AutoMapPins
Radar like scanner for area around the player, will create pins on map. Highly configurable.
Date uploaded | 5 months ago |
Version | 2.1.5 |
Download link | FixItFelix-AutoMapPins-2.1.5.zip |
Downloads | 1321 |
Dependency string | FixItFelix-AutoMapPins-2.1.5 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
AutoMapPin
This mod serves as a kind of "radar" for your Valheim map, automatically creating temporary and persistent pins for various in-game objects.
Features
- Server Synced
- Will create pins on Map and Minimap
- WARNING: do better not configure too many to be active, it will flood your map!
- Pins will only show in areas where the player did already discover the map
- Pins created are using custom icons, see Available icons
- Pins can be configured, see Pin configuration
- Pins can be temporary (just visible when in area) or permanent (once discovered added permanently to map)
- Pins can be configured with color as you like
- Pin are loaded/created for game objects of Valheim types:
- Destructible
- Leviathan
- Location
- MineRock (ore)
- MineRock5 (ore)
- Pickable
- TeleportWorld (portals)
- PickableItem
- Container (chests)
- Unknown (missing config) pins will be added to a temporary list that can be printed to a file to simplify configuration.
- Config file watchers (updated config file will be releaded)
- Pins are part of an object in the game. If the object is destroyed / removed, the pin is also removed.
Configuration
- The mod generates a short BepInEx config file
FixItFelix.AutoMapPins.cfg
- Most configuration is provided via YAML files, see data model
Pin configuration
- A default configuration for vanilla objects is shipped with the mod. The setting of active categories and pins is from
my own experience of how I prefer to play (not flood my map). But you can edit and change those as you prefer.
- Remark: I actually do not play vanilla Valheim much, if there is something missing or someone wants to provide better configs, feel free to reach out. I am happy to also share more or different configs.
- If you play with objects beyond the vanilla ones, you might need to create your own configuration file, the following sections will explain how to.
Debugging effective configuration
There is a console command 'print_effective_config' to print the effective config of (only active) configs. This can be used to help debugging what actually was loaded.
Config data model
- all category and pin configuration is provided using YAML files
YAML schema
Some statements to explain the intent of the schema:
- The top level is the name of a category that you choose yourself to group configs and share certain settings in between the pins configured inside this category.
- Each Category can (optional) have either or both of "individualConfiguredObjects" and "categoryConfiguredObjects", and each category does have the ability to also configure values for the whole category like you can configure for any individual config object entry.
- individualConfiguredObjects: does contain a dictionary, the key is the game object "name" field content the value is the set of fields for configuration, see below.
- categoryConfiguredObjects: does only contain a list of game object "name" field contents that are NOT configured individually, but all are only configured by any value set at category level.
- Many configuration options are inherited from category down to categoryConfiguredObjects (they inherit all settings) and individualConfiguredObjects (they can inherit "name", "iconName" and "iconColorRGBA").
- Any value that is not set will either be set with some default value or be inherited if available.
Config options per object:
- "name" -> the name shown on map, can be omitted to not show a name
- "iconName" -> the name of the icon to use, see available icons in the respective section of this readme
- "iconColorRGBA" -> contains the fields "red", "green", "blue", and "alpha"; the values need to be set as int type ( per channel, from 0 to 255, where 255 is full color); alpha sets the intensity of the color (also 0 to 255)
- "isPermanent" -> pins with this flag set to true (default false) will not be removed when the player walks away from the area, and they will be persisted in the player save file
- "isActive" -> activates the mod to use the config for this pin if set to true (default false)
- "groupable" -> activated if set to true (default false) will enable pin grouping that will create one pin (counting the number of occurrences of the same object around it in the name)
- "groupingDistance" -> the distance to be used to build groups of pins (default 30.0)
Yaml example
seeds:
individualConfiguredObjects: # using this option will let you define individual pins, like if you want to name each of them differently, or activate grouping just for some of them
Pickable_SeedCarrot:
name: Carrot
isPermanent: false
isActive: true
groupable: true
isActive: true
iconName: seed
crypt:
categoryConfiguredObjects: # using this option will apply same settings for all those pins
- Crypt2
- Crypt3
- Crypt4
- SunkenCrypt4
name: Crypt
isActive: true
isPermanent: true
iconName: dungeon
iconColorRGBA:
red: 120
green: 255
blue: 255
alpha: 200
Yaml internal name parsing
Rules:
- removes
(Clone)
- removes
(123)
Example: in-game loaded gameObject.name
entry like Mistlands_DvergrTownEntrance1 (2)
or Mistlands_DvergrTownEntrance1 (Clone)
will be parsed to: Mistlands_DvergrTownEntrance1
Create config file
- You can create multiple additional config files, the mod will load every file matching the pattern inside any sub
folder of the
.../BepInEx/config/
path. - Pattern for new files:
FixItFelix.AutoMapPins.categories.*.yaml
(replace "*" with your choice of name) - There is a mechanic provided by the mod that will record any kind of pin that has a missing config while running
through the world.
- You can output all found config files using the console command
amp write_missing_configs_file
- All configs created by that will have defaults set
n_a
and booleans set tofalse
, change those according to the data model (see data model)
- You can output all found config files using the console command
Available Icons
These custom icons were made available with CCBY license, see attributions section.
Icon name | Description | Used for |
---|---|---|
axe |
Axe 64 pixels | |
axe48 |
Axe 48 pixels | |
berry |
Berry 64 pixels | Pickable bushes like Raspberry |
berry48 |
Berry 48 pixels | |
dungeon |
Dungeon 64 pixels | Dungeons, Caves, Crypts, ... |
dungeon48 |
Dungeon 48 pixels | |
flower |
Flower 64 pixels | |
flower48 |
Flower 48 pixels | |
hand |
Hand 64 pixels | Pickables like Flint, ... |
hand48 |
Hand 48 pixels | |
mine |
Mine 64 pixels | Minable ores, nodes, veins, ... |
mine48 |
Mine 48 pixels | |
mushroom |
Mushroom 64 pixels | Mushroom, Yellow mushroom |
mushroom48 |
Mushroom 48 pixels | |
seed |
Seed 64 pixels | Pickable seeds like carrot, turnip, ... |
seed48 |
Seed 48 pixels | |
spawner |
Pentagram 64 pixels | Spawners like Greydwarf nests or bone piles |
spawner48 |
Pentagram 48 pixels | |
rune |
Rune 64 pixels | Runestones |
rune48 |
Rune 48 pixels | |
dot |
Circle 64 pixels | Anything else |
dot48 |
Circle 48 pixels | |
herb |
Herb 64 pixels | Herbs like Thistle |
herb48 |
Herb 48 pixels | |
island |
Island 64 pixels | Leviathan |
island48 |
Island 48 pixels | |
monument |
Monument 64 pixels | |
monument48 |
Monument 48 pixels | |
temple |
Temple 64 pixels | |
temple48 |
Temple 48 pixels | |
treasure |
Treasure 64 pixels | Treasure chests |
treasure48 |
Treasure 48 pixels | |
bones |
Bones 64 pixels | |
bones48 |
Bones 48 pixels | |
portal |
Portal 64 pixels | Portal |
portal48 |
Portal 48 pixels | |
hay |
Hay 64 pixels | |
hay48 |
Hay 48 pixels | |
village |
Village 64 pixels | |
village48 |
Village 48 pixels |
Miscellaneous
License, credits, attributions
- LGPLv3 license based mod
- This mod is inspired from concepts of Kempeth's AutoMapPins provided via LGPLv3, but I did re-write most of the code from scratch to make the mod configurable, simplified a lot of the concepts.
- Mod icon
- Axe by Danil Polshin (CCBY) - modified
- cave dungeon by Amanda Hua (CCBY) - modified
- Flower by Vectors Market (CCBY) - modified
- Mine by Edward Boatman (CCBY) - modified
- Mushroom by Anton Gajdosik (CCBY) - modified
- pick by Pham Duy Phuong Hung (CCBY) - modified
- raspberry by Laymik (CCBY) - modified
- seeds by Orin zuu (CCBY) - modified
- rune by NoNsEnSe ThInGs (CCBY) - modified
- Monster by BomSymbols (CCBY) - modified
- dot by Saepul Nahwan (CCBY) - modified
- Tree by Icon Solid (CCBY) - modified
- herb by scarlett mckay (CCBY) - modified
- island by David Mühlenweg (CCBY) - modified
- Fire by koto (CCBY) - modified
- Monument by Doodle Icons (CCBY) - modified
- temple by Deemak Daksina (CCBY) - modified
- treasure by Vectors Market (CCBY) - modified
- Whale by Gregor Cresnar (CCBY) - modified
- bones by Sergey Demushkin (CCBY) - modified
- warp by Dank By Design (CCBY) - modified
- hay by Eucalyp (CCBY) - modified
- Village by Adrien Coquet (CCBY) - modified
Contact
- https://github.com/FelixReuthlinger/AutoMapPins
- Discord:
fluuxxx
(you can find me around some of the Valheim modding discords, too)
CHANGELOG
- 2.2.2 -> compiled for Valheim version 0.219.14
- 2.2.1 -> trying to fix a NRE during game loading up
- 2.2.0 ->
- reworked uniqueness logic, since Unity object IDs turned out to not be stable -> now there should not be duplicate pins for the same object anymore
- deactivated tin per default
- deactivated portals per default
- added a comment in the readme that you need to delete permanent pins manually, to make it clear that even a destroyed object will not remove the permanent pin
- excluded AMP pins from being shared to map table
- 2.1.5 ->
- fixed https://github.com/FelixReuthlinger/AutoMapPins/issues/33
- fixed exception caused by empty config files
- 2.1.4 ->
- added portals
- 2.1.2 & .3 ->
- fixed .yaml file watcher to also respect sub folders
- added some more missing things
- 2.1.1 ->
- added the Flametal ore to ores
- set runestones to be permanent
- added some more missing things
- 2.1.0 ->
- changed from Unity color system (using float 0.0 to 1.0) to usual RGB values (0 to 255)
- writing "example" object for individual configs also with an example for icon color
- added console command "print_effective_config" to print the effective config of an object to console
- added some color examples to default configs
- 2.0.1 ->
- fixed duplication warning using configured name instead of the object name for individual configs
- added some more missing objects detected
- 2.0.0 ->
- Complete rework of the most logic and config parts
- BEWARE: to use this new version, you will need to create new config files according to the changes, see mod description
- Changes:
- Added maximum height to auto map objects to .cfg (but you do not want to change that, believe me)
- Changed the default grouping distance to 30
- NEW features:
- COLORFUL PINS!!!1111... some people requested it, I don't know if those provide really much value, but now you can use colors in configs
- Update config -> updates pins in game - requested many times via different reports
- game object discovery mode improved (needs to be activated in .cfg), will print also player messages for new objects, print only once per new object
- NEW way to configure the mod:
- new way to configure a whole category (without repeating many values)
- new way to configure lists of objects, without individual changes per category
- kind-of old way to configure individual objects in the category
- now the mod uses Valheim game object 'name' field contents to identify pins, not parsing it too wild anymore, just removing the "(Clone)" and " (123)" suffixes
- ... too much detail, please read the mod readme :)
- 1.3.1 ->
- Updated for Ashlands Valheim version 0.218.15
- Added new pin configs for Ashlands objects
- 1.3.0 ->
- compiled for latest Valheim version 0.217.38
- fixed some server sync issue
- often requested feature added : check if the map is already explored at the area of an object before adding the pin => only on explored map it will show pins
- 1.2.3 -> updated server sync and compiled against 0.217.30
- 1.2.2 -> updated server sync and compiled against 0.217.24
- 1.2.1 -> fixed double initiating commands
- 1.2.0 ->
- added new config options to not spam your logs (check new default values and change if you need):
- silent discovery mode -> not spams your logs if prefabs were found that are not configured, yet
- enable discovery mode -> enables that not yet configured prefabs will be collected during game play
- improved missing config check to only mention missing configs for not matching category name and internal name in combination, this will also drastically reduce log messages
- will only print missing configs if there were configs recorded during game play, will show warning if none recorded
- small change on config synced pin configs
- added new config options to not spam your logs (check new default values and change if you need):
- 1.1.8 ->
- added new symbols:
- Village
- added new symbols:
- 1.1.6 & 7 ->
- compiled for Valheim version 0.217.14
- fix console boot error
- 1.1.5 ->
- fixed groups not being permanent
- adjusted pickable pinning to only add pin if not "picked"
- in case an object has a Destructible and Pickable components, we skip patching the Destructible one to only apply a patch on the pickable that will handle state properly
- changed pickable update from patching "Drop" to "SetPicked"
- 1.1.4 ->
- added missing oakstub
- set portal as active and permanent per default
- 1.1.3 ->
- added console command to remove all pins, use that if you created to many duplicate pins before, but it will really remove all pins, no matter what
- added the birchstub too config I missed somehow before
- 1.1.2 -> fixed map pin duplication issue
- 1.1.1 -> added hay icon
- 1.1.0 ->
- added patch for new types:
- TeleportWorld (portal)
- PickableItem
- Container (chests)
- added new icon "portal"
- updated vanilla configs with new pins
- added patch for new types:
- 1.0.4 -> replaced tree, dungeon and dot icon with less bold ones
- 1.0.3 -> fixed missing tree icons
- 1.0.1 & .2 ->
- added icons:
- monument
- treasure
- whale
- temple
- bones
- added missing vanilla configs
- added icons:
- 1.0.0 -> first release on ThunderStore