Map
Plot your waypoints (ground coordinates X/Z plus height) and link pairs joined by a translocator, then pick a source and destination to find the cheapest route: walking costs the straight-line distance, a translocator link costs nothing. Optionally draw the terrain you have explored behind them from the game's own map file, and click anywhere to see the climate a world seed generates there. Everything stays in this browser (download a JSON file to back your waypoints up or move them elsewhere). Ported from the standalone vintage-story-price-guide project, the launcher's map preview and the game's climate generator.
Drag to pan, scroll to zoom, click a dot to find it in the table below (use its Edit button to change it), or click a row in the table to centre the map on it. Dashed lines are translocator links; the highlighted line is the current route.
Click an empty spot on the map to set the position used by the climate section below.
No waypoints yet — add one to get started.
Load your data
Import from the translocator-locator mod
The translocator-locator mod writes
Nf3tData.json into the game's ModData folder. Upload it with the button above, then
choose which savegame to load (savegames are identified by GUID; the one with the most entries is preselected).
Translocators become linked waypoints (a game waypoint on the same spot is dropped), alongside the game's own waypoints, the world spawn and your last route. Coordinates are shown relative to the world spawn, as in the game.
Default locations:
- Linux:
~/.config/VintagestoryData/ModData/ - Windows:
%appdata%\VintagestoryData\ModData\ - macOS:
~/Library/Application Support/VintagestoryData/ModData/
If you moved your data folder (the game's --dataPath option), look there instead.
Explored world map
Where is that file?
The game's client keeps the map you have explored as one SQLite file per world, named after the savegame (for a server, after the
server's world). Look in the Maps folder of the game's data folder:
- Linux:
~/.config/VintagestoryData/Maps/ - Windows:
%appdata%\VintagestoryData\Maps\ - macOS:
~/Library/Application Support/VintagestoryData/Maps/
The drawing is the map as the game saved it (one pixel per block); tiles you haven't visited stay empty. Waypoint coordinates are absolute world coordinates, so they line up with it (shown relative to the world spawn in the table, as in the game).
Route
| # | From | To | Distance |
|---|
WayPoint list
| Label | X, Y, Z | Translocator to | Actions |
|---|
Climate at a position
Enter a numeric world seed and the climate-related world options, then click the map above (or type a position), to see the temperature, rainfall and geologic activity the world generator assigns there — and which wild plants and trees from this wiki's data can grow in that climate. This is a client-side port of the game's realistic climate generator (the seeded per-cell randomness plus the north–south temperature gradient), written against the game's own source. It runs entirely in your browser.
Approximate, not exact. The game warps the finished climate map with a simplex-noise "wobble" that this page does not reproduce, so a given block can be off by up to about 900 blocks' worth of climate. Terrain height (landforms) is not simulated either: use the height field to apply the game's altitude formula by hand. Only numeric seeds are supported; the game turns a text seed into a number in code that isn't available here. Full details on what is and isn't ported →
Result
Temperature around this position
Sea-level temperature, 64×64 noise cells (each 512 blocks wide), centered on the position above. Blue is cold, red is hot; north is up.
Wild plants and trees that fit this climate
Matched on temperature and rainfall at the height above only; each also has other conditions (fertility, forest density, terrain) that this page doesn't model. Bands come from the same data as Crops, Trees and Fruit Trees.
| Kind | Name | Temperature (°C) | Rainfall |
|---|