UBOAT
Timestamped Markers - 2024.1
58 Comments
JazzMano 26 Apr @ 11:21am 
Excelent mod, still working well, don't forget to change in the modconfig.txt the date format if you don't like the US one:
Exemple: Use fr-FR code (french date) instead of the us-US (USA) code for exemple and put the overidelocalization above this line on True
StuKa  [author] 24 Sep, 2024 @ 4:01pm 
The mod works with the current version of the game.
StuKa  [author] 2 Sep, 2024 @ 8:36am 
@Schandi60 - While I think that could be a neat addition, I don't have any plans to do that at this time, sorry.
KeybdFlyer 1 Sep, 2024 @ 9:46pm 
Thanks for the information, I shall certainly take a look. :-)
StuKa  [author] 1 Sep, 2024 @ 8:35pm 
@Keybd check \steamapps\workshop\content\494840\3276842372. There are localization codes to get different date formats, which you can use by turning localizationoverride=true, and then entering that code for the string.

This is a bit if a cumbersome system, and I hope to ease that at some point.
KeybdFlyer 1 Sep, 2024 @ 3:43pm 
I took a look at the .txt configuration file, but don't see a way to get the date to display in the more logical dd/mm/yyyy format. Is there a way to do this?
KeybdFlyer 1 Sep, 2024 @ 8:49am 
Just like all your other mods I have installed, this is [/i]really[/i] useful! Many thanks for your efforts Stuka!
Schandi60 1 Sep, 2024 @ 4:18am 
Hello, would it be possible to create automatic timestamped markers where you have sunk a ship? Maybe also in a different color? It would be interesting to see the map as the game progresses.
hays 30 Aug, 2024 @ 7:50am 
Перевод
Заменяет текст маркера по умолчанию, отображая текущие дату и время, что помогает упорядочить метки и предоставлять более полезную информацию.

Даты локализованы в соответствии с регионом, используемым в вашей операционной системе.

Совместимо с сохраненными играми. Может конфликтовать с любыми модами, которые изменяют функциональность инструмента маркеров.
StuKa  [author] 22 Aug, 2024 @ 4:56pm 
Also, the default shown in the config file doesn't reflect the one in use by the game itself. Though it seems to be more logical for that to be the case. I'll also add this to the list for the next update.
StuKa  [author] 22 Aug, 2024 @ 4:47pm 
@bonbon321 It does, but at present the implementation uses the localization code from the game, which is a very limited subset - in this case the game defaults the English language to en_US. I'll look into changing this to direct OS localization in the future.

For the config, I can add a comment line to the first config write, but at the moment the config manager can't handle those comments if it has to rewrite the config due to an error. But that may be good enough.

Thanks for the suggestions!
bonbon321 22 Aug, 2024 @ 12:21pm 
Also you should make it clear in the config section of your guide to change both
-localizationOverride_b =
-localizationString =
As i missed the first line and was wondering why it was not working when i changed the localisation string. :steamhappy:
bonbon321 22 Aug, 2024 @ 12:09pm 
"The dates are localized to the region used by your game OS." Does this mean that the mod should detect region timecode automatically? If not please explain.

I have my OS running in UK time but the mod defaulted to en-US in the config file so i had to change it.
StuKa  [author] 21 Aug, 2024 @ 7:11pm 
@Gerydos No, it does not.
Gerydos 20 Aug, 2024 @ 11:54pm 
Does this mod affect achievements?
G0rgonP0rnstar 17 Aug, 2024 @ 2:13pm 
That fixed it thank you
StuKa  [author] 16 Aug, 2024 @ 8:53am 
Save and restart the game. Points will be visible.
G0rgonP0rnstar 16 Aug, 2024 @ 5:28am 
This caused my points to be invisible, tried clearing cache, still doesn't work.
StuKa  [author] 10 Aug, 2024 @ 4:01am 
@Lothanis Super simple to do, I'll add a config option for this in the next few days.
Lothanis 9 Aug, 2024 @ 10:53pm 
Great Mod.

Curious if showing the time down to the seconds place is possible? This would facilitate vessel speed calculations without using the stop watch.
StuKa  [author] 9 Aug, 2024 @ 4:10pm 
Hi all,

I'm working on the new description, but I just published an update to this which enhances and eases the config process.

Now configs are stored in your main Uboat game folder steamapps\common\UBOAT\ModConfig.

This config is generated the first time you enter the game menu with the new version. You can edit it after this point, and it will no longer be overwritten when I push new updates. Hoooray! This thing is basically unbreakable. You can mangle a line, delete the file or folder, or whatever you want, and the mod will load whatever valid config lines it can find, if any, then rewrite a new config with default values for the rest.

Additionally, it supports reloading the config while the game is running using my new mod: Mod Console. Edit the config file, save it. Type 'mc-timestamp-reload' in console. NOTE: If not using Mod Console this will disable achievements. Mod Console preserves achievements.
StuKa  [author] 3 Aug, 2024 @ 2:03pm 
I went ahead and updated the Manifest to show current for 1.0

If you have config changes and didn't move a local version, you'll need to remake those changes. (My new config system that will solve this is nearing readiness..crippling Elden Ring addiction has slowed progress)
StuKa  [author] 3 Aug, 2024 @ 7:57am 
@BlondeBurrito I'm guessing it's a similar issue to CourseLine+, which unfortunately I haven't found a fix for yet.

I'll need to resume the search for a fix - full release snuck up on me! In the mean time I added a disclaimer similar to CourseLine+. Thanks for your testing!
BlondeBurrito 3 Aug, 2024 @ 7:46am 
@StuKa

I did a couple restarts, here's what I did
1) Start a new game with all 3 of your map mods enabled
2) Exit and disabled CourseLine+ in the launcher (so it's still installed just off)
3) Started a new save and found I couldn't place markers
4) Restarted, loaded the save and markers started working

I didn't test the markers while in 1) when I had all mods on.

With the markers it's a case where when you click to place one the dialogue box doesn't appear to type in a label (where it sticks in the datetime)
StuKa  [author] 3 Aug, 2024 @ 7:33am 
@BlondeBurrito

Thanks for reporting, I'll investigate. Did you also have CourseLine+ installed when it happened?
BlondeBurrito 3 Aug, 2024 @ 7:28am 
I think the same bug with CourseLines has come up in this one, where starting a new game blocks the placement of markers. Saving and restarting fixes it in case anyone else runs into this
Bucketsmith 3 Aug, 2024 @ 7:14am 
No problem. Just wanted you to know.
StuKa  [author] 3 Aug, 2024 @ 7:08am 
@Bucketsmith

They will all work despite showing outdated. I'll get them updated likely next week to show the new version. I've had touch and go development on my local versions, so I'll have to do some testing to make sure I don't accidentally upload a non-working version, even with a trivial change like the manifest.
Bucketsmith 3 Aug, 2024 @ 4:05am 
I just wanted to say that you might want to update the compatible game version tag. When you open the launcher, it says your mods are outdated. They're for 2024.1 preview 22, the launcher sees that as a different version than 2024.1 patch 1.
I don't think it breaks anything, of course. But it would make managing the modlist easier for returning players.
StuKa  [author] 11 Jul, 2024 @ 7:25am 
While I think (fingers crossed) everything is working as expected here. I really don't like the process required for configuring. The datasheets are too finicky between spreadsheet software locking the files, and the game's really slim ability to parse formatting in their config format of choice, and the annoyance of having to copy the mod folder to local mods in order to not have the config overwritten.

I'll probably be migrating to a simple .txt config that will generated when the game menu loads if one doesn't already exist. I think this will open up several options: 1. No need to move mod files by the player, 2. No locking of the file causing the game to die, 3. It should open up the option to edit the config while in game, and then reload the settings - probably with a console command or something like that. And 4. Console commands could provide a way to edit the config without ever needing to mess with a file at all.
StuKa  [author] 10 Jul, 2024 @ 4:23pm 
I just uploaded an update adding a variety of config options as discussed here! Please check out the mod description and the instructions before editing.

I've tested this thing again and again all dang day, so hopefully I caught most of them - but I completely rewrote the majority of this mod and new bugs might pop up. Please let me know if you encounter anything! (If using the localization override, paste your localization code with the bug report, please.)
schnupfi 10 Jul, 2024 @ 9:14am 
thank you for even considering it!
StuKa  [author] 10 Jul, 2024 @ 8:54am 
If you were talking about ship's course line rather than the map tool lines, that should be doable now, but similar to another suggestion I first would need to figure out how to isolate and change the labels specifically for the first & last leg since ETAs on every leg of a route would be cluttering and unnecessary.
StuKa  [author] 10 Jul, 2024 @ 8:42am 
@schnupfi - It's something I want to do, but more of a stretch goal at this point in time. My current thoughts on how to implement this would be similar to Wolfpack's map tool; you are able to set a speed and generate an ETA from that data, and that would be displayed on the line. I can't think of a good way to do this without additional UI elements which AFAIK aren't currently possible in the beta.
schnupfi 10 Jul, 2024 @ 7:59am 
do you think eta on destination would be possible?
CptNautilus 8 Jul, 2024 @ 2:47am 
Most useful mod!
Hard 7 Jul, 2024 @ 3:22pm 
@StuKa Great news. Good luck in implementation.
StuKa  [author] 5 Jul, 2024 @ 7:17pm 
@CptNautilus I dont want to publish multiple versions if I can avoid it, but the changes should be very simple and I don't mind providing instructions if very minor code edits don't bother you.
StuKa  [author] 5 Jul, 2024 @ 7:13pm 
@Hard I want to add a few options like that. I was thinking options to override the date localization, drop to a 2 letter year, drop the year entirely, and drop the date entirely. Maybe also something to toggle leading zeroes on date and time as well.
Hard 5 Jul, 2024 @ 6:57pm 
Thanks for the great mod. Is it possible to make the information customizable? For example, in the point settings, leave only the hour and minute designations?
Raphx 5 Jul, 2024 @ 7:35am 
the laste betta ar stable and realy better than the old vers of the game
CptNautilus 4 Jul, 2024 @ 11:16am 
Is there a way to install a version of this mod that works in the stable version of UBOAT?
StuKa  [author] 1 Jul, 2024 @ 2:53pm 
I suspect it's steam doing steam things. But if that doesn't work definitely let me know, we'll definitely get it fixed one way or the other.
Alex Paen (ljekio) 1 Jul, 2024 @ 1:18pm 
I tried to refuse, deleted it (via the Steam menu) and subscribed again. I'll try again tomorrow :) I wouldn't say that this is a big problem, I just want to find out if it can be fixed or not
StuKa  [author] 1 Jul, 2024 @ 10:57am 
@Alex Paen (ljekio) - I am not able to reproduce on my end with a fresh download of the current workshop version. What is your game region / language? I can test further with this if we still can't solve the issue.

Please try unsubscribing, refreshing the workshop page, and resubscribing. Steam should hopefully redownload the files immediately.

Retesting the code outside the game the only way I can get it to produce a similar result is feeding it something like "00:05 PM" when the intended time is 12:05 PM, which the game's time shouldn't be producing from any region.
Alex Paen (ljekio) 1 Jul, 2024 @ 9:55am 
@StuKa alas, nothing has changed
Mikhail_Filitov 30 Jun, 2024 @ 7:33pm 
Fantastic mod. Should become a game feature - it is so much better than recording the name of a point in the game journal.
StuKa  [author] 30 Jun, 2024 @ 3:58pm 
@Alex Paen (ljekio) - Can you double check the mod version in the launcher? 1.2 is the latest version and should have solved the 12/00 issue.

@Atmo I will probably add a localization override since the game's supported options are pretty limited. I should be able to get that implemented in the next day or two.
Atmo 30 Jun, 2024 @ 1:50pm 
Ah. Also, do you think we can have the option of British date format dd/mm/yyyy? (It works better in my Excel sheet!)
Alex Paen (ljekio) 30 Jun, 2024 @ 7:25am 
Thanks for another useful mod. I still have the problem described by Zimbaa. At 12:xx o'clock it says 0:xx. Good luck!