Mods / Craftable Cartography

Tags: #Simplification #Tweak #Utility
Author: ProfCupcake
Side: Both
Created: Jan 13th at 2:13 PM
Last modified: Aug 7th at 9:40 AM
Downloads: 6721
Follow Unfollow 237

Latest release (for Vintage Story 1.20.12 and 1.21.0-rc.3, potentially outdated):
craftablecartography_0.2.14.zip  1-click install


For those of you who think the map is too overpowered, but still want navigation options, here's a mod that starts by taking mechanics away from you. Fun!

Things you'll miss

The following features are all disabled by default with this mod:-

  • Map
  • Minimap
  • Coordinates HUD
  • Direction HUD
  • Map tracking the player
  • Map showing players' locations

So, at least at first, you'll need to learn how to navigate the old-fashioned way. However, for each removed feature, there is an item you can craft to restore it. 

Things you'll want

There are a few tiers of navigational equipment. First of all, there's the good ol'

Map

... which lets you access the map, as long as it's in your hotbar. Note that player markers won't appear on the map, nor will the map centre on your location or track your movement. Learn to read the landscape!

There is a helper command, if you find your map is centred on an inconveniently distant location: .recentremap [x] [z]

Compass

It's a compass, it shows your heading. It does not give you back the old direction HUD. Instead, you must use (right-click by default) it to read your current heading. 

Note that it doesn't work instantly! The needle takes a couple of seconds to swing round and settle on a direction. 

You can zoom in/out of the compass display by scrolling the mouse wheel or with the up/down arrow keys. 

Sextant

Once you get a bit more advanced, you can build one of these bad boys. Similar to the above, this doesn't restore the coordinates HUD, but instead allows you to see your coordinates by using it. 

Sadly, this mod does not feature realistic sextant mechanics, and probably never will. Sorry, celestial navigation nerds. Instead, it simply takes about 7-8 seconds to home in on and display an accurate position. 

Temporal Compass & Temporal Sextant

Navigation aided by funky temporal magitech! These are the items you want if you wish to restore the coordinates and/or direction HUD, as long as they are in your hotbar. 

Functioning as a direct upgrade to the compass and sextant, these use the same base item to construct. Hence, you can dismantle the compass and sextant to get the base item back for upgrading. No redundant tools lying around!

As part of this mod, I also added a degrees heading to the direction HUD. :]

JPS

The ultimate navigational tool: Jonas' Positioning System. Having this in your hotbar restores all missing HUD elements, including the minimap. It also allows you to see your position on the map. 

It also allows you to see other players, but only if they have a JPS tuned it to the same channel. To do so, there's a chat command: .setJPSchannel [channel]

"Temporal tools? But I want a real cartography experience!"

In that case, you may want to click here for the patch that removes the magitech tools. 

Other Things

Prospecting

Unless you have a JPS, prospecting won't automatically add the marks onto the map. Instead, you must manually enter the coordinates of your latest reading. Note that you can only have one reading "stored" at a time: if you don't mark it on your map, it is lost forever. 

Configuration

The mod should generate a config file named craftablecartography.json in your modconfig folder. Below is an example of a default config, plus a brief explanation of each option. 

Configuration File
{
  "AllowMapOpeningWithoutTool": true,
  "CompassTextBox": false
}

AllowMapOpeningWithoutTool enables the option to open the (mini)map without having a JPS or map in your inventory. The terrain will not be shown, but you can still see map markers and prospecting results. With this set to false, the (mini)map will be completely hidden without a JPS or map. 

CompassTextBox re-enables the old heading + direction dialog box output for the compass. 

 

Things to come

Well, for one thing, I should probably add the crafting recipes to this description at some point. Maybe some screenshots or something, too. Other than that...

  • Features
    • Some kind of container item, to put a map, sextant, and compass all in one slot
    • Alternative way of getting story locations (coordinates?)
    • Config options to disable specific restrictions
    • Alternate sextant mode: only shows distance from equator
    • Ground/shelf storability for all items
    • Maybe require JPS to be charged with temporal gears?
    • Maybe beacons/locators?
      • place beacon -> use locator on beacon -> locator now points to beacon
      • alternatively, locator can be used on any position, and now permanently points to that position
      • can copy a locator location onto an unset locator 
  • Fixes
    • Glass variants. I forgot to add them. Oops?
    • The coordinate/direction HUD can get stuck in its "lowered" position when the minimap is disabled. Annoying!
      • Also it still has its grey background, even when neither is visible. Mildly irritating!
  • Improvements
    • The models could charitably be called "programmer art". I'd like to zhuzh them up a bit. 
    • Prospecting mechanics
      • Add option to simply click on map to add prospecting reading
      • Possibly add menu so that multiple prospecting readings can be stored and then set later?

Alternative Mods / Forks

Like the idea, but not my particular design decisions? Here's some alternatives based on this. 

Craftable Cartography Fork by kastrom3

A significant rebalance. Adds a new cheaper compass, combines the temporal items into one, and makes the JPS a helmet with limited charge. Also changes the interface somewhat so you don't have to actively use the basic compass/sextant to receive the information. 

Craftable Cartography - Classics by A_Whisper

Cuts the magitech temporal items out of the mod, for those who want a more grounded, realistic experience. Unfortunately it's a bit outdated now, but you can try my patch instead for a similar experience

Compatibility

This makes fairly major changes to significant parts of the map and coordinates/heading UI. Hence, I would expect that anything which tries to expand the map will likely cause issues with this mod. That said, if anyone can confirm that their favourite map mods are compatible with this, I'll add them to a list here. 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.14 craftablecartography 1776 Aug 7th at 9:40 AM craftablecartography_0.2.14.zip 1-click install

Fix: compass crafting was not consuming materials

0.2.13 craftablecartography 187 Aug 1st at 5:58 PM craftablecartography_0.2.13.zip 1-click install

Fix for compass recipe

 

some idiot removed the bowl from the ingredients list but not from the grid pattern... when I find that guy I'm gonna kick his ass

0.2.12 craftablecartography 88 Jul 30th at 4:15 PM craftablecartography_0.2.12.zip 1-click install

Config changes this update - regenerate your config

  • Added fancy new graphical compass display! Much better than just showing a numerical heading. It can be zoomed with the mouse wheel or arrow keys, and its texture changes depending on the metal of your compass.
  • Added new config option to re-enable the old compass display
  • Changed compass recipe, removing the bowl of water. Why did it need a bowl of water? 
  • Changed primitive compass recipe, so it should work fine on both 1.20 and 1.21, no separate versions required. Thanks to millennIumAMbiguity on Github for this one. :]
0.2.11 craftablecartography 55 Jul 28th at 11:20 AM craftablecartography_0.2.11.zip 1-click install

Fix for weird world settings issues

0.1.11 craftablecartography 81 Jul 28th at 11:21 AM craftablecartography_0.1.11.zip 1-click install

Fix for weird world settings issue

0.1.10 craftablecartography 49 Jul 27th at 7:43 PM craftablecartography_0.1.10.zip 1-click install

Just a version of 0.1.9 that's compatible with VS 1.20.12

Future 1.20 versions of this mod will continue under 0.1.x, whereas the 1.21 version will move up a minor version to 0.2.x

Sorry if this breaks anyone's auto-updaters, but the moddb isn't well set up for mainting multiple versions of the same mod atm

0.1.9 craftablecartography 53 Jul 26th at 5:25 PM craftablecartography_0.1.9.zip 1-click install

New alternative mechanic.

Instead of denying the opening of the (mini)map without the relevant items, it will instead simply not render the terrain.

This can be toggled in the config. 

0.1.8 craftablecartography 19 Jul 26th at 2:49 PM craftablecartography_0.1.8.zip 1-click install
  • Owned elk (etc.?) now hidden unless you have a JPS
  • Fixed benign error regarding JPS model
  • Fixed sextant behaviour while moving
  • Added a "primitive compass", craftable much earlier, which just shows the cardinal direction
  • Compass movement now continues when you're not actively using it (you still need to use it to read it)
  • Also fixed an oversight in the compass movement causing inconsistent behaviour
0.1.7 craftablecartography 89 Jul 24th at 3:57 PM craftablecartography_0.1.7.zip 1-click install

- Compass recipe fix for 1.21

0.1.6 CraftableCartography 1604 Mar 25th at 2:38 PM CraftableCartography_0.1.6.zip 1-click install

- Fix: map now continues to track player movement if you have a JPS
- You can no longer recentre the map on your position by pressing space unless you have a JPS
- Prospecting pick mechanics updated: you must now manually enter the coordinates of a reading unless you have a JPS
- Added .recentermap as an alias of .recentremap
- Fix: JPS recipe no longer consumes the knife and wrench (ACTUALLY NOT FIXED, SORRY)

 

0.1.5 CraftableCartography 1584 Jan 31st at 8:51 AM CraftableCartography_0.1.5.zip 1-click install

Fix for crash related to JPS check

0.1.4 CraftableCartography 168 Jan 30th at 4:16 PM CraftableCartography_0.1.4.zip 1-click install
  • Fix: JPS & channel requirement to see other players on map should work now (need someone to actually test and confirm tho)
  • Increased compass damping slightly
  • Added degrees symbol to compass display :]
  • Compass and sextant displays are now properly centred and have a background
0.1.3 CraftableCartography 143 Jan 30th at 6:39 AM CraftableCartography_0.1.3.zip 1-click install

fix: smithing recipes

maybe I'm just a bad modder?

0.1.2 CraftableCartography 197 Jan 29th at 6:27 PM CraftableCartography_0.1.2.zip 1-click install

Fixes:

  • exceptions on server when using compass or sextant, causing player to be kicked
  • weird high numbers for heading HUD when a menu is open
0.1.1 CraftableCartography 87 Jan 29th at 5:59 PM CraftableCartography_0.1.1.zip 1-click install

quick fix for temporal compass & sextant

 

I forgot to update the item check to account for variants

0.1.0 CraftableCartography 83 Jan 29th at 5:21 PM CraftableCartography_0.1.0.zip 1-click install
  • variants are now a thing
  • adjusted JPS recipe: now requires specific metals

too many temporal compasses lmao

0.0.4 CraftableCartography 79 Jan 28th at 11:30 AM CraftableCartography_0.0.4.zip 1-click install
  • Added crafting recipes (and a couple of intermediate resources) for all items

Currently just uses wildcards for all materials; next update will be implementing actual variants.

0.0.3 CraftableCartography 83 Jan 26th at 6:55 PM CraftableCartography_0.0.3.zip 1-click install
  • Added models (still kinda semi-placeholder)
  • Added lang file
0.0.2 CraftableCartography 88 Jan 19th at 11:37 PM CraftableCartography_0.0.2.zip 1-click install
  • map marker forced updates now occur every 2 seconds - still needs work
  • added itemtypes, currently placeholders while I get the logic right
  • map, minimap, coordinates, direction, and map markers now all restricted based on presence of items in player's hotbar
  • added manual compass, with placeholder UI
  • added manual sextant, with placeholder UI
0.0.1 CraftableCartography 71 Jan 16th at 3:02 PM CraftableCartography_0.0.1.zip 1-click install
  • Cleanup/reorganisation
  • added command to recentre the map to given world position
  • attempted to implement a forced update whenever /togglemapmarker is run - doesn't seem to work so well
  • map position should now save between sessions
0.0.0 CraftableCartography 72 Jan 13th at 2:16 PM CraftableCartography_0.0.0.zip 1-click install

initial concept/experimental version, current does the following:-

  • Hides all players' markers from the map (including yours)
  • Recentres & zooms map to wherever it was last centred/zoomed when closed (or world spawn by default)
  • Stops player movement from moving the map

69 Comments (oldest first | newest first)

💬 Zarathrustra, Nov 20th at 6:03 PM

Parf I found a fixed version of this mod at https://news.kalataka.ru/show/mod/31365.

 

There's still one problem I'm aware of, but the compass is much safer to use now.

💬 Zarathrustra, Nov 16th at 11:38 PM

Definitely hope the primitive compass bug gets fixed; this is the version I'd like to use for sure.

💬 AffluenzaShot, Oct 4th at 7:51 AM

I really respect that you took the time to mention alternate versions/forks of your mod, those of which are still staying updated.

💬 Parf, Sep 26th at 10:32 PM (modified Sep 27th at 1:20 AM)

I'm baaaack. Narrowing the server-killing memory leak(?) issue down to some clientside logs in client-debug: Included comment made by somebody who probably knows a thing or to on how game code works. This happens when using the primitive compass or regular compasses. Not sure if it happens with sextants. I hope this is helpful!
(VS v1.21.1)

Memory Leak logs from client-debug.txt and comment

26.9.2025 14:50:07 [Debug] Texture with texture id 967 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 954 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 961 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 953 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 960 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 966 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 952 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57721 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 965 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57695 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 955 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57725 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57697 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57699 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 962 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57701 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57703 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 959 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57723 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57705 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 963 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57707 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57709 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 956 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57711 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 957 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57719 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 964 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] Texture with texture id 958 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57717 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57713 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
26.9.2025 14:50:07 [Debug] MeshRef with vao id 57715 with 6 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.

image

💬 Nephelangelo, Sep 22nd at 11:56 PM

Unfortunately the patch doesn't work. Would love for you to update it, we definitely want to use this on our next world. 

💬 Parf, Sep 7th at 9:15 PM (modified Sep 27th at 1:25 AM)

I'm having a server-wide crash issue on the server I'm running with Craftable Cartography and a bunch of other mods (none of which affect maps). The server doesn't hard-crash but it freezes and has to be killed to be restarted. I believe I've found the culprit!

The regular compass, and possibly other compasses, seems to track my player rotation constantly instead of only when it's being used. This means that after having not used the compass for a long time, the compass UI has to catch up by spinning dozens, possibly a hundred times before settling on its cardinal direction. It takes a good few seconds to settle down (might be more than typical), and if the compass has to spin too much, the server loses connection and I have to force-restart it by hand. Logs of a memory leak found in client-debug.

I'm glad to have found the source of the crashes now, at least! Maybe you could put a hard cap on how much it has to re-orient itself, or have the rotation emerge out of a pre-made animation instead of the current more modular system. I'm no coder so I have no real solution, but this does mean I have to explain to everyone not to use the regular compass, order to keep the mod installed at all.

💬 Nephelangelo, Sep 4th at 4:26 AM

Okay I finally got a chance to try this mod out, and I have to say, I absolutely love it. I can see this becoming part of my permanent mod rotation. 

Two small notes I would like to suggest, and forgive me if these are already being looked into, but I think it would be nice for the sextant time to be cut down by about half, it definitely feels like too long of a period for a player to be waiting idly during gameplay just staring at the screen without doing anything. Half the current time I think would feel more appropriate. And my other suggestion is, it would be nice if the map consistently remembered the position you were last looking at, since when it gets reset it becomes pretty disorienting. 

Outside of that, this has been a superb enhancement to the gameplay for me. Thank you for the excellent mod!

💬 ItsSimplyPIE, Sep 2nd at 3:57 AM

Hey I just started a wilderness survival world with respawns that spawn me randomly in a 10000 block radius and the recentremap command doesn't seem to work, I get a message something along the lines of 'No such command exists'

💬 berserkus, Aug 29th at 10:49 PM

@Parf Oh awesome, thanks! I don't know how that slipped by me lol

💬 Parf, Aug 29th at 10:43 PM

berserkus Ctrl + V hides the coordinate overlay! And F6 hides the minimap.

💬 UnTainted_Snail, Aug 29th at 10:14 AM

How do I add coordinates to points I set on the map? I thought it would do it if I used a sextant near that point but it doesn't seem to.

💬 JakeDaFakeCake, Aug 24th at 7:01 AM

not at all sure if this would work or how it would work but in vanilla theres the command '/wgen pos latitude' if you could simply use the sextant to run that command or get the value of your latitude you could probably implement the alternative sextant mode a bit easier; however if you want to do blocks from the equator you could likely just use a basic formula to calculate distance in blocks using the degrees of your lateral position. Not sure if this helps in the slightest but either way I wish you the best and thanks for the mod.

💬 berserkus, Aug 23rd at 1:09 AM

Is there a viable way to hide the empty UI box in the top right corner where the map/coords would be? I found it distracting so I tried disabling it in the vanilla worldgen settings but it seems like it makes the mod's map unusable. Love the idea and implementation of this mod otherwise, thank you for your hard work.

💬 ProfCupcake , Aug 7th at 9:41 AM

Chad1776

Should be fixed 

💬 Chad1776, Aug 4th at 5:10 PM (modified Aug 4th at 5:11 PM)

Im using this mod and the temporal patch and it appears that I can craft infinite compasses without actually using up the materials.  iron Compass frame, hemitite nugget and glass slab. On 1.20

 

💬 ProfCupcake , Aug 1st at 6:00 PM

Wahazar

oops

fixed

💬 Wahazar, Aug 1st at 11:05 AM

Compass recipies are broken (latest mod version, VS. 1.20.12):

Spoiler!
Grid Recipe with output Item code craftablecartography:compass-plain-copper contains an ingredient pattern code B but supplies no ingredient for it.
💬 DarkThoughts, Jul 28th at 2:26 PM

Regardless of the fork, the one thing that holds me back from mods like this is the inventory space. Just the map alone would sacrifice a single slot already, and those are so very rare in VS - especially in modded. And most backpack mods are typically kinda OP / cheaty.

💬 Kionashi, Jul 28th at 12:33 PM

amazing idea! 

I got to admit Im abit scared of trying it out because Im still fairly new to the game, but I will get to this at some point for sure! 

💬 ProfCupcake , Jul 25th at 8:09 AM

Ensorcelled

Yep, that's because some idiot left those faces in the model untextured instead of removing them like he was supposed to :^]

It's a benign error; you should be ok to ignore it. I'll get it fixed for the next update. 

💬 Ensorcelled, Jul 24th at 8:47 PM

Seems to work fine except getting these errors in log... 1.21.0-EC1 with 0.1.7

 

24.7.2025 16:43:58 [Error] Missing mapping for texture code #null during shape tesselation of item craftablecartography:jps using shape craftablecartography:jps
24.7.2025 16:43:58 [Error] Missing mapping for texture code #null during shape tesselation of item craftablecartography:jps using shape craftablecartography:jps
24.7.2025 16:43:58 [Error] Missing mapping for texture code #null during shape tesselation of item craftablecartography:jps using shape craftablecartography:jps
24.7.2025 16:43:58 [Error] Missing mapping for texture code #null during shape tesselation of item craftablecartography:jps using shape craftablecartography:jps

 

💬 KeiMuriKoe, Jul 24th at 3:17 PM
💬 ProfCupcake , Jul 24th at 3:02 PM

KeiMuriKoe

Fine on my end: https://ibb.co/yn79Z6y3

What other mods are you running?

Could you perhaps provide the log files from this issue? 

💬 KeiMuriKoe, Jul 24th at 1:50 PM

ProfCupcake https://ibb.co/zHNhz2s7 No craft for all compasses

💬 ProfCupcake , Jul 24th at 12:58 PM

KeiMuriKoe

?

 

 

💬 KeiMuriKoe, Jul 24th at 11:30 AM

ProfCupcake why no crafts for simple compass ?

💬 ProfCupcake , Jul 23rd at 1:40 PM

AgentOfChaos

Yes, I am aware of that one. 

Might be a while before it gets fixed, I'm afraid; I'm just getting back into VS modding after a hiatus, and I'm dealing with various issues on my other mods first. 

💬 AgentOfChaos, Jul 22nd at 8:06 PM

hey, when im running and use the sextant while looking foward, i instantly get my cords, rather than having to wait.

 

💬 ProfCupcake , Jul 18th at 11:07 AM

Nephelangelo cowdragons

 

I can't reproduce this error myself; any chance you could send me the logs after it happens? 

💬 cowdragons, Jul 18th at 5:28 AM

Same as Nephelangelo, it consistently crashes when I press M without the map in my hotbar.
I truly love this mod though, it's been a must for my playthroughs since you first released it. Thank you so much for making it!

💬 Jessikka, Jul 16th at 5:10 PM

Would it be possible to reduce the range of the map reveal that hapens around the player? Presently it seems to be tied to view distance which for me means the revealed map extends a really long way from where I am.

💬 Nephelangelo, Jun 16th at 3:33 AM

Crashes when you hit M without a map in your hands.

💬 Aloy, Apr 20th at 6:03 AM

Compass doesnt seem to work in latest version no matter which hand or how long i right click it

💬 Nephelangelo, Apr 16th at 6:01 PM

Some players and I on the Vintage Story Discord have been talking fairly in depth about how a "Crude Map for early game, where players can draw on it themselves." would work, and I wanted to share the ideas here for any modders who would be interested, because I think this could be the basis for a far more interesting and creative mapmaking system. The idea is basically about an early game map, which is drawn 100% by the player themselves. Used in tandem with a Sextant, these player illustrated maps would accumulate detail over time, players would be creating their own Lord Of The Rings style map illustrations, with unique artistic embelishments and distortions that you'd see in old historical maps. We're picturing the functionality like this:

  1. Map is blank parchment with no player position or details. Charcoal is included in the item just to keep the use of it simple.
  2. Player walks to a location and uses the Sextant by looking through it and aligning sun with horizon.
  3. That Sextant position is marked on blank parchment map.
  4. Player must look around and sketch surroundings as they see it. Level of detail is up to their discretion.
  5. Can choose to draw or erase super easily by holding Shift.
  6. Can also add fancy old map font text, but maybe requires Cartography table for that.

If the player does this whenever they encounter a new important area, the map will slowly develop into a much more sophisticated level of detail over time. At first I was skeptical about the practicality and enjoyability of a player illustrated map, but after seeing this map shared from Thalius' server, drawn entirely by their server's player community themselves, I’m convinced that this would be a lot more worth the effort put into it than a pixel accurate auto-generating map.

image

 

I think there may be a few simple things the game could do to make the process of drawing your own map intuitive and fun. Displaying your fixed location on the map would be an easy visual way of orienting your relative position when you begin to draw it. So you could walk to a specific landmark, use the sextant, and it would mark your current position on the map, and you could use that as a reference point for drawing stuff around you.

Vintage Story players are extremely creative and artistic, I really think the time and care players put into this would be another one of those things about VS that would wind up being extremely gratifying. I also think it would be really interesting for players to use a cartography table to combine all their mapping. So players could actually pool information and collaborate artistically. The resulting maps I think would be extremely interesting aesthetically and fun.

And I think the fact that they wouldn’t be pixel perfect accurate, and will contain distortions and peculiarities, would add a ton of mystery, myth and player emergent lore to the gameplay. You’d be creating your own Lord Of The Rings style maps. Other players would be looking at your own subjective interpretations of the areas, and wonder for themselves what is really out there. In a multiplayer context, this would also be a huge reason for players to come together as new discoveries are found. Such as discovering a whole new continent. Suddenly players would want the new map Percy and Felis drew.

Especially since, now that you have to draw the map yourself, players would naturally want a map someone already put together. The maps would suddenly have real value. Really beautiful maps would be more desirable than the crude ones. And the differences in the levels of map detail would create different levels of value for everyone’s different maps. Some would even pay others for copies of the really beautifully illustrated ones. I think if this version of the map got implemented, a lot of players would never even bother updating to the pixel accurate map, because they’d fall in love with their own map creation.

💬 ProfCupcake , Apr 4th at 9:23 AM

Trungad

Maybe. Depends what you want to configure. 

Some things aren't as easy to change at runtime. 

💬 Trungad, Apr 3rd at 9:40 PM

This mod is great, but I dont want to have to make yet another fork for my specific needs between so many different ideas or features for everything i want to mix and match and tweak or change, Cant everyone get together on one project from the forks and make this mod configurable using config lib? :(

💬 ProfCupcake , Apr 2nd at 3:40 PM

OP2

Huh. You're right. 

I actually went back into the files to check on my end, and in the source it definitely does have the isTool field. You can see on the GitHub repo here: https://github.com/ProfCupcake/CraftableCartography/blob/master/resources/assets/craftablecartography/recipes/grid/jps.json

 

So I guess either something went wrong when I built the mod, or I just uploaded an earlier version by mistake. Hrm. 

💬 OP2, Apr 1st at 2:50 AM

The latest update says it fixed the JPS crafting recipe consuming the knife and wrench, but it is still consuming them and I checked the JSON file for the JPS recipe and this part is missing " "isTool": true " from the knife and wrench parts.

💬 Thranduil61, Mar 30th at 5:47 AM

A_Whisper Thank you very much for your efforts.

💬 A_Whisper, Mar 30th at 3:39 AM

I have gone ahead and made a simple fork of the mod that contains only the classic/traditional tools. ProfCupcake I know you plan on creating a version of the mod like this, so if that time comes, please let me know, and I will gladly take down the fork. Thanks for creating this wonderful mod!

Thranduil61 You may be interested in this as well, since I saw your comment.

 

 

https://news.kalataka.ru/craftablecartographyclassics

💬 Gloo, Mar 25th at 4:04 PM

Talk about timing. I literally just made a suggestion post with these EXACT ideas the other day lol
The more you can impliment these features in a diagetic form, the better! Something like holding a physical map to look at, similar to that other block game. Or as you suggested, an actual spinning compas item!
I dont expect that sort of stuff to be an easy feature to add though, espesically for a mod. But the added immersion would more than make up for the inconvenience of not having these features by default!

💬 Thranduil61, Mar 25th at 3:28 PM

@ProfCupcake Thank you so much for your kind reply. Love the mod. 10/10

💬 ProfCupcake , Mar 25th at 3:20 PM

Thranduil61

This has been requested enough that I'll likely make a separate mod with a more limited set of tools like you suggest. Unfortunately, disabling items as a config option isn't that easy (as far as I know). 

However, that won't be coming for a while, at least until this one is more complete. Until then, I can only offer the workaround of simply not crafting the temporal items. Alternatively, this is entirely open source, and disabling items it the JSON isn't that difficult: I would be fine with you making your own version with a few items disabled. 

💬 Thranduil61, Mar 25th at 9:21 AM

Is there a way to disable temporal tools, map and jps? I want to play with the map disable so I only need the compass and sextant.

💬 ProfCupcake , Mar 25th at 8:39 AM

Vrael

I would absolutely love to do that, and that is theoretically the goal of the compass, but I'm still trying to figure out how to do so. 

💬 Ahzok, Mar 24th at 7:38 AM

Thought this might be an intresting implementation if possible:
for the Sextant instead of only displaying the coordinates or distance to the equator it could in addition be used to "record your last known location" onto the map, when the sextant is used it will in a sense run the ".recentermap" command with the players current position. This is even if it is possible to code though.

💬 Vrael, Mar 20th at 11:36 PM

Is there any way to make the compass needles spin in game like the Compass2 Mod? Would be more immersive than having a dialogue window opening up. 

💬 A_Whisper, Mar 19th at 5:16 PM

Does this mod include a config to allow me to disable some items? I'd like to keep just the traditional tools and disable the magitech/temporal tools such as the JPS.

💬 CtrlAltSilent, Mar 12th at 4:25 AM

So, I'm running into nothing working... The compass does nothing. The sextant works, I suppose. The map does jack no matter what and I honestly haven't had the time to test the temporal compass. How does the map item work because, allowing use of the map, it does not. The compass neither changes to show direction or makes any indication of direction. I'm sure I'm missing something obvious but obviously I can't figure it out. Please and thank you! 

 

Edit:  Nevermind, I am a idiot. So I went into my world with my friends with coodinate overaly and maps off. I didn't realize this mod would take away AND restore vanilla functions. Everything seems to work fine. Great mod, now that I'm not too dumb to use it!

💬 Redumulis, Mar 11th at 4:00 AM

For all the Gamers who made a Temporal Compas, to see the cords its in Settings- Interface

💬 SilverDeThuggles, Feb 27th at 10:46 PM

DeviousDoge

Thank you for logging your fix for it. Was having the same thing happen and losing my mind. 

💬 DeviousDoge, Feb 26th at 5:03 AM

Running into a pretty gnarly bug; whenever I hit M to open my map with no map on my hotbar/inventory, it brings my mouse pointer on screen, and I can't do anything to get rid of it. If I hit ESC, the game locks up and I have to alt+f4. I've used this mod before and it worked okay, so no clue why it's doing this now; only other mods I'm running that should affect the map are Campaign Cartographer & Marximus Medieval Map (which I tested on a fresh world with both gone, issue persists). Any help? I can post more info if needed, just curious if there's a known issue here or known compatability problems that cause this.

 

Edit: Slowly slimmed my mod list until it was JUST craftable cartography and the game's .dll files. Nothing else. Version 1.20.4. Still had the same issue :(

 

Edit 2: Uhh, alright, oddly enough, hitting my minimap key seems to have fixed it? I guess not having your minimap toggled (I don't know on or off) can cause this problem? I have no clue if it's toggled "on" or "off" in the background, but just updating this in case someone runs into the same issue I did. Will edit this comment again if I experience any further issues. :)

💬 Kyle_Rick, Feb 25th at 10:44 AM

Is the JPS supposed to consume the knife and wrench? Also some other smaller weird things about the mod but otherwise it's great. I would like if the map actually followed me once I have the JPS instead of having to recenter it every time using commands.

💬 Kirona, Feb 24th at 1:51 AM

I'm loving this mod so far, and I also appreciate that it only seems to map your surroundings when you open the map - which makes sense. Though it does surprise me just how much terrain is mapped each time, leading me to ask if there's a way you could make the radius configurable with a smaller default?

I just feel like it's odd to be able to map the area out so precisely to a distance further than I can actually see xD

💬 DanceOfBlood, Feb 23rd at 4:19 AM

Hey! Great mod.

Me and my friends managed to get JPS after long hours of effort.
One thing I've seen is the minimap is placed on the bottom right and doesn't follow me.
Do you think there's a conflict going on here or maybe a bug?

Im on 1.20.4 if that matters. Thanks

💬 ProfCupcake , Feb 13th at 4:43 PM

Modeste

That's the nature of this mod rn I'm afraid - you could charitably call it an evolving, experimental creation. 

If you were feeling less charitable, you could call it a complete mess made by an inexperienced and incompetent boob desparately trying to patch up his mistakes as he goes. 😅

💬 Modeste, Feb 13th at 4:16 PM

ProfCupcake

Oh I feel silly you're right, since i downloaded this mod relatively recently i did not realize it had updated so much so quickly! I was on 0.1.2, oops...

Well done on updating this so much and so quickly! I missed 3 updates somehow ^^

💬 ProfCupcake , Feb 12th at 12:51 PM

Modeste

Are you definitely on the latest version (0.1.5)? There was an issue with the smithing recipes in a previous version, but it should be fixed now. 

Also, which metal are you using? The recipes are not available for every metal. 

💬 Modeste, Feb 12th at 12:26 PM

First of all, this is a fantastic mod, thank you so much :)

Same as RowdyArt I cannot craft any of the metal parts, looking into the H menu they don't seem to have any crafting recipes outside of recycling an existing item with a knife (like taking the compass frame out of a compass with a knife).
I tried smithing an ingot, can't see the compass frame in the option, for example.

I tried this without any other mods as well, so i don't think it's a mod incompatibility.

💬 ProfCupcake , Feb 4th at 8:51 AM

Dingergum

One of many exploits, I'm afraid. At least this is one I have a chance of fixing. I'll add it to the list. 

💬 Dingergum, Feb 3rd at 2:23 PM

Loving the mod so far! But i just found a little exploit. If you have just the map, you can still press spacebar to recenter the map to your current location, which can be used to track your position without the need of a JPS.

💬 ProfCupcake , Jan 31st at 6:00 PM

disputedname

It doesn't currently touch prospecting at all. That's one of the several things that need to be addressed at some point. 

💬 disputedname, Jan 31st at 5:08 PM

How is Prospecting affected by this mod?

💬 ProfCupcake , Jan 31st at 8:51 AM

Viktoria

Should now be fixed. 

💬 Viktoria, Jan 31st at 6:27 AM

Experiencing crashes with newest version:

Running on 64 bit Windows 10.0.19045.0 with 64730 MB RAM
Game Version: v1.20.3 (Stable)
1/31/2025 12:25:36 AM: Critical error occurred in the following mod: CraftableCartography@0.1.4
Loaded Mods: aculinaryartillery@1.2.3, betterloot@1.1.0, BuggisRandomChanges@3.7.0, chiseltools@1.14.11, combatoverhaul@0.1.22, long-term_food@0.1.8, MoveLikeKaji@0.0.6, primitivesurvival@3.7.5, game@1.20.3, vsimgui@1.1.7, alchemy@1.6.42, armory@0.1.4, betterfirepit@1.1.5, betterruins@0.4.6, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.3, CraftableCartography@0.1.4, expandedfoods@1.7.3, fromgoldencombs@1.8.5, hydrateordiedrate@1.7.4, kevinsfurniture@1.6.1, maltiezcrossbows@0.6.4, maltiezfirearms@0.10.4, medievalexpansionpatch@1.0.0, noticeboard@1.1.0, onebedsleeping@2.5.0, petai@3.0.1, pileful@1.1.5, recipeselector@1.0.1, rivers@4.1.0, rpvoicechat@2.3.12, tabletopgames@2.6.0, th3dungeon@0.4.0, trailmodcupdate@1.1.0, traitacquirer@0.9.6, creative@1.20.3, vsinstrumentsbase@2.0.0, survival@1.20.3, xlib@0.8.10, cats@3.0.0, cokemakesense@1.0.1, exoskeletons@0.2.2, em@3.0.0, playercorpse@1.11.0, shearlib@1.1.1, stonequarry@3.4.3, tpnetpatched@1.14.5, vsinstruments_quackpack@1.0.0, wolftaming@3.0.2, xskills@0.8.11, tailorsdelight@1.9.0, theworkingclasses@1.0.1, wool@1.5.1, dressmakers@1.5.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CraftableCartography.MapLayers.CCPlayerMapLayer.ShouldShowPlayer(IPlayer player) in C:\Users\Professor Cupcake\source\repos\CraftableCartography\CraftableCartography\MapLayers\CCPlayerMapLayer.cs:line 132
at CraftableCartography.MapLayers.CCPlayerMapLayer.OnMapOpenedClient() in C:\Users\Professor Cupcake\source\repos\CraftableCartography\CraftableCartography\MapLayers\CCPlayerMapLayer.cs:line 103
at CraftableCartography.MapLayers.CCPlayerMapLayer.OnMapOpenedClient(Single _) in C:\Users\Professor Cupcake\source\repos\CraftableCartography\CraftableCartography\MapLayers\CCPlayerMapLayer.cs:line 62
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
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 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Algernon, Jan 30th at 4:04 AM

"Alternative way of getting story locations (coordinates?)"
When the world map is disabled in serverconfig right clicking with the story location maps (bought from traders etc) prints how many blocks you are away from the location, rather than marking it on your map.
You could probably harmony patch this to work with your mod

 

💬 RowdyArt, Jan 29th at 9:56 PM

I cannot seem to craft any of the metal parts required for the items. No smithing recipe or mold to pour them.

💬 Volund, Jan 29th at 8:45 PM

Think I might've had a stroke of genius come over me. At times ore deposits end up beneath lakes and oceans right? And you want to ensure that your tunnel does not dig into the lake itself, but underneath it. How about a lead line? That way you can get an immersive reading of how deep a part of a lake/ocean is, as long as you have enough rope to reach the bottom. Thoughts?

💬 Rymdbob, Jan 21st at 9:43 PM

I want this so bad! The sextant giving coordinates with a small delay is fucking brilliant.

 (edit comment delete)
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