Mods / Craftable Cartography
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Latest release (for Vintage Story 1.20.12 and 1.21.0-rc.3, potentially outdated):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.
{
"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 Identifier | For 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
| |||||||
| 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 | ||
| |||||||
| 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
| |||||||
| 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 | ||
| |||||||
| 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:
| |||||||
| 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 | ||
too many temporal compasses lmao | |||||||
| 0.0.4 | CraftableCartography | 79 | Jan 28th at 11:30 AM | CraftableCartography_0.0.4.zip | 1-click install | ||
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 | ||
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| 0.0.2 | CraftableCartography | 88 | Jan 19th at 11:37 PM | CraftableCartography_0.0.2.zip | 1-click install | ||
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| 0.0.1 | CraftableCartography | 71 | Jan 16th at 3:02 PM | CraftableCartography_0.0.1.zip | 1-click install | ||
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| 0.0.0 | CraftableCartography | 72 | Jan 13th at 2:16 PM | CraftableCartography_0.0.0.zip | 1-click install | ||
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initial concept/experimental version, current does the following:-
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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.
Definitely hope the primitive compass bug gets fixed; this is the version I'd like to use for sure.
I really respect that you took the time to mention alternate versions/forks of your mod, those of which are still staying updated.
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)
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.
Unfortunately the patch doesn't work. Would love for you to update it, we definitely want to use this on our next world.
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.
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!
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'
@Parf Oh awesome, thanks! I don't know how that slipped by me lol
berserkus Ctrl + V hides the coordinate overlay! And F6 hides the minimap.
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.
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.
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.
Chad1776
Should be fixed
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
Wahazar
oops
fixed
Compass recipies are broken (latest mod version, VS. 1.20.12):
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.
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!
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.
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
ProfCupcake Sure, I suspect that’s because I was using 1.21 RC1. https://drive.google.com/drive/folders/1lzYwZdYmD_1bvcQw03JDXWYtcCbAO63F?usp=sharing
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?
ProfCupcake https://ibb.co/zHNhz2s7 No craft for all compasses
KeiMuriKoe
?
ProfCupcake why no crafts for simple compass ?
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.
hey, when im running and use the sextant while looking foward, i instantly get my cords, rather than having to wait.
Nephelangelo cowdragons
I can't reproduce this error myself; any chance you could send me the logs after it happens?
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!
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.
Crashes when you hit M without a map in your hands.
Compass doesnt seem to work in latest version no matter which hand or how long i right click it
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:
Trungad
Maybe. Depends what you want to configure.
Some things aren't as easy to change at runtime.
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? :(
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.
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.
A_Whisper Thank you very much for your efforts.
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
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!
@ProfCupcake Thank you so much for your kind reply. Love the mod. 10/10
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.
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.
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.
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.
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.
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.
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!
For all the Gamers who made a Temporal Compas, to see the cords its in Settings- Interface
DeviousDoge
Thank you for logging your fix for it. Was having the same thing happen and losing my mind.
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. :)
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.
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
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
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. 😅
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 ^^
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.
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.
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.
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.
disputedname
It doesn't currently touch prospecting at all. That's one of the several things that need to be addressed at some point.
How is Prospecting affected by this mod?
Viktoria
Should now be fixed.
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
"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
I cannot seem to craft any of the metal parts required for the items. No smithing recipe or mold to pour them.
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?
I want this so bad! The sextant giving coordinates with a small delay is fucking brilliant.