
Vintage Story Mod DB · Vintage Story mod
Waypointer
Description A client-side mod that scans your surroundings for points of interest and drops a colored waypoint on each one, so you never lose a trader, translocator pair or sticky pine again. Everything is kept in a single HUD: a searchable, filterable list o
Quick answer
Which Waypointer release should I use?
Waypointer 1.2.3 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Do not install it on the dedicated server. No extra mods listed for this file.
Where it goes
Is Waypointer required on the client, server, or both?
It must be installed on the client. Do not install it on the dedicated server.
This Vintage Story file is marked client-only.
What else does Waypointer 1.2.3 need?
1.2.3. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Waypointer without breaking your instance.
Built for Waypointer 1.2.3. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.2.3. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Do not install it on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.2.3. It opens that exact file at the source.
About this project
What does Waypointer add?
Description
A client-side mod that scans your surroundings for points of interest and drops a colored waypoint on each one, so you never lose a trader, translocator pair or sticky pine again. Everything is kept in a single HUD: a searchable, filterable list of every marker the mod has placed plus your own user waypoints, with a per-marker action strip (pin, show on map, share, copy, delete).
Press ' (apostrophe) to open the HUD, or run .wayp hud in chat.
What it detects
- Traders — all 9 vanilla roles (Agriculture, Artisan, Building Materials, Clothing, Commodities, Furniture, Luxuries, Survival Goods, Treasure Hunter). Each role gets its own color; trader names are localized in the HUD.
- Repaired static translocators — both endpoints of a working translocator pair are marked at once (the mod reads
tpLocationfrom the block entity). Each waypoint title shows where the other end leads, e.g. "TL to (−1234, 64, 5678)". - Resin-bearing logs — vertically-oriented pine and acacia logs with resin (both fresh and harvested). Additional log codes can be added in the config.
Anti-duplication is built in — you won't get a flood of identical waypoints when you walk past the same trader twice.
HUD features
- Scrollable marker list, always sorted by 3D distance from the player.
- Search bar — matches both the saved marker name and the current name on the map (so a renamed waypoint is still findable).
- Right-side filter sidebar — Translocators / TL by pairs / Resin / All traders / Traders by type / User waypoints / Waypoint icons.
- Per-marker actions:
- Pin / unpin (uses the vanilla
/waypoint modifypath) - Show on map (centers the world map on the marker)
- Share — drops
X Y Zinto the chat input without sending - Copy — copies
X Y Zto the system clipboard - Delete — removes both the waypoint and the local record
- Pin / unpin (uses the vanilla
Scan radii
Traders — up to 128
Translocators — up to 256
Resin — up to 64
Amortized scan
Option for weaker PCs and huge radii — it spreads the scan's work across several ticks under a per-tick time budget, fully eliminating stutter. Details below.
Amortized Scan
The problem it solves
Normally the mod scans the whole area around the player in a single game tick. At small radii this is unnoticeable (a fraction of a millisecond). But with a large radius — or when entering new terrain — the workload spikes, and all of it lands on one frame. The result is a brief hitch (micro-freeze) at scan time. The larger the radius and the weaker the PC, the more noticeable it gets.
How it works
Instead of "do everything at once," the scan is given a per-tick time budget (2 ms by default). The logic:
The scan builds a list of chunks it needs to check and starts processing them.
As soon as the time budget is spent (e.g. 2 ms), the scan stops and hands control back to the game.
On the next tick it resumes where it left off — again within the budget.
In small slices like this, the scan "catches up" to the whole area over several ticks.
Guarantee: no single tick ever spends more than the budget on scanning — on any hardware, at any radius. There will be no freeze, period. On a weak PC a full pass simply spreads across a few more ticks.
The only downside is discovery latency: with amortization on, markers across a large area appear over a few seconds rather than instantly. The "Scan now" button also runs in amortized mode in this case (it won't freeze the game). For the vast majority of cases (radius ≤ 64) the delay is imperceptible — the pass finishes within one or two ticks.
Recommendation: on a powerful PC with normal radii you can leave amortization off — the mod won't stutter anyway. Turn it on if you play on a weak machine or use very large scan radii.
Resources
The new "Resources" tab lists resources that the mod can automatically mark on your map as you pass by (scan radius: 3 blocks):
- Ores — each mineral has its own row (tin, copper, gold, silver, titanium, uranium, etc.). Grades (poor/rich) and host rocks are merged: one mineral = one row. Iron ore appears as three separate rows with a tag: "Iron ore (hematite/magnetite/limonite)".
- Meteoric iron
- Stone — all 24 rock types as separate rows (granite, basalt, marble, obsidian, etc.).
- Trees — by wood type (oak, pine, birch, redwood, etc.).
- Clay — red, blue, and fire clay.
- Peat and high-fertility soil
- Lava and moving water (scanned in the fluid layer).
- Broken static translocators — to find candidates for repair.
Names are pulled directly from the game's own localization, so the list automatically matches your game language (English, Russian, German, etc.).
Per-resource customization
Clicking a row opens the editor:
- Icon — a grid of all waypoint icons.
- Color — a full HSV color picker (saturation square + hue strip) with a live preview of the icon in the chosen color.
- Anti-duplicate radius — defines how close repeat markers must be to be suppressed.
- Scanning toggle — the checkbox in each row instantly toggles scanning for that resource.
TLPath Integration
Waypointer collects data from translocators. The TLPath mod can route through your network of translocators in any world, not just on servers with a public online map. The "Find TLPath" button in the mod sends the selected marker to TLPath.
Commands
.wayp— list subcommands.wayp on / off / toggle— master scanner.wayp scan— force a single scan now.wayp list— print all markers for this world.wayp hud— open / close the HUD.wayp status— current state + radii
Project description from Vintage Story Mod DB.
Pick your setup
Waypointer releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.5
1 loader build1.22.4
1 loader build1.22.3
1 loader build1.22.2
1 loader build1.22.1
1 loader build1.22.0
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Waypointer versions and loaders
1.2.3
Waypointer-1.2.3.zip
1 Aug 2026
1.2.0
Waypointer-1.2.0.zip
10 Jun 2026
1.1.1
Waypointer-1.1.1.zip
1 Jun 2026
1.1.0
Waypointer-1.1.0.zip
31 May 2026
1.0.5
Waypointer-1.0.5.zip
29 May 2026
1.0.0
Waypointer-1.0.0.zip
25 May 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.