I forked, integrated with Valheim 0.217.29 and rebuilt it. Working version available here: https://github.com/Galll1/Valheim-AMPED-Auto-Map-Pins-Enhanced/releases/tag/1.3.6_FOR_VALHEIM_0.217.29
In case anyone wants to take it, fork, and fix, feel free to do so. I've caught the raziel for a real short today and confirmed it's OK if anyone wants to post fixes.
Also, I have permissions for uploading new files and posts to this mod page, so if someone makes a fix let me know, I can upload to this very page, or link your fixed or improved version somewhere once it's posted online somewhere.
I am personally not a developer, so can't fix this, but if you'll need help with icons themselves (my icon pack) msg me and I'll do my best to help with whatever I can. I'm checking from time to time, and I plan returning to Valheim eventually when more content gets released again, so I'll be seeing you around!
Highlights: - 50+ new icons and almost as many (40) new pin types, mostly enemies/creatures/bosses - new configs with tweaked pin sizes both on map and minimap - separatie JSON files per pin type "category", eg. one file with pickables, one with creatures, one with dungeons, etc, allowing you to add/delete icons as mini-packs
As raziell74 has also pushed pre-release of 1.3.6 this was tested with it, but will also work with mod version 1.3.5 !
Apologies, I've been away for a few weeks. It's been SUPER busy with a ton happening in my personal life. I am getting back on the 1.3.7 update once again but it will be slow going since I don't have very much time to work on it. I'll likely put in some extra time this weekend and maybe do an all nighter and pump out the new version which will hopefully solve quite a few of the issues players are seeing. Thank you for sticking around :) looking forward to getting all the updates and fixes out to you all.
Please read through this sticky before reporting any bugs as some are already known and I'm actively working on them. Known Bugs
Draugr and Skeleton Spawners are not being pinned.
FPS takes a small hit when a lot of new pins are being added as the player moves
Creature pins only pin the initial spawn location and do not track current position
Reloading the world while within range of a saved pin will overlap another pin on top of it
Pins somehow have a default circle dot pin added underneath them when loading a previously pinned world with Version 1.3.5. I Haven't been able to reproduce this phenomenon yet but I am looking into it.
Plans for the next release (v1.3.6):
Add Wishbone feature from the Road map, this is a highly requested feature
I'll be attempting to change how objects are detected by AMPED so I can increase the types of objects that can be pinned as well as the status of the objects. Like if pickables have been picked or if an Ancient root has any sap to be extracted or not
Looking into solving the pin clustering issue. Very often pins will overlap and the Pin Overlap Range config only relates to pins of the same type, label, and icon. This results in different pin types often overlapping and stacking on top of each other.
Working with LuxZg to add new object pins and new kinds of pins! Things like player constructed items, fishing spots, Bee Hives, and more!
Enemy detection and tracking. Players will be able to add or create a new pin pack type. Adding the "trackers" section to json configs will add live updating pins to the objectIds provided. This new section will allow players to add multiple icons and some tracking specific configurations. For example you will be able to have a separate icon if the creature is engaged in combat, aggressive, or passive. I would HIGHLY recommend using aedenthron's Compass mod with this feature to get a true "Skyrim" type feel where enemies can be tracked via the compass.
LuxZg is working diligently on breaking down his amazing HD pin pack into smaller consumable packs so people can pick and choose what type of pins they want in their game with out having to deal with game configs or editing json files.
Keep in mind this version is pre-release and may have bugs. It is also updated often as I make iterations on the release features. Use at your own risk.
using the github version I can see it marking items in the console but doesn't actually put the pins on the map. I miss having this working. Closest thing I found to the is https://www.nexusmods.com/valheim/mods/3042 but I have not tried it yet. Seem to be updated for current build.
I installed the github version but it still aint working for me, i set up everything correctly but it does not autopin anything at any given time, why is this?
It's been 2 hours and 20 minutes i've been trying to make this mod work. Tried using the github version, tried updating bepinex, tried using the nexus mods version with the extra icon pack provided, reinstalled valheim, tried using the github version with the icon pack provided, nothing, nothing seems to make this mod work for me, i will check this comment periodically to see if anyone had the same issue and managed to fix it
i have an issue, when i try to click on a pinned crypt icon to X it, it doesn't save it. It takes multiple tries before it remembers the X. I haven't changed the config, but it might be caused by the "exiting dungeon breaks the autopins temporarily" bug? Though it has worked fine before. Idk, it's not game breaking, just a bit annoying.
So, I'm using the updated version from GitHub and it works great except when I enter a Burial Chamber and exit it stops working. If I restart the game it works again.
I've noticed this as well. Entering any dungeon or instanced area it temporarily breaks the updating for map pins. It recovers after about 10 minutes or so.
additional feature request - Ignore player base/warded areas
I was hoping you might be able to add an option in the setup that would let you choose to have the pins not populate the map/minimap if they are within a player base / warded area (2 different options) I know where everything is within my home base, but i still want to see the pins when im out in the wild so i cant turn them off. Would be nice to have a clean mini/map of my home base because i can turn on the option to ignore pin items within the warded area or player base areas.
180 comments
Working version available here: https://github.com/Galll1/Valheim-AMPED-Auto-Map-Pins-Enhanced/releases/tag/1.3.6_FOR_VALHEIM_0.217.29
Sorry to say, but - original mod author moved on and not playing/modding Valheim anymore.
Description page has link to mod source code, but here's a copy:
https://github.com/raziell74/Valheim-AMPED-Auto-Map-Pins-Enhanced
In case anyone wants to take it, fork, and fix, feel free to do so. I've caught the raziel for a real short today and confirmed it's OK if anyone wants to post fixes.
Also, I have permissions for uploading new files and posts to this mod page, so if someone makes a fix let me know, I can upload to this very page, or link your fixed or improved version somewhere once it's posted online somewhere.
I am personally not a developer, so can't fix this, but if you'll need help with icons themselves (my icon pack) msg me and I'll do my best to help with whatever I can. I'm checking from time to time, and I plan returning to Valheim eventually when more content gets released again, so I'll be seeing you around!
Cheers!
Lux
LuxZg's Pin Pack
Update : 2023-01-29
LuxZg Pin Pack v1.3.6 is now online and available to download!
New readme and changelog are now (permanently) published as an article and will be continuously updated:
LuxZg Pin Pack - readme and changelog
Highlights:
- 50+ new icons and almost as many (40) new pin types, mostly enemies/creatures/bosses
- new configs with tweaked pin sizes both on map and minimap
- separatie JSON files per pin type "category", eg. one file with pickables, one with creatures, one with dungeons, etc, allowing you to add/delete icons as mini-packs
As raziell74 has also pushed pre-release of 1.3.6 this was tested with it, but will also work with mod version 1.3.5 !
Cheers!
LuxZg
Please read through this sticky before reporting any bugs as some are already known and I'm actively working on them.
Known Bugs
Draugr and Skeleton Spawners are not being pinned.FPS takes a small hit when a lot of new pins are being added as the player movesReloading the world while within range of a saved pin will overlap another pin on top of itPlans for the next release (v1.3.6):
If you would like to help test and give feed back on these features you may find the Pre-Release here: AMPED-Auto-Map-Pins-Enhanced v1.3.6 Pre-Release
Keep in mind this version is pre-release and may have bugs. It is also updated often as I make iterations on the release features. Use at your own risk.
Closest thing I found to the is https://www.nexusmods.com/valheim/mods/3042 but I have not tried it yet. Seem to be updated for current build.
It does auto pin, but when I log out and back in nothing is saved, and my map is blank.
*Shrugs*
Crypt,Troll Cave,Sunken Crypt,Frost Cave,Infested Mine
List of Labels is here for modifying: -
https://github.com/raziell74/Valheim-AMPED-Auto-Map-Pins-Enhanced/blob/master/Auto%20Map%20Pins%20Configurable/AMP_Enhanced/amp_pin_types.json
Image in config for reference: -
https://imgur.com/a/KwyN9O4
https://github.com/Galll1/Valheim-AMPED-Auto-Map-Pins-Enhanced/releases/tag/1.3.6_FOR_VALHEIM_0.217.29
I was hoping you might be able to add an option in the setup that would let you choose to have the pins not populate the map/minimap if they are within a player base / warded area (2 different options) I know where everything is within my home base, but i still want to see the pins when im out in the wild so i cant turn them off. Would be nice to have a clean mini/map of my home base because i can turn on the option to ignore pin items within the warded area or player base areas.