Don't Starve Together

Don't Starve Together

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Wormhole Icons (Fixed as of Sept 2023)
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6.7.2022 klo 19.29
5.11.2022 klo 23.44
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Wormhole Icons (Fixed as of Sept 2023)

2 kokoelmassa, tekijä 󰀐 ZoomZoomBang 󰀐
ZoomZoomBang's Collection of Client-Side Mods
71 luomusta
Mods Published by ZoomZoomBang
17 luomusta
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The wormhole map icons have been completely reworked. The old/new wormhole art is no longer used, and now each wormhole pairs' colors can be customized (Default rainbow).

This is a client-side mod to mark corresponding wormholes. The original version was created by Ryuu, then a fixed version was added by eXiGe.

The colors that were previously "New" are labeled Exige, and the colors that were previously "Old" are labeled Ryuu. The "Skip" color will tell the mod to ignore that entry (go to the next color). Fully customizable RGB colors will perhaps be a feature in a future update.

If there are more wormhole pairs than set colors, the colors will cycle back to the beginning.

This version's changes:
- *NEW* Completely reworked the wormhole map icons, and colors can be customized now.
- *NEW* Fixed a crash that happens when the mod tries to show more than 10 pairs of wormholes
- Fixed a crash from the map zoom changes in the Curse of Moon Quay update (Code by Matcha)
- Fixed wormholes from older worlds not disappearing when you join a new one
- Added a size option for the icons on the map
- Fixed the color mismatch for the old style icons in the map vs world
- Fixed icons in the wrong spot after changing screen resolution
- Fixed a compatibility issue with Global Positions

If you want to reset the wormhole icons for a world, enter c_removeallwormholeicons() in the console and rejoin.

If your game crashes or has other issues with this mod, please leave a comment with as many details as you can (which mods you're running, what settings you use, monitor/screen info if relevant).

The icon rendering on Minimap HUD is experimental. It works for my game but I have not tested everything. If this + Minimap HUD crashes your game, you can turn off this part of the mod with the bottommost option.

If there are a ton of problems and I can't fix them right away, I uploaded the previous version of this mod here that you can use meanwhile: BACKUP VERSION


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Credits (Check the descriptions from Ryuu's and eXiGe's versions for more information about the functions of this mod):
Wormhole Icons by Ryuu

Wormhole Icons [Fixed] by eXiGe

New icons done by co.op
Old cave icons done by T Shaw Killer
Mod icon background by Ava Verino[www.flickr.com]

Special thanks to Matcha for the new scaling zoom code!
Suositut keskustelut Näytä kaikki (1)
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1.10.2023 klo 21.45
Game Crash
Shimo
132 kommenttia
Forest Leaf 19.10. klo 17.43 
c_removeallwormholeicons() did not remove icons from the map or minimap for me.
I removed a wormhole pair and am trying to get rid of the old icon. Any tips?
Rhettorical 5.10. klo 22.27 
I really like this, and including a disable button if it detects Wormhole Marks is a stroke of genius. I haven't had the chance to try this in a server with other people, but is there a way to sync up wormhole numbers between players, or are they generated locally only (like my WH1 could be someone else's WH3)?
Once 15.9. klo 2.48 
why I use it wormhole disappear
Bonesinthebody 7.6. klo 14.07 
indeed
󰀐 ZoomZoomBang 󰀐  [tekijä] 18.4. klo 19.11 
I want to do this, I'm still thinking about the best way of doing it. Meanwhile you can use c_removeallwormholeicons() to reset all the indicators for a world
Kain Morgen 18.4. klo 17.06 
+1 for the idea to reset/refresh/clear information on wormholes.

Lately I tinkered a bit with commands regarding wormholes like moving them to other positions and re-linking their targetTeleporter and noticed that after moving them, they get registered as a new pair with the next highest free number available.
The old indicators will not be removed from the minimap, even though the wormhole isn't there anymore.

In the case of re-linking wormholes (e.g. [1 <-> 2], [3 <->4] => [1<->3], [2<->4]) the wormhole pairs will not be refreshed (not even on usage) and keep their former numbers and colors, which don't correspond the new linking.

If it's too difficult to check for changes with each wormhole usage, then for me a command or function would also be fine, that just resets the wormhole information collected either by index of a single pair (and re-uses this index at the next wormhole usage) or just all pairs.
Riz 19.1. klo 15.52 
Thank you! I loved this mod and hated the fact that the other one broke and just crashed my game! I'd like if there was a mod that helped you figure out what actually crashed your game so i wasn't scrambling to figure it out every time i go on a mod installing trip in bulk
󰀐 ZoomZoomBang 󰀐  [tekijä] 5.1. klo 20.45 
I'll look into it
Engineer Gaming 4.1. klo 18.13 
Hello! Is that possible to somehow refresh or clear information for wormholes / caves / big tents if they were removed or moved? Ideally if it were to update their status real time or at least after reloading the world.
󰀐 ZoomZoomBang 󰀐  [tekijä] 14.12.2023 klo 21.42 
In theory it would be possible, but the implementation for caves would be much different than the one for wormholes