tModLoader

tModLoader

World Map Housing
24 Comments
clexs 17 Sep @ 9:41pm 
@The Golden Knight ,The problem has indeed been solved, thank you:er_heart:
The Golden Knight  [author] 17 Sep @ 6:36pm 
@clexs I made an update v1.0.6 that should prevent the issue. Fixing it on the tModLoader side is more difficult than I thought, so this is the best thing for now. Funnily enough that means that the only way to house the 100th+ town NPC is with this mod, since the normal housing UI breaks.
clexs 17 Sep @ 6:24am 
@The Golden Knight, I see, thank you:er_heart:
The Golden Knight  [author] 16 Sep @ 10:18pm 
@clexs Thanks for the list. I have concluded that this is actually a Vanilla issue. As in if vanilla had over 100 npcs it would break. I am looking into fixing this on tModLoader's side so hopefully this doesn't happen.
clexs 16 Sep @ 3:30pm 
@The Golden Knight
Ummm, there are quite a lot of mods—like some small to medium-sized ones that add NPCs, as well as specialized NPC and pet mods (including some disrupt the balance , I think a lively, crowded vibe is nicer). Before I knew it, the total number had reached 100

Vanilla version (npcs:26 + 11)

Some mods that add a large number of NPCs:

Bosses as NPCs (25)
Useful NPC (7)
AlchemistNPC Lite (8)
Fargo's Mutant Mod (5)
Slug Town Pets (5)
and some vanity clothes shop (4)
maybe can plus AFK Pets

will this be helpful?
The Golden Knight  [author] 16 Sep @ 11:54am 
@clex I'll need to investigate this further. What mods were you using that allowed you to get over 100 NPCs?
clexs 16 Sep @ 9:20am 
I found that when the number of NPCs is greater than or equal to 100, the game will report an error when opening the map. How can I fix it? Is it a problem with the game itself or this mod?
The Golden Knight  [author] 19 Jul @ 4:35pm 
@Jiggs, Truely Clueless. That's actually a really good idea. I'll have to look into how easy/hard it will be, but I'll definitely give it a try.
Jiggs, The Least Funny 19 Jul @ 11:17am 
can you make a mod that allows you to swap npc housing around (like if one housing is taken you can move another npc into that housing and it will swap the 2 npcs around?)
The Golden Knight  [author] 14 Jul @ 6:36am 
@MercuryDoll This issue should be fixed now with v1.0.4.
The Golden Knight  [author] 13 Jul @ 12:25pm 
Oh I see what you mean about the UI scale. I'll try and get that fixed.
MercuryDoll 13 Jul @ 11:59am 
Ah okay, apparently the button is a bit janky on UI scale other than 100% (and even on 100 can be funky at times). might be caused by one of my other mods tho
The Golden Knight  [author] 11 Jul @ 6:11am 
@MercuryDoll The banners can be toggled by clicking the house icon on top of the npc list on the right, just like when doing normal housing.
MercuryDoll 10 Jul @ 4:56pm 
a hotkey or UI button to show/hide the housing flags on the fullscreen map would be useful, so we can toggle it on when we need to move NPCs and keep it hidden during normal gameplay, because the NPC flags get in the way of pylons for teleporting.
The Golden Knight  [author] 27 Jun @ 6:20am 
@PepeBanana Sounds like there might be a configuration issue. Try going to the configs (Settings -> Mod Configuration -> World Map Housing -> Client Config). Make sure "Enable = On" (it's the first setting). Then expand Fullscreen Map Options -> Housing Icon Options and make sure "Display Option = Always Show". If nothing is working then try clicking the "Restore Defaults" button at the bottom. Make sure to hit the "Save Config" button when you are done.
PepeBanana 27 Jun @ 4:16am 
Disabled the house when open map and canot active, sorry fr english
The Golden Knight  [author] 20 Apr @ 12:29pm 
@SolarBasilisk Thanks for the report. This has been fixed in v1.0.1
SolarBasilisk 20 Apr @ 10:15am 
Teleporting between pylons occasionally crashes my game. I haven't checked if its a mod or texture pack conflict, but this is the error i get when it occurs:

"Object reference not set to an instance of an object.
at RemoteNPCHousing.NPCHousesMapLayer.Draw(MapOverlayDrawContext& context, String& text) in RemoteNPCHousing\NPCHouse MapLayer.cs:line 106"
Adolf Charles 18 Apr @ 12:43am 
why isn't this in vanilla?
VBandit47 16 Apr @ 6:35am 
Whoaa, this is interesting!
Memeik 15 Apr @ 12:04pm 
front page congratssss
The Golden Knight  [author] 14 Apr @ 10:51am 
@DoodleBro Viewing it only in the full screen map is the default behavior. I tried to make it as configurable as possible to best suit all player's needs.
DoodleBro 14 Apr @ 9:38am 
i would only like to view the banners from the world map specifically, everything's toggleable right? that'd be so peak you could just enable this everytime (...until issues occur magically)
Sparta 14 Apr @ 8:42am 
Incredibly useful mod!