Mods / Campaign Cartographer
Author: Apache
Side: Both
Created: Feb 16th 2021 at 2:23 PM
Last modified: Nov 27th at 12:49 AM
Downloads: 10036
Follow Unfollow 226
Latest file for v1.19.8:
CampaignCartographer_v4.0.1.zip
1-click install
Campaign Cartographer
Adds multiple Cartography related features to the game, such as custom player pins, GPS, auto waypoint markers, and more.
THIS MOD WILL NOT BE UPDATED TO 1.20 UNTIL IT IS OFFICIALLY RELEASED.
DO NOT REPORT BUGS IN THE COMMMENTS. USE THE ISSUE TRACKER PROVIDED.
Support the Mod Author
If you find this mod useful, and you would like to show appreciation for the work I produce; please consider supporting me, and my work, using one of the methods below. Every single expression of support is most appreciated, and makes it easier to produce updates, and new features for my mods, moving forwards. Thank you.
Languages:
If you would like to contribute your expertise in a language to translate this mod, or other mods within my Mod Suite, or if you spot any mistakes within the translations that have already been contrributed, please send me a message on my contact page, or leave a feature request on my issue tracker for this mod.
Features:
-
Manual Waypoint Addition
(.wp)
Quickly and easily add waypoints at your current position, via the chat window. There are over 130 pre-defined waypoints for many different block types, and areas of interest.
- Add a waypoint at the player's current location, via a chat command.
(.wp)
- Add a waypoint to a translocator, within five blocks of the player.
(.wptl)
- Add a waypoint to a teleporter block, within five blocks of the player.
(.wptp)
- Add a waypoint to a trader, within five blocks of the player.
(.wpt)
- `trader-colours.json` can be used to change the colours of automatic trader waypoints.
%VINTAGE_STORY_DATA%\ModData\ApacheTech Solutions\campaigncartographer\Global\trader-colours.json
- `trader-colours.json` can be used to change the colours of automatic trader waypoints.
- Add a waypoint for the block the player is currently targetting.
(.wps)
- Toggle the Manual Waypoints settings window.
(Default HotKey: F7)
- Change the waypoint settings for BlockSelection waypoints.
- Add new pre-defined waypoint types.
- Edit existing pre-defined waypoint types.
- Remove existing pre-defined waypoint types
- Open the Waypoint Manager, to allow exporting, and importing of waypoints.
- Links to help support the Mod Author.
- Add a waypoint at the player's current location, via a chat command.
-
Automatic Waypoint Addition
(.wpAuto)
Make exploration even more rewarding, by documenting your journeys as you travel. From rock strata, to traders, to essential foodstuff; waypoints are added as you interact with the world.
- Automatically add waypoints for Broken Translocators, as the player steps on them.
- Automatically add waypoints for Repaired Translocators, as the player travels between them.
- Automatically add waypoints for Teleporters, as the player travels between them.
- Automatically add waypoints for Traders, as the player interacts with them.
- Automatically add waypoints for mine-able Ores, when the player collects surface deposits.
- Automatically add waypoints for Rock types, when the player collects loose stones.
- Automatically add waypoints for Berries, Mushrooms, and Resin, when the player harvests them.
-
Centre Map
(.cm)
Allows you to centre the mini-map, and world map on any location you wish.
- Re-centre the map on the current player.
(.cm)
- Re-centre the map on any specific X, Z coordinates.
(.cm pos)
- Re-centre the map on any specific online player.
(.cm player)
- Re-centre the map on world spawn.
(.cm spawn)
- Re-centre the map on a specific waypoint.
(.cm wp)
- Re-centre the map on player's spawn point.
(.cm home)
- Re-centre the map on the current player.
-
Global Positioning System
(.gps)
Display and share your current location within the world.
- Display your current XYZ coordinates.
(.gps)
- Copy your current XYZ coordinates to clipboard.
(.gps copy)
- Send your current XYZ coordinates as a chat message to the current chat group.
(.gps chat)
- Whisper your current XYZ coordinates to a single player. Disabled by default.
(.gps to)
- Admin: Change permissions to whisper other members of the server.
(/gpsAdmin)
- Enable whispers between players.
(/gpsAdmin enable-whispers)
- Disable whispers between players.
(/gpsAdmin disable-whispers)
- Enable whispers between players.
- Display your current XYZ coordinates.
-
Customisable Player Map Pins
Change the colour and scale of player pins on the world map.
- Add other players as highlighted, to distinguish their player pins on the map.
(.highlight add)
- Remove a player as a highlight.
(.highlight remove)
- Add other players as highlighted, to distinguish their player pins on the map.
-
Waypoint Utilities
(.wpUtil)
A selection of utility commands that makes working with waypoints a lot easier.
- All purge commands will need confirmation.
(.wpUtil confirm)
- Purge all waypoints.
(.wpUtil purge-all)
- Purge all waypoints within a given radius of the player.
(.wpUtil purge-nearby)
- Purge all waypoints with a specified icon.
(.wpUtil purge-icon)
- Purge all waypoints with a specified colour.
(.wpUtil purge-colour)
- Purge all waypoints where the title starts with a specified string.
(.wpUtil purge-title)
- Reset "FirstRun" settings, and re-open the FirstRun GUI.
(.wpUtil reset)
- Suppress user feedback about adding and removing waypoints.
(.wpUtil silent)
- All purge commands will need confirmation.
Client-Side Commands:
Command | Description |
---|---|
.wp | Add a waypoint at the player's current location, via a chat command. |
.wptl | Adds a waypoint to a translocator, within five blocks of the player. |
.wptp | Adds a waypoint to a teleporter block, within five blocks of the player. |
.wpt | Adds a waypoint to a trader, within five blocks of the player. |
.wps |
Adds a waypoint to the block the player is currently targetting. |
.wpUtil | Various utilities for managing waypoints, en-masse. |
.cm | Centre the mini-map, and world map on a specific location. |
.gps | Display and broadcast your current location. |
.highlight | Distinguish a player's marker pin on the map. |
Server-Side Commands:
Command | Description |
---|---|
/gpsAdmin | Change GPS settings for the server. |
Acknowledgements:
Thank you to the following people:
- Doombox: Original creator of the Customisable Player Pins feature.
- egocarib: Huge inspiration for much of the Auto Waypoints feature.
- Melchior: For assistance with ProtoBuf, and overwriting vanilla classes.
- Craluminum2413: Translation into Russian, and playtesting.
- Aledark: Translation into French, and playtesting.
- Novocain: Original creator of some of the back-end reflection helpers, and ClientSideEverywhere hack.
- Tyron: For refactoring some of the API to make this mod easier to make.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v4.0.1 | 271 | Nov 27th at 12:49 AM | Show | CampaignCartographer_v4.0.1.zip | Install now | |
v4.0.0 | 266 | Nov 18th at 5:06 PM | Show | CampaignCartographer_v4.0.0.zip | Install now | |
v3.1.2 | 2840 | Jan 8th 2023 at 1:33 PM | Show | ApacheTech.VintageMods.CampaignCartographer_v3.1.2.zip | Install now |
Wow one of my favorite mods came back to life :)
Thank you Apache
Oh man, so happy to see this mod coming back! I've missed it so much!
Ohh, gotcha. I just started the game a bit over a month ago, so I didn't know the icons were limited then. Thanks for the response!
I'll be adding support for more icons soon. This mod was directly updated from 1.16, so it currently uses the vanilla icons from then.
In the GUI, when I go to select an icon there's only a subset of all the icons that I can choose from in the dropdown menu. Do I need to use commands to get other icons for my default and custom waypoints?
It was designed to be used with the GUI, or adding the commands as macros. I have Keypad0 set as ".wps", so I can add a waypoint to anything I'm looking at with the click of one button. I turn on all the auto stuff apart from stones, and bushes. All the ".wpUtil" stuff can be done by the GUI.
So far as server commands go, there's only one. "/gpsAdmin", and you only need to set that once, within a multiplayer world.
The ".wp" command is supposed to be big, but truth be told, I don't use many of the commands with that. I started writing this mod back in game version 1.10, and it's because of this mod I ended up re-writing parts of the game's language translation system, waypointing system, and GUI systems, which Tyron added to the game.
All that being said, the only command you need to manually type reguarly with this is ".wp", and whatever you want to tag. .wp peat, .wp copper, .wp fclay .wp bclay, .wp ruins, .wp trader, .wp home. You can add these as macros, and have them available with any key binding you like.
Apache
Bit of everything. And for user it´s too complicated for use.. so much commands for everything. I can´t even remember some basic server commands for regular use.
Easy way is use that with some GUI.
DejFidOFF, complicated to make, or complicated to use?
If it's complicated to use, how can I make it better?
The most complicated mod in VS history..is back...
The best mod in VS history is back!!
Is there any way to utilize all of the available map icons? I'd like to label my flora with the appropriate icon (grains, mushroom, berry, etc).
ptrk, yes. That, and much more.
I can't believe my eyes. And a chance for this to be updated to the next stable release? I might cry.
Yessssss! It's back! Thank you so much!!!!
woohoo!
YAY! Big hugs Apache ❤️ ⭐⭐⭐⭐⭐!
Hey, Apache! Hope you are doing well!
I am cool with you taking a break from this, any future plans on getting back into it? I am using the other popular map helper, but I sure do miss this one!
Thanks for all you do!
ChristsRisen For future bug reports, please don't post long stack traces as comments; use services such as bpast.st instead.
However, as the mod author has declared the mod to be without support for the time being and thus does not handle bug reports anyway.
sneezerstein Please don't post overly long stack traces in comments; use services such as https://bpa.st/ instead.
请不要在评论中发布过长的堆栈跟踪; 请改用 bpa.st/ 等服务。
The mod author has also declared the mod to be unsupported for the time being, so bug reports are unnecessary anyway.
I get that this mod is on hold for the nonce. Hope things get resolved. Really missed in our multiplayer games.
I saw your note on VSHUD. If you had the opportunity to review how Novocain did that feature of using a hotkey to place a marker on the object pointed to, that would be incredible! Or maybe that method does not work anymore, as VSHUD is still not updated, either. :(
Apache That is great news. I never worry about the quality of your mods. Your work is always top notch. Thanks for all the hard work and look forward to your next release. I realize that this release changed a lot about waypoints and figured that this would take a while. GL and HF
Coconutsales, this mod hasn't been updated for 1.18.x yet. It will still take a few weeks, if not longer.
Apache thanks for the response !! Absolutely love this mod.
Doddio, It should do, yes. This mod doesn't store any waypoints at all. It just allows you to handle them more easily. The waypoints themselves are stored on the server.
I will add a disclaimer though. Please back up your worlds before updating. There is a chance that things can go wrong when you update a world. I built this mod to never do anything with waypoints unless you tell it to... but I cannot be held responsible if any problems occur with waypoints when you update. Be safe, back everything up, and double check everything.
if I have game that's running version 1.17.9 right now, and I update to 1.18, will it keep the markers that have already been added?
Shame this doesn't work for 1.18 yet. I like it quite a lot. One of my favorite mods.
if I upgrade my game to 1.18 will it keep the markers I already have?
Can't wait for this! Good thing it doesn't affect any generation, so I'm gonna add it when it's ready and start my world asap.
Hope that it will be possible to create correct markers automatically with a single button while looking at something (ore, stones, bushes, resin, etc.).
Looking forward to when this gets updated. My absolute favorite mod.
Just to keep you guys updated:
Within 1.18, two major changes to the game engine have been made. First, the way that chat commands are handled, and second, the way waypoints are handled. This mod deal with both of these things, in a lot of detail. With my other mods, I was able to bring out a compatibility release fairly quickly. But, with Campaign Cartographer, there is a LOT more that needs to be fixed before a compatible version can be released. I knew this would be the case though, and I've decided to take things a bit slower, and release something I'm happy with, once it's ready.
So, please bear with me. The changes to the game have been for the better. And finally, I'm able to make this mod what it was always meant to be. I have big plans for the mod. But, it will take time. Especially while I still have coursework to complete for the courses that I'm on at the moment, and other responsibilities away from mod development.
Watch this space. I think you're going to like what I have planned.
So... stable version is available. Any chance of this getting updated soon?
Yay, can't wait! Love your mod.
This mod will NOT be updated for 1.18 UNTIL 1.18 is officially released. NO updates at all will be released until a properly stable version of the game is available.
Probably a longshot but is this working on pre.6 1.18?
Are there chat commands for things like player pins or selecting auto-waypoints? You know, so a Setup macro could make a bigger player pin, or tell it to enable the kinds of auto-waypoints we typically use? And is this the right venue for questions like this?
Thanks!
DoctorVanGogh, I would love to be able to do something like that. However, I won't be able to until Waypoints have a primary key index. There is currenly no way at all, to be able to uniquely indentify a Waypoint. I have been asking for nearly a year, if not longer, for a GUID Id property to be added to the Waypoint class, so that I can actually implement things like templates, groupings, visibility, connectect TL waypoints with rendered lines on the map. I have a lot of this code already written, and waiting for the game to catch up with me. Until the devs fix the vanilla waypoint system, my hands are tied. It's not something I can fix myself because it is so heavily entrenched in the save file, it could cause world-breaking issues to add/remove the mod, if I did. Please petition the game devs to add GUID ids to waypoints, so that they can be uniquely identified.
Hey, another feature request:
Have template derived waypoints store the name of their template. If a template is modified, ask if the user wants to update all existing waypoints using that template. If confirmed, update the waypoints..
Is obviously only going to work on waypoints created going forward.
DoctorVanGogh, Added to backlog.
Given a player is using the `.wps` command,
When they include a single string argument,
Then use a pre-defined waypoint template that matches the string,
With the block selection template as a fallback template.
Can I drop a feature request? 😀
Add an optional parameter to the .wps command allowing it to (re-)use the available .wp templates. So the (current) block selection waypoint template only becomes a fallback.
Would allow for nifty things like targeting a silver/gold block in an exposed quartz vein and simply going ".wps silver" or similar.
EDIT: Apologies, I didn't realize that this was already a bug filed in Github and that you're actively working on it.
I think this is related to things being reported below but wanted to add another data point. It seems that Campaign Cartographer is working on the first session I join when I open VS (SP or MP) but, if I leave a world and rejoin or join another one without closing VS and reopening it, the mod stops responding to most commands. It looks like I can still access .gps commands (sometimes) but I think the rest are broken until I close VS and restart it.
This is on the lastest 3.1.0 version, btw.
Block selection waypoint marker settings are not being saved on change for some reason.
.wps command seems to always add a black dot marker.
I also experienced that issue. I found that removing the program from the server seemed to fix the issue, though I lose the functionality of having it on the server & client
Experienced the same problem that Seth has. Mod would sometimes stop working before or during playing the game.
manual waypoints, commands and F7 menu suddenly stopped working
23.11.2022 19:48:17 [Error] [campaigncartographer] An exception was thrown when trying to start the mod:
System.NullReferenceException: Object reference not set to an instance of an object.Object.GetType()
w Gantry.Core.DependencyInjection.Extensions.HostExtensions.AddModSystems(IServiceCollection services)
w Gantry.Core.DependencyInjection.ModHost.BuildServerHost(ICoreServerAPI sapi)
w Gantry.Core.DependencyInjection.ModHost.StartPreUniversal(ICoreAPI api)
w Gantry.Core.ModSystems.Generic.ModSystemBase.StartPre(ICoreAPI api)
w Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) w C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModLoader.cs:line 607
23.11.2022 19:48:17 [Error] Failed to run mod phase Pre for mod ApacheTech.VintageMods.CampaignCartographer.Program
sometimes when I reload mods it works again, but it's not reliable
SethOff, thanks. This has now been fixed, and will be in the next release. Currently, pressing Cancel will not save the changes to the settings file, but will retain the changes for that session. I've changed this behaviour now.
#Bug: Cancel button is not reversing change in F7 > Pre-Defined Waypoints
- change something in one waypoint, click cancel
- change something in another waypoint, click OK
- Change in Both waypoints will be applied
Does this mod expands how much of the map is discovered when walking around? Something feels different in how much is shown there.
Amazing, thank you :D
Matty,
If you type ".playerPins", you'll see a window open that has a slider you can use to change the scale of the player pins, for you, your friends (.friend add <X>), and for others on the server.
How do you change the scale of the player pins?
melodelic, those waypoint templates are for when using the `.wp` command. `.wp copper`, for instance.
I'm still trying to work out how to implement custom auto waypoints. It will take some time.
I just tried to add my own pre-defined waypoint on CC-3.0.0, and breaking a block of that type did nothing. Is there something special I need to do in order to add my own pre-defined waypoints? https://prnt.sc/aoaWmGHXExD7 is the screenshot of the edit waypoint menu.
Update to 3.0.1
%VINTAGE_STORY_DATA%\ModData\ApacheTech Solutions\campaigncartographer\Global\trader-colours.json
Crash when hitting F7 and clicking on automatic waypoints - the ones that were configured last version are not working.
Running on 64 bit Windows with 24 GB RAM
Game Version: v1.17.2 (Stable)
08/09/2022 20:06:47: Critical error occurred in the following mod: campaigncartographer@3.0.0
Loaded Mods: angelbelt@1.3.0, Autorotor@1.1.2, backpackpackplus@1.0.3, betterbloomeries@1.0.1, bettercrates@1.5.1, betterruins@0.0.2, extrachests@1.6.0, FlexibleTools@2.0.0, foundrymod@1.0.0, harptech@0.1.1, leadroof@1.2.2, necessaries@1.1.3, nooffhandhunger@1.0.0, notradermoneylimit@1.0.0, pieontheshelf@1.0.0, potontheshelf@1.0.0, preservationmod@1.0.0, primitivesurvival@3.0.5, ReducedDrifterGroupsandLightLevelSpawn@1.0.0, SustainableForestry@1.0.0, translocatorengineeringredux@1.2.0, visibleore@1.0.1, vtpp@1.0.0, game@1.17.2, WoodenPathFix@1.0.0, zoombuttonreborn@1.3.0, autosifter@1.0.1, betterdoors@1.0.0, captureanimals@2.1.1, carrycapacity@0.6.5, deathwaypoints@1.0.3, farmlanddropssoil@1.4.0, fromgoldencombs@1.3.14-pre.1, hudclock@2.8.0, medievalexpansion@3.8.1, prospectorinfo@4.1.0, resinlightsbymad@1.0.1, singlepause@1.0.3, smeltableingots@1.0.0, stepup@1.2.0, stickscrafting@1.0.16, toggly@3.0, translocatorlocator@1.0.2, useplanksinpitkiln@1.0.0, creative@1.17.2, survival@1.17.2, workbenchexpansion@1.5.1, xlib@0.6.10-rc.2, accessibilitytweaks@3.0.1, campaigncartographer@3.0.0, carryablelogwithresin@1.0.0, em@1.0.0, ferrospear@1.0.1, moremolds@1.2.0, onestick@1.0.1, xskills@0.6.10-rc.2, bricklayers@1.0.1
System.Reflection.TargetInvocationException: Uma exceção foi acionada pelo destino de uma chamada. ---> System.InvalidProgramException: Common Language Runtime detectou um programa inválido.
em System.Runtime.CompilerServices.RuntimeHelpers._CompileMethod(IRuntimeMethodInfo method)
--- Fim do rastreamento de pilha de exceções internas ---
em System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
em System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
em System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
em MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(MethodBase method)
em MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetIdentifiable(MethodBase method)
em MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.Pin(MethodBase method)
em MonoMod.RuntimeDetour.DetourHelper.Pin[T](T method)
em HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
em HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
em HarmonyLib.PatchProcessor.Patch()
em Gantry.Services.FileSystem.Configuration.ObservableFeatures.ObservableObject`1..ctor(T instance)
em Gantry.Services.FileSystem.Configuration.ObservableFeatures.ObservableFeatureSettings`1..ctor(T instance, String featureName, FileScope scope)
em Gantry.Services.FileSystem.Configuration.ObservableFeatures.ObservableFeatureSettings`1.Bind(T instance, String featureName, FileScope scope)
em Gantry.Services.FileSystem.Configuration.JsonSettingsFile.Feature[T](String featureName)
em ApacheTech.Common.DependencyInjection.ServiceProvider.GetService(Type serviceType)
em ApacheTech.Common.DependencyInjection.Abstractions.ActivatorUtilities.ConstructorMatcher.CreateInstance(IServiceProvider provider)
em ApacheTech.Common.DependencyInjection.ServiceProvider.GetService(Type serviceType)
em ApacheTech.VintageMods.CampaignCartographer.Services.ModMenu.Dialogue.ModMenuDialogue.OpenDialogue(Type type)
em Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) na VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:linha 293
em Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) na VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:linha 670
em Vintagestory.API.Client.GuiElementTextButton.OnMouseUp(ICoreClientAPI api, MouseEvent args) na VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:linha 281
em Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) na VintagestoryApi\Client\UI\GuiComposer.cs:linha 439
em Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) na VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:linha 564
em Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) na VintagestoryLib\Client\Systems\Gui\GuiManager.cs:linha 416
em Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) na VintagestoryLib\Client\ClientMain.cs:linha 2286
em Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) na VintagestoryLib\Client\ClientPlatform\Input.cs:linha 230
em System.EventHandler`1.Invoke(Object sender, TEventArgs e)
em System.EventHandler`1.Invoke(Object sender, TEventArgs e)
em OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:linha 808
em OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
em OpenTK.Platform.Windows.WinGLNative.ProcessEvents() na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:linha 1551
em OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:linha 369
em Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
em Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) na VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:linha 93
System.InvalidProgramException: Common Language Runtime detectou um programa inválido.
em System.Runtime.CompilerServices.RuntimeHelpers._CompileMethod(IRuntimeMethodInfo method)
Hello! I was wondering what exactly creates the named trader icon + the color of the icon. I was wanting to make all traders be aqua (and I made the only trader in the pre-defined waypoints aqua), but the traders are still getting colored not being aqua. Is there a way to make them all appear aqua?
Hey Apache, just bought the game and wanted some QOL mods added so decided to add this mod in but I noticed it hasn't been updated for 1.17.2 as of yet. Just curious what your ETA is for the release date of the mod update 3.0. Love your work 😁
Glenn, that's because only Campaign Cartographer 3.0 will work on game version 1.17; and it hasn't been released yet.
Updated to 1.17.0 (stable) and the game will load with this mod enabled, but when I use F7 to try and open the dialog, it crashes the game. D:
I hope this gets updated to 1.17 soon, VS without this mod is a serious struggle.
bringitonwimps,
There is currently no way, in game, to share waypoints from person to person. This is something that I plan to work on in future. Currently, the best way to share waypoints is to export the waypoints you wish to share, and then send the JSON file to someone else to import. It's not the best solution, but it's all we have, for now.
So when we put down waqypoints with .wp 'name' no one else can see the waypoint but we can see everyones "auto points" is that a setting or intended or do you have to use export import to share? how does this work?
Shion,
I'm planning on a major overhaul of the whole waypointing system in this mod. I've been putting off for as long as I can, because it's going to be a pain to write. I want it to be a lot more modular than it currently is; so I can easily map between block codes and waypoint types. At that point, I will definitely be able to make `.wps` a much more useful command. I can't promise it will be soon, but it has been added to the backlog.
As a user,
Given I am using the `.wps` command,
When the command is activated,
Then it should map the block selection to a pre-defined list of waypoint types.
Is it not possible for .wps command to make a fitting waypoint the same way Automatic Waypoint addition works?
PeterSanderson. With v2.2.2, I've tested in Single-Player, on a LAN Game, and on three different SMP servers; with and without the mod installed Server-Side. I cannot get the game to freeze when cutting down trees like it used to. This issue was caused by excessively determining which app-side the code was running on. I've now addressed this, by caching the app-side that the current thread is running on. It was such an issue with trees because each block update as it's determining the extent of the tree-cut, re-calculated the app-side. Usually multiple times per block. Make sure you're using v2.2.2, and if problems persist, open in issue on my GitHub, and give full details, including your PC specs, and software versions. I can then set up a virtual machine with your exact PC specs, so I can test it fully to try to reporoduce the bug.
I seem to still be getting a freeze on chopping down a tree
Thanks for the feedback. I'll have to revert the changes. This means it won't be able to downloaded by the auto-download feature for servers.
I was having an issue where when trying to join a SP world with v2.2.1, the game would bring me to a screen in which it asks if I want to download the mod and if I click yes it crashes. Managed to bypass it for now by removing the "RequiredOnClient" section in the modinfo file.
Ye Having same Problem as PeterSanderson
Had 2.2.1 installed on MP server and a copy in my client mod folder. Went to join my server and the download screen came up:
"Checking campaigncartographer@1.0.0... No such version... Ask the mod author to upload this version on moddb"
Rolling back to 2.2.0 for now
Is there a way to save my configuration so that it works for any new maps/worlds that I start? I feel like there was a setting the very first time I used the mod and I can't remember if I checked the right boxes to save my settings for future maps. My vision isn't what it used to be and I end up changing all of the icons from the pickaxe one to the star or diamond ones because they're easier for me to see on the map and it gets a bit frustrating to need to redo it every time I start a new map (and I like making new maps :P)
edit ok, I found the .wputil reset thing; any chance you can get the popup without having to reset the whole batch of autowaypoints? lol...at least I should only need to fix them one last time if it works :)
Love the mod BUT... Found tonight that it is causing crashes with translocators. Live on stream the game kept crashing. I have a clip on my twitch of what is happening and 3hours 15 minutes in to todays stream you can see when i fix the issue. Tested both single and MP server. as soon as you touch a translocator the game will freeze no spinning but you will hear noise. I killed off all my mods and one by one turned them back on and this mod was the culprit. I was on the older version but i updated to the newest (.3) and it was still happening. Hope you can figure out the issue. If you need crashlogs ask me as i do have a few. Oh my twitch is my name here
Thanks Apache! It is but a minor inconvenience. I set up new pre-defined waypoints for them, but it was really nice when I could just right click them and magic happened!
I have not examined your code much, but I have an idea for a new feature that may or may not be feasible:
In the pre-defined waypoints, have a field for the search term such that when one interacts with that entity it triggers the /waypoint addati.
P.S. Loving the Rusty Gears!
Nashty,
I'll be adding a Interop library soon, that will allow other mods to extend the functionality of the auto waypoints features. This may take some time though, as it will mean a major re-structure of the auto waypoints feature.
Mamessu, what is the name of the other mod? Can you share a link to it? I might be able to add a compatibility feature. Because of the way this is implemented, if someone is determined to cheat, they will do; it's all client-side. Even the mod that you use to disable the map-pins will implement it, client-side. There's also another mod called "Custom Player Pins", by DoomBox, which is what this feature was based on. All systems, such as the ones you have implemented, work on an honour system. None of it can be policed, or kept safe from people that are determined to break the rules.
While I can change my mod to work in this one edge case, it would be better to create a much more robust solution for your circumstances. For instance, this mod can only work with data that is sent to it, from the server. If you had a server mod, that filters players based on their map-pin display preference; then the player position will never even be broadcast to the client. This can be done pretty simply by changing their "DefaultTrackingRange" from 128, to 0, (saving this to a JSON file for persistence) when the preference is enabled. Everything else should be automatically determined from there. In that way, no client-side mod will ever be affected, or can affect the running of that feature.
Personally, I would not want to add that functionality into this mod. It goes against what the mod is designed for. However, CC will work perfectly alongside a mod that doesn't even send player map pin data to the client in the first place. Just treat all players as being more than 128 blocks away from the player at all times. That's all a server-side mod needs to do.
Any chance you can look into compatability with Wildcraft berry bushes?
I am asking gabb about it also.
Hey there! I love the mod, but I have noticed a pretty big compatibility issue!
Our server uses a different mod that allows people to turn off their nameplates and map-pins to remain hidden from other players, however Campaign Cartographer will overwrite these settings. Users of CC are able to see other people's map-pins even when other people have them disabled. This means that people attempting to remain hidden by disabling their map-pin are still able to be seen by people using CC.
Is there any way to prevent this? Perhaps by making map-pin customization require the mod to be installed on the server?
Or maybe such a nameplate and map-pin disabling feature can be rolled into CC?
There's no way to blacklist mods right now on servers as far as I know, so it is a bit of a problem that people can use CC as a client-side only mod on our server to essentially 'cheat'.
Singleplayer crash still happens on new Worlds with new Version.
How does the .wps work actually? When I use it on a Copper Ore block (malachite in limestone) it still gives a default marker.
Falco, this issue seems to have been fixed within 2.1.0 Stable release. I've tested it on the Official Test Server, and was able to mark surface deposits, berry bushes, traders, and resin, in the time I had before the Storm rolled in.
auto waypoints seem to have broken with 1.16.4
opening the .wpauto options always shows all options disabled on joining a dedicated server, and when turned on, it doesn't actually generate any waypoints.
Essential for anyone playing on a MP server, small group of players or even solo for many of the functions. Customizable to your desires :) Waypoint extensions was awesome and this is even better :) 5 Stars ☆☆☆☆☆
Can't open the settings dialog
From the 1.15 changelog:
> Notice: In AssetLocation, the domain and path should always be lowercase; the core game engine automatically sets them to lowercase if creating an AssetLocation from a filename on disk, or from a domain:path element in a JSON file
The game's naming conventions are to use lowercase, and it will only load that.
On Linux, the names in the mod do not work correctly. Most likely the problem is in the case-sensetive and the game does not see the lang files, because Assets instead of assets, Lang instead of lang, etc.
You can use api.World.SavegameIdentifier to uniquely identify the worlds
I love it Apache especially the autowaypoint feature and the recenter map function(which should be in vanilla for sure) plus the center over a plr is awesome too :)
I was wondering if it was possible in a way that the autowaypoint lets me rename(keeping the coords) in title like TL to Wiggle without readding an other waypoint on top when i retake it. Certain TLs i modify the icon with a star and change the color and rename them like TL back home or TL to soandso and i keep the coords in parathesis.
Can you add "auto waypoint" option?
Explanation:
When you hover your mouse on specific block (like surface deposit,clay,peat,terrapreta,etc) you press a key and it automaticly makes a specific type of waypoint to this block.
I recommend you to add peat, olivine, mushroom, resin natively (to the current default list ofc)