This is the successor to Materous' AutoMapPins with Configuration. Absolutely loved his edition but it needed to be a bit more dynamic and updated for Mistlands.
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File credits
Materous for his great work with the original mod this one is based off of Randy Knapp - The inspiration to use json files for configuration
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Changelogs
Version 1.3.5
Performance Overhaul! Updated and refactored a large portion of the mod to run faster as to not cause as much FPS drops for potato computers. Lots of legacy code updated.
Updated and reorganized configuration. My sincerest apologies but this will require you to redo your configuration settings, my first go at it a lot of the naming is bad and would cause issues and I now know a ton more about the inner workings of BepInEx configurations. If you experience issues, delete your `amped.mod.auto_map_pins.cfg` and restart the game to generate a clean config. Thank you for your patience, this is my first time doing any BepInEx modding.
Mod will now properly refresh pins if making changes to configuration values while in game. No more need to restart the game for the new values to take effect!
Added new config value for "Minimap Pin Size Multiplier". The mod will multiply the pin size by this multiplier for the minimap so that players can better control the pin size in the minimap
Added minimapSize for Pin Type configuration. JSON configs now support a new optional value "minimapSize" which allows you to custom set the minimap Pin Size. If set the new Minimap Pin Size Multiplier config will use this minimapSize value to multiply the pin size in the minimap so you can better differentiate important pins
Combined all of the object id logger configs into a single "objectLogging" config value. This new config will toggle all object id logs
Added Object Id filter for object logging. This is a comma delimited list of object ids you don't want the mod to report when it encounters them. This helps clean up the logs and only shows you the object ids you want
Added "Unique Objects Only". If enabled the mod will only report an object id once when it first encounters it instead of for every object. When the game exists it will log out the full list of unique object ids that were discovered during the session
Removed a lot of broken code around Commands. Using the Configuration Manager almost all the previous "Commands" are possible without having to remember chat commands (that didn't even work)
pinRange now is defaulted to using the Players Explore Radius. This can be disabled for a custom pinRange and will be compatible with any mods that change the explore radius dynamically like the Cartography skill or mods that increase the explore radius while on boats. The pinning range will update dynamically as the radius changes
BugFix - Oak Trees are now correctly detected, Thanks to LuxZg for helping out with this one
BugFix - Fixed the issue where Saved Pins would get additional pins overlaid on top of them when you save and reload the game near one. Now you can see if you've checked (x'ed out) a pin or not and it will persist until the pin is removed
BugFix - Manually removing pins from the map is easier now, increased pin detection radius when clicking to remove a pin from the map
BugFix - Corrected Draugr and Skeleton spawner object ids
Version 1.3.4
New config for hiding pin types by label has been added. Users can now entered a comma seperated list of pin labels that they don't want to be autopinned
Multiple pin type configuration json files can now be loaded. Opening up the possibility of other authors to release their own pin and icon packs
Pin Config file has been made dynamic. AMPED will now load any json file with the prefix 'amp_' and attempt to use it as a pin type config file
Overhauled sprite loading to instead search the plugins folder and use the first file that matches the file name
Refactored some internal code to be more maintainable
Optimized code on loadData function which is called for each pin anytime on add, update, and destroy
Updated pin pack from LuxZg in optional files with more new pins, updated icons, and a few fixes
Version 1.3.3
Added new pins, big credit to LuxZg for his help in adding a ton of new pins and providing the icons and updates to the json config
New Pin: Infested Tree (Guck Trees)
New Pin: Road Post
New Pin: Dvergr Tower
New Pin: Statues
New Pin: Ruins
New Pin: Stone Tower
New Pin: Runestone
New Pin: Giant Remains (petrified remains and soft tissue)
New Pin: Stone Tower
New Pin: Log Cabin
New Pin: Infested Mine
New Pin: Dvergr Exavation
New Pin: Swamp Hut
New Pin: Swamp Tower
New Pin: Giant Armor (Giant sword/helmets)
New Pin: Wood House
New Pin: Stone Circle
New Pin: Well
New Pin: Dolmen
New Pin: Fuling Tower
New Pin: Harbour
New Pin: Viaduct
New Pin: Stone Tower
New Pin: Shipwreck
New Pin: Farm House
Version 1.3.2
Fixed an issue with r2modmanager breaking file structure and preventing sprites from being loaded
Version 1.3.0
Overhauled configuration of pin types
Moved pin icon images to new folder
Pin Type configuration is now loaded through a json file 'AMP_Enhanced/amp_pin_types.json'
Optimized pin loading
Added ability to enable/disable logging to get object ids for each pin category
Donations
No donations accepted
Automatic pinned resources, pickables, locations, spawners, and creatures to your map and minimap.
This is an enhancement on Materous' AutoMapPins with Configuration and is very heavily based off of his work. So far all I've done is overhaul the configuration of his mod the rest of the code for pinning is still from his source code, save for a few speed optimizations.
Pin Types now have their own json file that details what is pinned, the label and icon to use, and the icon size. Icons are also in their own folder and can be changed around, added to, or completely removed. Everything was designed to be modified with out the need to update the DLL every time Iron Gate adds something new.
Extract the contents of the "plugins" folder in the zip file into your bepInEx plugins folder "<valheim install folder>/bepInEx/plugins"
Start the game and enjoy the new automatic pins
Known Bugs
Draugr and Skeleton spawners fail to pin
Small FPS hit when around lots of pins. I'm continuously attempting to optimize for better performance but there will always be a small FPS hit from custom pins.
New UI interface on the world map that will give users the ability to easily hide, toggle labels, set detection range, and save pins
Option for pins to be added "globally" with no range limit. This will only apply to custom constructed objects since in game spawned objects won't be in existence yet at world load.
Include Auga UI compatibility (should be included with UI updates)
Separate pin sizing options for the world map and the minimap
Label font sizes for world map and for minimap, currently it's tied to the pin size.
Add a separate json file for custom user pins, this is so people can put out their own icon and pin packs without having to worry about my updates overriding their changes to amp_pin_types.json
Live tracking of creature pins (could be FPS intensive)
Automatic unpinning: when pickable has been picked, after ore has been completely mined, after a location has been destroyed.
Allow users to use any custom pin icon when adding pins manually to the world map
Wishbone means something! Hidden things such as buried Silver and Mud Piles (iron) should only be detectable by the Wishbone. These pins shouldn't show unless the Wishbone is equipped. Otherwise the Wishbone is worthless. This will be configurable for those who think the wishbone is dumb :P. Wishbone will have 3 modes to show the hidden pins: Wishbone must be equipped, Must be in inventory, and Always Show Pins (for the cheaters amongst us).