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  1. Hi All, I've been working on the mod to add more map icons, and found it really challenging to add them. I've investigated this issue for a while, and was able to resolve them by changing game source code, but since there is no way to create pool request - posting details of investigation and suggested change here. Issue (RCA) Right now game works in the following way: Map layers are loaded as part of vsesssentials mod If player has mini-map loaded - game initializes texturesByIcon list, and once it's defined - it's not re-generated If mini-map is disabled - texturesByIcon list is initialized only when player opens map Therefore if modder wants to create a mod that adds more icons - this mod needs to inject icons between actions 1 and 2, which is not currently achievable. As an alternative you can try to copy logic from WaypintMapLayer.OnMapOpenedClient and try to add texture for your icon, but when I've tried this approach (please see code snipped below) - on the map my maps were shown as 100% transparent texture Code that I've used: public void AddIconTexture(String iconName) { if (_wpManager.texturesByIcon.ContainsKey(iconName)) { continue; } ImageSurface surface = new ImageSurface(Format.Argb32, size, size); Context ctx = new Context(surface); double scale = RuntimeEnv.GUIScale; int size = (int)(27 * scale); ctx.Operator = Operator.Clear; ctx.SetSourceRGBA(0, 0, 0, 0); ctx.Paint(); ctx.Operator = Operator.Over; _capi.Gui.Icons.DrawIcon(ctx, "wp" + iconName.UcFirst(), 1, 1, size - 2, size - 2, new double[] { 0, 0, 0, 1 }); _capi.Gui.Icons.DrawIcon(ctx, "wp" + iconName.UcFirst(), 2, 2, size - 4, size - 4, ColorUtil.WhiteArgbDouble); texturesByIcon[iconName] = new LoadedTexture(_capi, _capi.Gui.LoadCairoTexture(surface, false), (int)(20 * scale), (int)(20 * scale)); ctx.Dispose(); surface.Dispose(); _wpManager.OnMapOpenedClient(); } Solution In order to resolve this issue we need to - update WaypintMapLayer.OnMapOpenedClient so on each reload of the map - it will check if all of the icon textures are loaded, and if no, will generate missing ones (game sources, vsesentials): public override void OnMapOpenedClient() { if (texturesByIcon == null) { texturesByIcon = new Dictionary<string, LoadedTexture>(); } ImageSurface surface = null; Context ctx = null; ICoreClientAPI capi = api as ICoreClientAPI; double scale = RuntimeEnv.GUIScale; int size = (int)(27 * scale); foreach (var val in WaypointIcons) { if (texturesByIcon.ContainsKey(val)) { continue; } if (ctx == null) { surface = new ImageSurface(Format.Argb32, size, size); ctx = new Context(surface); } ctx.Operator = Operator.Clear; ctx.SetSourceRGBA(0, 0, 0, 0); ctx.Paint(); ctx.Operator = Operator.Over; capi.Gui.Icons.DrawIcon(ctx, "wp" + val.UcFirst(), 1, 1, size - 2, size - 2, new double[] { 0, 0, 0, 1 }); capi.Gui.Icons.DrawIcon(ctx, "wp" + val.UcFirst(), 2, 2, size - 4, size - 4, ColorUtil.WhiteArgbDouble); texturesByIcon[val] = new LoadedTexture(capi, capi.Gui.LoadCairoTexture(surface, false), (int)(20 * scale), (int)(20 * scale)); } if (ctx != null) { ctx.Dispose(); surface.Dispose(); } RebuildMapComponents(); } Questions I have two questions to the community: I'm a bit confused why same code in game sources, and copied to my mod gets different result (why when I use it - empty texture is rendered), maybe I'm missing something? Is there any way how we can suggest change above to @Tyron?
  2. Ever wanted an Offline world scale map that is permanent? This mod offers that, it is fully client side - works on any MP/SP VS install of at least version 1.15. Release-Candidate(s) *DOWNLOAD LINK* [for VS 1.15+] There is a newer Preview version for V.S. 1.14, while it functions is also has uncorrected *BUGS* - that affect the visual map look... (there are also very likely data compatibility issues, and/or upgrade problems - with old map data; meaning you will want to BACKUP the 'old' map data FIRST! Its Strongly recommended to delete the old map data when testing with V0.1.5. (There is a special tool planned to be released later - to process / correct / update chunk shard data, and other things...) PR "0.1.6/0.1.7" was renamed to 0.2.0. Version History ("RC.1" ~= V0.1.6): POI datafile is correctly truncated on write/creation (no more corrupt POI binary files) Trader names are similar to nametag Non-Seasonal type Color option correct (Thanks to VGD!) Older Version History; This current version IN-DEVELOPMENT has some known defects, limitations, incomplete features and has lots of bugs! Don't install unless you like making crash reports. The C# code is mostly my own work - with VeryGoodDog making significant patches and changes. The dynamic HTML map is fully VeryGoodDog's work, address bugs to appropriate party... (and Drakker, too) Known Issues: GUI is glitchy (don't double click anything!) Note taker is buggy Metadata reload isn't totally reliable (across versions especially) GUI panel has most controls (but not everything is configurable, yet) Scrolling in HTML map is W.I.P. Rock ratio not shown on map Legend yet...(data logged, tho) BlockEntity POI's sometimes don't trigger - very complex Networking related issue....a known bug Working Features: Map shard metadata reload (height, weather conditions, rock-map) PNG file storage of metadata internally Giant PNG map exports Static HTML map, with Dynamic rendering from metadata JSON fixed TRANSLOCATOR & Merchant tracking Merchant tracking Optional Resin & Wild-Bee POI tracking as well
  3. What is the best world seed? Like the one with good biomes near spawn, and ores, you know, the usual stuff.
  4. I'd love to have an option to place a marker on the map when you get killed or at least be able to open the map to place one myself. I know that I can set the game to allow me to keep my inventory, but this would be nice for people who don't want to use that option.
  5. Hey, I'm wandering around to find a nice place to live, but there's a problem. While I like the game mechanics, I hate the biomes a lot and am wondering if I found them all or if there is a chance to find an interesting biome for the base .
  6. When bringing up the map with the M key, it happens often that I can't find the white dot that identify my character. This is made worse when around snow since the character dot is also white. Monster Hunter Rise has a really elegant solution to finding yourself on the map, you push a button, and a "ping" appears around your location. The ping appears as an animated glowing red ring around the player(like the ripple effect of dropping a pebble in water). This makes it quite obvious where the player is on the map. I think that this would be a great way to solve that particular issue. Alternatively, having a way to center the map around the player would help, but white dot on white snow might still be an issue.
  7. I would like the ability to pull up a list on my map of all of my waypoints, and to sort them by name, symbol or color. A search bar to look up names, and filter for color and symbol would be lovely. I would also like the ability to select one from a list, to modify it, and jump to it on the map. One could either double click a waypoint in the list for the map to center on it, or click a specified button. I would like the ability to modify waypoints on the list so that I could pin them. For example search "Iron" for all waypoints with iron in the name, and filter symbols so I can decide if I want ones marked with pickaxe as untouched deposits, or filter by ladder for deposits that've been turned into mines. To filter by colour would allow for people to color code deposit quality like poor, rich, or bountiful. Then I could pin the ones I want to travel towards/ I explore far and wide and make many waypoints to mark things in much detail. To find and set a destination without scrolling clumsily through the map would be nice. With days of exploration, scrolling around on the map can sometimes take a bit to load area and make it painful if I am zoomed in trying to click on each dot to find out what exactly it is.
  8. It's very clunky having to go to a website to find a hex code for the color your want.
  9. Introducing the Improved ORASCOPE! It is a map overlay. Makes finding ore ~ far less of a challenge. Install Procedure: Simply COPY Zip file directly into /Mods > Orascope_Release_V0.3.5.zip < Instruction; Use Prospecting pickaxe on rock face direction of the area you want checked; it will let you know if there is any ore within a short distance. ORASCOPE USE: Control it with these commands (Press 'T' for console) .orascope on .orascope off .orascope stats .orascope surface .orascope proximity You may also need to set a permission, the mod will supply the command text needed. Release notes [v 0.3.5]: New Surface scan; dedicated mode for nuggets found on the ground. Re-worked Cave/Underground scanning (uses raycast projection) minor tweaks to many messages Re-scanning to try and find a larger ore vein The surface scan mode does exhaustively try and find nuggets - and uses a Archmedian spiral style search.
  10. Would be nice if the map (fog of war) once traveled would remain revealed. If this is already the case it does not seem to be working on my VS server of version 1.12.11 Thank you for your time and hard work.
  11. Hallo wir spielen nur auf Server und uns sind in den vergangenen Tage ein paar Bugs aufgefallen: - Hühner springen manchmal über Zäune (Zaun ist dabei 1 Block hoch) - Wölfe springen über Zäune (bis 2 Blöcke hoch) oder Wälle (z.B. aus Erde), die bis zu 4 Blöcke hoch sind - Nach Serverneustart sind die Vogelscheuchen nicht mehr an dem Punkt, wo sie platziert waren, sondern 1-2 Blöcke daneben - eingeloggte Spieler sind nicht auf der Map sichtbar. Wenn man sich neu einloggt sieht man sie, aber dafür sehen die anderen einen nicht (mehr) Client und Server Version 1.12.11 --------------------------------------------------------------------------------------------------------- Hello we only play on server and we noticed a few bugs in the last days: - chickens sometimes jump over fences (fence is 1 block high) - Wolves jump over fences (up to 2 blocks high) or walls (e.g. made of earth), which are up to 4 blocks high - After server restart the scarecrows are no longer at the point where they were placed, but 1-2 blocks next to it - Logged in players are not visible on the map. If you log in again, you can see them, but the others will not see you (anymore) Client & Server Version 1.12.11
  12. The player icon does not contrast enough with the map, maybe even letting us customise the colours in the settings would be best for potential colour-blind users. As I was playing with my friend we had incredible difficulty spotting each-other in most environments let alone a snow covered biome. Thank you! Similar suggestion I agree with:
  13. I think it’s worth adding the ability to embed mods (mods or resources for the game) into the map. This will allow map creators to create maps using their own blocks, for example.
  14. ive noticed that the world map when looking at it doesnt show all of the world gen all of the time just what is around you. i know i can see the waypoints i have but its annoying to travel 2k-8k blocks away and halfway realize i shouldve taken a small detour because of giant mountains or because of ocean between me and the location im trying to travel too. tbh ive had to get use to not using the map at all, not even the minimap because i seem to be able to remember better personally then what the map provides. so far all i use it for is marking ore veins, on top of it we still have to use the command lines to mark waypoints ( this is reasonable and already mentioned to change at some point.) but can we please get a map that is painted in of the locations we have been to? and only update the graphics of it when you reload the chunk and update said large world map? tbh i think almost every map mod ever for minecraft has done something similar to what i have explained...? i could always be wrong. maybe there is even an option somewhere that i can change to have it work correctly but it isnt explained anywhere or atleast not very well.
  15. Mika


    Simply add the ability to create a way point in the map, for example to mark a cave or our home
  16. Hello everybody! Chris again. This time i will open a thread on my current project. A huge Vintage Story city. Im trying to build this city because i never built a real, good looking city and also because of a random wall i was building to test new WE features and i thought, why not using that wall in an outer city wall? At the moment i am still at the beginning of my project and i am experimenting on many things like the style of buildings, blockvariety, size and terraforming and of course the general theme of the city. First of all: How am i going to proceed in order to build this map? 1. Basic terraforming and terraindesign. 2. Basic structures and planning where to put each individual building. 3. Exterior walls and structures. 4. Basic surroundings of the city. (streets, parks, ways, stairs, lakes, ...) 5. Adding nature to the surroundigs and the buildings. (Trees, bushes, decorative leaves, flowers, flower pots, more detail in naturalizing the terrain,...) 6.More detailed surroundings. (Lanterns, outside lights, details in the streets and ways, details on the exterior walls, ...) 7. Intirior design and details. 8.Additional things like eastereggs, secrect passageways, hidden doors, hidden rooms, organics, maybe nametags on each indiviual building. As you can see the first "block" (a group of buildings surrounded by a main street) is already finished talking of basic exterior walls, but of course this was just the first experiment on which style i am going to choose. Those 19 buildings in this first "block" are only a small percentage of the future amount of buildings (about 400 are planned right now) and of course i have planned to include some bigger marks on my map. - One huge castle (bigger and more military looking. More towers and less decorative meaning) - a palace (more detailed and decorative building with more windows and less towers) - a huge temple - a highgarden building (a building with different levels with different "gardens" on it) - a huge gate as entrance to the city - a main market right in front of the gate - another marketplace (the city is going to be big so i place the second maketplace a bit further away from the first) - arena (well i guess there's no need to explain) - and of course different " special" buildings and places like a variety of stores, a blacksmith, a library, many parks, waterfountains,... If you have any suggestions about what you would like to have in this city just post a comment down here! :-) Also i still don't know exactly how i am going to call this city, so suggestions concerning the name are welcome as well! I will use this open thread to post updates, wether by editing or just commenting under this main post, so if you are interested in my current project just come by every once a week and be hyped for the day Vintage Story will have another EPIC project on its list. Thanks for reading! Greetings from Germany, ~Chris
  17. I found screenshot feature surprisingly useful in VS. Idk why, maybe there is no map, or maybe because it is built-in so good. Btw, love the sound. I found it comfortable to screenshot places of interest to return to later, instead of writing down coords in a notebook irl. Quite comfortable to open an explorer window in parallel and scroll through screenshots if needed. It might be even more comfortable if I could look at the screenshots right in game, instead of alt-tabbing into a windows Explorer. And have a built-in categoriser which allows to quickly assign tag(s) to screenshots. E.g. "ore" "ruin" "berries" "chickens" "base" "outpost" etc. So later it would be easier to search in them, e.g. viewing only ore-related screenshots. [Update]: ideally some map may be available with screenshots attached to coords they are taken, with filters to show only ore/ruins/... Which connects to another existing suggestion of maps where all your ore surveys are accumulated
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