd like to help update translations, check out the mod's crowdin or GitHub page, and thank you!
DrBubba - What do you see? Are you using a version of the mod compatible with your version of Vintage Story? Are there errors in your log (
%appdata%/VintagestoryData/Log/client-main.txt
)?Oddly enough, I don't see the "Enable" button in the config menu when I press ctrl-shft-M. Any suggestions, egocarib?
drMuesli - Typically that means the mod isn't running. However, some others have reported below that they had to remap this option to a different key combination to get it to work. You could try that.
Atheliana - See my response to Shazza a few posts down. I've added an issue to track this potential enhancement for the future.
Hey there!
I realy appreciate this mod, but i can't activate it, Ctrl+Shitf+M just opens the map for me...
What am i doing wrong?
Only just discovered this mod a few hours ago, and oh my gods, how I survived without it I got no idea. I always mark down pretty much every little thing on the map so this has made it so much less tedious to do T T
My only downside would be not being able to pick the colour options easier like in the Map Menu itself, however I saw you mentioned you were working on that down in the comments, so I guess that isn't a worry if it'll eventually get updated!
Thank you for making this mod, it's literally made my life so much easier and I'm looking forward to future updates \o/
Hey there, love the mod so far it's great to be able to mark everything. I just got a question about marking the wild crops, I got custom markers for those and was wondering if there is a way to add a further subcategory myself so say turnips can have another marker than rye and so on.
LordWungus
pearllite
Thanks for the comments. The ability to add custom config for other mods, like Geology Additions, is something on the eventual roadmap. It is tracked here: https://github.com/egocarib/Vintage-Story-Mods/issues/15. I can't promise a specific timeline, but I hope to get to it eventually.
Is it possible to specify new types of items that can be marked through the config file? I tried adding some ores from Geology Additions and couldn't get it to work.
I love this mod so much, it's been incredibly useful - especially when using some extra pins mod! Thank you so much for the time and effort put into creating this neat thing.
I was wondering if there's any way to get it to work with some modded content, like Geology Additions? It isn't set up to recognize new ores, such as Teallite(tin).
Quick sneak peek at updated color picker and other UI I'll be rolling out next version (WIP). Clicking the icon+color button pops open a window similar to the base game map marker UI, though I have the option to make changes in this version of the popup if needed.
https://i.imgur.com/jFv51MR.png
Hello, friends. To answer your recent questions:
Staniboy - Yes, it must be installed on both client and server side.
surio - You only need one file, the most recent. The inconsistent names are just me forgetting to rename some files, and the site doesn't let me change the name after the fact.
Janeator - I would consider the "mark map by sneaking while looking at object" to serve this purpose already. To avoid confusion, I don't want to add too many different marking methods to the mod.
MrTango - Yes, I'll consider that. I already have it noted on the mod's Github repo.
Shazza - The crop markers will say what type of crop they are in the marker title, so you can hover over the marker to differentiate. I know that's not quite the same as individual markers for each crop, but I think it's probably the balance I'm happy with for the time being. Perhaps longer term I can find some way to allow that level of control for those who want it (but not make everyone configure each individual crop if they don't)
Does it have to be server side?
What is the difference in file names? For 1.18.15 I see two files. Auto map Markers and egocaribautomapmarkers? Do we need to download both?
Is the "egocarib" prefix the mod author's custom colour scheme shared for all?
Would it be possible to add a custom hotkey as the standard input for adding the markers? Rather than having it be automatic with matching icons OR manual with custom (3) icons, I'd rather it were manual with matching icons, aka just shortcutting going into the map and setting a matching icon.
Can we get auto-coordinates (as a toggle option) for a map marker.
Absolutely love this mod, makes it so much easier to mark things! Being able to hotkey where my raft is to a mouse button is a wonderful quality of life deal. Although I do wish there were individual Flax/Onion/Rye etc. markers, like the individual berries. c:
Love the mod. +1 On the color picker too!
Also, i'm currently using the "Mark map by sneaking while looking at object" setting but would LOVE to have a hotkey for that! (Look at object and press middle mouse button for example).
With sneaking and interacting options I find myself often marking stuff I don't want on accident. If I have it on interact and i mine the entire ore deposit, i leave a marker behind. And sneaking isnt best aswell, as we often sneak in caves :D
Thanks for the mod!
Great mod, saves time and effort! I'd like to put my +1 into improving the color picker menu (similar to manual map marker's color picker?)
Is there an auto-coordinates tag?
DarkThoughts
Good point about sedge - I will probably update the mod to exclude that from the "reeds" category next time I make an update. And thanks for the description about the various Wildcraft mods, that is helpful.
egocarib Hm, I just double checked and you're right. I don't know how I didn't notice that during all my testing. lol
Not sure if the sedge is worth marking though, unless I miss something? They just drop 1 dry grass, so they're just a fancier grass plant.
As for Wildcraft, it's actually just three mods right now in total, which aren't all relevant for you. Herbarium, which is their library mod. Fruits and Nuts, which adds a bunch of various fruits, berries and nuts with their corresponding plants (and one new trader). And Trees and Shrubs, which is just more regular tree & wood types, which is irrelevant for this mod as it doesn't have any auto markers for non fruit trees anyway. All the other Wildcraft mods are legacy mods from before 1.19, since Herbarium is basically a rewrite of Wildcraft and the Herbarium based mods are its new modules that replace the old mods. So it's really just one mod you'd have to look at as far as content goes.
DarkThoughts
Tule should already be working - it is part of the "Reeds" marker category.
Wildcraft support isn't out of the question but I don't forsee adding it myself anytime soon since I don't use Wildcraft and it looks very large and complex and includes a bunch of different mods. I am open to pull requests on the repository if someone else wants to do the work to add that support. A potential future solution might be to load the marker objects from a config file to allow individual users to add/remove custom markers more easily, but I don't have immediately plans for that. I've added an issue to track this for a possible future update of the mod.
If Wildcraft is too much, could we at least get a marker for the new Tule plant? :)
Is there, can there be; an option to have xyz coordinates genrated in the marker's name? *and customisable, ie surface ore only needs xy noted, whilst deep ore you'd want xyz
Unfortunately no one agrees on how the files should be named, no matter what I name them someone complains. Maybe I'll try a combination of game version + mod version in the future, that seems likely to be the best compromise.
only request i have is some easier version progresion, it is very difficulty to tell what version i am runnning and should be.. for example you went from file (1.19) to ego..... to (1.19) it,s s0o much easier to keep my server properly updated when i can compare versions like you have dine oin the ones named ego....
JimmyMac
Thanks for the suggestion. I'll look into adding the option to pin markers during the next update.
Great Mod. Thanks so much for this. With campaign cartographer not working anymore this is a godsent. Any chance you could give us an option to have the markers be created pinned by default if we want? Even if I just have to add it to the config file manually would be great for me.
Vandis
The issue is now resolved in the new version of the mod I just added. This was an error that has been around for a while, but only affected a small number of users. I was able to pinpoint the problem and resolve it. As a bonus, this fix also makes the mod compatible with custom map icons added by other mods. 🙂
@egocarib I crash soon as i get in game and click on the enable mod button for this mod. v1.19.1
Running on 64 bit Windows 10.0.19045.0 with 32688 MB RAM
Game Version: v1.19.1 (Stable)
1/20/2024 4:18:26 AM: Critical error occurred in the following mod: egocaribautomapmarkers@3.0.2
Loaded Mods: game@1.19.1, egocaribautomapmarkers@3.0.2, creative@1.19.1, survival@1.19.1
System.ArgumentNullException: Value cannot be null. (Parameter 'Asset Data is null. Is the asset loaded?')
at Vintagestory.Client.NoObf.SvgLoader.rasterizeSvg(IAsset svgAsset, Int32 textureWidth, Int32 textureHeight, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 154
at Vintagestory.Client.NoObf.SvgLoader.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 74
at Vintagestory.Client.NoObf.GuiAPI.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\API\GuiAPI.cs:line 58
at Vintagestory.GameContent.WaypointMapLayer.<>c__DisplayClass18_1.<.ctor>b__2(Context ctx, Int32 x, Int32 y, Single w, Single h, Double[] rgba) in VSEssentials\Systems\WorldMap\WaypointLayer\WaypointMapLayer.cs:line 118
at Vintagestory.API.Client.IconUtil.DrawIconInt(Context cr, String type, Int32 x, Int32 y, Single width, Single height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 121
at Vintagestory.API.Client.IconUtil.DrawIcon(Context cr, String type, Double x, Double y, Double width, Double height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 104
at Vintagestory.API.Client.IconComponent.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\IconComponent.cs:line 48
at Vintagestory.API.Client.GuiElementRichtext.ComposeFor(ElementBounds bounds, Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 416
at Vintagestory.API.Client.GuiElementListMenu.ComposeDynamicElements() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementListMenu.cs:line 270
at Vintagestory.API.Client.GuiElementDropDown.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementDropDown.cs:line 145
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 434
at Egocarib.AutoMapMarkers.GUI.MapMarkerGUI.SetupDialog() in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\GUI\MapMarkerGUI.cs:line 609
at Egocarib.AutoMapMarkers.GUI.MapMarkerGUI.b__21_2() in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\GUI\MapMarkerGUI.cs:line 253
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 317
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 307
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 569
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 415
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1861
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 349
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 889
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
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
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/20/2024 4:11:36 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.1.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0xee0
Faulting application start time: 0x01da4b9999c3f286
Faulting application path: C:\Users\Vandis\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Vandis\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 12fda249-c8e5-4171-b712-755a5b149201
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/20/2024 4:09:05 AM, Site = , Source = Application Error, Message = Faulting application name: VintageStory.exe, version: 1.19.1.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3f0c
Faulting application start time: 0x01da4b991bbc53fe
Faulting application path: C:\Users\Vandis\AppData\Roaming\Vintagestory\VintageStory.exe
Faulting module path: C:\Users\Vandis\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 385ad228-3da1-446f-b3d6-ed929e6355e3
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/20/2024 4:05:52 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.1.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0xf40
Faulting application start time: 0x01da4b98cf5bca69
Faulting application path: C:\Users\Vandis\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Vandis\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 5c460b93-773f-47c0-8a57-98c8bf8c87af
Faulting package full name:
Faulting package-relative application ID: }
The file names though... T_T
Edit: Is there any chance to get support for the new wildcraft mods?
Ovadex and gitarrlillan
I've made a change that should now allow Auto Map Markers to be compatible with other map marker related mods, including VsWaypointSharing and Cartographer. Let me know if you encounter any further issues when using those mods in combination with this one.
I've also added the Japanese translation from RikeiR (thank you!) and recompiled the mod to ensure compatibility with the just-announced 1.19.0 release.
i'm learning. i think i need to download an earlier version. will try. thx
hey i'm new. it wont even let me enable it in mmod list. playing cuurent stable version. its saying dependancies missing but i dont see any listed. thx
egocarib Looks like the same error as Ovadex has happens with Cartoghrapher to (nbcartographer). Our complete modlist is egocaribautomapmarkers, nbcartographer, OfflineFoodNoSpoil and playercorpse
16.1.2024 18:19:13 [Server Error] [Auto Map Markers] [Auto Map Markers] Unable to fulfill waypoint create request from player gitarrlillan [1a3TFhTpb3eEUoh0xcnp0DYV] - ServerPlayer, WaypointMapLayer, or Reflected method is inaccessible.
Would seem this mod is not compatible with VS Villages
Thank you so much for the update! This is one of my absolute favorite mods.
Japanese translation done.
Appreciate your help investigating the issue, Ovadex - sorry to hear about the incompatibility. I will list the incompatibility on the mod description for now.
I may investigate further in the coming weeks to see if I could make the 2 mods work together. Not sure how difficult it would be.
@egocarib I get the following error in server-event log.
7.1.2024 06:22:22 [Error] [Auto Map Markers] [Auto Map Markers] Unable to fulfill waypoint create request from player Ovadex - ServerPlayer, WaypointMapLayer, or Reflected method is inaccessible.
These are from server-debug
7.1.2024 06:08:06.192 [VerboseDebug] [egocaribautomapmarkers] Check for mod systems in mod /vintagestory/data/Cache/unpack/Auto Map Markers (1.18.15).zip_13bbe5c678f5/automapmarkers.dll
7.1.2024 06:08:06.193 [VerboseDebug] [egocaribautomapmarkers] Loaded assembly /vintagestory/data/Cache/unpack/Auto Map Markers (1.18.15).zip_13bbe5c678f5/automapmarkers.dll
From server-main
7.1.2024 06:22:22 [Error] [Auto Map Markers] [Auto Map Markers] Unable to fulfill waypoint create request from player Ovadex - ServerPlayer, WaypointMapLayer, or Reflected method is inaccessible.
I re-downloaded the mod just to verify I was using the right version for the version of VS on my server.
In case it's a mod compatibility issue I tried adding all the mods I have on my server to a single player game and it stopped working.
Went through one by one and narrowed it down to the mod that seems to be interfering.
VsWaypointSharing @ 1.0.6 | Universal
Whenever I have this mod enabled auto waypoints stop working.
Guess I'll be looking into a different solution to share waypoints on my server.
Mandikor thank you for the reports. I have resolved all of those errors and republished the mod (see v3.0.1)
Ovadex I have tested the newest version of the mod using a local server configuration, and it is working for me. Can you verify that you are using the correct version for 1.18.15? If the issue persists, I recommend trying again in version 1.19. I did most of my testing on the latest 1.19 pre releases for this new update. Otherwise, if you are seeing specific errors in the log that may be helpful, please share them so I can troubleshoot in more detail.
Great mod but for some reason it works in single player but doesn't make waypoints when on my server. Is there something I need to change in the config on the server? I've set "DisableAllModFeatures" to false but it hasn't changed anything.
I'm at a bit of a loss as to what could be the issue.
I'm using v2.9.9 for VS 1.18.15
I had the following error message when exiting a single player map.
server-main.txt
5.1.2024 14:22:36 [Event] Player Mandikor got removed. Reason: Server shutting down - Exit request by client
5.1.2024 14:22:36 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
5.1.2024 14:22:36 [Notification] Entering runphase Shutdown
5.1.2024 14:22:36 [Error] [egocaribautomapmarkers] An exception was thrown when trying to start the mod:
5.1.2024 14:22:36 [Error] [egocaribautomapmarkers] Exception: Object reference not set to an instance of an object.
at Egocarib.AutoMapMarkers.MapMarkerMod.Dispose() in C:\Users\justin\source\repos\VintageStory\automapmarkers\automapmarkers\src\MapMarkerMod.cs:line 70
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 654
5.1.2024 14:22:36 [Error] Failed to run mod phase Dispose for mod Egocarib.AutoMapMarkers.MapMarkerMod
client-debug.txt
5.1.2024 14:20:17.729 [VerboseDebug] Patch 0 in automapmarkers:patches/bigberrybush.json: File game:blocktypes/plant/bigberrybush.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 0 in automapmarkers:patches/log-withresin.json: File game:blocktypes/wood/woodtyped/log-withresin.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 0 in automapmarkers:patches/looseores.json: File game:blocktypes/stone/looseores.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 0 in automapmarkers:patches/smallberrybush.json: File game:blocktypes/plant/smallberrybush.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 0 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-agriculture.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 1 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-agriculture.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 2 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-artisan.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 3 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-artisan.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 4 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-buildmaterials.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 5 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-buildmaterials.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 6 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-clothing.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 7 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-clothing.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 8 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-commodities.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 9 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-commodities.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 10 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-furniture.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 11 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-furniture.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 12 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-luxuries.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 13 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-luxuries.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 14 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-survivalgoods.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 15 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-survivalgoods.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 16 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-treasurehunter.json not found. Hint: This asset is usually only loaded Server side
5.1.2024 14:20:17.729 [VerboseDebug] Patch 17 in automapmarkers:patches/trader-{type}.json: File game:entities/humanoid/trader-treasurehunter.json not found. Hint: This asset is usually only loaded Server side
I hope this information helps.
Oh, I forgot, these messages came with version 3.0.0.
Thap I've added a 1.18.15 version now. Thanks for calling that out!
Testing it out now. I missed this in 1.19. I remember liking this mod when I last played back in 1.13/14
So, skipping 1.18.15 compatibility? I hope 1.19 goes stable soon then :/
New version of the mod is now available for 1.19.0-rc.5 and later. Check out the Changelog of the latest file for the full details of what is included in this version. 🙂
Translators: The mod has more GUI toolbar buttons now. Most non-English translations are a bit too long for these buttons to fit nicely. Feel free to propose updates to shorten the button names if you would like (on crowdin or GitHub). I also snuck in a few last minute localization strings and I just used crowdin's recommended translations for those - if they aren't good, please propose any updates you'd like to see.
egocarib
Done for french ;)
Will be looking for help updating a few translations. The new version of the mod adds a small handful of new localization strings. Please take a peek if you're interested in helping updating the existing translations (or adding a new one). Thank you!
https://crowdin.com/project/egocaribs-vintage-story-mods/invite?h=ea6a24150eea0f7b0def3b4284610db51948584
With the changes to Terra Preta, being man-made, you might want to update that to update for the "High fertility" blocks. I have not played 1.19 in any version, but will guess that the high fert soil may be as rare as terra p was before?
I'm working on some significant updates to the mod. Features include:
Stay tuned!
I've run the mod on both singleplayer and server mode in 1.18.15. I am not seeing any errors, and everything appears to be working for me.
I will need some more information about the error in order to reproduce it. What version are client and server using? Can you confirm that both client and server are using the same version of this mod? Does the server include a default config file for the mod? Any other relevant details?
Additionally, the current version of this mod appears to work fine on 1.19.0-pre.9, as far as I have been able to tell thus far.
Thank you for the reports everyone.
The mod already works with a radius/threshold as you describe, Falco.
The errors folks are seeing are related to new code changes that have arrived to the game, likely with version 1.18.15, though I haven't tested the specific version that broke things. I will look into some updates when I have time (might not be until after the holidays).
When using this with 1.18.15 I get the exact same error as Ruukuegg.
> unable to fulfill waypoint create request from player - ServerPlayer, WaypointMapLayer, or Reflected method is inaccessable
From what I can see in the source code, it seems like whenever you pick something up, it generates a waypoint. But surface ores usually come in clusters, so it would be nice if there was some kind of threshold, like say 10 blocks, around which no more points are created if one exists already for that specific ore. so if you pick up some copper and then some tin right next to that it should still create 2 points, but not if a point already exists with the same text that would've been set by this mod.
i for the love of god am not able to enable this mod?
i tried ctrl+shift+M (which is default) and i just open the map, nothing happens, i tried it in every menu but nothing.
is this mod currently not working or am i doing something wrong?
when i look into controls i can see info and buttons for other mods like carry on but this one is listed nowhere
Will this be updated for .net 7 soon??
Can anyone confirm if this works using v.1.19pre?
Would it be possible to add a hotkey? Eg Hold key and pick up a bit it will create a waypoint so I only have 1 waypoint for an area
Silly question... I'm guessing I have something wrong with the config, but I'm using automapmarker on both server and client side and am getting "unable to fulfill waypoint create request from player - ServerPlayer, WaypointMapLayer, or Reflected method is inaccessable" in the server log, then it doesn't mark it on the map. Has anyone had this?
Essential mod, ty!
I don't understand why this cant work on clientside only, seems like everything it should need is already known to the client, really limits its usefulness requiring serverside to also run it
Will this be released for .net 7 soon??
Frovix https://mods.vintagestory.at/mobsradar
@egocarib, czy mógłbyś zrobić aktualizację? Dobrze byłoby też dodać kompatybilność z modami, które dodają moby do gry, tak aby wrogie moby były oznaczone kolorami
Will you be updating this to 1.18.8 (.net7) soon?
Can you make a version that would add automatic waypoint sharing? Or another idea for a mod that would fit the game, a cartography table that reads waypoints from the map after interaction, so that another user can approach the table and read (save) our waypoint, something like the cartography table from the Valheim game.
I wouldn't mind a marker for "good" mushrooms on trees that do not give you -hp similar to the resin marker. Would it be possible for this mod to be compatible with mods like the "More Map Icons" mod by Kosher or the "Not Enough Map Icons" by DanaCraluminum? IE: I like to mark blue clay, red clay, and peat with different colored "rocks" in the original available markers, but I use a shovel for the "Not Enough Map Icons" because that's what I use to dig them up. I've already requested more custom map markers before, but from the comments I'm seeing previous to this comment, it may be a solution for many of us. As a suggestion and possible solution to Shion's question about setting a marker for something like surface copper nuggets without picking them up, have you looked into the code used to set spawn using the teal temporal gear (TTG)? If you use the TTG it uses the block on which you are standing upon as spawn when you activate it. I've also come across the same situation where I didn't want to pick up the nuggets or wanted to mark a food item that wasn't ripe or that I didn't want to harvest immediately. I'm wondering if standing on the same block as, say, copper nuggets, berry bushes without berries, young fruit trees, reeds/papyrus, clay, peat, or flowers and then shifting or pressing shift + G would be useful in marking them without having to interact with the item. This would also be a way to mark ground mushrooms or crops without harvesting them. You could also set it up so that if there is nothing on the block (not counting grass), it might bring up the map marker GUI if it doesn't conflict with any other control actions. This would allow a greater accuracy on the map to mark the location of special items. A solution to or alternative to adding more custom map markers? Thank you for reading.
Any plans to make the pin colour options ui more like vanilla?
Yup, at first it was not working for me either. I went through and enabled the mod but nothing. Then I noticed after talking to a trader that a marker appeared. I grabbed some berries and more dots. They all haven't showed but I still need to find things. A great little mod, thanks.
For some reason, even after enabling the mod as instructed, it won't add any map markers for me.
DanaCraluminum do you have any side version ?
Shion - That feature is already part of the mod. There are 3 custom keybinds you may set for that purpose. Perhaps not exactly as you describe (doesn't dynamically determine block name).
Kruktooth - Thanks for the report. Possible it's platform related as I wasn't able to immediately reproduce on Windows, but I'll look into it more closely next time I'm making an update.
Laerinok - I appreciate your help with the French translation. I'll add it to the next release of the mod!
Kyosasha - Yes, the mod is required on both server and client side. Also works fine in single-player mode.
Hello egocarib@ sorry to ask this but did the mod need to be install to both side fore using ?
Is it possible to make an universal bind to mark any block/object you look at with a simple dot and block/object name?
I just found a bug that causes a consistent crash, though has an easy workaround. Will add it to the bug tracker soon.
For those experiencing the following:
please try the following:
that should allow you to enable it without crashing your game.
egocarib
Hello, Here is the fr.json ;)
https://pastebin.com/etreS2U8
The latest version of the mod requires 1.18.6 or later.
I am using the current version of the mod on version 1.18.1 of vs. It says the mod is missing dependencies. I dont see any required.
egocarib that would be great if it'd be possible to make a bit more of the custom markers. Now I'm using those 3 slots to mark down Ruins, hollow trees (primitive survival), veggies in general.
Any new additional slot would be appreciated.
You aren't the first person to suggest that, so I'll try to look into adding more for the next update.
QuakingDoom I meant the hotkeyable custom markers, which are withing this mod and you have only 3 available. I can see myself using even up to 10 (usually to cover stuff from other mods to cover).
lord_luba
Check out More Map Markers and Not Enough Markers.
Unless you mean the custom markers that you can hotkey from this mod, in which case I agree. Or some kind of hotkeyable waypoint dialogue that places a marker directly where you're standing, for those times you wanna quickly mark something that you don't have as a preset marker
Great mod, would love to have more custom markers tho :)
QuakingDoom Knapster works on 1.18.6 as well.
Aw man.. now I have to choose between this on 1.18.6 rc2, or Knapster on 1.18.5 D:
thank you
Hey everyone,
The GUI dropdown formatting bug was fixed as of 1.18.6-pre.2. As a result, I have now finally been able to release a version of the mod that will work with 1.18.6-pre.2 and any future 1.18.* releases. Enjoy! 🙂
ChadStevens - While I empathize with the situation you describe, I prefer not to release the mod to new/unsuspecting users in poor GUI state. It makes for a very bad impression. Unfortunately it is also a lot of work to revamp the GUI, and I haven't had time to do that. So for now I will await a possible fix from the VS developers and keep the 1.18.* version on Github only.
I would appreciate the 1.18 update even if the dropdown is broken, at least it works (and without CTD). This is a pretty essential mod, but servers won't let users autodownload it unless it's on this site.
egocarib You can attach EntityBehavior to player entity and override OnServerGameTick, it will be compatible with any block and entity
I'm really enjoying the convenience this mod brings. Future feature suggestions; wild crops for veggies in the organic section; clay and peat in the rocks section; and additional custom hotkeys. I'm using the 3 for bees, ruins, and cave entrance and a few more would be incredibly useful. Thank you!
I will check it out. Thank you for your work on this mod!
That's a good idea, and I had tried to do something similar when I first implemented the mod. I think the trouble I ran into was it turned out to be difficult to determine what the cursor was looking at without relying on interaction events (like the event that triggers when breaking the ground copper). That's not to say it's impossible - I can keep it in mind to investigate for the future. In the meantime, you might find the existing custom map marker options useful for achieving a similar effect using a custom key binding.
I look forward to the official upload here when the icon issues are fixxed. One question. Wondering how possible it is to have a hotkey tied to the activation of a waypoint? For instance.. Instead of gathering ground copper to activate it.. you must be sneaking/crouching and click on it. It won't gather the resource but it will mark your map.
Thanks for the note - I fixed the package structure on github.
Thanks for the interim 1.18 build. Note that it has not been packaged correctly and has an extra subfolder in the zip.
I've updated the mod to work with 1.18+.
Unfortunately, there is a bug that prevents icon dropdowns from rendering properly in the GUI starting in 1.18. While this issue is only cosmetic, it makes the map marker menu look bad and is harder to use. I'm hoping that the dev team will look into the issue and resolve it - otherwise the GUI would need to be rebuilt to not use drop-downs anymore.
For now, you can grab the new 1.18-compatible release from github:
https://github.com/egocarib/Vintage-Story-Mods/releases
I'm not going to post the new release here yet because people who don't read will think it's broken.
evan_b - this mod is not yet supported on 1.18.
In 1.18 rc2, interacting with a trader seems to crash the game in this mod's code.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.0-rc.2 (Unstable)
2023-04-09 9:06:06 PM: Critical error occurred in the following mod: egocaribautomapmarkers@2.3.0
Loaded Mods: game@1.18.0-rc.2, zoombuttonreborn@1.4.0, egocaribautomapmarkers@2.3.0, commonlib@2.0.3, prospectorinfo@3.1.2, creative@1.18.0-rc.2, survival@1.18.0-rc.2, playercorpse@1.7.1
Involved Harmony IDs: Egocarib.AutoMapMarkers.Patches
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.Pos'.
at Egocarib.AutoMapMarkers.EntityBehavior.TraderMarkerBehavior.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode, EnumHandling& handled)
at Egocarib.AutoMapMarkers.Patches.EntityTrader.Base_OnInteract_Patch0(Object instance, EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
at Egocarib.AutoMapMarkers.Patches.EntityTrader.Prefix(EntityTrader __instance, EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in C:\Users\justin\source\repos\VintageStory\vsmodtemplate-1.5.5\mods\egocaribautomapmarkers\src\Patches\EntityTrader.cs:line 25
at Vintagestory.GameContent.EntityTrader.OnInteract_Patch1(EntityTrader this, EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 438
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in
[...]
I tried accessing the configuration menu, but that also causes a crash:
2023-04-09 9:16:38 PM: Critical error occurred in the following mod: egocaribautomapmarkers@2.3.0
Loaded Mods: game@1.18.0-rc.2, zoombuttonreborn@1.4.0, egocaribautomapmarkers@2.3.0, commonlib@2.0.3, prospectorinfo@3.1.2, creative@1.18.0-rc.2, survival@1.18.0-rc.2, playercorpse@1.7.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiComposerHelpers.GetButton(GuiComposer composer, String key) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 438
at Egocarib.AutoMapMarkers.GUI.MapMarkerGUI.OnGuiClosed() in C:\Users\justin\source\repos\VintageStory\vsmodtemplate-1.5.5\mods\egocaribautomapmarkers\src\GUI\MapMarkerGUI.cs:line 690
at Vintagestory.API.Client.GuiDialog.TryClose() in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 299
at Vintagestory.Client.NoObf.GuiManager.OnEscapePressed() in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 153
Will you be updating this mod to 1.18?? AND fixing the Agriculture trader??
Still having issues with traders not automatically marking. Playing on 1.17.6 now....and there doesn't seem to be any pattern to whether they mark or not. Also, the amount of gears I have is doubled in the trader GUI.....
Suggestion: Would it be possible to create a tool (or existing tools) that would mark items on the map? Tapping clay, fire clay, peat, terra preta (I use the cloud/mound symbol and the colors are light blue/aqua, fire brick, brown and red), or an ore filled block would create a marker (the ladder?) with the matching color of the ore nuggets (which use the pickaxe symbol). Tapping tree logs could mark tree types (oak, walnut, larch, bald cypress, etc.) or fruit trees. Not sure how you would mark reeds, papyrus, and mushrooms although you do have to use a knife to harvest them similar to using a hand to harvest berries. I use one of the custom buttons to mark wild crops (lime bee), to mark the entrance to caves/deep holes (red cavern), and ruins (magenta/fuschia vessel). I wouldn't mind a few more custom buttons though.
There must be an incompatibility with XSkills. I've been playing 1.17.2 and all traders leave markers except for Agricultural traders.
I'll look into fixing the traders and adding some new options next next time I'm feeling motivated to update the mod. 😇
Just added XSkills & now the traders don't leave a map marker....at all.
Would love to see markers for vegetables and the Wildcraft berries and herbs also.
Found a possible bug, the Agricultural traders doesn't leave a map marker, so far everything else does.. i think..
As a suggestion you could add an extension for Wildcraft mod maybe, so we have an option to add the extra berries ? just a suggestion..
Make sure you have the mod installed on both the server and the client, and that you are using the correct version. I just tested the 1.17* version of the mod on the latest version (rc3) and it is working fine for me on both singleplayer and multiplayer server. If you're having issues, you'll need to be more specific.
https://imgur.com/a/x0wa89v
and by that i mean doesn't work in multiplayer
doesn't work with 1.16.5
Please make sure you are using the correct version for your game. The latest file I just uploaded is for use ONLY with 1.17.* and it will not work on the current stable release (1.16.*)
still having the same problem as Orbray with the latest version, the default keybind doesn't work and the entry for it doesn't show up in keybinds menu either. im on 1.16.5
Added a version of the mod compatible with 1.17.0-pre.1
Is it possible to add one for wild beehives?
Any chance you can look into compatability with Wildcraft berry bushes?
I am asking gabb about it also.
Soooo, the berry markers do not work with Wildcraft.....
This mod is very time saving when exploring, awesome mod.
Sage, thanks again! Unfortunately, it doesn't give me that option, it goes straight from Map Dialog to Hud Clock settings. I tested it by creating a new world, still doesn't come in. I'll just put it on the side for now and check again later, who knows if there will be another game patch soon haha. Many thanks!!!
Orbary, In the files tab at the top it tells you which version of the game you're playing. But if you have 1.16.1 it seems to be working for me. It should be the one downloaded today. The keybinds in the controls menu check the "User Interface & More" area it's the second set of keybinds. The last keybind should read "Auto Map Marker Config" it's right under "World Map Dialog". My computer had an issue with ctrl + shift + M for some reason. I had to remap it.
Thanks Sage, quick question, where do I change that at :). In the .json? I just updated the game to 1.16.1 and the latest version of the mod. So maybe the mod isn't up to 1.16.1 yet ha. I just saw htis mod as I was browsing and it sounded awesome!
Orbray,
Check to see that you downloaded the correct version of this mod for the version of the game you're playing. In the keybind controls it's last entry under the "User Interface & More" area, if that helps.
Something on my computer doesn't like ctrl + shift + m but assigning it to another hotkey let's me open the menu at least. So it seems to be working. And I'm playing on the latest 1.16.1 if that helps.
Greetings, I pres ctrl+shft+m, but it doesn't open the configuration menu, is there another place to look or a different default command that I am not aware of? I've checked under the keybind controls settings, but don't see a listing for it. I'm still fairly new to modding my game, so I'm guessing thats why I don't really know the standard/alternate places to look for keybinds and things like that. Thanks for all the work on what sounds like a great feature!
Thank you. Lol 1.16.1 is out now too. Let's hope it doesn't break again.
New version up now - should work with 1.16, and also adds a new Russian translation. 😀 Let me know if you encounter any issues.
Thank you egocarib.
I will try to take a look soon to see what needs to be updated to fix that in 1.16.
I'm play 1.16 and the ctrl + shift + m isn't bringing up anything. And it's not listed in the control menu as a changable keybind.
It is possible but it is not the direction I want to take this mod right now. For additional context, you may refer to the following: https://github.com/egocarib/Vintage-Story-Mods/issues/2
Can't it be client side only?
It needs to be installed on both the server and the client for use on multiplayer servers.
For use on servers, does this mod require that both the server and client have this installed, or does it only need to be installed on clients?
Thanks a ton for getting to work on servers!!!
The GUI for this is pretty much exactly what I'm working on for the next version of Waypoint Extensions. I've been working on a lot of the automatic triggers, and stuff. This is a very good implementation, from what I can see in the screenshots.
Absolute Great Mod. Thanks
Here is a suggestion: Auto Mountains and Caves markers.
Alternatively add a togglable Height overlay
Malachite is supported currently, it is just grouped together with copper (they use the same setting). Maybe I'll add some tooltips to the UI to make that clear. I'll look into some of the other things folks have requested for the next update. :)
maybe not quartz, that's everywhere lol...would make the map full of markers; but definitely silver/gold :)
maybe malachite too?
Thanks for this - it will GREATLY assist with our server! Would it be possible to add silver/gold/quartz as an option too?
This will save so much time exploring, thank you.
Significant update. Includes the ability to mark berries and mushrooms, too, as @Entity suggested.
And no, you won't get resin from a tree that you plant yourself.
If you do not break the resin-leaking wood block, then yes, it will continue to produce more resin a few days later.
Is it confirmed that the same trees always spawn resin? I tried making trees manually but never saw them respawn again.
This is a great idea. Would it be possible to make an all in one mod for resin, berries, and mushrooms?