FOR PEOPLE WHO HAD DATA IN v1.7.0. Configs will reset, but you can return it. In the new update v1.8.0, which I forgot to mention in changelogs, I've changed the plugin GUID from com.WxAxW.PinAssistant to WxAxW.PinAssistant, this means if you played on previous version and still use its data. 100% your configs and tracked data are reverted, but the old configs are still retained, you just need to go to your bepinex config folder and rename this plugin's config file by removing 'com.'
hey, was wondering if you are looking at a muddy scrap pile and do Ctrl+T and it adds a "mudpile beacon" how would I have it autopin.. as its ONLY marking the ones I've seen, and no I didn't hit them with a pick because ik that changes the data value... anyways only have three marked bc I was attempting to get them to work and alas.. no autopin (I feel like I'm doing something wrong here)
Hmmm, I just read this, apologies. I'm not quite sure what could be the problem, my suspicions are:
you need to look at a certain spot
The tickrate might be too slow (1 second per detection)
Something's blocking the detection, I don't believe auras are enabled as I've mentioned before that it really messes up a lot of stuff, like auras (ex. fire aura, if you go near fire you get heat, that's because there's an invisible sphere)
You could try if the mudpile you're looking at isn't getting marked and you're confident you haven't strucked them, try doing Ctrl + T (Shift + T in new update) and see if the parameters are the same, or if it's a new one. (clear indicator is it says Modify instead of Track)
This is a really cool idea, it would be very useful for a nomap run with a compass (currently using a mod that pins signs, but it's annoying to carry charcoal around).
Unfortunately, it doesn't seem to work for me, using a combination of Compass and NoMap Printer I don't see the pins appear on the compass or 'printed' map (pins from other mods work). I'm sure it's annoying to try to make it compatible with a variety of other mods, but I thought I'd throw it out there.
Oh, well I'll check it out on how they handle their pins in their mods, but someone did suggest compatibility for HUD Compass, if possible, you can make do with that for now!
Just the auto pin isn't working for you? I can't get the tracking UI to open or the manual pin to work. I have never used the auto pin feature. I rolled back to default_old in steam and it is all working fine in version 0.219.16
The tracking UI works for me, but the auto pin isn't. I must use the tracking UI to create a colored pin and then open the map and create a pin with the same name to use it
For some reason I didn't do anything and it fixed itself, I assume it was when I was updating my project to the latest version of Jotunn's example project. Probably some compiler issues. I'll be updating soon, I'll see if there's anything I could do quick on the mod before publishing an update.
Sadly nope :/ That is the limitation that I mentioned in the past. If I made those trackable, you'd be able to track auras such as the heat dome of torches, campfires, and other auras like light. If it was enabled, this would lead to not being able to track most of the objects you want. Surtlling Spawners are considered as aura and has no physical object that you can track.
haha, thanks, it was honestly a mod for me as well who likes to track all the things, but I lost the motivation to play Valheim once more after developing it, ironic.
It would be really useful if tags for portals updated with the name of the portal once the portal's name changed. Huge quality of life improvement there :)
Basically to make the Track Object UI pre-fill the data, you must be looking at an ore that's not struck with a pickaxe (tin/obsidian excluded) You will know if the ore is invalid if it's saying "Invalid" on the object id, that's a clear indicator that you need to find an ore that's undamaged.
There's some mod limitation that's going to be extra work if I made it work on a damaged ore, but I figured I would just skip it as it works normally on an undamaged ore.
There a small pin frustration that I wish could be resolved, but I'm unsure if it's possible without use of more code than it's worth. Currently, if the player manually creates a pin in the same location that Pin Assistant will also create one, then the two pins confusingly overlap. Most often it involves a "home base" pin that I need to create in the same location as a Troll Cave or Crypt; since I've created a rule for Pin Assistant to always pin those when visited, those pins fight for attention with my manually created pins. I can't simply remove the Pin Assistant pin, since the next time that I visit the pin will be recreated according to the rule. (I disable the building restriction for those locations.)
What I would of course like to happen is that Pin Assistant somehow notices my pin and removes or doesn't create a pin in the same location. I've been trying to work around it by creating my pins always just above those created by Pin Assistant and/or Under The Radar.
Is there a low-impact means to detect another persistent pin in the same location and not display or create another pin that would compete?
odd, I was sure that I made it so it's impossible to pin the same location twice and Pin Assistant will ignore any subsequent pin on that location. Hence why automatic pinning isn't constantly pinning the same object more than twice.
Altho I made the exception on Under the Radar's temporary pins.
Sorry, but can you expound it a bit more? When you say "play manually creates a pin in the same location" are you using a mod or just your own double click to create. What do you mean by confusingly overlap?
The latter, double-clicking to create, is what I meant by "manually creates". "Confusingly overlap" describes the visual result if I attempt to do this in a location that Pin Assistant (or another mod) has already targeted for pin creation, either now or in the future. In the case of Pin Assistant, a rule for an object like a Crypt ensures that it will continue to "confusingly overlap" the next time that I visit even if I explicitly remove the pin that was already created by the rule; there is no means to create exceptions to a rule for specific locations of any given object. I've been trying to compensate by offsetting my manually created pins, but it's a compromise between offsetting far enough to be readable an any magnification and being close enough to the intended location to still be useful.
I'm just restating things, but semantics so often matter to understanding.
ahhh, I understand your point now, basically manual pin creation and pin assistant hot pin/auto pin, would conflict cause if manual pin is too close to a prior or potential object PinAssistant have/will pin, it will create regardless.
So what you need is a different kind of pin redundancy where Pin Assistant will not pin when there's a nearby random pin. As the mod's redundancy pin only accounts for pins with similar name.
I can do something about it by adding another type of redundancy pin distance but for random pins this time.
For now a workaround is to name the manual pin the same with PinAssistant's tracked object pin name (I accidentally made it case sensitive so be sure to consider that as well)
ex. you manually pinned with the name Dungeon | Track Object 1 -> Pin Name: Dungeon, Object ID: Crypt PinAssistant will avoid pinning the crypt if it's nearby with your manual pin.
I'm looking forward to a solution you can conceive. If I rename the pins the same or similar, then they lose their ability to descriptively mark the location for my purpose (portals, mostly). I've been trying to move my pins just above the Pin Assistant pins, but at some map magnifications they'll still overlap and be confusing to read. I might try relocating my pins just below the Pin Assistant ones with the goal of leaving both readable and shorten mine, e.g.:
Crypt Portal nn
as opposed to
Crypt Portal nn Crypt
But having not to worry about the overlap at all would be much better.
Would really like to work on an update to solve this and fix the annoying fake error at the very beginning of the game. but I'm still working on my programming commission which will take around 2 months or so, maybe when I take a break from the work, I'll think about updating this mod.
Well, I'm almost going to release the next update to add your suggestion and some other QoL, looks like everything is in order, so I might just release without player base test.
It may take me a while to weaken my obsession with BG3 and get back to Valheim, but when I do I will certainly be candid if I think of anything interesting. Candid has no off switch for me. :-)
Hey. I got a suggestion for an added feature if you are interested. The ability with a keypress to place a pin at your current location to pin something exactly while on the move (In case of enemies or something similar)
I know its update day, but with game update I get [Error :WxAxW.PinAssistant.Utils.Debug] Minimap not found, this should not happen unless Debug Mode is enabled while in main menu
yeah, ignore that, I made a mistake when logging errors, it's a harmless one, it's actually supposed to be a warning as well, but I fixed it in the next patch.
65 comments
In the new update v1.8.0, which I forgot to mention in changelogs, I've changed the plugin GUID from com.WxAxW.PinAssistant to WxAxW.PinAssistant, this means if you played on previous version and still use its data. 100% your configs and tracked data are reverted, but the old configs are still retained, you just need to go to your bepinex config folder and rename this plugin's config file by removing 'com.'
my suspicions are:
- you need to look at a certain spot
- The tickrate might be too slow (1 second per detection)
- Something's blocking the detection, I don't believe auras are enabled as I've mentioned before that it really messes up a lot of stuff, like auras (ex. fire aura, if you go near fire you get heat, that's because there's an invisible sphere)
You could try if the mudpile you're looking at isn't getting marked and you're confident you haven't strucked them, try doing Ctrl + T (Shift + T in new update) and see if the parameters are the same, or if it's a new one. (clear indicator is it says Modify instead of Track)Unfortunately, it doesn't seem to work for me, using a combination of Compass and NoMap Printer I don't see the pins appear on the compass or 'printed' map (pins from other mods work). I'm sure it's annoying to try to make it compatible with a variety of other mods, but I thought I'd throw it out there.
I must use the tracking UI to create a colored pin and then open the map and create a pin with the same name to use it
[Error : Unity Log] MissingMethodException: Method not found: Minimap/PinData .Minimap.AddPin(UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long,string)
Stack trace:
WxAxW.PinAssistant.Core.TrackingAssistant.PinLookedObject (System.Single lookDistance, System.Single redundancyDistanceSame, System.Single redundancyDistanceAny) (at <b33758fd9911428b806476b2b4e9b07b>:0)
WxAxW.PinAssistant.Plugin+<StartAutoPinCoroutine>d__15.MoveNext () (at <b33758fd9911428b806476b2b4e9b07b>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <be2cce08ca774b9684099a81093ecac0>:0)
That is the limitation that I mentioned in the past. If I made those trackable, you'd be able to track auras such as the heat dome of torches, campfires, and other auras like light. If it was enabled, this would lead to not being able to track most of the objects you want.
Surtlling Spawners are considered as aura and has no physical object that you can track.
When I plan on working on an update, I'll be sure to add it in.
You will know if the ore is invalid if it's saying "Invalid" on the object id, that's a clear indicator that you need to find an ore that's undamaged.
There's some mod limitation that's going to be extra work if I made it work on a damaged ore, but I figured I would just skip it as it works normally on an undamaged ore.
What I would of course like to happen is that Pin Assistant somehow notices my pin and removes or doesn't create a pin in the same location. I've been trying to work around it by creating my pins always just above those created by Pin Assistant and/or Under The Radar.
Is there a low-impact means to detect another persistent pin in the same location and not display or create another pin that would compete?
Altho I made the exception on Under the Radar's temporary pins.
Sorry, but can you expound it a bit more? When you say "play manually creates a pin in the same location" are you using a mod or just your own double click to create. What do you mean by confusingly overlap?
I'm just restating things, but semantics so often matter to understanding.
So what you need is a different kind of pin redundancy where Pin Assistant will not pin when there's a nearby random pin. As the mod's redundancy pin only accounts for pins with similar name.
I can do something about it by adding another type of redundancy pin distance but for random pins this time.
For now a workaround is to name the manual pin the same with PinAssistant's tracked object pin name (I accidentally made it case sensitive so be sure to consider that as well)
ex. you manually pinned with the name Dungeon | Track Object 1 -> Pin Name: Dungeon, Object ID: Crypt
PinAssistant will avoid pinning the crypt if it's nearby with your manual pin.
Crypt
Portal nn
as opposed to
Crypt Portal nn
Crypt
But having not to worry about the overlap at all would be much better.
but I'm still working on my programming commission which will take around 2 months or so, maybe when I take a break from the work, I'll think about updating this mod.
Thank you !!
If I'd said "keep up the good work" I'd feel like I was exploiting you.
Instead I thank You for Your commitment.
I can't wait to see what will this mod become and what other marvels will you create.
I'll work on it next time, maybe starting December.