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Mod

WaySigns

by SaKeL · score 6.9 · license: LGPL-2.1-or-later

WaySigns

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Dynamic in-world HUD signboards, waypoints, and inscription marker with zero entity lag.

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WaySigns

Important Note: Sign nodes are not included. WaySigns does not add physical sign blocks or wall-mounted sign nodes to the game. To place traditional wall or post signs in your world, please install any standard signs mod (such as standard Luanti Game signs, signs_lib, basic_signs, street_signs, display_modpack, signs_rx, mcl_signs, etc.). However, WaySigns includes the handcrafted Inscription Marker tool to write custom in-world messages directly onto any solid block or entity. WaySigns enhances your world by eliminating lag-inducing text entities from sign mods and providing a high-performance, accessible in-world HUD reading overlay.

WaySigns is a high-performance, immersive sign-reading mod for Luanti. When a player points their crosshair at a sign or inscribed block from up to 4.5 blocks away, the text dynamically appears as a crisp, proportional in-world 3D HUD waypoint floating smoothly directly in front of the sign face!

The HUD board is dynamically composed from the sign's own wood or metal texture, with dark contrast glazing and authentic beveled borders.


Key Features

  • Inscription Marker & Scribe Sense: Craft an Inscription Marker to write custom messages on any solid node or entity with custom plaque styles (Wood, Steel, Slate, Gold, Frosted Glass) and vibrant colors. Wielding the marker activates Scribe Sense, highlighting nearby inscriptions with subtle 3D waypoint glyphs.
  • Container Inventory Quickview: Glance at chests, furnaces, or vessels to see a live visual grid dock of their contents without opening the inventory.
  • Proportional Sign Aspect Ratio Matching: Automatically scales the HUD board dimensions to match the physical aspect ratio of the targeted sign (e.g. 1.4:1 for standard signs, 3.2:1 for street name blades, 2.0–2.5:1 for highway overhead gantries, 1.3:1 for steles, 1.0:1 for square markers and mailboxes).
  • Smooth Quadratic Fade Animations: Smooth ease-out quadratic fade-in when looked at, and graceful fade-out when looking away. Mid-animation reversals reverse seamlessly without flickering.
  • Smart Text Formatting & Auto-Pagination:
    • Preserves intentional user linebreaks (\n).
    • Intelligently wraps long sentences on word boundaries.
    • Supports colored text formatting tags (#c, #e, #b, #a, etc.).
    • Automatically paginates long messages (> 5 lines) with smooth auto-advancing pages.
  • Universal 3rd Party Modpack Compatibility:
    • Standard Luanti Game signs (default:sign_wall_wood, default:sign_wall_steel)
    • signs_lib (all wood varieties, wall, post, hanging, and yard signs with 2x1 sprite sheet cropping)
    • basic_signs (glass, obsidian glass, plastic, locked, and all 15 color varieties)
    • street_signs (intersection street blades with 1x2 sheet crop, highway gantries in 4 colors, warning diamonds)
    • display_modpack (boards chalkboards, steles monuments, signs posters and direction plaques, signs_road blue enamel signs and banners)
    • signs_rx (dynamic scale metadata for wide/tall/large/small signs and 11 color tint glazes)
    • hiking / hiking_redo (directional trail markers and arrows)
    • breadcrumbs (subterranean cave navigation markers with number badges)
    • locks (shared locked signs with padlock overlay stripping)
    • mcl_signs (VoxeLibre multiline text1..text4 extraction across 11 wood species)
    • jp_signs (Japanese notice boards)
    • ucsigns (Unicode canvas signs)
    • xdecor (postal mailboxes)
    • Generic sign detection (group:sign, group:board, drawtype = "signlike", or name pattern matching).
  • Zero Entity Lag (Universal Entity Suppression):
    • Eliminates server entity limits and block-load lag spikes by purging and neutralizing attached text entities from 3rd party mods.
    • Preserves underlying sign text and editing functionality completely.
  • Multiplayer Performance Optimized:
    • Throttled raycasting loop with zero per-frame 60 FPS overhead.
    • Mapblock spatial partitioning (16x16x16) for instant $O(1)$ Scribe Sense lookup.
    • In-memory node metadata caching (zero redundant disk/block reads).
    • Suppression of network packets during steady state.
    • Complete memory and HUD cleanup on player leave or death.