The map clear command also deletes the pins that Hildr has provided - is this a bug? They are easy to recover from her though.
Also they are exported and, I assume, can be imported. {"name":"$hud_pin_hildir1","type":14,"position":{"x":-1984.4473876953125,"y":39.682952880859378,"z":-7101.4736328125}} {"name":"$hud_pin_hildir1","type":14,"position":{"x":-5437.689453125,"y":31.54107093811035,"z":138.53659057617188}} {"name":"$hud_pin_hildir1","type":14,"position":{"x":3719.355712890625,"y":32.90559768676758,"z":3258.098388671875}} {"name":"$hud_pin_hildir2","type":15,"position":{"x":-1088.0,"y":289.66015625,"z":-3328.0}} {"name":"$hud_pin_hildir2","type":15,"position":{"x":-6848.0,"y":240.41578674316407,"z":-448.0}} {"name":"$hud_pin_hildir2","type":15,"position":{"x":1920.0,"y":274.1056823730469,"z":1920.0}} {"name":"$hud_pin_hildir3","type":16,"position":{"x":2944.0,"y":46.585689544677737,"z":3968.0}} {"name":"$hud_pin_hildir3","type":16,"position":{"x":3136.0,"y":41.71592712402344,"z":7232.0}} {"name":"$hud_pin_hildir3","type":16,"position":{"x":4480.0,"y":63.62372589111328,"z":-6272.0}}
The coordinate axes are X,Z. where X is left-right and Z is top-bottom. The Y axis is 0 because for the pins the height does not matter.
X,Z = 0,0 is at the center of the map. +X to the right and -X to the left. +Z to the top and -Z to the bottom. Each "1" is one meter.
And the portal is type 6 - in case you want to manually add a portal pin. {"name":"PIN - PORTAL", "type":6, "position":{"x":-401.0, "y":0.0, "z":5.0} }
You can edit the file with any text editor. Spaces not tabs. And extra spaces inside the quotes WILL produce unexpected results.
These are the exported types
As of 2023-10-09 using any type <0 or >16 seems to put a dot (like type=3) on the map. This might be boundary checking in the mod or in the Valheim code.
I don't see how, yet, to preserve the red X marks.
Kudos to the author, a well explored map with multiple players has a very messy map. The clear command alone is golden!
Can we resize the pin into more smaller? also can we add custom shape of pins? like for example Raspberry small shape of raspberry pin. Cause input text in pin is so annoying if there is a way that text only shows when mouse cursor hover the pin and text hows that would be excellent.
You rock. This mod is a fantastic utility for creating Zones with World of Valheim Zones mod. Or creating regions in a better continents map that you can load after correcting some small thing and regenerating the map. Thanks again for making such quick work of this.
10 comments
Also they are exported and, I assume, can be imported.
{"name":"$hud_pin_hildir1","type":14,"position":{"x":-1984.4473876953125,"y":39.682952880859378,"z":-7101.4736328125}}
{"name":"$hud_pin_hildir1","type":14,"position":{"x":-5437.689453125,"y":31.54107093811035,"z":138.53659057617188}}
{"name":"$hud_pin_hildir1","type":14,"position":{"x":3719.355712890625,"y":32.90559768676758,"z":3258.098388671875}}
{"name":"$hud_pin_hildir2","type":15,"position":{"x":-1088.0,"y":289.66015625,"z":-3328.0}}
{"name":"$hud_pin_hildir2","type":15,"position":{"x":-6848.0,"y":240.41578674316407,"z":-448.0}}
{"name":"$hud_pin_hildir2","type":15,"position":{"x":1920.0,"y":274.1056823730469,"z":1920.0}}
{"name":"$hud_pin_hildir3","type":16,"position":{"x":2944.0,"y":46.585689544677737,"z":3968.0}}
{"name":"$hud_pin_hildir3","type":16,"position":{"x":3136.0,"y":41.71592712402344,"z":7232.0}}
{"name":"$hud_pin_hildir3","type":16,"position":{"x":4480.0,"y":63.62372589111328,"z":-6272.0}}
mappinexport export
[Info: Unity Log] TMP_Input can't handle null eventData in curren package. Can be ignored atm though. Exception: Field 'Terminal.m_input' not found.
[Error : Unity Log] MissingFieldException: Field 'Terminal.m_input' not found.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
Terminal.SendInput () (at <885fde5117a141d19eed8c0292c3d1fd>:0)
Console.SendInput () (at <885fde5117a141d19eed8c0292c3d1fd>: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 <88e4d79bd0ad404aae889a0b34c3218f>: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 <356029b47c6e4ef6861081c5fc36eacd>:0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <356029b47c6e4ef6861081c5fc36eacd>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler 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()
Thank you very much!!
charactername - worldname.txt
The coordinate axes are X,Z. where X is left-right and Z is top-bottom. The Y axis is 0 because for the pins the height does not
matter.
X,Z = 0,0 is at the center of the map. +X to the right and -X to the left. +Z to the top and -Z to the bottom. Each "1"
is one meter.
And the portal is type 6 - in case you want to manually add a portal pin.
{"name":"PIN - PORTAL", "type":6, "position":{"x":-401.0, "y":0.0, "z":5.0} }
You can edit the file with any text editor. Spaces not tabs. And extra spaces inside the quotes WILL produce unexpected results.
These are the exported types
As of 2023-10-09 using any type <0 or >16 seems to put a dot (like type=3) on the map. This might be boundary checking in the mod or in the Valheim code.
I don't see how, yet, to preserve the red X marks.
Kudos to the author, a well explored map with multiple players has a very messy map. The clear command alone is golden!