Mods / Mobs Radar [Finished]

Tags: #Cheat #Cosmetics #Creatures #Graphics #Other #QoL #Simplification #Tweak #Utility
Author: DanaCraluminum
Side: Client
Created: Jun 11th 2023 at 9:34 AM
Last modified: Sep 14th at 12:58 PM
Downloads: 41851
Follow Unfollow 652

Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
MobsRadar-v2.1.12.zip  1-click install


I live in Ukraine and there is a war going on right now.

If you are enjoying my mods, you can support me on Patreon. Any help is appreciated!

 

Patreon

[Discord] Discord


 

Detects creatures and adds markers for them on both world map and minimap.

This mod is feature-complete, that means that all features author wanted to add are already in the mod and further updates most likely will be bug fixes or to update codebase to support new versions.

MOD CONFIGURATION

Configuration file is located in VintagestoryData/ModConfig, it is appeared after loading any world.

You can add your own categories.

To reload configuration file without reloading world press Shift + R hotkey by default.

Highly recommended to use with Confg lib to configure everything in the mod, since configuration file is enormous

MOD INTEGRATION
keywords

enemy radar 
friendly radar 
friend radar 
friends radar 
neutral radar 
creature radar 
entity radar 
mob radar
npc map 

enemy map 
detector 
mobESP
mini map
worldmap

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.1.12 mobsradar 6131 Sep 14th at 12:58 PM MobsRadar-v2.1.12.zip 1-click install

Fixed: Colors were still reversed

2.1.11 mobsradar 358 Sep 13th at 1:22 PM MobsRadar-v2.1.11.zip 1-click install

Fixed: Colors were reversed (blue was red etc.)

2.1.10 mobsradar 73 Sep 13th at 11:05 AM MobsRadar-v2.1.10.zip 1-click install

Fixed: Invisible icons

2.1.9 mobsradar 2575 Aug 7th at 6:41 PM MobsRadar-v2.1.9.zip 1-click install

Update to 1.21

2.1.8 mobsradar
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
3701 Jul 15th at 3:32 PM MobsRadar-v2.1.8.zip 1-click install

Fixed: Tamed locusts are marked red (now they use default gray color)
Fixed: Attempt to fix config not updating sometimes

2.1.7 mobsradar
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
5342 Apr 26th at 2:35 PM MobsRadar-v2.1.7.zip 1-click install

Tweak: Added AutoFill to config to control whether it should reset to default values

2.1.6 mobsradar
1.20.0 - 1.20.3
4883 Feb 6th at 5:17 PM MobsRadar-v2.1.6.zip 1-click install

Tweak: Updated Spanish translation by C4BR3R4

2.1.5 mobsradar
1.20.0 - 1.20.3
1143 Jan 31st at 10:45 AM MobsRadar-v2.1.5.zip 1-click install

Remove trader and projectile list from your config if you want to see new changes! 

Tweak: Added vanilla villagers and combatoverhaul projectiles to default config. Villagers are now in trader list, CO projectiles are in projectile list

2.1.4 mobsradar
1.20.0 - 1.20.3
570 Jan 29th at 4:02 PM MobsRadar-v2.1.4.zip 1-click install

Tweak: Added shiver, bowtorn and erel to hostile list

2.1.2 mobsradar
1.20.0-pre.0 - 1.20.0-rc.1
3848 Nov 1st 2024 at 10:49 AM MobsRadar-v2.1.2.zip 1-click install
Recompile for 1.20
 
Fixed: Crash in OnTick when config is null
2.1.1 mobsradar
1.19.0 - 1.19.3 1.19.5 - 1.19.7
5236 May 11th 2024 at 10:24 AM MobsRadar-v2.1.1.zip 1-click install

Fixed: Config not saving when editing through config lib window

2.1.0 mobsradar
1.19.0 - 1.19.3 1.19.5 - 1.19.7
677 Apr 30th 2024 at 2:07 PM MobsRadar-v2.1.0.zip 1-click install

Feature: Config lib compatibility

2.0.0 mobsradar
1.19.0-rc.1 - 1.19.0-rc.6
2491 Jan 10th 2024 at 9:29 PM MobsRadar-v2.0.0.zip 1-click install

Feature: Pet AI compatibility
Tweak: Hotkey for reloading config
Tweak: New categories: dead, pet, butterfly, bee and trader. Removed bug category
Tweak: Added deers to neutral category
Tweak: Localization for all languages
Tweak: New configuration file. types and classes support. Icons support
Fixed: Names for specific entities (dropped items, falling blocks, thrown spears, arrows and stones)
Removed: Client commands
Removed: Opacity config setting
Removed: Hotkey for toggling radar (can only be done through world map window now)

 

Remove old configuration file before installing this version

1.0.3 mobsradar
1.18.0 - 1.18.1 1.18.2 - 1.18.6-rc.1 1.18.6 - 1.18.7 1.18.9 - 1.18.13
3445 Jun 14th 2023 at 9:54 PM MobsRadar-v1.0.3.zip 1-click install
  • Fixed: Crash on trying to load config when ModConfig folder doesn't exist
1.0.2 mobsradar
1.18.0 - 1.18.1 1.18.2 - 1.18.6-rc.1
423 Jun 13th 2023 at 9:47 PM MobsRadar-v1.0.2.zip 1-click install
  • Feature: Hotkey to show/hide radar (default: Ctrl + R)
  • Feature: Markers now display name, health and distance to player
  • Feature: .radar / .mradar command:
    • .radar info (print detail info based on configuration)
    • .radar mark [name] (Show/hide individual markers (by type))
    • .radar hr [number] (horizontal radius)
    • .radar vr [number] (vertical radius)
    • .radar opacity [number] (markers opacity)
    • .radar size [name] [number] (individual marker size)
    • .radar color [name] [hex color] (individual marker color)
  • Tweak: Markers by default a bit smaller than player's
  • Fixed: Marker facing was rotated by 90 degrees (except projectiles/throwables)
  • Fixed: When hovering over a player's marker, the nickname was shown twice
There is very small texture leak left, I spent hours to figure out how to optimize, still have no idea
 
1.0.1 mobsradar
1.18.0 - 1.18.1 1.18.2 - 1.18.6-rc.1
520 Jun 11th 2023 at 11:15 PM MobsRadar-v1.0.1.zip 1-click install
  • Feature: Markers are now colored by entity "types":
    • Hostile (red)
    • Neutral (orange)
    • Passive (green)
    • Projectile (cyan)
    • Fish (light blue)
    • Boat (blue)
    • Bugs (gray)
    • Dropped item (pink)
    • Default (gray)
  • Tweak: Removed markers for traders
  • Fixed: All creatures were marked hostile
1.0.0 mobsradar
1.18.0 - 1.18.1 1.18.2 - 1.18.5
421 Jun 11th 2023 at 9:35 AM Empty MobsRadar-v1.0.0.zip 1-click install

170 Comments (oldest first | newest first)

💬 Rabbitty, Nov 25th at 7:03 AM (modified Nov 25th at 7:28 AM)

Azraile Sure. Just slap this at the end of your config file and as long as you've got your brackets (and extra comma) in the right place and autofill off, it should be fine.

Should look roughly like the screencap. That'll hide armour stands and smoke.

Spoiler!
"hidden": {
"Visible": false,
"Icon": null,
"Size": 28,
"Color": "#FFFFFF",
"MatchTypes": [],
"MatchClasses": [
"EntitySmoke",
"EntityArmorStand"
]
}

image

💬 Hotbread100, Nov 22nd at 3:27 AM

GrimSim in the json file the very first line, called autofill you want to turn that to false!

💬 GrimSim, Nov 15th at 9:45 PM (modified Nov 15th at 10:27 PM)

No idea on how to make the config file changes permanent. It resets every single time I edit the json, or add armorstands to the list in mod settings.

💬 Azraile, Nov 13th at 8:35 PM

Rabbitty could you put the code for that, i was thinking about this mod but I also use the real smoke and that would be anoying.... also curkous how to remove armor stands if possable too, don't want to cheat

💬 TheTimeLessOne, Nov 9th at 9:10 PM

Individuals are using this on my MP RP server to x ray into ruins and see armor stand entities within them.

Whats the individual mod id so i can blacklist this shit?

💬 Rabbitty, Nov 8th at 10:54 PM (modified Nov 8th at 11:26 PM)

Hydromancerx Make a new class/section thing with whatever name you like and untick "visible". Add EntitySmoke to that, and the smoke goes away. :)

If you want to recolour/remove entities from other mods too, just look in that mod's entities folder to find the relevant name/code/class.

💬 Hydromancerx, Nov 4th at 10:42 PM

Is there a way to have a mob not show up on radar? I have the Real Smoke mod and they are entities. So the map is covered with "smoke". 

💬 Nartaga, Oct 2nd at 6:54 PM

Autofill keeps resetting no matter how many times I change it to false in the config.

💬 LoneWolfREM, Sep 30th at 7:50 AM

Hi Dana.

 

Thanks for ALL of your mods and the great amount of time that you spend on them as well.

I would dearly love to remove the bowtorn projectiles from showing on the map(s).

They look just like arrows and spears that I care about but I want nothing to do with the bowtorn arrows.

Please, I don't want to see them.

 

Maybe add an exclusion / black list or something if need be.

Thanks!

💬 nafen, Sep 28th at 3:29 PM

Heyo, can someone please explain how I can disable this mod from showing 'dummy' entitites from Rustbound Magic on the map? These are things like spell effects i.e. when you are casting a spell, or when flowers are turned into riftblooms etc.

💬 CharlieSoulfire, Sep 26th at 7:49 AM

It seems that AutoFill turns itself back on for me and deletes all my changes each time I try to configure this mod. I did this in the file, this does not show up when using ConfigLib and therefore cannot be even attempted in the reccomended configuration method.

💬 Mr_Tarzan, Sep 22nd at 9:47 PM

How do I disable straw dummies from showing on the radar? I can't see anything related to them in the configuration file.

💬 WeatherAlchemy, Sep 20th at 10:03 PM

For those of us having issues getting the changes to the entity types to stick:

 

You HAVE to use the config file in the "ModConfig" FOLDER, not the one in the Mods Folder!

 

 

💬 StatsBloke, Sep 17th at 8:51 AM (modified Sep 17th at 11:16 AM)

I love this mod, but ConfigLib can be a bit tricky to understand.  I'm trying to move "moose-*" from "neutral" to "hostile", because they are!  However, when I do that, no matter what I do in terms of using the "save" and "reload" options in ConfigLib, relogging, or restarting the server, the moose remain coloured orange from their previous "neutral" membership.  After a restart, "moose-*" definitely appears in the hostile list, and is not in the neutral list, and yet they remain orange.  Does anyone have any suggestions?  I'd like some warning before I get chest-barged to death lol!

Update: I've also looked in the config json, and "moose-*" also definitely appears in the hostile group in the config file, and is not in the neutral list.  It's like the mod is ignoring the config file.  I can, however, make other changes, like adding a "smoke" group for Real Smoke, and that works fine.

Update update: After playing around a bit more, I think this might be related to the recent bugs because it's just not behaving how it should do with any item present in the default settings.  It's like anything that's a default cannot be changed, but new stuff works just fine.

💬 DanaCraluminum , Sep 14th at 10:29 PM

Bl0ckparty Thanks

💬 Bl0ckparty, Sep 14th at 10:28 PM

Thank you for all you do!  I use most of your mods!

💬 Celly, Sep 14th at 10:00 PM

Yes, icons all seem fixed now and colors applying appropriately :D Thank you so much!

💬 DanaCraluminum , Sep 14th at 12:59 PM

Celly Fixed

💬 Celly, Sep 13th at 11:25 PM

DanaCraluminum The colors still seem to be funky in v2.1.11. Default color settings for deads is showing cyan.

image

image

 

💬 DanaCraluminum , Sep 13th at 1:22 PM
💬 Lielac, Sep 13th at 1:11 PM

Shinji170981 Krougal It looks like the hex codes are somehow being read, not quite exactly backwards to a human looking at the hex codes, but pretty backwards.

So like, hostiles are #FF0000, but the minimap is reading it as #0000FF. But it doesn't read #9F0000 as #0000F9, it reads it as #00009F. So it's reading them like they're BGR instead of RGB.

Why? No idea. But that's what seems to be happening, from playing with the colors with ConfigLib.

💬 Krougal, Sep 13th at 12:37 PM

What Shinji170981 said, except the color settings in the config are correct.

💬 Shinji170981, Sep 13th at 12:31 PM

Just a quick heads up.

With the latest version, my mob colours were overwritten and changed.

Already tried to reset to default but the colours are all mixed up. Hostile mobs are dark blue suddenly and neutral mobs are light blue. Traders are now red.

Tried to change it manually but didn't work. Used configlib for it.

Any idea how i can fix that or is that something only you can do?

💬 Shion, Sep 12th at 11:12 PM

While some icons are now missing in the game (like fish), the mod doesn't draw SVG icons anymore, even if you provide a proper path to it.

💬 Dracdracono, Sep 12th at 4:46 PM

how do i hide realsmoke entities from the radar

💬 Bl0ckparty, Sep 11th at 9:16 PM

I would like to request that the "dead" detection be returned to the mod.  I play with the VS Villager mod by Gerste and I can't find my soldiers/archers who have been killed.  Can you add it or tell me how to add it?  I'm not very good with changing the configs.

💬 Monikette, Sep 4th at 2:25 PM

Causing constant 1 second interval frame hitching when minimap is on or map is opened.

💬 DigitalHare, Sep 3rd at 2:01 PM

+1 to missing icons? (That or 'dead' just doesn't work atm?)

💬 Celly, Sep 2nd at 2:01 AM (modified Sep 2nd at 2:02 AM)

Icons are broken for me as well for VS 1.21, MobsRadar 2.2.9. 

💬 Slye_Fox, Aug 30th at 9:44 PM

Would it be possible to add an option to make icons static (as in, not rotate to match the entities facing)?

💬 DanaCraluminum , Aug 29th at 10:57 PM

Logovore Disable AutoFill in config

💬 Logovore, Aug 29th at 10:55 PM (modified Aug 29th at 11:08 PM)

I keep trying to add new markers, but they won't save. I click save but no visual indicator happens and then when I reload, the changes aren't there. Everything is back to default.

 

EDIT: I had to change

 

"AutoFill": true,

to

"AutoFill": false,

 

Why make us do that and not mention it anywhere? I went straight to using Config Lib and had no idea! Love your mods!

💬 Intangir, Aug 29th at 9:29 PM

oops, no i didn't see that

it's saving now

also it appears the icons don't work, i replaced them with null and set colors instead and those work

 

💬 Shion, Aug 29th at 2:22 AM (modified Aug 29th at 2:42 PM)

Icons don't work anymore.

💬 DanaCraluminum , Aug 28th at 5:18 PM

Intangir Did you set AutoFill to false?

💬 Intangir, Aug 28th at 5:12 PM (modified Aug 28th at 5:17 PM)

You can't turn off certain groups anymore on the 1.21 version, when you make any changes to the config like visibility false, it just resets it back to default config, and everything is true again

also the fish do not show up

also it would be great if you could toggle it on and off like you used to be able to do (there was a keybind for it)

 

 

💬 Krougal, Aug 2nd at 12:09 AM

Oh, and you can create your own groups.

I split bear/wolf/hyena into their own.

💬 Krougal, Jul 31st at 3:52 PM

Mynxae I found the culprit at the top of the config file:

"AutoFill": true,
"Description": "Set AutoFill to false to prevent the config from resetting to default values",

💬 Krougal, Jul 31st at 4:20 AM

Mynxae

Configlib 1.9.0 is working for me in RC1 (RC2 crashes if you eat out of a bowl), or at least it loads.

Yeah, I know what you mean, I set the vertical distance to 10 to try to cut down on that, but it still picks up a lot of mobs from underground.

Interestingly, that setting sticks, but the butterfly does not.

 

 

 

💬 Mynxae, Jul 31st at 3:49 AM

Krougal I'm having a similar issue.

I'm trying to make hostile animals and hostile rust mobs separate categories, so I can more easily hunt wolves/bears if needed, but I keep finding surface drifters etc. I've tried three times now, even with changing the autofill to false the last time (after looking through these comments) and it still reset the next time I opened VS. Very frustrating. As well as turning off the butterflies, which I see no reason to want to track. 

And ConfigLib is currently broken so that's not an option either. :(

💬 Krougal, Jul 28th at 6:57 PM

Great mod. I am having an issue with it reseting the config file.

It is very noticeable since I turn off butterflys, but then they get turned back on constantly.

 

Also FYI for anyone using (I know you don't want to be bothered updating mods for RC versions and I respect that) it still works for 1.21RC1, except the corpse markers don't get created.

💬 DanaCraluminum , Jul 16th at 2:59 PM

Dayvidonex What game version?

💬 Fefa, Jul 16th at 10:35 AM

Ok, perfect :D

💬 Dayvidonex, Jul 15th at 11:07 PM

I am getting a small lag, amost like rubberbanding with the new version, but bot the last. It is very consistent in terms of time, I notice it more often while walking, so it seems to my that the cag comes from the mod scanning for mods when terrain is being loaded.

💬 DanaCraluminum , Jul 15th at 4:32 PM

Fefa It is pre-configured

💬 Fefa, Jul 15th at 4:26 PM

if i download the mod and dont configure it myself, it have a default configuration already active? or i need to configure it for it to actually work?

💬 DanaCraluminum , Jul 15th at 3:32 PM
💬 Kro_Thells, Jul 15th at 5:49 AM

Hi! Hello, eh, I was trying the mod, and noticed that all hacked locust appear as "enemies" on the mod, I dont know if theres a posibility or a way to change that as it becomes confusing at times, thanks

💬 Tsukasa, Jul 11th at 2:44 AM

DanaCraluminum yes I did it, the issue I think was that I use a icons pack, but for some reason dint find the icons, so I move the resources with png to the mods folder, and change the path in the json file, now it's working again, tyvm for the mod :D

💬 DanaCraluminum , Jul 10th at 7:32 PM

Tsukasa Did you set AutoFill to false?

💬 Tsukasa, Jul 10th at 7:31 PM

Hello, I'm using a Launcher, but sometimes config file gets reset to basic, when I play solo, in creative this doesn't happens, so I have to reconfigure all again and its a pain, and when I'm in game and paste my config and reload with hotkey or config lib it reset it back to default

💬 DanaCraluminum , Jun 12th at 9:20 PM

GingerPepe Mod doesn't affect time or sleep in any way. Client side mods can't affect server side of the game

💬 GingerPepe, Jun 12th at 9:13 PM

Don't know if anyone else has had this happen but this mod for whatever reason was affecting sleep in single player? Went through my mod list one by one and disabling this one fixed issue. Nov 3rd to Dec 7th with one sleep cycle. Just wondering what I've got going on with my end because its really helpful for finding those dino nests

 

edit: I think the culprit was compost tweak, updated mod n turned radar back on and sleep was fine :)

💬 DanaCraluminum , Jun 9th at 7:40 PM

SantiaMaster No, because translocator is not a creature

💬 SantiaMaster, Jun 9th at 6:40 PM

Good morning, is there a way to make the "translocator" appear?

💬 eerino, May 19th at 1:18 AM

is there a way I can configure it to make my unicorn from Monoceros: Ancient unicorns visible? 

sorry my eyes passed right over it, hopefully I can figure it out without help!

💬 PhobosFogg, May 1st at 5:10 PM

metasynthie ooooo ok thank for that tip.  I'll take a look and see if that helps.

Edit: Yes, it was that, thank you so much.

💬 metasynthie, May 1st at 3:35 PM

PhobosFogg I had a similar problem until I looked at the top of the config file -- you need to set "AutoFill" to false to prevent the config from resetting to default values

💬 PhobosFogg, Apr 29th at 2:34 PM

Hi DanaCraluminum 

I am trying to add a custom group to support one of the dinosaur mods.  I can add a group and a type or class, and it works fine for that one session, but it's not saving the new group to file. When I press save, it is definitely writing to the config file, because I can see changes made to existing groups in the file and the file's modified time changes, but it's just not adding the new group, so when I relog the new group is gone.  If I manually edit the config file to add a new group by hand, it loads from the config file and works fine, but pressing the save button overwrites the config file and removes the group on reload, despite the group appearing in the config UI in game.

Edit: I updated ConfigLib on my server to the latest version yesterday, so it could be ConfigLib causing the issue.  When I get a chance, I'll revert the server version of ConfigLib and see if that fixes the issue.

Edit edit: I've tested with configLib 1.5.2 and 1.5.3, and new groups are not saving to my local MobsRadarConfig.json.  If I edit a pre-existing group, say change the colour of trader, it updates the file with the new hex code.  If I add a new group, the group appears in the ConfigLib UI in game while I stay logged in, and works, but if I press Save in ConfigLib, the MobsRadarconfig.json file gets a refreshed modified timestamp, but nothing changes - the new group does not appear.  Consequently, when I reload the game, the new group is gone because the mod loads from the config file, which does not contain the new group.  All tested with MobsRadar 2.1.7

Edit: It was the autofill setting.  Changing it to false allowed me to save new groups.  Hopefully my players will be able to edit their config files without too much help to fix theirs.  Is there a reason this parameter is true by default?

 

 

💬 DanaCraluminum , Apr 28th at 3:06 PM

Tamajen Players are not supported

💬 Tamajen, Apr 28th at 2:06 PM

I am looking for a way to change the icon color for other players but there isnt a listing for players. Can anyone tell me if this is possible with this mod? Thanks.

💬 Keys123, Apr 28th at 1:37 AM

Is this mod compatible with Decaying Creatures at all? I cannot for the life of me figure out how to add a group or config to detect them.

💬 Shiftshade, Mar 14th at 11:59 AM

Well i tried making a new group with that one in specific and didn't seem to work Oo

💬 DanaCraluminum , Mar 14th at 11:51 AM

Shiftshade It supports both wildcard and regex

💬 Shiftshade, Mar 14th at 11:48 AM

Is it possible to have the type matches use a pattern with the wildcard at the begining like: "*-baby" ?

💬 DanaCraluminum , Mar 11th at 10:03 AM

Nymous Because there are 9999 mods that add wolves

💬 Nymous, Mar 11th at 5:37 AM

Huh, looking in the json it seems like wolves and such should show up red, but it seems that modded wolves and other aggressive animals show up as grey dots.

💬 NateDoesLife, Feb 21st at 4:27 PM

Yup, seeing that now I am blind =p, sorry about that. You can delete my comments if you wish. 

💬 DanaCraluminum , Feb 21st at 4:06 PM

NateDoesLife Because there is already default config for boats

💬 NateDoesLife, Feb 21st at 4:00 PM

Hey Dana,

Trying to add boats to the radar but they dont seem to want to show up.

Here is my config section - boatradar - Pastebin.com

Curious if I did something wrong or if the boats just arn't possible to add to the radar.


💬 DanaCraluminum , Feb 9th at 11:50 AM

Zadak Only entity classes are supported

💬 Zadak, Feb 9th at 11:26 AM

I am trying to add radar for seeds,

"seed": {
"Visible": true,
"Icon": "game:textures/icons/worldmap/star1.svg",
"Size": 20,
"Color": "#44ff00",
"MatchTypes": [],
"MatchClasses": [
"ItemTreeSeed",
"ItemPlantableSeed"
]
}

 

What am I missing?

Great mod btw

💬 PhobosFogg, Feb 7th at 11:31 AM

Thanks so much, I'll try that! DanaCraluminum

💬 DanaCraluminum , Feb 7th at 11:07 AM

PhobosFogg Remove hostile list from config, then press "save" and "reload" buttons inside the in-game config

💬 PhobosFogg, Feb 7th at 3:00 AM

I've just started a new 1.20 MP server and my players and I are seeing the new monsters (bowtorn etc) as grey because they're not listed under the "hostile" group.  Is this because we were using the mod in 1.19 and need to do some kind of reset?  Fantastic mod, thank you so much for it!

💬 DanaCraluminum , Feb 6th at 1:59 PM

Glifider I can try exclude it from radar

💬 Glifider, Feb 6th at 1:56 PM

The mod is good, but I don't like that tamed elk is displayed in gray instead of green.

💬 DanaCraluminum , Jan 31st at 10:45 AM

Cherry_Brendon Fixed

💬 Cherry_Brendon, Jan 31st at 1:08 AM

Add blue icon for Villager
Добавь синию иконку для Жителей Деревни(Набийцев) ибо они серые.

💬 ThatLamer, Jan 30th at 10:16 PM

Does anyone know what I have to do to get the projectile tracking to work again after installing combat overhaul? I assume it adjusts classes or something for arrows, which mobs radar doesn't recognize? I'm not especially sure.

 

Edit: I thought they weren't showing on radar, but they are. However, they're showing grey instead of cyan, which is pretty hard to see. I'll have to keep investigating.

 

Edit 2:

If you're running combat overhaul, in order for the projectiles to work you'll need to go to

AppData\Roaming\VintagestoryData\ModConfig\MobsRadarConfig.json

and under the projectile section edit

"MatchClasses": [
"EntityProjectile",
"EntityThrownBeenade",
"EntityThrownStone"

]

 

to

 

"MatchClasses": [
"EntityProjectile",
"EntityThrownBeenade",
"EntityThrownStone",
"CombatOverhaul:Projectile"
]

💬 Dereq, Jan 29th at 8:25 PM

DanaCraluminum Oh cool! Tysm!!

💬 DanaCraluminum , Jan 29th at 4:02 PM

Dereq Fixed. You need to remove hostile list to make new update work

💬 Dereq, Jan 29th at 3:09 PM

Hi
Will there perhaps be a mod update so that new enemy mobs are marked in red on the map?
I tried rummaging through the files, but they still have a neutral color 

 

Edit:.
Okay, nevermind 
I edited bad file XD

💬 DanaCraluminum , Jan 15th at 8:56 PM

Cherry_Brendon No plans

💬 Cherry_Brendon, Jan 15th at 8:54 PM

Maybe add other icon's for mob's?
Drifter icon, Wolf/Bear icon's
And if mob under 10-40block make this transparent?

💬 tRead, Jan 7th at 9:50 PM

not sure why pigs weren't showing up in my last efforts (1.19.8?) but they're showing up in rc8; yay!

💬 LoneWolfREM, Jan 3rd at 9:21 PM

Works with RC.8 now. Yay!

You are awesome Dana. Honestly there are not enough thanks that I can give you. I see all of the free work you do on this game. Incredible.

Also - may God bless you and everyone in your country. My wish is that the war ends soon and life can get back to as normal as it can for you all.

💬 DanaCraluminum , Jan 3rd at 8:21 PM

Xredrago Please delete this crash log. I removed the latest version

💬 DanaCraluminum , Jan 3rd at 8:17 PM

Ok i removed 2.1.3 version

💬 Psyborg, Jan 3rd at 8:14 PM

Crashing in RC.8 - rolled back to 2.1.2 adn it's fine

💬 DanaCraluminum , Jan 3rd at 7:12 PM

LoneWolfREM HimiTosi 

Fixed

💬 LoneWolfREM, Jan 3rd at 7:09 PM

Verified - not working in 1.20.0-rc.7

💬 HimiTosi, Jan 3rd at 6:51 PM

Howdy, wanted to let you know that this mod no longer functions on RC7

💬 DanaCraluminum , Dec 22nd 2024 at 2:02 AM

Fathom2 I probably would need to add ignore filters to make it work

💬 Fathom2, Dec 22nd 2024 at 1:47 AM

I wanted to add the moose to it's own category but it doesnt seem to work; the moose seems to share the "deer-*" Type.  Other cofig changes worked fine.

💬 DanaCraluminum , Dec 22nd 2024 at 1:32 AM

Fathom2 Empty message

💬 DanaCraluminum , Nov 15th 2024 at 12:54 PM

Nectere Write me in discord, I don't help in comments

💬 Nectere, Nov 15th 2024 at 5:20 AM

I have tried 7 ways to Sunday to add Feverstone Horses to the radar and I havent found a way to add them, despite copying exactly what is already there and putting the horses in the same manner into the config file in numerous ways. Changing colors, no problem but adding the horse entity isnt happening.  I am not a coder. I know the author only supported vanilla but, I really want to see the horses in a dif color than a passive. Can anyone point me in the right direction? 

💬 DanaCraluminum , Oct 6th 2024 at 5:48 PM

MacTso It is fully configurable

💬 MacTso, Oct 6th 2024 at 5:43 PM

I think a verison which only showed animals at very short range (12 meters) would be less "cheaty" and more "I can hear the frikkin bear running behind me".

💬 DanaCraluminum , Sep 30th 2024 at 6:15 PM

Elcuruxa No

💬 Elcuruxa, Sep 30th 2024 at 2:55 PM

Hi ! Is there one way to show for example only team members or friends in on minimap radar?

💬 DanaCraluminum , Sep 20th 2024 at 8:44 AM

BunnyKate I wrote in description that i will keep updating to new versions

💬 BunnyKate, Sep 20th 2024 at 2:45 AM

does this mean that you will not continue updating this mod? in version 1.20 we should not expect a mod update?

💬 DanaCraluminum , Jun 27th 2024 at 8:01 AM

TheBride What

💬 TheBride, Jun 27th 2024 at 1:14 AM
💬 Theisgood, May 18th 2024 at 2:43 AM

That would be amazing if you coul add a stability map!  But what the mod does is removes all unstable areas and only makes you loose sanity below sea level :)

💬 DanaCraluminum , May 17th 2024 at 7:06 AM

Theisgood Do you mean stability map? I can do that in Extra Info only

💬 Theisgood, May 17th 2024 at 1:16 AM

Thank you good Sir! :) The mod creator responded too and told me how I can find them too :)! 

Still thanks for your time. I do have a request if you could add it to this mods tweaks.

https://news.kalataka.ru/stablesurface

It makes the surface above sea level always stable.

Could you possible create the same thing? IF thats not taking too much out of your time.

💬 DanaCraluminum , May 16th 2024 at 9:05 AM

Theisgood You can try /debug itemcodes 

💬 Theisgood, May 15th 2024 at 11:22 PM

Lol just the "nope" made me giggle :) Okay so I know how to config your mod but the problem is I don't know were to find the creature ID's to add them to your mods config. 

I tried to look in the Fauna Of The Stone Age Mods folders but its a lot.

Should I ask the mod creator if he could list ID's so I can add them easier? 

Thank you for making such amazing mods at the same time! 

💬 DanaCraluminum , May 9th 2024 at 10:18 AM

Theisgood Nope, I only add support for vanilla creatures and that is all, because anyone can add support for modded creatures through config

💬 Theisgood, May 9th 2024 at 4:27 AM

Could you add support for all the Fauna Of The Stone Age Mods?  

 

💬 massey, May 2nd 2024 at 10:51 AM

Edaigoa I noticed that if i made a mistake in the config it got overidden with the default config and reset all my settings. That might be what happened you. I now keep a copy of my config seperatley so I don't lose my changes if I make a mistake while adding a new group or making other changes. I have not tried the in game config menu yet. 

DanaCraluminum great mod. A must have for me now. 

💬 NateDoesLife, Apr 30th 2024 at 11:56 PM

For some reason when I am in the in game config menu, I cannot go down to the next line to add another entity to a group. Not sure if thats on your end or the config gui mode that you use or if I cannot figure out the keybind to go down. I have tried "enter", "shift+enter", "ctrl+enter", and a bunch of others. 

Also some things I have noticed when editing with in game gui
- Settings do not change when I leave and come back into the world
- Anything I add/change in the gui does not stick, the save button does not appear to work?

💬 Carolusclen, Apr 19th 2024 at 4:00 PM

absolutely amazing mod, I would like to request (if possible) an option in the config for each category for icon rotations.
I use custom icons and due to the icons being directional for the entities, if I have an image icon, it rotates too
So for example if I have a chicken Icon for chickens, id like a switch or something for that category thats like {rotate: "false"} or something
if possible or if you want <3

but yeah, amazing mod, my friend and I are loving this so much

💬 Edaigoa, Apr 11th 2024 at 3:45 AM

DanaCraluminum Excellent, I was able to get it to work! Made a "spooky" category for the drifter boys and now I've got nice purple demon dots creeping around in the underground. Thanks again!

💬 DanaCraluminum , Apr 10th 2024 at 8:46 PM

Edaigoa You can create new categories if you didn't know

💬 Edaigoa, Apr 10th 2024 at 7:45 PM

Thank you so much for making this mod, as an anxious person it's made exploring in the game so much more fun! I didn't want to turn off hostile entities entirely, but getting jump scared by suddenly attacking stealth bears and drifters falling from hidden spots was no bueno. Deep forests are no longer terrifying death runs!

I was wondering though if there was a way to separate out the above ground/mundane hostile mobs (bears, wolves, hyena) from the underground/spooky realm boys (drifters, etc)? The red dots for drifters that are safely below the surface tend to blend with above ground wolves/bear markers when you're traveling about.

I attempted to do it myself through the config file by repurposing the butterfly category, since I was gonna turn that one off anyway, and it sort of worked? But it wouldn't let me change the colors from a very hard to see gray despite changing the hex color code, and every time I go back to try and tweak it some more it's seemingly reverted back? I am no coder I have no idea what I'm doing so I just changed it all back haha

💬 RubyGloom, Feb 2nd 2024 at 4:21 AM

is really cool.

💬 Khana, Jan 30th 2024 at 8:05 PM

DanaCraluminum that would be why then XD cheers

 

 

💬 DanaCraluminum , Jan 28th 2024 at 9:35 AM

Khana It was removed in 2.0.0

💬 Khana, Jan 28th 2024 at 9:29 AM

the /radar info or .radar info isnt working.

 

 

💬 Alhiove, Jan 23rd 2024 at 5:00 PM

@DanaCraluminum, thanks, already solved

💬 DanaCraluminum , Jan 23rd 2024 at 2:33 PM

AnetBlack Did you delete old configuration file in ModConfig before loading any world with the mod?

💬 AnetBlack, Jan 23rd 2024 at 1:14 PM

DanaCraluminum Hello, I still have the same problem with the mod, is there a solution in the configurations? Knowing that the mod is active on the game, that it's the latest version and that I've just put the ZIP file in the "Mod" folder and not in the "ModConfig" file in the game files.

💬 DanaCraluminum , Jan 22nd 2024 at 5:25 PM

Alhiove  Delete old configuration file

💬 Alhiove, Jan 22nd 2024 at 4:52 PM

CharlieSoulfire, Could you please tell how you achieved it, all entities are shown in gray or do not appear. of any color, or who can give me information to solve it, thank you in advance..

💬 DanaCraluminum , Jan 21st 2024 at 4:10 PM

witus998 Delete old configuration file

💬 witus998, Jan 21st 2024 at 3:29 PM

@CharlieSoulfire COuld you let me know how you handled it? Only some of them are visible for me and all entities show as gray (default)

💬 CharlieSoulfire, Jan 21st 2024 at 4:51 AM

The config literally had only butterfly, bee, and trader entitiy classes targeted. I had to spend a lot of time digging in the mod's files to figure out why only dead enemies and traders were showing up after installing and enabling the mod.

💬 DanaCraluminum , Jan 20th 2024 at 5:40 AM

JD2 Yes, just open config and set it to whatever you want

💬 JD2, Jan 20th 2024 at 1:04 AM

Is there a way to config so only wolves and bears but not drifters or other temporal creatures, show as hostile?

💬 AnetBlack, Jan 19th 2024 at 7:26 PM

DanaCraluminum version 2.0.0 enable on config and in VintagestoryData/ModConfig ans VintagestoryData/Mod

💬 DanaCraluminum , Jan 19th 2024 at 7:23 PM

AnetBlack 2.0.0 version?

💬 AnetBlack, Jan 19th 2024 at 7:21 PM

Enable in  config et it's the new version i have

💬 DanaCraluminum , Jan 19th 2024 at 7:20 PM

AnetBlack Disable it in config

💬 AnetBlack, Jan 19th 2024 at 7:07 PM

Hello, the mod is super useful but when I made the transition between 1.18.0 and 1.19.0 a "bug" made my map unreadable and impossible to see anyone except merchants, would you have a solution?

Thank

Problem map
Caption

 

💬 DanaCraluminum , Jan 15th 2024 at 9:37 PM

tRead You need to toggle it manually on map

💬 tRead, Jan 15th 2024 at 8:03 PM

the mod is working in 1.19rc8 (thank you!) but Shift+R isn't working to toggle

💬 DanaCraluminum , Jan 11th 2024 at 1:31 PM

MRGOOSE Use 1.18 version for 1.18

💬 MRGOOSE, Jan 11th 2024 at 12:51 PM

is the 1.19 version compatible with 1.18?

💬 DanaCraluminum , Jan 10th 2024 at 9:54 PM

tRead H_8Ball Fixed

💬 tRead, Jan 9th 2024 at 6:32 PM

I'm having the same experience as H_8Ball: in 1.19 (rc 5 and 6), Ctrl+R doesn't toggle anything, and .radar results in "No such command exists."

💬 Copy_Ape, Dec 11th 2023 at 8:19 AM

Hi. Love the idea of this mod (similar to Minecraft minimap mods which have entity radar). But on VS v1.19.pre8, mod seems to load with no errors or crashes, but obviously isn't active because there are no radar "blips", Ctrl+R does nothing, and .radar commands in chat result in "No such command exists".

💬 DanaCraluminum , Oct 30th 2023 at 12:37 AM

tRead Probably, dropped items are creatures .radar mark item

💬 tRead, Oct 30th 2023 at 12:35 AM

I don't see in this keywords list what would include non-creatures such as felled logs, harvested honeycomb, etc.  My favorite feature of this mod has been it helping me to pick up all items.  But I don't see clearly how to configure that.  Would it be .radar show dropped itemdroppeditem?
DanaCraluminum

💬 seyton35, Oct 11th 2023 at 5:54 PM

all or some keyword in description are out of data. use ./radar info to find out the names of marker groups

💬 DanaCraluminum , Jul 20th 2023 at 8:38 AM

Bl0ckparty I don't have any issues with ProspectorInfo

💬 Bl0ckparty, Jul 20th 2023 at 4:11 AM

Waiting to see if you can fix the clash with prospectorinfo mod before downloading.

💬 mathgeniuszach, Jun 15th 2023 at 1:11 AM

Moving prospectorinfo's mod data out of the world, reloading the world, then exiting and moving the data back seems to fix this problem, though it still seems quite strange.

💬 DanaCraluminum , Jun 15th 2023 at 1:02 AM

mathgeniuszach I can't reproduce the crash

image

💬 mathgeniuszach, Jun 15th 2023 at 12:55 AM

This mod seems to conflict with ProspectorInfo when loading any existing worlds, presumably because both mods modify the map. Could you look into why and potentially fix this issue?

More concretely, I get this error while using both mods: https://pastebin.com/aUG0kyii

💬 gndrneutralnoun, Jun 14th 2023 at 1:32 PM

Ah okay! I see... I would definitely suggest changing that, then. Though it would probably be harder than I think; I'm not a code modder.

💬 DanaCraluminum , Jun 14th 2023 at 1:18 PM

gndrneutralnoun Currently entity names are hardcoded to marker groups, .radar mark [name] searches for group name, you can see them with .radar info

💬 gndrneutralnoun, Jun 14th 2023 at 1:00 PM

Sure, but why me specifically?

Immediate thing I notice loading up the mod is that the names that the markers display don't seem to match up with the names that would be used with the commands. E.g., I see that there are mobs with the name "Spider", I type in ".radar mark spider", I get the error message "Name doesn't exist." If I have to enter in the entity's code or something, that's fine, it would just probably help to state that explicitly in the description.

Also, with the new commands, it struck me that if you can specify entity names with commands, it would probably be helpful if there was a command that let you give your own tag to an entity by name, e.g. so you could mark a hostile mob from a mod as hostile. Something that would help with that I think would also be if you could export the radar settings to, like, a .txt file, so you could quickly load your settings into another world (assuming that the mod settings aren't global somehow).

Other than that, at first glance everything seems to work well. I'll try to remember to update if I find anything that might need to be changed.

💬 DanaCraluminum , Jun 13th 2023 at 11:02 PM

gndrneutralnoun Could you test new update and write about what is missing or can be improved?

💬 gndrneutralnoun, Jun 13th 2023 at 1:32 PM

Understandable, it's your mod after all.

 

💬 DanaCraluminum , Jun 12th 2023 at 2:29 PM

gndrneutralnoun I will add disallow list and hotkey in next update. Can't determinte whether a mob is tiny through code, sadly. I want to keep this mod client side only.

💬 gndrneutralnoun, Jun 12th 2023 at 2:25 PM

+1 on being able to turn off some entities. I have several mods that add tiny mobs like dragonflies and frogs... I don't need to know about them, haha. Maybe a min creature size config option? Also, maybe this mod should have enhancements if installed on server as well as client? For us singleplayer players. And a hotkey or button to quickly turn the radar on and off. I realize these are a lot of suggestions, but this is a very exciting prospect, so I'm just eager, I guess...

 

💬 Saoshi, Jun 12th 2023 at 2:46 AM

💬 Jadesy, Jun 12th 2023 at 2:07 AM

This is a nice mod, Cray. Eventually, could you make a configuration file that will allow us to turn off tracking some mobs? Sometimes there are so many icons on the screen its overwhelming (for me anyway).

💬 PBKiller, Jun 11th 2023 at 7:28 PM

Looks like it also displays armor stands and must likly straw dummies interesting. You now can check a cave and be warned if death is near. Well done

💬 Rowly6798, Jun 11th 2023 at 11:05 AM

Fantasic 

 

💬 DanaCraluminum , Jun 11th 2023 at 10:39 AM

Rowly6798 Will be fixed in next update

💬 Rowly6798, Jun 11th 2023 at 10:36 AM

One problem when i was just on the Mystic Winds Server there where Evil fish .  the Fish where showing up as Enemey markers. 

but it now one of the mods i cant play with out 

i have no idea how to make mods so Thanks Agian :D

💬 DanaCraluminum , Jun 11th 2023 at 10:24 AM

Rowly6798 You're welcome ❤️

💬 Rowly6798, Jun 11th 2023 at 10:21 AM

Really cool mod 22/10 😆

and really helpfull when i used to play modded MC the mini maps always had this feature and im so glad i can have it in VS too 


Thanks for Making the mod

 

💬 DanaCraluminum , Jun 11th 2023 at 9:37 AM

It displays only "enemies" currently, I will add friendlies and neutrals in the next update, and configuration file as well

 (edit comment delete)
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