Mods / Wilderlands Waymarkers
Author: Thalius
Side: Both
Created: Feb 17th at 4:49 AM
Last modified: Oct 19th at 6:25 PM
Downloads: 13208
Follow Unfollow 340
Recommended download (for Vintage Story 1.20.0, 1.21.0 and 1.21.5):
Wilderlands Waymarkers_1.0.2.zip
1-click install
Wilderlands Waymarkers is a mod that simply adds various types of buoys and cairns for use in marking routes across land and sea.
Cairns:
Designed primarily as markers for use in a mapless experience, cairns also have some functionality that allows for leaning tools and such against them and setting items such as lanterns, oil lamps, and even fire pits on top of cairns with flat tops. Larger cairns can even be incorporated into building fences, as their solid sides allow for fence blocks to connect with them. Cairns can be made from all rock types, and are automatically compatible with any mods that add stone type variants, such as GeologyAddons.
Buoys come in three varieties:
- Bag buoys, made from oiled hides.
- Normal wood buoys.
- Lantern buoys, which are crafted in the same manner as normal wood buoys, but include a lantern.
Known issues:
- Lantern texture is missing in the handbook recipe for bouylanterns. Still working on understanding and fixing. Recipe works fine, t'is just a texture issue in the handbook recipe.
UPDATE: This is a vanilla texture issue related to a lantern being used in a recipe. Nothing I can do about it on my end. It's also still not an issue. Mod works find and lantern buoys render in the game as they should once crafted. - Buoys place wierd on land. I need to make a new class for them so they can be placed in a manner in which they don't stand on the end of their rope/anchor. That means code, so unless I learn a bit or get some help soon, this could be a while. Just don't place them on land. Buoys no longer place on land at all. Only water placement.
- Some errors in the logs related to aged/rotten wood variants. Should be fixed in next dev release.
Errors related to aged wood variants has been fixed.
**Other modules in the Wilderlands series: Wilderlands Tweaks, Wilderlands Rustbound, Wilderlands Forests, Wilderlands Panning Overhaul, Wilderlands Block Adjustments, Wilderlands Deposit Scarcity, and Wilderlands Ethology
**If you have issues or content related questions or suggestions, please post them to the Wilderlands modules thread in Discord, here: Wilderlands Modules
Or if you are interested in keeping up more closely with the Wilderlands, feel free to join our Discord community: The Wilderlands Discord
Many thanks to Spionbil for permission to create this fork of the original Cairns mod, which can be found here: Cairns.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.2 | wwaymarkers | 2695 | Oct 19th at 6:25 PM | Wilderlands Waymarkers_1.0.2.zip | 1-click install | ||
|
- Added Russian translation, courtesy of Egil_Raud! | |||||||
| 1.0.1 | wwaymarkers | 1135 | Oct 3rd at 8:18 PM | Wilderlands Waymarkers_1.0.1.zip | 1-click install | ||
|
- Fixed bug related to aged wood variants that are not craftable. | |||||||
| 1.0.0 | wwaymarkers | 5532 | Jun 11th at 2:45 AM | Wilderlands Waymarkers_1.0.0.zip | 1-click install | ||
|
No changes. First official non-dev release. | |||||||
| 1.0.0-dev.1 | wwaymarkers | 3846 | Feb 17th at 4:54 AM | Wilderlands Waymarkers_1.0.0-dev.1.zip | 1-click install | ||
|
First dev releaes. Adds buoys and cairns for use in various ways, primarily designed for marking routes over land and sea on mapless worlds. | |||||||
ahh, i see. any particular reason they dont break down into rocks too?
TheRealFlynn That one is the cairn altar, the only one that does not currently break. All the others do. If they don't, you have some odd mod conflict going on. There should be something in the logs.
i think it's the cairns from this mod cuz it says they're
from this mod.
TheRealFlynn Are you sure you are trying to break the cairns from this mod and not the other cairns mod?
saw update. hoping to recover stones from altars... negative. boo. still cool mod.
Zsuatem Lol.. I appreciate the head's up. I'll address that in the next update as well.
TheRealFlynn I just downloaded the current version from the modDB to test, and every cairn but the altars broke into loose stone just fine. Cairn altars were allowed to stay whole when breaking, on purpose, but I honestly can't remember what the reason was... I might fix that with the next update. All other cairns break to loose stone.
cairns state that they break down into stones. they do not.
Thalius
typo :)
Cthugha Ochre mod already does that, I believe. We've used it on previous servers, but I think it needs updating before it can be used on 1.21.
Very cool. Here's an idea: a tool to apply blazes to trees with different dye colors, so you can build proper trails. Maybe you could apply them to cairns as well.
TheSinisterRat Much appreciated! Glad they are creating some fun experiences for folks. >8-]
Pleased as punch to see this one updated Thalius, thank you kindly!
Waymarkers and Block Adjustments made a huge impact on our little friend group when last we played and I just wanted to spread the appreciation to you.
Tahvohck No, unfortunately. However, I think the recipes are different for my cairns. You could try running with both mods, and try to make sure you only use the cairns from this mod until you've replaced all the old cairns from the previous cairns mod. Remove the older cairns mod when you are satisfied you've replaced whatever needs replacing.
Oh man I wish I had found this instead of Cairns first. If I swap that out for this, would it automatically migrate?
ShaeTsu Correct. They can fall sideways. That is to keep folks from abusing them as building blocks or making sky towers out of cairns. I wanted you to be able to place something on them, but not stack them on top of each other. The other cairns are not solid on top and can't have anything placed on them, so they don't need sideways instability to keep them from being abused.
Flat topped and cairn altars should fall sideways though, not fall through the floor. If they are sliding off a block then settling underneath it (such as in your picture) that is one thing. If they are falling thorough a block when placed, as in litterally falling through the floor, that is something else.
Thalius You have sideways instability enabled on the Cairn Alter and Flat Cairn, which causes them to behave as though they're dirt blocks with soil instability enabled.
ShaeTsu That's a first. I've not heard of that happening till now. What exactly are you doing with them?
ICountFrom0 Not sure what you are asking, exactly. All of them are solid sides. The flat topped cairns can probably be climbed over. The taller ones are too tall and should not allow an entity to climb over them. I've honestly not tested to see if bears can or not, so...
Why in the world do the cairns fall through one block thick floors?
Ok, even with map, that actually a great idea :)
Not playing mapless, but this is decidedly the kind of thing I like in my world.
One question about the solid sided cairns that can attach to fences.... Are they solid enough that a bear could climb over them and enter my fenced region, or did you sneak fence code into the top so they won't try to path?
For y'all that are askin, I load the mod for 1.21, and it doesn't crash me. Haven't tried to make any yet, but hey. :p
Seconding SpicyHott's comment - did 1.21 break anything for this mod?
Can you get around the buoy lantern problem by attaching it the same way lanterns are attached to boat masts in the base game?
Does this work for 1.21?
Very fond of this mod, but it truly needs a config file to make it suitable for different tastes. For example, using this mod, I can collect tons of stone simply by combining it all to large waystones while out and about, and then cart it back to base when i have three or four stacks of waystones. With just my bare hands, i can break it all down back to the stones with no loss. It's phenomenol for getting stones but seems a bit OP for my taste. Would love to be able to adjust.
One suggested way to limit it would be to require the use of a hammer to smash them and then reduce the drops so there is some loss to mass-collecting with these.
Very cool mod though!
The cairn altar drops into the item instead of the stone components. Unsure if that's intended or not.
I am aware of the error related to aged logs. It will be fixed in a coming update but is otherwise not a problem for the server.
As for the lantern bouys always showing the same lantern variant, they are not broken. I had to choose between displaying log variants or lantern variants, and I chose to display the log type. I'm not sure if it would be possible to show both log and lantern variants, but I'd not do it even if it could be done. The number of lantern bouy assets that would generate would be excessive, with one set of log variants for each lantern variant and no real benefit to having all the extra bouy assets.
Much simpler and lighter on resources to display a generic lantern on a wood-typed bouy.
The lantern buoys are slightly broken, they always use the same lantern model. Also
24.6.2025 12:14:01 [Error] Grid Recipe 'wwaymarkers:recipes/grid/buoy.json': Output Block code wwaymarkers:buoy-aged cannot be resolved
24.6.2025 12:14:01 [Warning] Failed resolving crafting recipe ingredient with code wwaymarkers:buoylantern-aged in Grid recipe
24.6.2025 12:14:01 [Error] Grid Recipe 'wwaymarkers:recipes/grid/buoylantern.json': Output Block code wwaymarkers:buoylantern-aged cannot be resolved
Magmabot16 Should be fine. Our server is running with it on 1.20.11, and I see nothing that would make it not work on 1.20.12 too. If anyone is having issues, no one has said anything yet.
Does anyone know if this is compatible with 1.20.12?
GeneralGremlin Just click on "files" and download the latest version. Not sure why they changed the mod site to not show a download link for the latest release of the mod on the main page. Guess I need to go through all the modules and confirm they work with the latest VS release before the modDB will put a download link up on the mod's page.
EDIT: Actually, I have no clue why the download link does not show. Not all of my modules are missing the download link, and I've not updated any of them in a bit. So I'm going to say the site is or was bugged, and only some of the mods were affected. I'll make some time to look over them and try and figure out how to fix it.
My instructions still stand though. Click on "files" and you can manually download the latest versions just fine.
(Side note: They all work with current game release, I've just been extremely busy and have some updating I've been trying to get to as soon as life allows).
Is this mod's site somehow bugger or is there no download available? Or do I need to download it elsewhere? Seeing as Cairns is outdated, I was happy there was an alternative, but I can't seem to find the download link.
I'm seeing the same problem with GA rocks as PetMudstone describes. It appears that the JSON files for the recipes all include an `allowedVariants` key that lists out the vanilla rock types. Removing that list seems to fix the issue and makes the GA rock cairns have recipes as well as having entries in the handbook. It does seem to cause some log errors (`[Error] Grid Recipe 'wwaymarkers:recipes/grid/cairnaltar.json': Output Block code wwaymarkers:cairnaltar-meteorite-iron-north cannot be resolved` etc.) but I was already seeing similar output block errors for some buoy variations.
Now I noticed this while playing with a hundred mods on the dedicated server I run for friends, admittedly. However, I reduced the modlist to just this on 1.0.0 and GA on v1.4.0 in singleplayer to test and it appears that all the cairns that use GA stones still couldn't be made.
Geology Addons also seems to have some issues, so it could be related to GeoAddons, depending on what version you are running.
PetMudstone This is the first I've heard of an issue. What other mods are you running?
None of the cairns for Geology Additions seem to be craftable for me, despite them (and GA rocks) showing up in the handbook.
itsjustymirr It works with all 1.20.x releases. Sorry I was not clear in my comment below.
I meant it might work with pre-1.20 releases of VS, meaning 1.19. I only tested with VS 1.20.x releases.
It seems like it works fine on 1.20.3 !!!
Compatability with Geology Additions only works Partially, Diorite is the only stone type that does not have recipes.
Thanks Thalius, i'd give it a try and let you know o7
itsjustymirr Yes. Might work with previous to 1.20 as well. I did not test.
this is great! does this work with 1.20.3?
Awesome. Thanks, Thalius
YOHarbinger Thanks for the note. I am aware, and I will be tweaking it to exclude looking for an aged recipe for buoys soon. Currently covered up in a major update to Rustbound.
This has a quirk where, on world-launch, the game looks for crafting grid recipes for the Aged Floating Buoy and a few others. It doesn't seem to affect gameplay, but I think you should know.
gg
Thalius I tried many different things, looked in the code itself and I looked at other mods that use a lantern in a recipe. It seems this is a common problem. Even the mod chiseltools from QPTech (hope they don't mind this call?) has a recipe for the Palette (jonas) that uses a lantern, and it has no texture in the handbook. So I am at a loss as to the solution for that particular problem. I hope you managed to get the other recipes with aged wood working? If not, I can send you a working copy as I fixed it while I was working on the texture problem.
This looks really good! the Buoys are such a good idea, excited to try this out
Thalius That took me down a rabbithole. I don't have a solution for the texture in the handbook yet, I need to go to work now, so will revisit later if you haven't found the solution yourself. What I did find out is this: the metal in lanters are not defineed as variants but as attributes. So in the recipe it needs to become something like:
"L": {
"type": "block",
"code": "game:lantern-*",
attributes: {
material: "bronze",
lining: "plain",
glass: "quartz"
}
}
But I don't know (yet) how you would make the recipe use any type of metal, also, this doesn't solve the texture problem afaics. Sorry, I don't have an answer yet, but maybe this helps you on your way for now.
I looked at another mod on github that uses lanterns as ingedients. Perhaps this helps: https://github.com/Novocain1/TheNeolithicMod/blob/38c22322e56d233eb6a61fb6b82e7c27907fc748/bin/TheNeolithicMod/assets/neolithicmod/recipes/grid/lightsources/glasslantern1.json
Pentasis Thanks for the info. I was trying to figure out how to skip those variants and remove the errors, but the solution was eluding me. I'll try it your way later today and release an update if I get it working. I hate errors in logs.
Only other "error" I am seeing is when you pull up the recipe for the buoylantern in the handbook. The lantern in the recipe renders without a texture skin. Any idea why that is happening? Recipe works fine, it's just a visual issue that irks. Mostly because I don't know why it is doing that.
Getting some errors in the logs: "Failed resolving crafting recipe ingredient with code buoylantern-aged in Grid recipe". I looked into it, it seems that loadFromProperties block/wood does not include aged wood. Aged is a state, not a type. If you look at the vanilla planks.json they use:
{ code: "wood", states: ["aged", "agedebony", "rottenebony"], loadFromProperties: "block/wood" }
and then exclude agedebony and rottenebony from the recipes.
"L": { type: "block", code: "planks-*-ud", name: "wood", skipVariants: ["agedebony", "rottenebony"] }
Excellent! Can't wait to add this to my experience.