Mods / Salty´s WayPoints

Tags: #Cosmetics #QoL
Author: SaltyWater
Side: Client
Created: Oct 21st at 7:56 PM
Last modified: Oct 25th at 12:20 AM
Downloads: 1101
Follow Unfollow 124

Recommended download (for Vintage Story 1.21.5):
WayPoint_0.2.0.zip  1-click install


image

Pet the floppa to buy me a coffee!

WayPoints

Guessing north gets old

 

This tiny mod will render your map waypoints in world:

image

Simply create a new waypoint:

image

It also displays name and distance.

Use the K menu to filter your waypoints:

image

 

You can toggle ALL in world waypoints with the toggle key (Z by default).

 

 

Behaviors:

Pinned and unpinned waypoints behave different:

Pinned waypoints: Stick to the screen edges.

Unpinned waypoints: Only shows when looking at it´s direction.

 

imageLimitations:image

Sadly vanilla waypoints needs a packet from the server for clients to get the map data, since this mod is client only (And I intend to leave it that way) you'll have to open the map at least once for every session (entering/exiting world). It shouldn't be a problem if you play with minimap on all the time tho.

Also pinned waypoints may also freak out a little in the edge of the screen if you get too close to it, the math is probably wrong somewhere and I can't figure out yet, but I'm pretty sure the answer is changing a single number value and when I discover it, it'll make me fell dumb.

 

Q&A:

I did not test this in multiplayer or using other waypoint mods.

 

check out my other mods here:image

 

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
0.2.0 771 Oct 25th at 12:20 AM WayPoint_0.2.0.zip 1-click install

Added Filter Menu.

0.1.0 330 Oct 21st at 8:25 PM WayPoint_0.1.0.zip 1-click install

The “Works on My Machine” Certification Program 

seal of approval

 


15 Comments (oldest first | newest first)

💬 LordReems, Nov 16th at 11:50 PM

Very nice, this mod is super useful! Any chance you could add an option for "off by default" when a new map marker is added? Or maybe a UI button in the filter menu to turn all markers on or off? I use the auto map marker mod so I have tons of new markers popping up as I explore and it'd be nice to have them easily turned off by default.

💬 TwelveWishes, Nov 9th at 12:04 PM

Not sure how feasible it would be, but I think a neat crossover between your mods would be if you could only see these waypoints when using the bird's eye view mod.

💬 Ruina, Oct 28th at 7:54 PM

Great mod SaltyWater, Thanks you.

💬 SaltyWater , Oct 25th at 10:50 AM

pTq

too much out of the scope of the mod

💬 pTq, Oct 25th at 7:40 AM (modified Oct 25th at 7:41 AM)

SaltyWater

Awesome mod! But just after installing it it made me go through a list of 700+ waypoints to disable nearly all of them otherwise I had a very ugly horizont of icons and text. 

My suggestions:

  • add configurable global distance of disappearing. For example a range of 300-500m where unpinned waypoint starts to change their opacity from 1 to 0 gradually.
  • pinned waypoints stay at opacity 1 all the time.
  • sorting list of waypoints by their tabs asc/desc. It will make it easier to find things.
  • dynamic search by name could also be good to have.
  • Most of my waypoints are macro made so they are identical, showing at least ID on the list could be usefull, as editing on the map shows ID in the chat, that way we could find the waypoint by it on the list.
💬 Simori, Oct 25th at 5:49 AM

Oh! I know it's probably impossible to achieve since this mod relies on the map function, but I could see it being useful in a mapless playthrough, maybe associated with a physical waypoint or something that you have to place down

💬 SaltyWater , Oct 23rd at 2:53 PM

Narg

I have the perfect mod for you!

Mod Thumbnail

💬 Narg, Oct 22nd at 7:49 PM

SaltyWater hey, already changed in my settings, but a though for the future, this and crawl and dive both default to Z, which means this does nothing until you go into the settings to change it.

💬 KickingJoub, Oct 22nd at 4:48 PM

To expand on the previous suggestion, a configurable minimum distance for waypoints, so you can have them disappear once you get X meters close.

💬 PapitoPapz, Oct 22nd at 1:43 PM

EnderWarlock porkbrick I also agree 

💬 porkbrick, Oct 22nd at 1:41 PM

"A config setting that lets me determine the maximum distance a eaypoint can render would be amazing! Say, for example, any waypoint within 100 meters would render, and all more distant waypoints that aren't pinned would stay hidden till on range."

i second this suggestion!

💬 XurxoMF, Oct 22nd at 1:06 PM

Another 10/10 mod by you beloved floppa! 💯

💬 EnderWarlock, Oct 22nd at 1:16 AM

A config setting that lets me determine the maximum distance a eaypoint can render would be amazing! Say, for example, any waypoint within 100 meters would render, and all more distant waypoints that aren't pinned would stay hidden till on range.

💬 JustaKobold, Oct 21st at 10:11 PM

can waypoints be filtered so only some appear? I dont want hundreds of waypoints appearings

💬 MRGOOSE, Oct 21st at 9:08 PM

incompatible with Cartographer shared waypoints

 (edit comment delete)
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