#Crude Map for early game, where players can draw on it themselves.

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clever cliff
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right but the player may want to move them around to relatively where they think those positions are, maybe make lines reflecting distances between them

undone valley
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i don't mean having the layers ontop of each other or anything

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think of it like a puzzle, you might build out several areas of the puzzle independently but you can only join them when you find a piece that connects them

clever cliff
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right but you can still move those pieces around to help you put the puzzle together

undone valley
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again, not shown at the same time

clever cliff
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but they should be

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that helps you figure out where things are

undone valley
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i think that would be too messy

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like how would it work? just an endless plane of disjointed areas you have to scroll through?

clever cliff
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like a puzzle

undone valley
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right and that's gonna get incredibly messy

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as opposed to just having a list of them and automatically opening the one you're in, if available

clever cliff
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but a list isn't gonna tell you which section is where

undone valley
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yes, that's the point

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you don't get that information handed to you until you've explicitly mapped an overlap between layers

clever cliff
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would a list not be more messy to understand than placing them spatially on a grid

undone valley
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i don't think so, and again you're not meant to look at other layers as a matter of course

clever cliff
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But the player still needs a spatial representation of where things are relative to eachother

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Hence why maps exist to begin with

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And things would get less messy when you upgrade to the accurate location map, either the pieces would auto align or the player could go to each place and get an additional location reading to align them manually

autumn urchin
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Yes, it was your quote after all. I didn't think pinging was necessary. Anyway.
If maps were not helpful, they would not have been made for centuries. We have parts of maps all the way back to ancient Rome. You can tailor the maps to whatever time period you want, maybe moreso than based upon materials if you find references lacking. (papyrus, paper, gps.) Ancient Roman maps worked well enough people found their way around all of Europe at one time, along with roads and waypoints. (double digit AD time period)

mental kettle
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The idea that player crafted maps wouldn’t be useful shows how much of a psychological crutch the game’s current OP map has become for people.

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if players really need a map this desperately, then sketching their own map info would obviously be way more useful than having no map at all.

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And the maps they create would be exactly as useful as they choose to make them.

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Plus the sextant would make it pretty easy to get a high level of accuracy.

dusky talon
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Just make it an empty canvas with a grid so you know the size and you could get the normal map from a quest or recipe or something

heady wraith
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Or, make it so you interact with the map and it adds the geographical info onto the blank parts, hold it out and interact and spin in a quick circle and it rayscans what you can see and ads that. Then have that map look like the antique atlas (antique atlas my beloved)

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That way its not a massive effort to have a small area mapped out but if you go on a huge journey theres a reason to stop every so far/climb mountains to get a better view and add to your map

clever cliff
# undone valley you don't get that information handed to you until you've explicitly mapped an o...

I was actually thinking about this and I think I got another idea how this could work:
Suppose maps worked similar to minecraft where you would open a piece of paper and it would draw the immediate terrain around you. These separate pages could be stored in a book like an atlas, then the player can take maps of terrain, label them and store them for reference later but they still would need to remember what map corresponds to what area (pages could also be taken out of an atlas and traded with other players). This may not have to be a main feature of the game but just an idea for a mod, but I think it would help specifically for my server

halcyon heath
clever cliff
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alright, gonna refine my og idea here a bit:

The manual mapping system
-first the player starts with drawing/scribbling on papers, which can be tied into a future art/drawing update not necessarily for maps
-then, taking a page from craftable cartography mod, instead of combining the sextant/compass to make/upgrade the world map, the compass and sextant work individually, so that you can find your heading and latitude (N-S) when holding the items. Additionally a watch can be made that can be used to measure which 'timezone' you are in to get a reading on your longitude (E-W) (perhaps a special version of this for the clockmaker?).

The new mapping system
-Now on your piece of paper, you can physically place it on the ground/table and click it with the sextant to add latitude lines/measurements, click it with the compass to add headings, click it with a clock to add longitude lines/measurements and holding it in your offhand while using a surveying device will make a map of the immediate visual area. Holding the map in offhand while using the prospecting pick will update ore readings and give other information around that area, waypoints can be added as well. The map however will only show the player icon if they are holding the right tools (wearing a watch and holding a sextant will give a player position icon, holding a compass will give an arrow showing player facing direction).
-This physical map can be added to a new book called the atlas, that can store as many maps as the player makes and using the atlas acts as a world map. Removing map pages from the atlas removes information from the map, adding pages updates the map, and pages can be transcribed/traded with other players. Right clicking on a section of the world map will bring up options to remove or copy the page from your atlas
-The Jonas Positioning System craftable device will work to automatically fill your atlas/world map and functions kind of like a radar, which requires gears as fuel.

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-the treasure hunter can also sell physical maps of story locations that can be added to the atlas and include a waypoint to help you navigate there (to make a physical map of story location story chunks will be loaded briefly on world creation and their chunks mapped to a separate map data file for use by the treasure hunter to sell accurate maps)

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-to kind of flesh out this atlas map idea, the world map will be split into grid sections, each grid section can be right clicked to bring up some options: transcribe the map section into a separate piece of paper that can be traded with other players to update their own map or delete a map section. atlas's will also be physical items stored on a separate part of the character's clothing screen so it is not lost on death. Atlas books can be removed and traded with others as well, with the world map data being tied to each atlas.

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-also individual map sections, whether transcribed from the atlas or made directly can be displayed on a wall to make a map room

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^^ I think this would be much easier/better to implement and offer better immersion/functionality than my original post, it also gives the player freedom to: trade and display maps and information, draw their own maps or make more detailed and accurate maps, gives in game items to aid navigation, and late game gives a GPS style map as a reward for progressing through the game^^

mental kettle
shell cairn
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I sort of wish the game would do a what can the player see from where they are.
like if the player is at the bottom of a valley it can´t map out anything beyound the the top.
and if they are in a plain and there is a big hunking mountain next to them whats behind the mountain is left unexplored.

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I can´t MS paint well.
but the example here.
a valley flanked by two mountains (or whats it called) some some of it have snow (the white bits).
the right one is how it works right now in game where you can see whats behind the mountains.

the left even thought its inside draw distance its still unexplored to the player.

clever cliff
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The game would need a way to calculate what the player can and can't see then

shell pebble
fathom orchid
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if you have two monitors you can just do this

undone valley
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i don't think line-of-sight is very hard to calculate no matter what

burnt socket
undone valley
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also the Farseer mod uses existing heightmaps to generate LODs, which could also be used for a rough first pass of determining LoS

halcyon heath
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It would look pretty weird if it were too granular, some degree of blobbiness to the visibility would be more normal I think

shell pebble
# undone valley firstly it doesn't have to be perfect, a little bit of inaccuracy won't be notic...

yeah occlusion culling and other forms of culling have been a thing for optimization in games for yeeears. it's done to increase performance (if it were too expensive to do like people expecting ray calculations and stuff then it wouldnt be considered a performance optimization)
if this game didnt have that then youd be rendering every block at all times, which is obviously horrible for performance

mental kettle
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let's goooooooooooooo!

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Overview

 
Have you ever had that little voice in the back of your head saying, "You should draw more, or you’ll die"? I know i had. Well, look at us now, we can... in-game! It’s a sketchbook you can use for pretty much anything you’d use a sketchbook for in real life!
 
The inspiration behind this mod was actually A...

nocturne urchin
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huge

tulip urchin
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heard about this being worked on from that mod page. cool to see people working on this! i was planning on taking this on eventually but it seems like a massive pita kek

jolly schooner
bleak fog
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The old minimap would be great for Explorer game mode as a default option. Harder/more immersive difficulties like Homo Sapiens could use this new map idea instead.

twin cypress
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this but no map sounds fun

twin cypress
# clever cliff alright, gonna refine my og idea here a bit: **The manual mapping system** -fir...

we should be able to make clay tablets for super early game, like this mod, since its free hand drawing, it can be used for map
https://mods.vintagestory.at/cuneiformwriting

This mod adds craftable clay tablets and styluses, allowing you to write in cuneiforms (or not).
Use clayforming with any clay to make tablets, craft a stylus with either reed or bone, grab the tablet in your offhand, the stylus in your mainhand and get to scribing !
Do you need this mod ? Probably not. But do you want it ? Eeeh, if you're eith...

mental kettle
clever cliff
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Ooh, I haven't been here in awhile, it's nice to see some mods adding sketching to the game! Very handy

tame patio
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This mod was commissioned by Neptaris and will be maintained by me! Thank you for the opportunity ❤️
Terra Tag
It's not terra prety lol
 
To enhance your tags with sounds use:

The video explains every feature

Vanilla Privileges (For Terratag global tags command system)

List taken directly from the game. Those privileges come gro...

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This one also exists.

midnight walrus
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this is an extremely cool idea that I'd personally like but many new players are going to hate it, refuse to read the handbook, get lost and uninstall the game

undone valley
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"why can't i break logs? how do i make wooden tools then??"

dusk parrot
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Like 90% of game progression requires at least some reading

midnight walrus
undone valley
midnight walrus
# undone valley So explain the map as well?

yeah but the map is as not easily split into smaller chunks to learn one after the other, you either know where you are and where the stuff you're looking for is or you don't
I could be wrong though, that's just my first thought

mental kettle
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That said, this is an opt-in map system so it wouldn’t be on by default.

midnight walrus
torn moss
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Ohhh you gonna like this one hehe, during testing i added a grid system i feel like it could be used in a map in some way. Many great ideas here! It will take me a bit to read it all and take a grasp of your ideas and expectation but you get my full support, it sounds awesome ;D

tame patio
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That feels like functionally just a mod you can install at that point.

mental kettle
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this has already been mentioned a number of times, but if VS had a drawing system already worked into the map, which it absolutely should, there would be no reason not to just allow that to be enabled as the map system.

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Jean's mod above already demonstrates how a drawing system can work beautifully, so we can now put that to rest.

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and obviously this kind of drawing system would be a lot of fun to add to the existing map

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certainly more immersive than the GPS style waypoints

twin cypress
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something that could measure distance and angle from a specific point

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either the game calculated it for you

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or you could calculate it

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trig my beloved

twin cypress
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i love math so much

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trigonometry is the most useful math imo

tame patio
snow perch
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Honestly the idea is great, and I'd love to be able to get rid of the omniscient GPS. But drawing myself something useful, that doesn't look atrocious, with a mouse, scares me

tame patio
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There are too many users that would want something more involved that has nothing to do with drawing.

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I don’t know that I see any use to drawing “on the map” that isn’t fulfilled by the sketchbook mod, assuming the map is just blank.

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I think most users don’t want the GPS player pin in that case. Maybe I’m wrong!

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To me the bigger use is being able to just draw onto the map itself.

shell pebble
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i wont be able to draw anything that i would remember (id forget what it even was due to how bad it looks)
but tbh the existence of such a thing (the sketchbook mod) does make me interested in trying a no map run..

tame patio
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I just want a mapping system that feels like it simulates the character drawing the map.

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I don’t personally see the specific value in forcing the player to draw the map.

shell pebble
tame patio
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I mean it needs to be more involved than something like Minecraft, still.

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Proper cartography just you’re not forced to draw the shapes yourself.

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Allowing people to also draw onto the map at the same time then solves most of the issues Neph takes with my suggestions.

shell pebble
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id most likely just draw a circle as the current landmass i reside on, and then if i go over the ocean and find something else i'll put another circle where i think it was, but yeah itd overall be pretty hard to be accurate about anything currently

tame patio
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I’m just not convinced it’s the generally most desirable option.

snow perch
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Having a usable map (not gps, just usable) and being able to draw on top of it features or symbols or stuff, would be incredible

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And for the hardcore ones, the map would be blank?

shell pebble
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so sketchbook implementation but on top of a more simplified paper designed map? sounds good enough i suppose

tame patio
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My generally thought was that something like the sketchbook mod would be cool either way.

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And I think Tyron has mentioned the possibility of something like that as a painting system, or whatever.

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And so I’ve never been convinced the map needs it as well.

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I personally just find the concept of chicken scratch writing with a mouse very unappealing.

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I would rather role play as doing it and have it turn out aesthetically pleasing.

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Someone that wants can still after all theoretically make a map with drawing another way eventually, you know?

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Be it in-game or out of game.

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Neph sees this as me ignoring or misunderstanding the concept, or even as misrepresenting it, I think.

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But to me it seems pretty simple that the concept only makes sense if you view the game as it currently is rather than with an eye for all features long term.

snow perch
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But yeah having an in-game way to make a usable map and other stuff like compass/sextant, plus the ability to draw on stuff, blank paper or map, would be a good think imho

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I haven't read the whole thread and I know people would want different things, but that seems reasonable enough for casual/hardcore

mental kettle
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the appeal of being able to draw directly onto the map is pretty obvious and in keeping all of the themes of the game, especially with Jean's mod now showcasing how aesthetically nice and immersive it can be. explaining it over and over again to people who are never going to grasp it feels a bit tiresome.

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as it's been pointed out before, it's the type of idea somebody just needs to make a mod out of before some people will "get it"

tulip urchin
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is anyone currently working on making this a mod?

jolly schooner
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I've long floated the idea of survey tools of some kind. Even if it is just something like the Spyglass mod that renders distance from your location to the block/item/entity you are looking at.

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I'll list what I'd like to see again, for the fun of it:

  • In game drawing system for player made maps. ☑️
  • Survey tool for scoping distance to a viewed target.
  • "Sextant" device that gives the player's relative distance from the equator/polar region.
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Important that the last one be a "relative" distance, not a block count.

shell pebble
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i was thinking it would be neat to have a cartography table allow you to "stitch" together these crafted maps you make, so that you can over time combine more and more into one item that unfolds to the total map youve made so far (probably would be hard to make tho)

i know in minecraft maps expand in size when adding paper, but for vintage story i was thinking something more immersive. where you lay down the maps on the table and can manually arrange them to the positions you want before "stitching" together or so

jolly schooner
kindred olive
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There is alot going on Here and i Like the core Idea But rarer that the Player draws the map i would Love that you use your map Tool and then it creates the map for you

Does that make Sense ?

jolly schooner
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That's just an auto map with an extra step and a tool requirement.

kindred olive
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That is right , But releves some of the presure some If the people mentent

torn leaf
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I mean I'd be okay with a tool that quickly draws an extremely simplified map of the area around you.

torn leaf
tired steppe
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Could an addon mod be made that adds relative tools for the sketchbook mod? such as a compass and sextant. Simultaneously disabling the vanilla in game map and handing over direction and coordinates to the tools presented in said addon? The problem I have is how would we solve mapping in the early game before you have the chance on making a sketchbook and the tools? Maybe clay tablets to write info down, landmarking with standout terrain, rockpiles, bonfires, etc. Could early sketching be done with Papyrus sheets and charcoal? Early directioning done by looking at the sun. I haven't got a clue how to determine coordinates without a sextant though.

tame patio
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In case is wasn't clear from what I've said before, I think your idea is appealing, and I think it's technically possible, I just don't think it fits the vanilla gameplay.

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And I, even more importantly, don't think a system that rich can be an "optional feature".

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It's too much time investment for vanilla to be a feature 90% or more of people will completely opt out of (because they want the GPS).

leaden stag
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I kind of want a hybrid, to be honest. I like having a map, but I'd like to be able to draw on the vanilla one.

tame patio
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Yeah I think being able to draw on the map is a fun feature without a specific downside.

mental kettle
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That would bring us 90% of the way there. Only big thing left would be to just allow a more “hardcore” option where the map remains blank parchment unless people draw on it.

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The game already allows the player to turn the map off entirely. If drawing on the map is added, I don’t see any reason why it shouldn’t also allow an option for the map to remain blank unless players draw on it.

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For me that’s the main idea. The Sextant and other navigation mechanics can be worked around that.

bronze raven
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Yeah, it would be so nice to have a map on wilderness survival, and think about spending the nights drawing a map in your home, true vintarian experience

mental kettle
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It also hadn’t occurred to me until now, but having the map held up to the side so you can simultaneously assess how it corresponds to the landscape is also a really good idea.

bronze raven
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Amazing

torn moss
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I've been playing with the sketchbook system kek

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I made a new "map" system based on the sketchbook, in a way that the map is now an item and once you open it, you get a very very rough and barely visible shapes of the land, but its on you to fill it out! And you can do that with stamps, ink and text.

Also there isn't a problem with maps given to a player by traders cuz the mod disables the vanilla map and all the maps given to you will just give you "x blocks distance" when you click on it

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Its rough now, in need of lots of polish but I think there is something there, I am going to draw all the stamps. Luckly I'm a graphic designer so i love doing little things like that

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also I will be upfront about it, my stamps will be inspired by the StarRaven's cartography brushes https://www.deviantart.com/starraven/art/Sketchy-Cartography-Brushes-198264358 since the author mentioned - "You don't have to ask my permission to use these (except for commercial purposes*) - the answer is yes."
They wont be 1:1 of course but the inspiration will be visible cuz i very much love the style

leaden stag
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OMG THIS IS SO GOOD

torn moss
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@mental kettle Hope thats going to strike somewhere in the middle of people's need for no map and some map

undone valley
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i really like using stamps to make most of the map

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(i have the artistic ability of a hamster)

torn moss
bronze raven
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The goat

tired steppe
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@torn moss Would it be possible to make it compatible with salty’s terratag? I think the two existing together would be the ultimate combination

torn moss
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Im not sure how well my system can adapt, it was born literally three hours ago hahah

tired steppe
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It’s no problem if it doesn’t end up working. Looking forward to seeing where the mod heads regardless 🙏🏻

jolly schooner
torn moss
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Good thing you poked me about it cuz i would have no idea to try

jolly schooner
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I might ask for a few small custom icons for some Rustbound content.

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If that is possible.

torn moss
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Sure thing!

jolly schooner
mental kettle
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It looks absolutely fantastic!

mental kettle
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extra points if you can rotate and arc them

torn moss
mental kettle
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whoooo!

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this is so cool

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the stamps are gonna be even more useful than i realized, and will wind up unifying a sort of Standard map style

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but would of course be great if players could create their own stamps too

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i guess the challenging part will be figuring out the smartest way to break maps down into fragmented items that players can share and combine together

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maybe there can be two types of maps, a players' full atlas, but then also fragmented individual maps, which players can exchange and add to the atlas

winter condor
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just make a map of your playthrough in Wonderdraft smh

mental kettle
undone valley
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Just make a map of your world in qgis

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Centimeter accuracy

torn moss
mental kettle
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i don't want to give you too much to do since you're already doing a lot, but as a long term consideration maybe any little tweaks that can be made to the interface options or brush tools to fit the style and themes of real life map drawing, like favor brush thickness or shapes or colors that best emulate the materials or the names of the options, like "eyedrop" or "text" could have a different theme.

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these are all tinier considerations but you've made so much progress on this so quickly that's where we're at now 😄

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overall this looks amazing

jolly schooner
# torn moss Sure thing!

Greetings...
I've given it some thought, and have decided that I don't want to request anything Wilderlands/Rustbound specific.

What I would ask for though, which I think would fit well and be useful in general (and very well might already be planned if not already implemented):

  • An icon or set that would allow for marking devastated terrain on a large and small scale (small and larger devastation stamps). Rustbound has riftspires that generate in the world. They look like devastation content, so any stamps that work for marking devastation on a small scale would work for marking a spire, while stamps for marking larger areas would work for marking any devastation terrain surrounding them.
  • A "brush" that allows for shading over an area of a drawing without replacing the lines that have been drawn. Basically a way to brush shadows onto the map, such as what one might want to do to mark unstable regions.
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I think I read that you may add a way for modders to upload customized icon/stamps. If that ends up in the mod, I can look at adding customized stamps for other things and not bother you with them.

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Also- I have no idea how you could work a cave layer into the mapping feature, but that would be worth thinking about.

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(Maybe no one else would use it, but I have a caves mod that I'd certainly be using various map layers for)

crystal zephyr
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I haven't read through this, only skimmed through. Just thought I would add my experience with maps from TFC.

Pretty quickly I got used to not having a map at all. You start looking at landmarks and especially the geology of an area ("okay, I'm crossing out of the limestone area"). That helps keep track.

I would probably be okay without a map at all in VS until being able to follow even a Minecraft style implementation.

However, with story locations being specific locations so far away. You would absolutely need some way of at least representing those directions easily enough that you don't force yourself to get lost.

torn moss
torn moss
torn moss
torn moss
torn moss
mental kettle
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Maybe prospecting markings could be done with their own stamps on an extra translucent layer, to make it aesthetically consistent. Could also have a paper turning sound effect when you toggle it on and off.

jolly schooner
torn moss
leaden stag
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I would like to move to Hills of Doom please.

torn moss
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Love me some Hills of Doom

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nice neighborhood

halcyon heath
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Great for sledding in winter

jolly schooner
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And sketching in general... Lot of fun to be had with that.

mental kettle
mental kettle
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Stamps were such a good idea.

torn moss
mental kettle
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Not my idea btw, I don’t think. Can’t remember who came up with it but it’s such a good idea.

torn moss
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this mod's credit/contribution page is going to be insane hehe

mental kettle
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Lol.

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It’s so cool to see a good idea finally find someone who is able to implement it.

torn moss
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I also added neat little feature, rhe map can be placed on the scroll rack and it rolls up into nice "rolled" shape

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Just like the letter or the paper item

mental kettle
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ah that's awesome

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what are your thoughts on how to treat the individual maps? do you think there is a sensible way to break them into smaller finite maps and then have a larger sort of atlas?

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i'm wondering because Minecraft has a sort of convoluted map system with different sizes of maps and no way to control their exact range, so i've been trying to think of the most intuitive and convenient way for it to work in VS

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the idea of having a full infinite atlas on you at all times does seem a little OP

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however having smaller maps automatically align correctly to a larger atlas does seem like a good idea

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but i'm wondering how finite maps can be handled that would make them useful but not too confusing or convoluted to manage with a bunch of different sizes or something

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i thought maybe finite maps could be broken into a grid. you could have one panel as a small map, and then add panels to extend them wider or taller, and maybe have a max scale at like 16x the size or something

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though the question would then be how do you control where that grid aligns without making sort of inconsistent map grid alignments

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cuz sometimes a player would want a map that aligns directly over their base in the center, for example. if the map grid is global and static, then the build could wind up landing in between the borders of the grid and getting cut off

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unless maybe the standard maps follow an accurate grid, but then the player could sometimes create a special "freeform" map with freer control of alignment

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this is one of the design questions i haven't resolved in my head

shell pebble
undone valley
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One very simple option I think is fine is to just require more pages to map more area

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It's still magic but at least it's ONLY spatial compression magic

mental kettle
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i guess maybe just let there be a standardized grid alignment for the world that each page fits into, and then if you want a more specific alignemtn for a specific map that could be a specialized version maybe

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so like the world's standard map grids would be like 256x256 blocks beginning at 0x0 spawn

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and continuing from there

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something like that

shell pebble
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i think it would be fun to just have pages that you can pin to a wall or "attach" together into a main map item where you want them to be. not sure how possible that is

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im imagining drawing out an island on one page, and later on a fresh page mapping out something else, and then just pinning it with the other map in the "general direction" it was at maybe

undone valley
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I personally wouldn't want actual separate pages, I'd rather have it be convenient but with styling so it feels like paper maps

shell pebble
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by page i didnt mean flipping to them like a book but more like "mini" maps on a page of paper? like he said a full atlas may feel a bit op, so these are just small maps you can place together i guess?

undone valley
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It's the kind of thing where you lack so many of the things that makes the process easier IRL, that having it be video game-y is just replacing those things

mental kettle
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and you could rearrange each segment to view the whole thing together

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but would be viewed as a single map

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so you could carry those map segments on you if you want to view that particular area

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but the grid could visually arrange them as a single map if you wanted to view them that way

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if that makes sense

undone valley
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Oh you mean literally having the actual pages on a virtual table

mental kettle
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yeah

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just for ease of visualization

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and maybe maps could be of different sizes, you could have a 1x1 grid map, or a 4x4 grid map, etc.

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getting real into the weeds on the mechanical behavior here but this has been on my mind

shell pebble
undone valley
#

Yeah i think something like this would be good, I'd probably skip grids and just have it be freeform though

#

Like you drag pages around as you wish, and the scale of the paper decides the resolution in that area

shell pebble
mental kettle
undone valley
shell pebble
#

as for bringing such a thing with you on travels, im unsure about

undone valley
#

Again, it has to be playable in the end

#

What'd be nice is if you had extra tools at a cartography table, to make mapping easier, but it was still doable in the field

mental kettle
#

according to slop

Old explorers and mariners carried maps, particularly Portolan charts and vellum sheets, in a variety of containers designed to protect them from moisture and damage, with the most common being map tubes, leather cases, or secured in chests.
Map Tubes/Cases: Maps were typically rolled up and placed inside tube-shaped containers, often made of leather or sturdy material, to protect them from the harsh, wet conditions of sea travel.
Wooden Rollers & Leather Ties: Charts (like vellum Portolan charts) were often attached to a wooden roller and secured with leather straps.
Chest Storage: In the 1400s and later, maps were kept in the navigator’s or captain's cabin, often stored in wooden, waterproof, or secured chests.
Atlases: In some cases, maps were bound into book form (atlases).
These methods were crucial, as early maps were frequently made on fragile vellum (animal skin) or paper, which could easily be damaged by salt water.

shell pebble
#

maybe the stamps can be at that table, and out in the field you have to make rough sketches. on the table you can make it more precisely?

undone valley
#

Yeah

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Make sketches on the go, then redraw properly at a table

shell pebble
#

i think it would overall be cool to have enough substance with this mapmaking, where you can become a designated mapper for a team and things like that. like other fields in the game

undone valley
#

And you have to actually craft the tools you want to use, ofc

mental kettle
undone valley
#

Straight ruler, circular ruler, compass..

shell pebble
mental kettle
#

i guess those would just be sheets then, not quite a book or anything

shell pebble
#

yea by pages i wasnt meaning a book

mental kettle
#

ya i'm just thinking out loud

undone valley
#

I'm still iffy on having to think overmuch about logistics of managing the map materials

shell pebble
undone valley
shell pebble
#

i think id enjoy the whole thing

#

well if the sheet part was possible to be more convenient i suppose

tulip urchin
#

the separate map pieces you have to align manually on an main map book sounds amazing but i could see not wanting to have it that in depth especially in sp. it sounds like something that should be toggleable since its such a huge mechanical change in gameplay

shell pebble
#

if they could just be "stapled" together or moved at will from the table i think thatd help

mental kettle
#

i guess old atlases were just books

shell pebble
#

im usually all for anything that overall adds more things to do in the game. like hydrate, and in dappled groves. i know those systems are controversial tho, many players just want to do things quickly and move on it seems.. this map system would get similar treatment i know

mental kettle
#

drawing on the map is already asking things of the player, so it should be as easy as possible to manage them

undone valley
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The big thing I fear is going "where did I put that paper? Oh fuck i've lost all that work now, fuck this game I'm playing among us"

mental kettle
#

i think the idea of having a map roll with a limited number of slots is not a bad idea

shell pebble
undone valley
#

I think the one hard requirement I have is that at some point it all gets collated into a convenient and hard to fuck up format

mental kettle
#

if it's free form maybe the map display can just show all the maps laid out and aligned properly together, sheets overlapping one another

mental kettle
#

but without being infinite op atlas

shell pebble
#

i want the freeform cause i know that i would struggle aligning things to a grid, especially when each map is created on its own

mental kettle
#

putting the different map pieces into a single item seems like it could be a sensible move, so you don't have to move them around your inventory, you can just open that one item and all the maps are displayed in proper alignment

undone valley
shell pebble
mental kettle
#

something like that sounds like a good approach

#

will have to see how Jean feels like it fits into their implementation

undone valley
#

For extra differentiation from the current GPS app, you could have different "pages" of the atlas for different scales, so you can't zoom infinitely on a single view

#

And at a table you get a UI that helps you keep the scales consistent

mental kettle
#

depending on how convoluted it is to implement these ideas will probably have to get filtered through what is practical for Jean to manage, but the ideas are good

#

having both huge scale maps and tiny scale maps would be nice

#

but i have no idea how much of a pain this stuff is to implement 😄

undone valley
#

You'd still need to have a similar UI to the current one, but like, changing the zoom could play a page flip animation or something

#

Because otherwise it'd be hell trying to find the same spot on a different scale

mental kettle
#

tho having separate scales of maps at varying levels of detail seems like it could complicate the implementation. so originally i was imagining the grid system as a way of scaling it up

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but i dunno, maybe there's a clean way of doing it

#

i feel like i'm throwing lots of ideas out but also trying to keep it simple

tulip urchin
#

different zoom levels is probably necessary just because some areas you are going to want a lot more detail while other areas youll have mostly vague sketches of the terrain but wont need the level of detail so itd be easier to map large areas at low zoom

mental kettle
#

i definitely would want to be able to see a whole continent all at once

tulip urchin
#

like mapping an entire mountain range with the zoomed in one would be a pain and its most likely you arent going to put much there

mental kettle
#

or several continents

#

so yeah, some kind of scaling is gonna be necessary

#

but then that could beg the question, do you have different scales of stamps?

#

probably not i dont think

tulip urchin
#

id imagine the large undetailed terrain features will be hand drawn as you are mostly just tracing around the landmark

#

maybe some textured brushes to fill inbetween the lines would work better for that

mental kettle
#

these stamps do a great job of providing a range of details. mountains, hills, flatlands, forests, bushy fields, a house, etc.

#

this is probably too advanced, but i was even imagining brushes which emulate the way map outlines of continents or water bodies are illustrated, with extra rows of lines drawn to suggest shadow, etc.

#

that's definitely getting super granular tho

tulip urchin
#

i believe the game already does topography lines so there may be a good system to semiautomate that

#

like a tool you can take around and autofill heightmaps

safe sedge
#

looks sweet btw

safe sedge
shell pebble
torn moss
# mental kettle what are your thoughts on how to treat the individual maps? do you think there i...

Oh yea I've been thinking about potential ways this could be done. I'd break this down into couple of segments:

Vanilla experience
So the vanilla map is indeed imo too op. I get it that its "gamified" but its way too gamified for me. Especially the one with full color, you can spot trades, points of interest or even rock types from far far away. Also you get one immediately and its infinite

What we have now:
I'd call it vanilla+ map, the map is still "infinite" but now you need to craft it and maintain it, so thats the first additional step. The mod makes the map barely readable, you must really take your time to "study" it to get a grasp of the terrain and even if you do get a grasp of whats going on, you are sort of "pushed" to use the stamps and other tools to fill out the map.

Early game problem
What will happen before you acquire the proper map? leaving the player without the map until roughly around copper age may cause a bit of a headache. My approach would be to make a "crude" map, made out of cheap materials, that would have only the basic basic features (so a crude brush, eraser and a text tool), and it would not be infinite, it would be set on a specific chunks, could be 8x8 16x16, 32x32 etc.

And now** the individual maps**
Giving the player option to make crude map with a set amount of chunks naturally sparks the question, will they be able to combine those in some sort of atlas, or a book. Right now I'm not sure how this could be achieved, like technically im not sure how to do that ;/ So i'd put that in a sort of future config option into the roadmap, where they mod could be configurated in a way that you build your atlas out of individual maps instead of one infinite.

torn moss
torn moss
torn moss
#

Someone mentioned it but, having a map, going on a scout with it and marking things down etc. and then coming back, refining it and adding it into some sort of atlas of the region sounds incredibly cool

safe sedge
#

Im imagining having to manually add scouted maps to the atlas by having the uis for both open at once

#

Well not an atlab but a much larger scale map

jolly schooner
#

I'm over here wondering how this could be used to map caves...

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Not that vanilla caves give you a whole lot to map, but my cave mod does.

torn moss
#

Oh yeah the cave layer

#

I need to take a crack at it

jolly schooner
#

I mean, It’s a very mod-specific use case. Not sure I’d bother with building something around it.

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Vanilla caves are meandering tunnels winding through a 3D space. I don’t know how you would create a sketching mechanic (or stamps either) to map those on a 2D pad.

#

My cave mod, however, creates a world-spanning system of fracture cave layers.

torn moss
#

yea that is a nice system

jolly schooner
#

Def. something that could be mapped, but a very mod specific feature.

#

If the map is tied to an item, there may not be any need for another feature. Just acquire a new atlas item and sketch a new map.

#

If players need another map for some other type of cartography, they just get a new, empty atlas and go to work.

#

Or the map could be upgraded for layers. Selecting layer 1 shows you what you've sketched on the surface, for example. Selecting layer two gives you another surface to sketch on, aligned to the same surface map location.

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So if I'm traveling and looking at my surface map (layer 1) I've sketched and I want to see what I've mapped for the underground in that location, select layer two.

#

Add multiple layer options. One might be surface terrain, another caves, another simply a prospecting map, etc.

halcyon heath
#

Could look at examples of how people mapped out caves long ago

halcyon heath
torn moss
#

We are getting there!

#

Map of elder ring is also a great source of inspiration

#

Also more improvements, a bit of dead code cleanup from the sketchbook and new feature! Now you can see a preview of the stamp or text hovering next to the cursor, its going to be easier to space out the text and stamps now

shell pebble
# torn moss We are getting there!

i think some stamps or pins to mimic the existing ones in the gps map would be good too, for more precise things like cave entrance, mushrooms, etc

leaden bloom
#

Stumbled on this thread from the Sketchbook mod page and I'm so excited for the map functions

leaden bloom
tame patio
#

I think if this is developing into a full on mod the discussion should move to a mod thread.

brittle prawn
#

i like this idea

#

very nice

brittle prawn
#

even if it is becoming a mod to satiate the thirst of the people

torn moss
red hornet
#

I don't know that I would want to draw a map myself (trying to draw with a mouse or trackpad does not sound like a good time) but having some kind of crude map available for early-game and then progressing to the full GPS map does sound fun. The one caveat I would give from my own experience is that the crude map should be really easy to get, like within your first couple days easy, because foraging for food, stone, and clay in your early days will have you wandering around a lot, well before you've become familiar enough with the landscape to navigate by sight. Maybe if you get lucky enough to spawn in or near a plain, it wouldn't be so bad, but having played on servers without the map before, I find the early days extremely punishing without some means of easily-accessible navigation.

#

I wonder if it would be possible to tweak the existing map code to first only show outlines of landmasses, then to show major topographical features, then finally plant and terrain textures as you advanced. And maybe the field of view could begin pretty small before expanding, or early maps didn't have the player position or GPS coordinates, but the player position was added to a mid-tier map and the GPS to a high-tier.

torn moss
shell cairn
#

I say that this feel like a difficulty setting at game spawn/start/setup.
world map setting lowest tier and higest tier.
goes from.
none, Crude map, stamp map, the old Black and white GPS map. Colored GPS map.
and you pick the start and end.
aka you can set so that you start whit crude map (this mean that you have crude map and dont need to make it).
you can set start at none max at color gps.
this means that you need to make the crude map equipments.

teal gate
#

Necroposting, but there is a cool combination of mods for the other block game of Antique Atlas and Surveyor where you can set it up so that structures don't appear on the map until you look at them.
Honestly a cruder map would be cool, but I personally think it should stay out of the inventory. I don't like the idea of spending charcoal and parchment and other materials just for my map.

opaque loom
#

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Price

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ruby nebula
#

sigh

#

I really like immersive maps, the problem with it is that its really hard to see player position, or it only maps a part of a chunk and I wouldn't know where i am

undone valley
ruby nebula
lofty plume
#

What if there could be trades from all traders or even quests/optional storyline which makes the map more highres as you trade up/progress?

#

They said 1.23 will be an update to story I think? It might lead in a direction which makes this idea possible

safe sedge
mental kettle
#

And at last, we now have a proper proof of concept.

https://mods.vintagestory.at/show/mod/53436

Server Owners: This mod is currently a work in progress, so please proceed with caution. If you decide to add it to your server, please report back if you encounter any issues! (with as many details as you can)
Overview

Have you ever dreamed of drawing up your own map? Perhaps you enjoy those online fantasy map makers? Oh boy, do I have some...

#

After a year and a half since this thread was first posted I’m realizing. 😂

raw canopy
#

As an option in the world menu, sure. But not the default. There's too many important things in the game-especially early on-to force a player to make a map like that

undone valley
#

only because vanilla world gen isn't memorable

#

in my modpack i find it quite doable to navigate without a map, because actual landmarks and LoDs means you can actually memorize where things are

#

like, you can probably navigate a river valley without a map :)

mental kettle
#

Yeah as I’ve covered many times in this thread, I don’t really buy the argument that you need the ridiculous op GPS map to play the game, players just feel entitled to it because they’re used to having it. If the game came with map progression built into it (which I think is their plan eventually btw) everyone would be arguing that’s a core part of the survival challenge of the game.

undone valley
mental kettle
#

man, i'm testing this mod out, turned the normal map off, and my god it really shows just how addicted we are to the map.

#

like every 10 seconds i'm hitting M to bring up a map which doesnt exist

#

it really forces me to look at the terrain

#

slows me down and makes me jot down information

undone valley
#

granted i have pretty good spatial reasoning, but i've yet to even make a map in my playthroughs lol (with all the mods and stuff)

mental kettle
undone valley
mental kettle
#

You using another map mod on this world or you just disabled the map?

undone valley
#

"Mapper"

#

But like, I haven't actually ended up using it yet lmao

mental kettle
#

Yeah I have to say I really enjoy not having the map, not feeling the reflex to hit M every 10 seconds. Feels like kind of a relief tbh

#

And surveying the terrain and marking stuff down feels really really good

#

Feels very appropriate to me.

warm hazel
mental kettle
#

but in general i agree, i tend to avoid color on the map

warm hazel
# mental kettle employing it here very mildly

My one issue is that VS doesn't have the same level of interesting landmasses that games like MC let you use for navigation without a map, so you can get lost really easily by just sailing along a shoreline

mental kettle
#

i guess so if you're using vanilla

#

detail slowly accumulating, just after a few minutes

warm hazel
mental kettle
#

I can also confirm that, despite people claiming this kind of map would be “useless”, it is in fact super useful. I’m routinely checking the map to find my orientation and find my way back to things I marked.

#

The big difference is, none of the information is handed to you by the map, you have to feed it the information first, so all of the intel comes from your own exploration.

mental kettle
#

further expanding, after only a little while testing

jolly schooner
#

I've not had time to mess with it yet, but very much looking forward to doing so!

#

I've cleared another major mod off my plate (that I was not expecting to work on), and, I think, am finally free to wind down a bit and start playing again. 😛

mental kettle
#

cant stop myself lol

jolly schooner
#

I'm hopeful I can pause for a bit and just maintain/ bug fix what I've got out so far.

#

The cave-in overhaul was the last pressing issue to deal with, since vanilla cave-ins are a nightmare system for my cave mod.

#

And of course, it morphed into an entire system overhaul with a deep geological element baked into it.

#

Because we can't crack open a system like that and just do something simple, of course.

mental kettle
mellow mesa
#

My idea, that I made a forum post for a long while ago, was having better drawing implements in your inventory would result in more detail

#

It would give a reason for even finding graphite in the first place, or mixing dyes outside of just clothing for a clothier

#

Saving a piece of rusted scrap so you can make black dye for a quill

halcyon heath
#

You can actually look at the world around you for a change instead of having a portal of nigh infinite knowledge to distract you

undone valley
#

This is.. Advanced walking