Valheim
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MaterousApps

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Materous

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256 comments

  1. kusayu
    kusayu
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    MissingMethodException: Method not found: Minimap/PinData .Minimap.AddPin(UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)  at AutoMapPins.PinnedObjectGroup.Add (AutoMapPins.PinnedObject obj) [0x00102] in <ad7a37e2f9a542f58c1316b79f3abd51>:0   at AutoMapPins.PinnedObject.Init (AutoMapPins.PinTemplate template) [0x00026] in <ad7a37e2f9a542f58c1316b79f3abd51>:0   at AutoMapPins.PickablePatchSpawn.Postfix (Pickable& __instance) [0x000b6] in <ad7a37e2f9a542f58c1316b79f3abd51>:0   at (wrapper dynamic-method) Pickable.DMD<Pickable::Awake>(Pickable)UnityEngine.Object:Internal_InstantiateSingle_Injected(Object, Vector3&, Quaternion&)UnityEngine.Object:Internal_InstantiateSingle(Object, Vector3, Quaternion)UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)ZNetScene:CreateObject(ZDO)ZNetScene:CreateObjectsSorted(List`1, Int32, Int32&)ZNetScene:CreateObjects(List`1, List`1)ZNetScene:CreateDestroyObjects()ZNetScene:Update()

    anyone know how to fix it on linux?
  2. raziell74
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    Hey guys, I've been working on an enhanced version of AMP using the original source code as a base. So far I've completely overhauled how Pins are configured and loaded so that they are completely dynamic including the icons. With these changes Pins can now be added, changed, and removed completely by anyone without needing to recompile the entire mod.

    I'm still working on adding all the new pins from Mistlands but I believe I got the majority. I sent a message to Materous asking for permission to upload the mod to the nexus and thunderstore, once I get approval from him I'll bundle all the updates into a new mod page. 

    Until then if anyone wants to check out the pre-release of my AMP version you can get ahold of it here: AMPED-AutoMapPinsEnhanced_v1.3.0

    Some notes about the new functionality: 
    Map pins can be added/modified by editing the "BepInEx/plugins/AMP_Enhanced/amp_pin_types.json" file. Icons are kept in a folder along side the new json config file and can be modified and updated to your hearts content. 

    Here are some of the features I plan on implementing as well:

    * Finish adding new pins for Mistlands
    * Adding constructible objects as a possible pin type. So you can auto pin things like Carts, Portals, and other player build structures
    * In game UI attached to the map that will allow players to hide individual pin types, show hide individual pin type labels, if a pin type should be saved once discovered, or control individual pin type range
    * Config watching on new json config file so changes can be seen immediately in game if it's changed while the game is running
    * Auga UI Support

    Hopefully I'll hear back from Materous soon so I can get these enhancements in their very own mod page. 
     
    1. monolithtma
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      Nice! Any idea what will happen if I replace the old mod with your updated one on an existing save/world file? Will my map pins have the same icons, etc.? Also, I assume I will have to configure the amp_pin_types.json file to match my config file for the old mod? Thanks!
    2. raziell74
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      Great questions Monolithtma! 

      There was actually a bug where it would use the wrong pin icon for previously saved pins. I just updated the release file with a fix. Other than that it should work exactly the same. If you have any pins that you had disabled you would need to update your amp_pin_types.json to match that. The in game configuration allows you to disable a category of pins, like ores, pickables, locations, etc... but individual pins will need to be removed from the json files manually to disable individual ones. In my next update you'll be able to hide individual pin types like Berries from the in game UI on the map. 
    3. monolithtma
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      Awesome! I'll check it out on a test seed. Side note, my old pfp was Raziel from Legacy of Kain.
    4. monolithtma
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      Awesome! I'll check it out on a test seed. Side note, my old pfp was Raziel from Legacy of Kain.

      Edit: For some reason, it wouldn't let me reply to the other thread.

      Edit 2: Now, it is part of the thread, lol.
    5. raziell74
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      Here is the official mod page for the update. https://www.nexusmods.com/valheim/mods/2199/
      materous said he would put a link to it on the description for this as well. 

      Side note reply, that's exactly where I got the name from! It's been my screen name and character name since I was in middle school haha. 
    6. monolithtma
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      Nice! Raziel is one of my favorite video game characters of all time.

      I downloaded the mod for the new page.
  3. gyrofalcon
    gyrofalcon
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    It works with latest version of the game, but doesn't recognise Frost Cave, Tar-pits, or any new content from Mistland. 
    1. airfluff
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      Yeah because it was lat updated 02 October 2021.
  4. bobani
    bobani
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    so, i know this mod is pretty much dead (or so it seems)
    But i loved this mod and i do want to use ut for what it works with.

    however, i do want to remove some of the millions of pins that has been added to my map now, is there ANY way of doing that?

    i mean, when i installed it, i had everything checked, witch cluttered my map beyond believe.. and to manually remove all the pins.. =(
    1. airfluff
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      You have to do it manually. I did a macro to remove them so less clicks but still painful.
  5. Brutelmagic
    Brutelmagic
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    Anyone else get this in console?

    Minimap/PinData Minimap.AddPin

    [Error  : Unity Log] MissingMethodException: Minimap/PinData Minimap.AddPin(UnityEngine.Vector3,Minimap/PinType,string,bool,bool)
    Stack trace:
    (wrapper dynamic-method) Minimap.DMD<Minimap::UpdateDynamicPins>(Minimap,single)
    (wrapper dynamic-method) Minimap.DMD<Minimap::Update>(Minimap)

    Not sure why, and would love some help.

    Kind Regards,
    Magic.
    1. Cronosus
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      yeah, and i cant find cause :D
    2. Athlimir
      Athlimir
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      It's a chance you use mod MassFarming v1.4?
      MassFarming v1.3 is ok, but 1.4 do logs you are mentioning.
  6. kakarott314
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    I'd love an update to this mod. Several of the pins don't show up, and there are new locations now in the Mountains that would be awesome to have auto-pin. I much prefer this mod to the others available that perform similar functionality.
  7. airfluff
    airfluff
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    Is it possible to remove all pins? Delete them?
  8. haf990
    haf990
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    Fantastic mod, works perfectly with what few mods I am using.
    Made me realize how small the zoom on the minimap is, i constantly bring up the main map to see the icons and zoom in further.
  9. Seven7th2000
    Seven7th2000
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    Can i suggest or anyone know how to... I really want smaller pins, also reduce text size, or maybe additional zoom in on map because its so annoying marking pins with details like "Burial Chamber" or "BC" the default pin size sometimes block or compressed to each other even zoom in max already.. just wondering if anyone know how to resize pins and text i really appreciate your help much ??
    1. monolithtma
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      You can resize pins. I don't know of a way to resize text though.

      ## Size of SunkenCrypts pin on minimap/main Map (25 is recommended)
      # Setting type: Single
      # Default value: 25
      PinSunkenCryptSize = 50
    2. Seven7th2000
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      Nice! which config file exact name? thanks btw.
  10. smokey152016
    smokey152016
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    Terrible mod. No matter what I do it just highjacks my game. I want it gone. Disabling doesn't work, uninstalling the mod doesn't work, uninstalling and reinstalling Vahleim doesn't work. Don't download this unless you are sure that you never want to have control over you game again.