egocarib Posted January 22, 2022 Author Report Posted January 22, 2022 New version up now - should work with 1.16, and also adds a new Russian translation. Let me know if you encounter any issues. 1
Hells Razer Posted January 24, 2022 Report Posted January 24, 2022 On 1/22/2022 at 6:48 PM, egocarib said: New version up now - should work with 1.16, and also adds a new Russian translation. Let me know if you encounter any issues. Please include version number in the zip file's name. Not having it in makes it hard to verify that you are not deleting the wrong version when updating.
Thorfinn Posted February 17, 2022 Report Posted February 17, 2022 (edited) On 1/12/2022 at 2:08 AM, Shion said: Can you instead make a button that would add a marker to whatever you are looking at? Also @Pamela Wild. I've been playing around with mods for some variety, and @Novocain's VSHUD does exactly this right out of the box. Just put the mouse look (cursor) on whatever you want marked, hit the \ key (right above the enter key), and it places a star on it, and fills in the text field with the node name. My only complaint about it is the color sometimes leaves something to be desired. I think I'd prefer to use some neon color like chartreuse or something to make it really obvious which I added "manually" and which were added via Auto Map Markers. Both mods (this and VSHUD) seem to play together nicely. Edited February 17, 2022 by Thorfinn Attribution to Novocain 1
MsWaddleton Posted June 20, 2022 Report Posted June 20, 2022 I am getting "Unable to resolve mod dependencies" error in my mod list. It tells me to check log files but no idea where to check. Any clue on this problem?
egocarib Posted June 21, 2022 Author Report Posted June 21, 2022 (edited) On 6/20/2022 at 5:45 AM, MsWaddleton said: I am getting "Unable to resolve mod dependencies" error in my mod list. It tells me to check log files but no idea where to check. Any clue on this problem? Are you using the correct version of the mod for your game version? I uploaded a version the other day that is intended only for 1.17.0-pre.1 and later. If you use that version with the current stable release of the game (1.16) it might throw an error like that. Edit: I've removed the 1.17.0-pre.1 version from ModDB because it appears to simply be causing confusion - several users were trying to use it with 1.16. If you'd like the 1.17.0-pre.1 version, you can get it here for now: https://www66.zippyshare.com/v/16ttEDgv/file.html I'll add it back once 1.17 reaches a release candidate status and has proper version tagging on the ModDB website. Edited June 21, 2022 by egocarib
MsWaddleton Posted June 24, 2022 Report Posted June 24, 2022 On 6/21/2022 at 12:15 PM, egocarib said: Are you using the correct version of the mod for your game version? I uploaded a version the other day that is intended only for 1.17.0-pre.1 and later. If you use that version with the current stable release of the game (1.16) it might throw an error like that. Edit: I've removed the 1.17.0-pre.1 version from ModDB because it appears to simply be causing confusion - several users were trying to use it with 1.16. If you'd like the 1.17.0-pre.1 version, you can get it here for now: https://www66.zippyshare.com/v/16ttEDgv/file.html I'll add it back once 1.17 reaches a release candidate status and has proper version tagging on the ModDB website. I think that was the problem TY!!
egocarib Posted August 2, 2022 Author Report Posted August 2, 2022 Confirmed today that the latest version of the mod is still working on 1.17.0-rc.3, in both singleplayer and multiplayer. Most likely it will continue to be compatible with the official 1.17 release.
nebux Posted August 2, 2022 Report Posted August 2, 2022 there is a bug in latest rc as the agricultural traders aren't mapped 1
egocarib Posted June 25, 2023 Author Report Posted June 25, 2023 I've released a new version that will work with 1.18.6-pre.2 and future 1.18.* versions. Fixed agricultural traders not being recognized properly by the mod Added a German translation, thanks to GIGAAj1 Added support for all new waypoint icons introduced in VS 1.18 2 1
N3oL3C Posted June 26, 2023 Report Posted June 26, 2023 Quick Question... I got an error Message: "some mod dependencies could not be resolved" do i miss an needed Mod ?
egocarib Posted July 7, 2023 Author Report Posted July 7, 2023 Most likely you were trying to use the mod on 1.18.5 or earlier. It only works on the latest version of VS (1.18.6+)
Ruukuegg Posted October 23, 2023 Report Posted October 23, 2023 Looking to get some help... I'm not sure what I'm doing but 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.
egocarib Posted January 4, 2024 Author Report Posted January 4, 2024 Give the newest version a try. I have recompiled the mod and released working versions for 1.18.15 and 1.19.*
egocarib Posted September 22, 2024 Author Report Posted September 22, 2024 (edited) New version of mod for Vintage Story 1.20: Significant menu revamp / simplification. The mod now uses a marker config menu similar to the game's own map icon menu, including a color picker interface. https://i.imgur.com/XEiRKAe.png Added option to pin markers. All auto-created markers of this type will be pinned if selected. Added global option to include X,Y,Z coordinates in marker title. https://i.imgur.com/TghCVWP.png Added support for Nickel ore Changed "Reeds" marker to only include cattails and papyrus. Split "Tule" into it's own new marker category. Sedge is no longer marked. Added support for Red clay (new type of clay added in VS 1.20) Added support for new languages: Italian (Thank you, Toppersby!) Spanish (Thank you, Sir.Ryu!) Fixed a crash that could occur if using another mod that included mushrooms without nutrition content. (#17) Edited September 22, 2024 by egocarib
egocarib Posted January 18, 2025 Author Report Posted January 18, 2025 v4.0.1 Auto Map Markers has been updated for the new Vintage Story stable 1.20 release: Added a new translation for Chinese (thank you, Skye Wine!) Updated translations for several other languages: Italian (thank you, Toppersby!) Russian (thank you, BIG_PANDA!) French (thank you, Jay (Laerinok)!) Improved detection of poisonous vs. non-poisonous mushrooms (#21) Fixed a bug that caused markers to be created for every individual block, even when those blocks were close together and had a large marker coverage radius (examples: clay, reeds, iron ore). This issue occurred only if the option to add X, Y, Z coordinates to markers was enabled. (#23) Fixed a Harmony exception that occurred during mod load and could be seen in the message queue while the game was loading (this exception had no functional impact on the mod).
p0rps Posted January 21, 2025 Report Posted January 21, 2025 (edited) For multiplayer, does it also need to be on the server? I've got this working in single player, but in multiplayer the same keybind just brings up the map. Changing the keybind to Ctrl+Shift+, for example does nothing in multiplayer. Edited January 21, 2025 by p0rps
egocarib Posted August 1, 2025 Author Report Posted August 1, 2025 Hi friends. The mod works on multiplayer, but it must be installed on the multiplayer server. @Zadak @p0rps
egocarib Posted August 1, 2025 Author Report Posted August 1, 2025 v4.0.3 Auto Map Markers has been updated for Vintage Story 1.21. Since my last update post, the following changes were made: Added a new Polish translation (thank you, przedabro, Cerbin, and noiro!) Fixed Russian localization issue that prevented the mod menu from loading when using the Russian language Added a new Brazilian Portuguese translation (thank you, dhy!) Recompiled the mod on .net 8 to work with Vintage Story 1.21 1
Recommended Posts