ApacheTech 42 Posted November 29, 2020 Report Share Posted November 29, 2020 (edited) Waypoint Extensions by Apache Gaming COMMAND: .wp Quickly, and easily add waypoint markers at your current position. Syntax: .wp [pin (Optional)] [bclay | beehive | bees | bismuth | bismuthinite | black-coal | blcoal | blue-clay | borax | brcoal | brown-coal | cassiterite | cave | chromite | chromium | cinnibar | copper | fclay | fire-clay | galena | gold | hematite | home | ilmenite | iron | lead | limonite | magnetite | malachite | meteor | mushroom | olivine | peat | platinum | poi | quartz | resin | rhodium | rhodochrosite | ruins | saltpeter | silver | sphalerite | sulfur | sulphur | tin | titanium | tl | trader | translocator | uranium | zinc] [title (Optional)] Example: .wp copperExample: .wp pin home ApacheExample: .wp trader Trader (Building Supplies)Example: .wp poi Point of Interest (Amazing Landscape!) COMMAND: .wpt Adds a waypoint for the nearest trader at your current location. Must be within 10 blocks of the trader. Icon colours follow the precedent set within the AutoMap mod. Syntax: .wpt [pin] COMMAND: .cm Re-centres the map at a specific position, a specific player, or on yourself. Syntax: .cm [playerName|coords(x y)]. Example: .cmExample: .cm ApacheExample: .cm 15000 10000 COMMAND: .wputil Various waypoint utility functions. Syntax: .wputil purge-icon - Purges all waypoints with the specified icon. Requires confirmation. Example: .wputil purge-icon pick ----- Current Version: 1.3.3 Game Version: 1.14.x Download: https://mods.vintagestory.at/show/mod/98 Custom Waypoint Types: You can add custom waypoint types, or override the ones that are included within the mod by editing the file "~\ModData\Waypoint Extensions\World\{WorldSeed}\wpex-custom-waypoints.data". This is on a per-world basis, so you can have separate custom waypoint types for each world you play in. The file is in JSONC format. Examples and instructions are included within the file. Known Issues: If multiple worlds share a seed, they will also share the custom waypoints and per-world settings. File locations are likely to change in future updates, but this will not affect the functionality of the mod, and we will clean the folder structure when things do change, ensuring all custom settings and waypoint types are saved. Changelog: Spoiler 1.3.3: Fix: Actually fixed the issue with FluentChat now. 1.3.2: Fix: Fixed issues with the FluentChat framework that were preventing arguments being parsed correctly. Fix: Fixed issue with thread-safe messaging. (Acknowledgement: Novocain) Game Version Update: Mod updated for Game Version 1.14.10. Refactoring: Mod codebase has been refactored to be more in-line with the VintageMods Core Framework. New Command: Exposed a previously debug-only command as ".wp util purge-icon". This has been temperamental, and so will be further documented in a future release. 1.3.1: Fix: Changed ".map" to ".cm" to resolve issues with other mods. 1.3.0: Fix: Fixed "mushroom" default text. New Command: ".wpt" - Adds a trader waypoint for the nearest trader. New Command: .map – Finally added much needed map features, such as re-centring the map on the player, or being able to go to a specific coordinate on the world map. New Codebase Features: Full re-write of the VintageMods.Core project, as well a full re-write of the VintageMods.WaypointExtensions library. This has included a much needed spring clean, and future-proofing ready for providing my own GUI for the mod. 1.2.5: Fix: Fixed fatal issue with dependency bundling. Command Added: ".wp-debug update" - Updates the file structure used for custom waypoints up until 1.2.1. Only run if needed. Command Added: ".wp-debug blurb" - Copies the info text about the mod to clipboard. Handy to keep an offline list of the syntax available. Command Added: ".wp-debug purge" - Purges all files and folders used by the mod, ready for uninstall. Only run if needed. Command Added: ".wp-debug reset" - Resets the mod to factory settings. Only run if needed. 1.2.4: Tweak: Changed folder structure for global config and data files. New Syntax: "mushroom", "olivine", "peat", "resin". New Codebase Features: Major changes to the core, enabling rapid rollout of ModSystems, inlcuding a file manager, embedded resource manager, and service layer. 1.2.1: Tweak: Added auto-update functionality for global config and data files. Fix: Fixed "home" default icon. 1.2.0: Updated for 1.14.2. Still fully backwards compatible to 1.13.x. New Feature: Added ability to pin waypoints with an optional argument within the .wp chat command. (Example: .wp pin home). New Feature: Added ability to add custom waypoint types. Currently this is a manual file edit, with per world custom waypoints saved in "~\ModData\Waypoint Extensions\{WorldSeed}\wpex-custom-waypoints.data". The file is in JSONC format. Tweak: The bulk of the mod initialisation is now asyncronous, which should drastically improve loading times. Tweak: Optimised n-tier library integration, using Fody weavers. Tweak: Built a custom mod development framework to allow for mod development based on best practices. 1.1.2: Initial Open Release. 1.1.1: Refactor and code clean up. 1.1.0: MEF is too cumbersome. Moved syntax storage to JSON as an embedded resource. (Will be exposed in a later update). 1.0.2: Added .wp Syntax: ruins, borax 1.0.1: Syntax is now MEF Enabled, meaning new arguments can be added on the fly. 1.0.0: Initial Closed Release Edited 13 hours ago by ApacheTech Updated to 1.3.3 3 Quote Link to post Share on other sites
BUSHBOY 3 Posted December 4, 2020 Report Share Posted December 4, 2020 I love this! Super simple, but really useful. Quote Link to post Share on other sites
ApacheTech 42 Posted December 14, 2020 Author Report Share Posted December 14, 2020 (edited) Updated to 1.2.0. Changelog: 1.2.0: Updated for 1.14.2. Still fully backwards compatible to 1.13.x. New Feature: Added ability to pin waypoints with an optional argument within the .wp chat command. (Example: .wp pin home). New Feature: Added ability to add custom waypoint types. Currently this is a manual file edit, with per world custom waypoints saved in "~\ModData\Waypoint Extensions\{WorldSeed}\wpex-custom-waypoints.data". The file is in JSONC format. Tweak: The bulk of the mod initialisation is now asyncronous, which should drastically improve loading times. Tweak: Optimised n-tier library integration, using Fody weavers. Tweak: Built a custom mod development framework to allow for mod development based on best practices. Edited Wednesday at 11:15 PM by ApacheTech 1 Quote Link to post Share on other sites
Onipsi 2 Posted December 15, 2020 Report Share Posted December 15, 2020 (edited) Thanks for this mod. There seems to be a bug: every waypoint I create using the .wp command always gets the 'mine' icon. I tried editing the jsonc file to override the waypoint with the correct icon and it doesn't work either. This still happens after disabling all other mods. Edited December 15, 2020 by Onipsi Quote Link to post Share on other sites
ApacheTech 42 Posted December 15, 2020 Author Report Share Posted December 15, 2020 (edited) 4 hours ago, Onipsi said: Thanks for this mod. There seems to be a bug: every waypoint I create using the .wp command always gets the 'mine' icon. I tried editing the jsonc file to override the waypoint with the correct icon and it doesn't work either. This still happens after disabling all other mods. Ore vein nodes get the Pickaxe icon, traders get the Trader's Wagon, bees get the Bees, etc. Do you see a pickaxe icon when you type ".wp bees"? If so, what's the title of the waypoint? Edited December 15, 2020 by ApacheTech Quote Link to post Share on other sites
Onipsi 2 Posted December 15, 2020 Report Share Posted December 15, 2020 My bad, I should have tested more. Actually, it's just the 'home' waypoint that's getting a pickaxe icon: 1 1 Quote Link to post Share on other sites
ApacheTech 42 Posted December 15, 2020 Author Report Share Posted December 15, 2020 Good find. I'll update the mod tonight to fix that. 1 Quote Link to post Share on other sites
ApacheTech 42 Posted December 15, 2020 Author Report Share Posted December 15, 2020 Updated to 1.2.1. Chagelog: 1.2.1: Tweak: Added auto-update functionality for global config and data files. Fix: Fixed "home" default icon. Quote Link to post Share on other sites
SalazarWindriver 0 Posted December 27, 2020 Report Share Posted December 27, 2020 Can I request adding resin for trees Quote Link to post Share on other sites
Craluminum 14 Posted February 8 Report Share Posted February 8 (edited) Can you add config file for custom waypoints? (aka presets) I got tired of manually adding olivine and peat all the time. Edited February 8 by Craluminum Quote Link to post Share on other sites
ApacheTech 42 Posted February 8 Author Report Share Posted February 8 14 minutes ago, Craluminum said: Can you add config file for custom waypoints? (aka presets) I got tired of manually adding olivine and peat all the time. Custom Waypoint Types: You can add custom waypoint types, or override the ones that are included within the mod by editing the file "~\ModData\Waypoint Extensions\{WorldSeed}\wpex-custom-waypoints.data". This is on a per-world basis, so you can have separate custom waypoint types for each world you play in. The file is in JSONC format. Examples and instructions are included within the file. 1 Quote Link to post Share on other sites
Craluminum 14 Posted February 15 Report Share Posted February 15 (edited) Convenient Edited March 14 by Craluminum 1 Quote Link to post Share on other sites
ApacheTech 42 Posted March 1 Author Report Share Posted March 1 Changelog: 1.2.4: Tweak: Changed folder structure for global config and data files. New Syntax: "mushroom", "olivine", "peat", "resin". New Codebase Features: Major changes to the core, enabling rapid rollout of ModSystems, inlcuding a file manager, embedded resource manager, and service layer. 1 Quote Link to post Share on other sites
Craluminum 14 Posted March 4 Report Share Posted March 4 (edited) 1.14.8 stable 4.3.2021 13:16:21 [Error] [ats_wpex] Exception thrown when attempting to retrieve all types of the assembly VintageMods.WaypointExtensions, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module) at System.Reflection.Assembly.GetTypes() at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly), InnerException: . Will ignore asssembly. Loader exceptions: 4.3.2021 13:16:21 [Error] [ats_wpex] System.IO.FileNotFoundException: Could not load file or assembly 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. File name: 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. 4.3.2021 13:16:21 [Error] [ats_wpex] System.IO.FileNotFoundException: Could not load file or assembly 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. File name: 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. 4.3.2021 13:16:21 [Error] [ats_wpex] An exception was thrown when trying to load assembly: System.Exception: C:\Users\?\AppData\Roaming\VintagestoryData\Cache\unpack\Waypoint_Extensions_1_2_4.zip_44d812027add\VintageMods.WaypointExtensions.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) Edited March 4 by Craluminum Quote Link to post Share on other sites
ApacheTech 42 Posted March 4 Author Report Share Posted March 4 Ahh, ok. That's an issue with the bundler that I thought I'd fixed. I've done a lot of refactoring work recently which should have sorted it out. It's difficult to get the Fody Weaver settings to add what you want, while ignoring the rest. I'll rush through an update tonight. Thank you for letting me know. Of course, this doesn't show up on my PC, because it grabs dependencies from the GAC if not found locally. Quote Link to post Share on other sites
ApacheTech 42 Posted March 4 Author Report Share Posted March 4 1.2.5: Fix: Fixed fatal issue with dependency bundling. Command Added: ".wp-debug update" - Updates the file structure used for custom waypoints up until 1.2.1. Only run if needed. Command Added: ".wp-debug blurb" - Copies the info text about the mod to clipboard. Handy to keep an offline list of the syntax available. Command Added: ".wp-debug purge" - Purges all files and folders used by the mod, ready for uninstall. Only run if needed. Command Added: ".wp-debug reset" - Resets the mod to factory settings. Only run if needed. Quote Link to post Share on other sites
Saricane 8 Posted March 15 Report Share Posted March 15 May I suggest to add something for the precious "terra preta" deposits ? Though when I find some, I don't even take time to pin it, I loot it all greedily. 1 Quote Link to post Share on other sites
UGB76765 5 Posted April 5 Report Share Posted April 5 Would be great if there was a Drop Down Menu to creeate waypoints, instead of typing. Would be great if waypoints generated automatically. With filter options to display or not. 1 Quote Link to post Share on other sites
ApacheTech 42 Posted April 5 Author Report Share Posted April 5 (edited) Known Issues: ".wp mushroom" suffers from CopyPasta issues. Default title is "Meteor". Future Features (In Progress): Waypoint Management GUI (Filter, Export, Import, Remove, etc.) New Waypoint Icons (Meteor, Flower, Shovel, Water, Gems, Mushrooms, etc.) Automatic Trader Waypoints (Using same colour scheme as AutoMap) Automatic Translocator and Teleporter Waypoints World Map: Render lines on map between Traslocator and Teleporter end-points. World Map: Follow Player World Map: Re-centre Map on Player It's taking a while though, because I'm learning how to use these things for the first time, whenever I try to add a new feature. Edited April 6 by ApacheTech 1 Quote Link to post Share on other sites
ApacheTech 42 Posted Thursday at 01:49 AM Author Report Share Posted Thursday at 01:49 AM (edited) Updated to 1.3.1 Changelog: 1.3.1: Fix: Changed ".map" to ".cm" to resolve issues with other mods. 1.3.0: Fix: Fixed "mushroom" default text. New Command: ".wpt" - Adds a trader waypoint for the nearest trader. New Command: .map – Finally added much needed map features, such as re-centring the map on the player, or being able to go to a specific coordinate on the world map. New Codebase Features: Full re-write of the VintageMods.Core project, as well a full re-write of the VintageMods.WaypointExtensions library. This has included a much needed spring clean, and future-proofing ready for providing my own GUI for the mod. Edited Thursday at 12:56 PM by ApacheTech Quote Link to post Share on other sites
Craluminum 14 Posted Sunday at 02:32 PM Report Share Posted Sunday at 02:32 PM (edited) 1.3.1 version Can't pin waypoint with, for example ".wp pin copper" command. Pin just doesn't work Edited Sunday at 02:41 PM by Craluminum 1 Quote Link to post Share on other sites
ApacheTech 42 Posted 19 hours ago Author Report Share Posted 19 hours ago (edited) Updated to 1.3.3 Changelog: 1.3.3: Fix: Actually fixed the issue with FluentChat now. 1.3.2: Fix: Fixed issues with the FluentChat framework that were preventing arguments being parsed correctly. Fix: Fixed issue with thread-safe messaging. (Acknowledgement: Novocain) Game Version Update: Mod updated for Game Version 1.14.10. Refactoring: Mod codebase has been refactored to be more in-line with the VintageMods Core Framework. New Command: Exposed a previously debug-only command as ".wp util purge-icon". This has been temperamental, and so will be further documented in a future release. Edited 13 hours ago by ApacheTech Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.