This is my very first time creating and publishing a mod for any game. Thank you everyone for trying Locator and providing feedback. It's truly appreciated.
I will not be actively maintaining this mod anymore. Feel free to open a PR on Github for any fixed required. Otherwise, I will update whenever time permits.
EDIT: Fixing up the mod made me remember how much fun I had making this mod. I got motivation back so I'm in the process of re-writing the mod from scratch, because the current code-base is hideous.
The goal is to make the mod a lot more user friendly, more optimized, and easier to configure.
i am playing on an asus tuf a16 gaming laptop and i have enabled the command centre for when im in game however everytime i try and put in a command with / and then the command, it pops up saying that the the command is unrecognisable.
Can anyone help with this so that i can actually use the mod?
Hiya, starterd to notice that this mod is causing a proplem after the last game patch, when typing in the chat box or the command console its doubling what you type and causing a error in the log.
Hi! Thanks for reporting. I'll see if I can get this fixed sometime soon, otherwise feel free to take a look at the source code if you're feeling up to it!
Could you let me know what console command you used to trigger this?
I've heard that outdated mods that contain console commands could mess with other mods that also have commands. Can you confirm that this ONLY happens with Locator?
If you're running other mods, can you please let me know which so I can see if there may be any incompatibilities.
Based on the description this mod allows toggling of certain groups of POIs. For example, Runestones and Swamp Crypts are both part of the same "Locations" category (along with several other POIs). There's a command called "/pinLocations" that allows us to toggle ALL Locations on and off. I don't care about Runestone though. Showing them clutters the map, just like Tin clutters the map. However, the command toggles ALL the Locations on and off. So if I turn off Runestones, Swamp Crypts and other more important Locations are turned as well. Same is true for wanting to turn off all the Tin pins. It'll turn off all the other ores along with it.
I haven't used this mod yet. It looks great except for the possible limited toggling. Can anyone who's used this mod confirm if you can toggle specific items? Or is my assumption correct that it toggles groups of items?
Hello, is there a way to EXCLUDE an item, like i want to exclude dandelion because its bright yellow even at night, but i dont seem to find how to disable that. Thank you
I don't seem to see anything in the how to to resize the pins i am play a big screen and i can see the icons was hop[eing this resized them. If not is that a feature u plan on introducing?
I'm getting multiple different error strings when loading my game from different mods :) doesn't mean they don't work or are completely broken though :) for now it seems for me that auto-pinning of most the stuff, that I need is working fine :) maybe not everything works right now, but for the most functional part it seems to work :)
This is the only mod throwing errors for me, and it is constantly scrolling in the log. You want to run broken mods that could screw up your world, be my guest. I felt the need to update potential users as to current issues. There are other mods out there that don't cause problems/errors.
all good, man, srsly :) it's everyone's choice what to run indeed. but thanks for letting people know :) I haven't noticed that it continuously runs errors in the log tbh, so maybe you're right :)
It's ok Noma. Draco clearly thinks he the big dog in the yard, and his word's law. He's "Officially" calling Time of Death on this mod. We'd better stop using it asap. ;-P
202 comments
It's truly appreciated.
GITHUB REPOSITORY: https://github.com/purpledxd/Valheim-Plugins
I will not be actively maintaining this mod anymore.Feel free to open a PR on Github for any fixed required. Otherwise, I will update whenever time permits.
EDIT:
Fixing up the mod made me remember how much fun I had making this mod.
I got motivation back so I'm in the process of re-writing the mod from scratch, because the current code-base is hideous.
The goal is to make the mod a lot more user friendly, more optimized, and easier to configure.
It is my first time using mods.
i am playing on an asus tuf a16 gaming laptop and i have enabled the command centre for when im in game however everytime i try and put in a command with / and then the command, it pops up saying that the the command is unrecognisable.
Can anyone help with this so that i can actually use the mod?
Thank you
modpost before yours, and look at when the game and mod was updated.Edit: My bad; Me mixed words, me silly.
(I need to sleep)
[Error : Unity Log] MissingMethodException: Minimap/PinData Minimap.AddPin(UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)
Stack trace:
Purps.Valheim.Locator.Utils.MinimapUtils.AddTrackedPin (UnityEngine.Component component, System.Collections.Generic.List`1[T] trackedObjects) (at <f7fec5b4b05e4a56b4d81e3ba6d1ce8a>:0)
Purps.Valheim.Locator.Utils.MinimapUtils.Update () (at <f7fec5b4b05e4a56b4d81e3ba6d1ce8a>:0)
Purps.Valheim.Locator.LocatorPlugin.Update () (at <f7fec5b4b05e4a56b4d81e3ba6d1ce8a>:0)
[Error : Unity Log] MissingFieldException: Field 'Terminal.m_input' not found.
Stack trace:
(wrapper dynamic-method) Chat.DMD<Chat::InputText>(Chat)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
Chat.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
Fishlabs.GuiInputField.onInputSubmit (System.String text) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
Fishlabs.GuiInputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISubmitHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
[Error : Unity Log] MissingFieldException: Field 'Terminal.m_input' not found.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
Console.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
Fishlabs.GuiInputField.onInputSubmit (System.String text) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
Fishlabs.GuiInputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISubmitHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
Could you let me know what console command you used to trigger this?
I've heard that outdated mods that contain console commands could mess with other mods that also have commands.
Can you confirm that this ONLY happens with Locator?
If you're running other mods, can you please let me know which so I can see if there may be any incompatibilities.
I haven't used this mod yet. It looks great except for the possible limited toggling. Can anyone who's used this mod confirm if you can toggle specific items? Or is my assumption correct that it toggles groups of items?
Alternatively, you can always play around with the inclusion list in the config files to only display what you want for a given category/type.