Mods / Salty´s WayPoints
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
Pet the floppa to buy me a coffee!
WayPoints
Guessing north gets old
This tiny mod will render your map waypoints in world:

Simply create a new waypoint:

It also displays name and distance.
Use the K menu to filter your waypoints:

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.
Limitations:
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:
| 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 | ||
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seal of approval
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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.
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.
Great mod SaltyWater, Thanks you.
pTq
too much out of the scope of the mod
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:
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
Narg
I have the perfect mod for you!
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.
To expand on the previous suggestion, a configurable minimum distance for waypoints, so you can have them disappear once you get X meters close.
EnderWarlock porkbrick I also agree
"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!
Another 10/10 mod by you beloved floppa! 💯
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.
can waypoints be filtered so only some appear? I dont want hundreds of waypoints appearings
incompatible with Cartographer shared waypoints