[Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

Description

@derrickmehaffy

Description

When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

Steps to Reproduce

  1. Install HyperFactions without BetterMap
  2. Open world map — no POI markers visible (expected)
  3. Install BetterMap (v1.3.3+) alongside HyperFactions
  4. Open world map — pink tent POI markers now visible in explored areas

Expected Behavior

POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

Root Cause

BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

Current Workaround

Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

Proper Fix

Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

Proposed API summary

We've proposed three interfaces to the BetterMap team:

  1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

  2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

  3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

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    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content

    [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

    Description

    @derrickmehaffy

    Description

    When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

    Steps to Reproduce

    1. Install HyperFactions without BetterMap
    2. Open world map — no POI markers visible (expected)
    3. Install BetterMap (v1.3.3+) alongside HyperFactions
    4. Open world map — pink tent POI markers now visible in explored areas

    Expected Behavior

    POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

    Root Cause

    BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

    Current Workaround

    Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

    Proper Fix

    Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

    Proposed API summary

    We've proposed three interfaces to the BetterMap team:

    1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

    2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

    3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content

      [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

      Description

      @derrickmehaffy

      Description

      When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

      Steps to Reproduce

      1. Install HyperFactions without BetterMap
      2. Open world map — no POI markers visible (expected)
      3. Install BetterMap (v1.3.3+) alongside HyperFactions
      4. Open world map — pink tent POI markers now visible in explored areas

      Expected Behavior

      POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

      Root Cause

      BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

      Current Workaround

      Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

      Proper Fix

      Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

      Proposed API summary

      We've proposed three interfaces to the BetterMap team:

      1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

      2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

      3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

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        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content

        [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

        Description

        @derrickmehaffy

        Description

        When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

        Steps to Reproduce

        1. Install HyperFactions without BetterMap
        2. Open world map — no POI markers visible (expected)
        3. Install BetterMap (v1.3.3+) alongside HyperFactions
        4. Open world map — pink tent POI markers now visible in explored areas

        Expected Behavior

        POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

        Root Cause

        BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

        Current Workaround

        Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

        Proper Fix

        Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

        Proposed API summary

        We've proposed three interfaces to the BetterMap team:

        1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

        2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

        3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content

          [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

          Description

          @derrickmehaffy

          Description

          When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

          Steps to Reproduce

          1. Install HyperFactions without BetterMap
          2. Open world map — no POI markers visible (expected)
          3. Install BetterMap (v1.3.3+) alongside HyperFactions
          4. Open world map — pink tent POI markers now visible in explored areas

          Expected Behavior

          POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

          Root Cause

          BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

          Current Workaround

          Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

          Proper Fix

          Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

          Proposed API summary

          We've proposed three interfaces to the BetterMap team:

          1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

          2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

          3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

          Related

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            None yet

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            No branches or pull requests

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            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content

            [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

            Description

            @derrickmehaffy

            Description

            When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

            Steps to Reproduce

            1. Install HyperFactions without BetterMap
            2. Open world map — no POI markers visible (expected)
            3. Install BetterMap (v1.3.3+) alongside HyperFactions
            4. Open world map — pink tent POI markers now visible in explored areas

            Expected Behavior

            POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

            Root Cause

            BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

            Current Workaround

            Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

            Proper Fix

            Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

            Proposed API summary

            We've proposed three interfaces to the BetterMap team:

            1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

            2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

            3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

            Related

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

              Description

              @derrickmehaffy

              Description

              When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

              Steps to Reproduce

              1. Install HyperFactions without BetterMap
              2. Open world map — no POI markers visible (expected)
              3. Install BetterMap (v1.3.3+) alongside HyperFactions
              4. Open world map — pink tent POI markers now visible in explored areas

              Expected Behavior

              POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

              Root Cause

              BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

              Current Workaround

              Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

              Proper Fix

              Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

              Proposed API summary

              We've proposed three interfaces to the BetterMap team:

              1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

              2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

              3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

              Related

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              No one assigned

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                bugSomething isn't workinghelp wantedExtra attention is neededsev medium

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                No milestone

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                None yet

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                No branches or pull requests

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                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content

                [Bug] POI markers visible when BetterMap is installed despite HyperFactions hiding them #103

                Description

                @derrickmehaffy

                Description

                When BetterMap is installed alongside HyperFactions, POI markers (Kweebec camps, villages, etc.) appear on the world map despite HyperFactions normally hiding them. Without BetterMap, these POIs are hidden because our generatePointsOfInterest() returns an empty map.

                Steps to Reproduce

                1. Install HyperFactions without BetterMap
                2. Open world map — no POI markers visible (expected)
                3. Install BetterMap (v1.3.3+) alongside HyperFactions
                4. Open world map — pink tent POI markers now visible in explored areas

                Expected Behavior

                POI visibility should be consistent whether BetterMap is installed or not. Ideally, faction mods should be able to selectively control POI visibility (e.g., hide POIs in enemy territory, show in friendly territory).

                Root Cause

                BetterMap wraps the native POIMarkerProvider with its own PoiPrivacyProvider, which discovers and caches POIs independently from HyperFactions' generator. By the time our delayed registration replaces the generator (which returns empty POIs), BetterMap has already captured the original POI data.

                Current Workaround

                Set hideAllPoiOnMap: true in BetterMap's config.json. This is all-or-nothing — no per-faction filtering.

                Proper Fix

                Requires a MapMarkerFilter API from BetterMap that allows external mods to filter POI/warp/spawn markers based on custom logic (e.g., faction territory ownership). This has been proposed upstream:

                Proposed API summary

                We've proposed three interfaces to the BetterMap team:

                1. PlayerVisibilityFilter — A @FunctionalInterface that external mods register on PlayerRadarManager to control per-viewer/per-target radar visibility. Multiple filters stack with AND logic. This would replace the HiddenPlayersManager workaround we currently use.

                2. ExplorationSharingProvider — Allows faction/team/party mods to share explored chunks between members, so faction territory appears explored for all members.

                3. MapMarkerFilter — Allows external mods to filter non-player markers (POIs, warps, spawn, death) based on custom logic like faction territory ownership. This is what would fix this specific issue.

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