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Vodyanoii

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56 comments

  1. disasterbricklayer
    disasterbricklayer
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    pl0x fix
  2. DarknessCalling
    DarknessCalling
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    Please fix it, this mod is essential and nothing I can find mimics the functionality ... I DON'T WANT automatic pinning, I want MANUAL pinning without having to stop running!
  3. farmergiles65
    farmergiles65
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    Doesn't work for me at all - installed, but nothing happens when pressing input key.
  4. mikegrauohr
    mikegrauohr
    • supporter
    • 30 kudos
    i got red wall with the last update - no beta
    is this caused by my config? anybody else issues?
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hey, it's because of the new Valheim update, I'll try to update the mod asap
    2. Vodyanoii
      Vodyanoii
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      • 2 kudos
      Should be fixed in 1.5.11
    3. Monkeymann275
      Monkeymann275
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      its not
    4. Reghas2473
      Reghas2473
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      • 0 kudos
      Pinging does not work.
  5. dariuswolfe
    dariuswolfe
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    Looks like it's broken again by Ashlands. The mod appears in the config manager, but the hotkeys do nothing. Haven't tested out other functionality yet, but that one's pretty crucial. I've made sure nothing else is assigned to the hotkeys.
    1. Reghas2473
      Reghas2473
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      [Error  :  HarmonyX] Failed to patch void Destructible::Destroy(HitData hit): System.Exception: Parameter "hitPoint" not found in method void Destructible::Destroy(HitData hit)
        at HarmonyLib.Public.Patching.HarmonyManipulator.EmitCallParameter (System.Reflection.MethodInfo patch, System.Boolean allowFirsParamPassthrough, Mono.Cecil.Cil.VariableDefinition& tmpObjectVar, System.Collections.Generic.List`1[HarmonyLib.Public.Patching.HarmonyManipulator+ArgumentBoxInfo]& tmpBoxVars) [0x007ae] in <474744d65d8e460fa08cd5fd82b5d65f>:0
        at HarmonyLib.Public.Patching.HarmonyManipulator.WritePrefixes (HarmonyLib.Internal.Util.ILEmitter+Label returnLabel) [0x00179] in <474744d65d8e460fa08cd5fd82b5d65f>:0
        at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x0022c] in <474744d65d8e460fa08cd5fd82b5d65f>:0
      [Error  : Unity Log] Exception: Parameter "hitPoint" not found in method void Destructible::Destroy(HitData hit)
      Stack trace:
      HarmonyLib.Public.Patching.HarmonyManipulator.EmitCallParameter (System.Reflection.MethodInfo patch, System.Boolean allowFirsParamPassthrough, Mono.Cecil.Cil.VariableDefinition& tmpObjectVar, System.Collections.Generic.List`1[HarmonyLib.Public.Patching.HarmonyManipulator+ArgumentBoxInfo]& tmpBoxVars) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.HarmonyManipulator.WritePrefixes (HarmonyLib.Internal.Util.ILEmitter+Label returnLabel) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Rethrow as HarmonyException: IL Compile Error (unknown location)
      HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.HarmonyManipulator.Process (MonoMod.Cil.ILContext ilContext, System.Reflection.MethodBase originalMethod) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.HarmonyManipulator.Manipulate (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo, MonoMod.Cil.ILContext ctx) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.HarmonyManipulator.Manipulate (System.Reflection.MethodBase original, MonoMod.Cil.ILContext ctx) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Public.Patching.ManagedMethodPatcher.Manipulator (MonoMod.Cil.ILContext ctx) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      MonoMod.Cil.ILContext.Invoke (MonoMod.Cil.ILContext+Manipulator manip) (at <6733e342b5b549bba815373898724469>:0)
      MonoMod.RuntimeDetour.ILHook+Context.InvokeManipulator (Mono.Cecil.MethodDefinition def, MonoMod.Cil.ILContext+Manipulator cb) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      (wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
      (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?-1624463444(object)
      HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      MonoMod.RuntimeDetour.ILHook.Apply () (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Rethrow as HarmonyException: IL Compile Error (unknown location)
      HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Rethrow as HarmonyException: IL Compile Error (unknown location)
      HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.Harmony.CreateAndPatchAll (System.Type type, System.String harmonyInstanceId) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      QuickPing.QuickPingPlugin.Awake () (at <f4695e3e4f5948199f4b804d7cf30bf9>:0)
      UnityEngine.GameObject:AddComponent(Type)
      BepInEx.Bootstrap.Chainloader:Start()
      UnityEngine.GameObject:.cctor()
      PlatformTools.Common.SingletonMonoBehaviour`1:get_Instance()
      PlatformTools.PlatformManagerInitializer:OnRuntimeMethodLoad()
  6. Stoan
    Stoan
    • supporter
    • 0 kudos
    So interestingly enough this mod seems to be preventing me from chopping down stumps, sprouts and old broken trees. No idea why
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Fixed in 1.5.10
  7. Archimondde
    Archimondde
    • member
    • 1 kudos
    Same as before, it appears the latest update broke this mod. Jotunn and BepInEx got updated for the latest version. This is easily the best mod for map pins as it requires you to actually SEE what you add to the map. Please update when convenient :)
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hey, thanks for reporting, I'm currently fixing this bug (to follow progression) issue
      And yeah my mod is easily broken by small changes in valheim code, I'll try to make it easier to maintain ^^
    2. dariuswolfe
      dariuswolfe
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      Confirming a bit later, this mod is very much broken with the new update (0.217.14). Console spits out a lot of red whenever you attempt to ping or mark via hotkeys. Doesn't seem to have any other side-effects, aside from it simply not working.
  8. ToenailTheLit
    ToenailTheLit
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    Seems the update today has broken this and many other mods.
    I hope it gets fixed to match new UI optimizations. 
    This is Literally one of my Top 3 Favorite mods.

    EDIT: 
    Since BepInEx and Jotunn have been updated Most mods still work.
    The other mods have been updated that needed an update.

    The Only mod Still not working is this one.

    Please someone sort this!  I grew to Love this system and now I feel like a part of me is missing! 
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hey, thanks for reporting! 

      Will update the mod soon to match the last update!
    2. Vodyanoii
      Vodyanoii
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      • 2 kudos
      Should be fixed in 1.5.7
    3. ToenailTheLit
      ToenailTheLit
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      Thank You Very Much!! You Rock!
    4. ToenailTheLit
      ToenailTheLit
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      seems like the latest UI tweaks broke it again. . . 
      it's no longer working once more.
      wish they'd stop...

      It's not making a Config file at all.
    5. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hey! 

      Just tried with a fresh profile with only Bepinex, Jotunn and QuickPing 1.5.7 (all updated). The config file was generated. 
      Have you tried since the last patch ?
      What other mods do you use ?

      created an issue on github if you have an account, easier for me :)
      https://github.com/Vodianoi/QuickPingMod/issues/107
  9. CassandraStar
    CassandraStar
    • member
    • 1 kudos
    I can't get the rename pin to work. Normal ping works fine, and the one that adds a pin to the map with the default name, too, but rename doesn't. How is it supposed to function? I've tried binding it to Shift+U and I, but it just does a regular ping.
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hi !

      How is it supposed to function?
      Renaming only works with useful resources (copper, tin, dungeons etc.) for now.

      I've tried binding it to Shift+U and I, but it just does a regular ping.

      'Shift' is not a valid input name, use 'LeftShift' or 'RightShift', and the letter key should come first : 'U + LeftShift' should work.

      Let me know if this helps !
    2. CassandraStar
      CassandraStar
      • member
      • 1 kudos
      I use the mod config, so it already has the input detection for binding instead of manually typing it. I reset it to default, too, so it shows as Y + LeftAlt. I hadn't tried it on useful resources before, but I tested it on a copper node and it still only just adds a normal pin instead of letting me rename it!

      But if it only works on resources and such at the moment, it doesn't really matter I suppose, since I'd only really want to rename pins that are for things like villages, shacks, ruins, etc.

      Thank you for the replies regardless!
    3. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      I tested it on a copper node and it still only just adds a normal pin instead of letting me rename it!
      Hm. Weird. Do you use other mods ?

      I'd only really want to rename pins that are for things like villages, shacks, ruins, etc.

      I've planned to add automatic locations pins too. But since there are no translations from vanilla game for basic locations like villages, I'll have to wrote them manually I guess..
    4. CassandraStar
      CassandraStar
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      I do have a bunch of other mods, though I'm not sure which one might conflict. Anyway, it doesn't bother me too much. However, would it be possible to make it so that once the resource is depleted (such as silver veins), the pin doesn't get deleted off the map but rather crossed over?
    5. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      However, would it be possible to make it so that once the resource is depleted (such as silver veins), the pin doesn't get deleted off the map but rather crossed over?
      Sure ! 
      But priority is server-side for now.
  10. LordWushin
    LordWushin
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    • 53 kudos
    I really enjoy this mod! I find auto map pins to be a little too "helpful." This mod is exactly what I was looking for in a map pin system. Great work!

    Edit:  I attempted to use the new AMPED mod with its custom pin pack in hopes QuickPing would utilize the  custom pins. Unfortunately it does not. Would custom pin integration be a possibility with your mod?
    1. Vodyanoii
      Vodyanoii
      • member
      • 2 kudos
      Hey !

      I really enjoy this mod! I find auto map pins to be a little too "helpful." This mod is exactly what I was looking for in a map pin
      system. Great work!
      That is exactly why I did this mod, preserving the feeling of "manual" mapping. Thank you !

      Would custom pin integration be a
      possibility with your mod?
      Sure! Will add compatibility with AMPED (its custom pins file at least).
    2. LordWushin
      LordWushin
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      That is great to hear! I actually like using both mods together now. AMPED just gets turned on only when having a hard time finding certain items. LOL