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Map and Tracker

Every game server has a Map page. To open it, choose Servers, then your server, then Map. It has two modes. Live shows the present. Tracker shows the recorded past (Tracking) and is how you investigate.

  • When a server has a map. It has one when its connector declares a map, or when someone uploaded a map image. Otherwise the page shows No map for this game server with Upload a map image.
  • Where the background comes from. In order: an uploaded image, tiles from the game, one image from the game, a coordinate grid. See Map for how a connector provides it.
  • What your game supports. Check the game’s page under Supported games for what its connector reports.
  • Who sees the entry. Users without Manage Game Servers see the Map entry only on servers that have a map.
Permission What it unlocks Notes
Read Map (READ_MAP) Can view the game server map and its Locations Opens the page, map tiles, Dimensions and Locations. Without it the Map entry is hidden.
Read Tracking (READ_TRACKING) Can view Tracking: the recorded history of player Positions and inventory changes Unlocks Tracker mode, every Tracker tab and the Live Recent trails layer.
Read Players The Live Players and Offline players layers, and live position updates The Tracker’s Players layer does not need it.
Read Events The Live Deaths layer With Read Tracking, it also unlocks the Tracker Events layer and timeline markers.
Read Items The item picker in Item search The picker shows Requires Read Items permission without it.
Manage Game Servers Resync Locations and the Map image menu Shows Requires Manage Game Servers permission without it.

Without Read Tracking, the Tracker toggle is disabled with the tooltip Requires Read Tracking permission. A shared Tracker link opens in Live mode for someone without it.

When these permissions were introduced, every role that had Read Players got both Read Map and Read Tracking automatically. The Root role has all permissions. Give them to other roles on purpose: Read Tracking lets someone follow where players went.

The same permissions also gate the API and the realtime socket.

Live mode shows online players at their current Position. Markers move as Positions arrive, and a periodic refresh corrects drift. Nearby markers cluster when you zoom out.

The cursor’s game coordinates and the grid step (Grid: …) show at the bottom left. If the game has several Dimensions, a Dimension switcher shows each with a player count.

Click a player for a popup with Open profile. Kick, ban and give items from the profile.

Open the Layers menu to turn layers on and off. It shows a count for each layer.

Layer Default Shows
Players On Online players
Locations On Named places the game declares
Deaths On Deaths in the last 24 hours that carry a Position, up to 500
Offline players Off The last known Position of players who are offline
Recent trails Off The last 5 minutes of movement

Layer choices are not kept in the URL.

Locations show only when the game declares them. Filter by category with Location categories. Locations without a category are listed as No category.

Resync Locations fetches them now instead of waiting for the next sync. See listLocations for what a connector sends.

The Map image menu has Upload map image or Replace map image, Adjust bounds, Remove map image and Add a Dimension. Accepted files are PNG, JPEG or WEBP, up to 32 MB. The image is stretched over the bounds you enter.

Switch with the Live / Tracker toggle at the top of the page.

The range picker has Presets: Last hour, Last 6 hours, Last 24 hours and Last 7 days. You can also set Start time and End time, then choose Apply. The default is the last hour. Times are in your browser’s local time.

Each search has a longest allowed range. See Limits.

Drag the Timeline. The map shows where everyone was at that moment. The Players tab lists Players at this moment with “Seen

A player with no sample in the two minutes before the moment is absent. If nobody qualifies, the tab shows No players at this moment. Click a player to open their tab (see Player inventory).

The Trails layer draws each player’s path across the range. Trails are downsampled for long ranges: one point per player per time bucket, and the bucket grows with the range.

A trail breaks at a gap or an impossible jump: more than 150 seconds or 3 buckets without a sample, or faster than 100 game units per second. A relog or a teleport is therefore not drawn as a line.

Choose Play or Pause to replay the range. Playback speed options are 1×, 10×, 60× (the default), 600× and 3600×. Pressing Play at the end starts over.

With Read Events, deaths, kills, connects and disconnects appear as timeline markers and on the Events layer. Click a marker to jump to that moment with the player selected. On the map, use Go to this moment.

An event the game sent without a Position is placed at the nearest sample within 2 minutes either side, and labelled approximate (“…, approximate position”). See Position on player events.

To find who was inside an area, draw it in Tracker mode:

  • Draw a circle: press at the centre and drag out.
  • Draw a rectangle: drag from corner to corner.
  • Draw a polygon: “Click to add corners. Double-click or press Enter to finish, Escape to cancel.”

Use Clear area to remove the shape.

The Area search tab then lists who was inside during the range: First seen, Last seen and a sample count. Height is ignored by default. Set Min height and Max height to separate, for example, an underground base from the surface.

The search covers only the Dimension you are viewing. Switching Dimension clears the area.

Click a result to see that player’s samples inside the area on the map. The map thins them to 500 markers (“Showing N of M samples”). A player who stood still is still found, because the search uses samples, not movement.

Before you draw, the tab shows Draw an area. If no one qualifies, it shows Nobody was inside this area.

To find who held an item, open the Item search tab and pick the item by name or code.

Holders lists each player with gains and losses, and the periods they held it. A period can begin Before the range or run to End of the range. Changes to the item appear as timeline markers (“ gained ”). Click a holder or a period to jump there.

If a snapshot found some holdings, the panel says “Some holdings were found by an inventory snapshot rather than reported by the game.”

Before you pick an item, the tab shows Search for an item. If no one held it, it shows Nobody held this item.

Open a player’s inventory by clicking the player in any list, or with Show inventory in a map popup. A tab with the player’s name appears. Open profile and Close player are in the tab header.

Inventory at this moment is reconstructed from the last snapshot plus the later changes. The note “Reconstructed from the snapshot at … and N later changes.” says which. If there is no snapshot in the 31 days before the moment, the tab shows Inventory not known at this moment.

Changes in the range lists each gain or loss with its time and cause. Cause badges are Picked up, Dropped, Crafted, Looted, Traded, Died, Other and Unknown. The panel can also show the counterpart (Container …, With …) and “At x, y, z”. Click a change to jump to it.

Unknown means the game did not report the change. A later snapshot found it, so its time is the snapshot time.

  1. Switch to Tracker.
  2. Set the range around the raid.
  3. Draw the area around the base. Optionally set the height range in Area search. The theft search uses it too (“Limited to the height range set in Area search.”).
  4. Open the Theft tab.
  5. Read the Gains list: time, player, item and quantity, cause, counterpart, and where the Position came from. Position reported by the game means the game sent it with the change. “Position from
  6. Click a row. The map jumps to that moment with the player selected. Check their trail and their inventory.
  7. Export or share what you found.

There is no share button. The page’s URL holds the view, so copy it from the address bar.

The URL keeps the mode, Dimension, time range, moment, drawn area, height range, selected player and selected item. It does not keep layer choices, the Location category filter or the playback speed.

The recipient needs Read Map, and Read Tracking for Tracker mode. Without Read Tracking they land in Live mode. Times are stored as absolute instants, so the recipient sees the same moment in their own time zone.

Export CSV exists in three places.

Export File Columns
Area search area-search-YYYY-MM-DD.csv The samples inside the area: timestamp, player, player_id, x, y, z
Theft area-gains-YYYY-MM-DD.csv timestamp, player, player_id, item, item_code, item_id, quantity_delta, new_quantity, cause, x, y, z, dimension, position_source, sampled_at, counterpart_kind, counterpart_id, counterpart_name
Player inventory changes inventory-changes-YYYY-MM-DD.csv timestamp, player, player_id, item, item_code, item_id, change_type, quantity_delta, previous_quantity, new_quantity, previous_quality, new_quality, cause, x, y, z, dimension, counterpart_kind, counterpart_id, counterpart_name

A capped export warns: “The export holds the first N …. Narrow the range or the area for a complete export.” Cells that a spreadsheet would read as a formula get a leading '.

The Tracker infers from samples. It does not see everything that happened.

  • Positions are samples. When the game pushes Positions, Takaro keeps at most one per player every 5 seconds, and at least one every 60 seconds. When Takaro polls, it gets one per player sync, about every 30 seconds by default. A player can cross a small area between two samples and not be found. A trail is a straight line between samples. See Pushed Positions.
  • Inventory precision depends on the connector. A game that pushes changes gives the exact time, cause, Position and counterpart. Otherwise Takaro compares polled inventories: no cause, and the time of the poll. The hourly snapshot corrects missed changes as Unknown. See Pushed inventory changes.
  • Event Positions are exact only when the game sends them. Otherwise they are approximate.
  • Reconstructed inventories are as good as the last snapshot and the changes after it.
  • “History is unavailable” is an outage, not an empty result. The detail reads: “Takaro cannot read its Tracking history right now. This is an outage, not an empty result: players may well have been online.”
  • Retention. Tracking is kept for your Domain’s event retention period, which your plan sets. Older Positions and inventory changes are deleted, so the Tracker cannot look further back.

Tracker searches have limits so one search cannot overload Takaro. The values below are server defaults and may change.

Search Longest range
Trails and playback 31 days
Area search 31 days
Area search export 31 days
Theft 7 days
Item search 31 days
Player inventory changes 31 days
Timeline events 31 days

Scrubbing to a moment has no range. It looks 2 minutes back. Inventory at a moment looks back 31 days.

If you choose a longer range, the search stops with Range too long and “This search covers at most N days. Choose a shorter range.” Choose a shorter range.

A capped list shows the first results in time order. Narrow the range or the area to see the rest.

Search Cap Note
Players at a moment 1000 players “The map shows the first N players at this moment.”
Trails and playback 100,000 trail points “Trails and playback show the first N players of the range. Narrow the range to see all of them.”
Area search 1000 players “Showing the first N players. Narrow the range or the area to see all of them.”
Area search export 10,000 samples “The export holds the first N samples. Narrow the range or the area for a complete export.”
Theft 5000 gains “Showing the first N gains. Narrow the range or the area to see all of them.”
Item search 5000 changes “Showing the first N changes of this item. Narrow the range to see all of them.”
Player inventory changes 5000 changes “Showing the first N changes. Narrow the range to see all of them.”
Inventory at a moment 1000 items “Showing the first N items.”
Timeline events 2000 events “Showing the first N events of the range. Narrow the range to see all of them.”

The theft and inventory exports warn “The export holds the first N gains. Narrow the range or the area for a complete export.” and “The export holds the first N changes. Narrow the range for a complete export.”

A search can also need more time or memory than allowed. It then stops with Search too large and “Narrow the time range, the area or the players.” Narrow the range, the area or the players.

The Tracker’s data is available through the /tracking/... endpoints, behind Read Tracking. /tracking/events also needs Read Events. See the API reference and API.