Mods / Block Overlay
Category:
#Cheat
#QoL
#Utility
Author: Xel
Side: Client
Created: Apr 29th 2023 at 5:17 PM
Last modified: 5 days ago
Downloads: 18819
Follow Unfollow 251
Author: Xel
Side: Client
Created: Apr 29th 2023 at 5:17 PM
Last modified: 5 days ago
Downloads: 18819
Follow Unfollow 251
Latest file for v1.20.0-pre:
blockoverlay-4.0.0-pre.1.zip
1-click install
For modders to test their worldgen, and for people who don't have 8 hours a day to search for iron.
This mod allows you to pick any block or entity to scan all loaded chunks for and display on the hud. Search by either block name, block code, or wildcard to find blocks and entities.
The default GUI hotkey is ctrl+]. The default overlay hotkey is ].
How to search:
Example | Match type | Supports | |
Display name | copper ore |
Partial match | Blocks, Entities |
Asset code | game:ore-medium-nativecopper |
Partial match | Blocks, Entities |
Block asset code with wildcard | game:ore-*-nativecopper-* |
Exact match | Blocks |
Config options
MaxSearchRadius |
Max distance away a block will be highlighted, in blocks |
MaxLabelRadius |
Max distance away a block will have a "nametag" label shown, in blocks |
ScanDelay |
How often to rescan for blocks, in milliseconds. Defaults to 20000. |
CompactionDistance |
Blocks past this distance will be combined into a single dot, in blocks |
ShouldCompactFarGroups |
Whether to use the CompactionDistance option |
ShouldShowDebugText |
Whether to display extra info about the scan on the overlay |
DotScale |
How big to draw the dots. Default is 1.0 |
LabelScale |
How big to draw the labels. Default is 1.0 |
OutlineLightnessThreshold |
Dots with a HSV color value below this threshold will be outlined in white. Value between 0 and 1 |
DebugOverlayPosition |
X and Y screen position to draw the overlay text |
Colors |
Object containing partial block/entity IDs and hex colors to draw their dots in |
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v4.0.0-pre.1 | 289 | 5 days ago | Show | blockoverlay-4.0.0-pre.1.zip | Install now | |
v3.4.0 | 182 | Oct 21st at 1:51 AM | Show | blocksoverlay-3.4.0.zip | Install now | |
v3.3.1 | 226 | Oct 17th at 12:05 AM | Show | blocksoverlay-3.3.1.zip | Install now | |
v3.3.0 | 63 | Oct 10th at 1:22 AM | Show | blocksoverlay-3.3.0.zip | Install now | |
v3.2.4 | 3472 | Jun 30th at 2:41 PM | Show | blockoverlay-3.2.4.zip | Install now | |
v3.2.3 | 132 | Jun 30th at 2:02 AM | Show | blockoverlay-3.2.3.zip | Install now | |
v3.2.2 | 2237 | Apr 6th at 1:39 PM | Show | blockoverlay-3.2.2.zip | Install now | |
v3.2.1 | 2050 | Feb 3rd at 3:17 AM | Show | blockoverlay-3.2.1.zip | Install now | |
v3.1.0 | 484 | Jan 27th at 5:19 PM | Show | blockoverlay-3.1.0.zip | Install now | |
v3.0.0 | 509 | Jan 21st at 5:11 PM | Show | blocksoverlay-3.0.0.zip | Install now | |
v2.6.0 | 932 | Dec 24th 2023 at 3:50 PM | Show | blockoverlay-2.6.0.zip | Install now | |
v2.5.0 | 1621 | Nov 16th 2023 at 2:20 AM | Show | blockoverlay-2.5.0.zip | Install now | |
v2.4.1 | 959 | Oct 17th 2023 at 1:41 AM | Show | blockoverlay-2.4.1.zip | Install now | |
v2.4.0 | 965 | Sep 12th 2023 at 2:25 AM | Show | blockoverlay-2.4.0.zip | Install now | |
v2.3.0 | 351 | Sep 7th 2023 at 2:16 AM | Show | blockoverlay-2.3.0.zip | Install now | |
v2.2.1 | 540 | Aug 23rd 2023 at 4:18 PM | Show | blockoverlay-2.2.1.zip | Install now | |
v2.2.0 | 206 | Aug 23rd 2023 at 1:00 AM | Show | blockoverlay-2.2.0.zip | Install now | |
v2.1.2 | 1165 | Jul 13th 2023 at 12:16 AM | Show | blockoverlay-2.1.2.zip | Install now | |
v2.1.1 | 772 | Jun 15th 2023 at 11:38 PM | Show | blockoverlay-2.1.1.zip | Install now | |
v2.1.0 | 678 | May 11th 2023 at 12:42 PM | Show | blockoverlay-2.1.0.zip | Install now | |
v2.0.0 | 366 | May 6th 2023 at 12:59 PM | Show | blockoverlay-2.0.0.zip | Install now |
Can some servers block this? In multiplayer it often works in some servers but not on others.
Where do I alter the Config options?
@Terra_Virum It's likely because you've downloaded the mod for 1.20 when you're running 1.19
So this was working fine until the latest PR6, now it works for some things, like animals but so far everything else I've tried I get: "Error during scan: Object reference not set to an instance of an object."
Thanks for making this mod, I'm pretty dependant on it, I don't think I would even play without it as the prospecting system while it may be realistic, certainly is not my idea of fun and I have a lot of trouble seeing things in general so it really makes a lot of things tolerable.
every time I try to open the GUI it crashes my game. changed the hotkey and it still happens. no idea why this happens
Thanks!
The wildcard IDs for berry bushes are
game:smallberrybush-*-*
andgame:bigberrybush-*-*
R4d6does not work for some reason I could not find. Settings json was reseting to default values every time I clicked on "Scan". Also the debug overlay opened only once. Tried a bunch of things with no success.
Hi! I love using this mod, but would it be possible to add groups of IDs for berry bushes, like you did with drifters and ores?
What is the max radius for Scan and Label?
I'll take a look once 1.20 is released :)
Seems like bringing up the window to search for blocks in 1.20 pre1 crashes the game - but the key to turn on the search works.
Hi there, I have a question. Until very recently this mod was doing fine on my local multiplayer server, however, it has abruptly stopped working today while giving me this error:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Vintagestory.Client.NoObf.TextureAtlasManager.RegenMipMaps(Int32 atlasNumber) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 359
at Vintagestory.Client.NoObf.TextureAtlasManager.<>c__DisplayClass51_0.<runtimeUpdateTexture>b__1() in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 325
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
It seems there's something preventing it/me from loading on my multiplayer server. I tried it alongside the exact same mods on a singleplayer game and it works perfectly. I even tried it on a separate device and it produced the same error. Any thoughts on how to troubleshoot this is much appreciated. Thank you in advance.
Wow. I sure wish I'd noticed this mod prior to multiple hours trying to find a "fair" seed for long-term multiplayer! I wanted to be generous with certain ores but not with others, while making sure there was a decent amount of limestone and such. This is going to make my life a lot easier next time I set up such a map!
Wahazar Cheating feels good
Nice mod for debugging, but I'm concerned, that it is possible to cheat on multiplayer server :(
how do i save groups for future scans?
Xel thank you!
jayu I added wildcard support for blocks :)
Hey, am I doing it wrong, or is there no wildcard support? If so, could you add it? Would make some things much easier (was testing worldgen of block with tons of variants)
is the mod reliable without a keylogger virus or something else nice like that?
Kief There are many ways to close a chest, like right-clicking it again to close it. If you are talking about inventories, hit again the same button you hit to open it.
Dracomancer What key do you use to close windows? The only other way I know of is to actually click the x with the mouse, but that would be crazy! 😀
Edit: Actually, I just discovered you can click on the chest again to close the UI, and I seem to have gotten used to it quite easily.
Nashty Changing the number in-game works for me, though I don't use the up/down buttons. I enter the number manually, followed by pressing Enter to lock it in, then click the Scan button. It is always the distance I expect.
Does this work on client side while playing on servers like an X-ray resource pack would?
The up button for range doesn't work... My work around is close game, edit config and rerun game.
Cool mod though! Very helpful for the visually impaired!
Xel
New version doesn't work for my existing world in 1.19.7. Does this require a new world gen? Old version still works fine for me in my current save.
Edit: Works on new worlds just fine, Thanks so much for this awesome mod!
I love this mod and consider it a must have. Works great with 1.19.5.
I had to increase the LabelScale to 5.0 because otherwise the labels were too tiny for my old eyes to read. I really appreciate you adding that configuration in.
If you haven't tested it much with a large scale like that, it does create some issues where further away labels get drawn in front of closer labels. I work around it by simply looking at the relative size of the labels, since the closer labels are larger, even if I can't read the distance on it, I know the one that is bigger is closer.
This is not a major issue and I am mostly posting it here so that if other users of the mod run into this, they know how to adapt.
Thank you for all hour hard work, Xel.
Same problem. I can't use it in the new version
hey this is maybe a vers stupid question, but what are the keybinds? ctrl and ] doesnt work for me, cause for the "]" i need to spress Alt Gr + 9, so the keybind doesnt work for me here
Intangir
Block Overlay goes off if you hit the esc key. Do you often close your chests with this key?
seems to arbitrarily turn back on when i interact with chests, even when the upper left text for whats selected is off
Personally I use this to check if Cave Content still works after all these updates. If they appear on the overlay, I'm fine and I can remove this mod. Easier than going down to 50-20 height before hitting the bottom of the map just to check for them. And noclip creative mode doesn't help with this task either since being inside blocks means I can't see any of them anyway. So yes, this is a very useful mod to test stuff - or find rare blocks when you can't play the whole day, like most adults can't :)
No. This mod is for modders to test and for people who want to play the game differently than you do. That is all.
[I can't imagine having so few things of importance in my live that I waste my time policing what others do for fun when it harms no-one.]
@LenKagamine
There are a lot of commands for moders to do that... And spectator gm too. This mod is only for cheaters.
Teknik
IMO the real util is for modders looking to test if their worldgeneration is working properly, as they dont need to dig around to find the block they added, they can just have it searched for them. Sure you CAN cheat with it, but if you added a new ore, would you rather spend 2 hours digging around to make sure it does generate, or 5 minutes with this mod?
Great job Xel
SuaveDoggo
Try the command /gm 2, or try different settings when you create you'r world... I don't see any utility of this mod sorry.
"crative mod" in fact does not existe, so you can at least be happy knowing there's at least one thing you were correct about Teknik
The most shity mod ever. Oh "for people who don't have 8 hours a day to search for iron :)" crative mod don't existe ?
Wicked mod
OpPointBaker
Thank you so much, will try it.
Any plans on adding a function to set/edit colors for the dots in the overlay? I am really liking the new updated colors, like for copper and lapis. But there are some that are still a weird grey that blends in whith everything. [right now I am struggling to find fruit trees.] Thank you for this mod it is So Nice!
Kessem
It seems to search for blocks/entities that are loaded into RAM. Traders only load in if you are within 64 blocks [not sure on the exact distance, but they will only pop up when really close]. I would suggest searching for blocks that make up part of their wagons. Like wooden gates or leather blocks. Those don't spawn in anything excep trader wagons. Like I have it set to search for wooden ladders. I can find them from ~1k blocks away.
Xel
I see you can scan for traders, but when I try that nothing comes up, even with 10000000 in the scan radius, and 16000 in the label radius (not sure what that does btw)
Any idea?
I'll add the white outlines back to the dots eventually, sorry
The dots on the overlay are black and hard to see.
Is it just my mod configuration?
I seem to be getting some kind of an error. I was playing surival, using this mod to search for coppe and tin. I crafted bronze tools but now it does not find anything. I search for bronze ore and tin ore and it says 0 found. Then this weird bug appears where every single stone can be seen unground but the actual ore cannot be found and my FPS drops to 2. I can search for everything, nuggets, bushes but ores. All the ores are become hidden from the xray. It also deleted all the copper from my inventory.
What sort of witchery did you do to this? How come it is so smooth now???
CrusadingPriest As of four hours ago, yep
Hello, Just checking if we're going to get a 1.19 Stable update?
Using this on rc3, it finds zero animals. I found hares once, then searching again a few blocks over and nothing. No chickens, deer, pigs, sheep, wolves, bears, nothing. And I know they are there because I can see things like the hare's visually and the scanner doesn't pick them up. It only seems able to find the ores now.
Latest version 2.6.0 did not work at first. I had to completely exit and restart the game for it to become functional.
Does not appear to be working in 1.19.0-pre9. I can bring up the GUI and select blocks to search for and they will display in a list in the upper left. However, no matter the scan target(s) it always returns with 0 results.
I can scan for things just fine but I can't seem to adjust the scan radius no matter what I do. Does anyone else have this problem or a potential solution? I'm playing on a lan server with my friend but he can uses it without any issues.
Edit: Even downloading an older version doesn't fix the problem
Edit 2: So I can adjust the scan radius in a single player world but not on the server. It still works on the server and keeps the scan radius I set in a single player world, I just can't adjust the scan radius on the server.
Did the hotkeys get changed in 2.5? They no longer work for me, but still work in 2.4.1
Yesssss thank you for the update. To repeat myself: you are a saint and the real MVP.
Pro tip in case you're insane like me and try to build everything out of the same kind of wood: The asset codes for naturally generated/grown log blocks are actually different from the ones for placed log blocks! (I couldn't just use the "birch log" group since that includes the thin logs from Wildcraft Trees, which only gives firewood.) For the "grown" variant it's game:log-grown-*. i.e. a vertical grown birch log is game:log-grown-birch-ud. I like to add the *-ns and *-we variants too just to be sure.
Also: .edi is not super reliable for someone who doesn't (yet) know how the game codes actually work. In my game, .edi shows Page code:block-log-placed-birch-ud for the Birch log entry, which is obviously not what you should actually enter into the search bar in this mod's GUI! Generally "page code" should be substituted for the name of the mod it's from, and "block" or "item" at the beginning should be omitted. The mod name is sometimes misleading though, because some modders like to add certain items in the game folder of their mod, making it look to the game like they're vanilla, in which case you need to put "game" at the beginning like for a vanilla item.
Also also: I've been poking around in the config file to see how the saved groups are saved, and I'd love to be able to mess around with them in the config file (like to re-order my groups, or share them with others) but I got lost at the id being a big string of what looks like base 16 numbers (I think there's a word for that specific form of numbering format or whatever, but it escapes me at the moment). Some documentation of that would be awesome! Also of whatever the "SearchCategory" field means.
Finally: The "rename" function for groups is... not super reliable, and overall in-game group management is kinda clunky and unintuitive. You have to enter the new name in the name field, then use the group selection drop-down and select another group, for the renaming to actually take effect; if I type into the search bar or add/remove a new entry from the group, the name I entered in the rename field is removed and it remains whatever it was before. Also I recognize this would probably be very hard to implement (I'm not certain though, I have no knowledge of code modding), but it would be AWESOME if you could select multiple groups at once to show up on your radar. It would help make things easier for me when I go on expeditions to be able to see if any of the things I'm looking for pop up on the overlay.
Actually finally I swear: A way to configure where the debug overlay shows up is very needed, even if it's just an offset option you have to manually configure. I also use Extended HUD Info, and while I can just toggle its main display off when I need to use this mod's debug overlay, I often find myself forgetting to toggle it back on when I'm done, which has let at least one temporal storm creep up on me without realizing it. I am also planning to ask EHI's author to make the display configurable, but I felt I should ask here as well.
Okay, thanks for reading my really long comment haha. And thank you again for such a wonderful and nessecary mod, and listening to our suggestions! You're the real MVP lol.
Hey, thank you for dropping the update and fixing the "stuck scanning" bug, works perfectly! :)
How do i go about re-enabling that in my server? if you happen to know.. lol
Multiplayer servers have an option to disable certain clientside mods, and this mod is the most commonly disabled one lol
I've found that it stops working on Multiplayer but works fine in Singleplayer. Is this intentional? and if so, great idea. If not, is there a fix?
Alright, update after downgrading to a previous version of the mod - the problem did not go away, it still gets stuck at scanning 50 chunks and then refuses to go up
Hey, just wanted to ask - does expanding the Atlas size affect the Block Overlay? I expanded mine and it seems like it breaks this mod (that or it's just the newest version breaking things for me): I can access the GUI no problem and click everything alright but once it gets to scanning chunks, it freezes completely (not the game, just the scanning). E.g. I am scanning for some copper and it shows it in the process of scanning (50/400 scanned for example) but it doesn't move at all. Sadly, it's not like it's just the GUI that's frozen and it shows the dots on my world, it just flat out refuses to scan.
Thank you for the great mod btw!
Is there some way to hide all but the closest label(s)?
Why are you teezing me with all these wonderful additions that I can't have ..... you are so cruel :(
lol
Could we get the ability to save custom groupings? For example, I like to search for bony soil and vessels just when I'm near ruins. Everything also resets when you quit the game, so it would be good to have some persistence.
Edit: Thanks!
Yes, all versions from 2.2.0 onwards are for 1.18.8+
Ouch, making the labels bigger, so my old eyes could see them is something I have been wishing for a long time with this mod. As is, I downloaded an onscreen magnifier just to give me a workaround. But it seems now you have fixed that. But I can't get any version of this mod to work after 2.1.1, so I'm assuming it is made for net 7 now, is this correct? My mod manager gives message that it is missing dependencies with any version after 2.1.1 im still playing in version 1.18.7 of VS
Love this mod. Any chance of a config option to scale up the size of the indicators? Little pixels and old eyes...
daymmm
dont work properly keeps crashing when trying to type in block code.
Can you please share the source code?
D2Icarus you can search by block code, such as game:ore-rich-quartz_nativegold-andesite
This might be a bit outside the scope but is there any way to add some more search filters so you can look specifically for rich or bountiful deposits or at the very least a filter so you can look for groups of a minimum amount i.e. Search for Bismuth Ore but only display nodes if they have more than 25 blocks.
Could this be combined with the ProPick to highlight whatever it detects?
Probably the best mod on this site for me right now. Thank you for freeing me from Iron Hell.
HansaPowerHRO Open settings > Interface > increase GUI scale. The default is 8.
DarkGrimoir The keybinds are Show blocks overlay, Show blocks overlay config in the controls settings
hey is this mod still working because the shot keys dont work for me. and if it still works is ther a way to change the keybinding?
hey, awesome mod but is there a way to change the fontsize of the text?
Thanks for the info Craluminum
I didn't know you could do that.
And it's a very useful thing.
Mendall If you enable developer mode and extended debug info, them you can search handbook and find asset code for every block
The new feature where we can search by asset code seems like an amazing addition.
Anyone knows how or where I can find the asset codes.
Is there a command or a website.
I have several things I think could significantly improve this mod.
First: It's hard to tell whether I have the overlay toggled or not if there aren't any valid blocks in range. Perhaps an indicator on the HUD?
Second: I would like the ability to search for only blocks with a specific ID. For example, putting game:ore-bountiful-nativecopper-basalt into the search box only allows me to pick Native copper ore with 31 IDs.
Third: this one is a lot more out there, but the ability to scan for entities as well as blocks would be absolutely amazing.
Edit: The debug option actually shows whether the overlay is on; I just couldn't see it because it was being blocked by the HUD clock mod I have.
You are a saint, thank you so much for this mod.
Is there a way to show the list of blocks (upper left corner) somewhere else? Currently this conflicts with Simple HUD Clock.
Its possible for a client side mod to check for server permissions:
ClientApi.World.Player.Privileges.Any(prv => String.Compare( prv, _name,StringComparison.OrdinalIgnoreCase)==0 || String.Compare( prv,"cheat", StringComparison.OrdinalIgnoreCase)==0 )
NiclAss The code is already publicly available, anyone can upload it again
Yeah and everyone can upload them again if the licence is not against it.
Raccoon
Old versions can be removed
The mod was already released without a mechanism, what would it fix if now a mechanism gets added. Ppl can just use the "older" version. I think its a task for vanilla game.
@Xel do you plan to support server-owner's wishes posted here and provide a mechanism for multiplayer servers to disable this mod if they don't want their players using it? It is fine for single player, or private servers if the owners want it for their private group, but it obviously spoils the game for public multiplayer servers.
@Vinter_Nacht i agree, we need a solution to prevent servers. Those mods will break the game...
This is why we need a "Only allow these mods" lock for servers. So we can prevent the use of any client-side mods that do things like this.
I hope this mod will help to make all x-ray useless ! And a way to block all mods that kill the game like this...
i got it, an idea. add a server side only part 2 to this mod that has the ability to completely disable the client side part 1. if possible, then servers can disable it as they want without making either part required on both sides.
for example campaign cartographer, the mod is both client side and server side with extra bits if enable server side.
Is there a way to block this on a server? I can see this being a nice tool and all, but obviously an awful cheat that apparently just anyone can install and use on any server they like.
Thank you!
Truly underrated x-ray mod
This is such a great, spoiler-free way to do xray for us who have full time jobs and cant spend all day looking for iron, thank you so much!
How about you group them even more by introducing this:
- 1 to X chunks away: detailed position of every block;
- X to Y chunks away: mark the chunk containing the block instead;
- Y+ chunks away: some kind of simple "there is" or "there isn't" marker for everything visible in that direction.
Not sure if you are already doing it like that, but being able to set X and Y would be nice, as currently the "starry underground" hits fps very hard and doesn't make much sense since instead of blocks dots of the same size are shown.
Shion That is what it does already 🙂 Groups of adjacent blocks that are far away are shown as 1 dot.
Any plans to optimize it further? Like having only one dot per a big number of blocks far away or something like that?
Or maybe make it require a permission
Rename it to X-Ray lol
Craluminum
I know thats why im asking bcs it says for modders to test their worldgen but that wouldnt need to be client sided. I can understand the client side approach but im just asking
NiclAss If it is initially purely client side, then it cannot be server side because anyone can make it client side again, same for creative mode
Will this be the best X-ray mod ever created? (No conventional X-ray, but you know what I mean)
Def great for testing, but I see this abused a lot.
Any Cance or interest to make this serverside only so it cant be abused as a cheat on random servers?
Or some way of just being possible in creative mode?
I would def understand if you dont do it tho. Overall great mod!