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AutoWaypoints
Automatic map pins for ores, berries, mushrooms, crops, beehives, dungeons, structures, portals and ships you walk past - with icons, names and an in-game settings window on the map.
| Date uploaded | 10 hours ago |
| Version | 1.0.6 |
| Download link | Ab5oluteZer0-AutoWaypoints-1.0.6.zip |
| Downloads | 99 |
| Dependency string | Ab5oluteZer0-AutoWaypoints-1.0.6 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.2README
Valheim Auto Waypoints
BepInEx mod for Valheim that automatically puts pins on your map for useful things you walk past - ore veins, berry bushes, mushrooms, crops, herbs, beehives, dungeon entrances, world structures and ruins, portals and ships - each with a fitting icon and name. Everything is controlled from an in-game settings window on the map.
Unofficial mod. This is a fan-made mod, not affiliated with or endorsed by Iron Gate. It marks your game as modded (the game shows this in the main menu), as Iron Gate asks mod authors to do.
Screenshots


What gets pinned
Anything in the scan radius around you (25 m by default). Places - dungeons, camps, villages, ruins and the like - are pinned when you are within 40 m of their centre, since large ones are much wider than the scan radius:
| Group | Pins (icon as shown on the map) | Notes |
|---|---|---|
| Ores | Also untouched deposits you haven't hit with a pickaxe yet; the pin goes when the vein is mined out. Meteorites and the flametal deposits in the Ashlands lava drop the same ore, so they share its icon | |
| Berries | The pin stays after picking - bushes and vines regrow | |
| Mushrooms | ||
| Herbs | ||
| Crops | Anything grown and ready to pick, wild or planted | |
| Seeds | Wild seed plants - the only source before you start farming | |
| Beehives | Your own hives and wild ones (the tree hives that drop the queen bee) | |
| Dungeons | Each kind has its own switch | |
| Boss altars | Trophy icons or renders with Replace boss icons on; otherwise the game's boss icon |
|
| Structures | Loose ruins made of generic building pieces count too; anything a player built is never tagged | |
| Mistlands | ||
| Ashlands | Charred Tower Ruins come in three shapes, each with its own icon | |
| Deep North | ||
| Portals | Labelled with just the portal's name | |
| Ships | A live pin that follows a ship while someone sails it, and a docked pin where it was left | |
| Other | Traders use this mod's icons with Replace location icons on. The dragon egg pin goes when someone picks the egg up |
Pins use the matching item or building icon, the trophy of whoever lives there for caves, camps and boss altars (coins for the trader), or a custom icon rendered from the game's own 3D model for structures, crypts and wild beehives. A pin is removed when its resource is gone (vein mined out, crop picked); berry bushes keep their pin since they regrow. A pin you delete by hand comes back the next time you pass by - to get rid of a whole kind of pin, switch it off in the settings instead.
The mod keeps collecting even while a kind of pin (or everything) is hidden: what you walk past goes straight into the hidden set and shows up as soon as you switch it back on.
Settings window
Open the large map and click Waypoint Settings (bottom-right, under the map). Press Esc once to close the window, twice to also close the map.
- Show all pins - hide or show every pin this mod added
- Show pin labels - hide or show the names under this mod's pins
- Replace boss icons (off by default) - boss pins, including the ones the game adds when you read a Vegvisir runestone, get the boss trophy icon instead of the game's standard boss icon
- Replace location icons (off by default) - the icons the game itself shows for traders (Haldor, Hildir, the Bog Witch) and the sacrificial stones at the start use this mod's icons instead of the game's. Where the mod already has a named pin for such a place, the game's icon steps aside
- Scan radius - 5 to 100 m
- A list of categories in collapsible groups (Ores, Berries, Structures...), with two columns: Pin hides/shows the pins, Label hides/shows just their names. Each group header toggles the whole group.
Boss pins the game adds from Vegvisir runestones follow the switches of their boss altar too - hiding them only makes them invisible, it never deletes them from your map. Where the game already has a boss pin, the mod doesn't add a second one.
Hiding never deletes anything: hidden pins are remembered per world and character, and come back when you turn them on again, even after restarting the game.
Per character: map pins belong to a character, so everything tied to them is kept separately for each character - hidden pins and discovered categories per world, and the whole settings window (pin and label switches, Show all pins, Show pin labels, Replace boss icons, Replace location icons, Scan radius) per character. A character that has no settings yet starts from the values in the config file.
No spoilers: a category only shows up in the list once the mod has actually pinned one of its kind in that world, so a new player doesn't learn from the settings that silver exists before finding any. If a whole group is hidden, newly discovered kinds of that group start hidden too.
Your own pins are never touched.
Works together with
Nav Compass: a tracked
pin's name on the compass follows the label settings here. Other mods can ask
the same thing through the public AutoWaypointsPlugin.IsPinLabelVisible(pin).
Upgrading from 0.1.0: the single "Dungeon" switch is replaced by one per dungeon kind (its old setting carries over), and portal pins named "Portal: name" are renamed to just "name" the first time you load a world.
Upgrading from 1.0.3: hidden pins, discovered categories and settings used
to be shared by all characters. The first character that enters a world after
the update takes over that world's data (the old files are kept as
*.migrated); every character starts from the current settings. Some names
changed - "Crypt" is now "Burial Chambers", "Barley"/"Flax" are "Wild
Barley"/"Wild Flax", and "Farm Village" is split into "Draugr Village" and
"Abandoned Farm". Existing pins are renamed when the world loads (or, on a
server, when you pass by).
Requirements
Installation (players)
- Install BepInEx and Jotunn (links above, or use r2modman).
- Download
AutoWaypoints.dllfrom the latest release. - Drop it into
<Valheim install folder>\BepInEx\plugins\AutoWaypoints\. - Launch the game and walk around - pins appear as you go.
The config file BepInEx\config\com.michal.valheim.autowaypoints.cfg holds
the starting settings for new characters (changes made in the game are saved
per character, not to this file). Everything else
is kept in BepInEx\config\AutoWaypoints\, so updating the mod with a mod
manager doesn't wipe it:
settings_<character>.json- the settings window, per characterhidden_pins_<world>_<character>.json,discovered_<world>_<character>.jsonportals_<world>.json- portal positions, per world
Building from source
Requires the .NET 8 SDK (or newer) and a local Valheim install with BepInEx and Jotunn installed.
git clone https://github.com/Ab5oluteZer0/valheim-auto-waypoints.git
cd valheim-auto-waypoints
dotnet build -c Release -p:ValheimPath="C:\Path\To\Valheim"
If you don't pass -p:ValheimPath, the build looks for a VALHEIM_PATH
environment variable, then falls back to the default Steam location
(C:\Program Files (x86)\Steam\steamapps\common\Valheim). Jotunn is expected
in BepInEx\plugins\ValheimModding-Jotunn\ (where r2modman puts it);
override with -p:JotunnPath=... if yours is elsewhere.
The build automatically copies the built DLL into
<Valheim>\BepInEx\plugins\AutoWaypoints\ for quick in-game testing.
Notes on how it works (and a few gotchas found along the way)
Minimap.RemovePinreally deletes a pin, and the game saves the map on its own schedule - so "hiding" a category keeps the removed pins in the mod's own per-world file and re-adds them when shown again.JsonUtilitysilently drops aList<YourClass>field in a plugin assembly (you get{}with no error). The save files only use lists of built-in types, and every save is read back and checked before it overwrites the previous file.- The game re-enables a pin's name label from two places:
UpdatePins(only when it decides something changed) and a coroutine one second after the label is created - which happens again every time the pin scrolls back into view. Fighting that withSetActive(false)always loses; labels are hidden with aCanvasGroupalpha instead, which the game never touches. - Ore veins (
MineRock/MineRock5) have colliders on oddly named child fragments, so they're matched by what they drop, not by object name. - Scanning a large radius is spread over several frames, so a 100 m radius doesn't cause a hitch.
- Every location in the world (dungeon, camp, ruin, trader...) is spawned as a
LocationProxyholding the location's name hash, with the visible model parented to it. Places assembled from rooms (Fuling camps, villages, fortresses) are different: their buildings are separate network objects, not under the proxy - so the mod keeps its own list of loaded proxies and checks them by distance instead of relying on what the scan happens to hit. - Loose ruins (clusters of generic building pieces) are only pinned away from known locations: the walls of a Fuling tower or a village used to be picked up as extra "Ruins" pins on top of the location's own pin. Such leftover pins are removed when you pass by the location.
- Two map pins that look the same can be different places in the game data
(e.g. three "Charred Tower Ruins" shapes); an icon can be set per location
variant (
Icons/<category>__<location>.png).
Credits
Structure and dungeon icons are renders of Valheim's own 3D models. Valheim and its assets are the property of Iron Gate AB.
Support
All my mods are free and will stay free. If you enjoy them and want to say thanks, you can leave a voluntary tip via PayPal - it doesn't unlock anything, it just helps me keep making mods.
License
MIT - see LICENSE. Applies to this mod's code, not to Valheim's assets.
CHANGELOG
Changelog
1.0.7
- Settings file renamed to
com.ab5olutezer0.valheim.autowaypoints.cfg. Your old settings are moved over automatically. - New: the game log shows the name of places the mod does not know yet, so they can be added later.
1.0.6
- Bug fix: the scan radius is saved again (it was reset after a restart). It is now saved per character, like the other settings.
1.0.5
- Bug fix: no more extra "Ruins" pins on top of Fuling towers, villages and other places. Old extra pins are removed when you walk by.
1.0.4
- New resources: Vineberries, Fiddlehead, Smoke Puff, Kale Seeds, Flametal Deposit.
- New places: Infested Mine, Winding Tunnels, Morkhalla, Smouldering Tomb, Howling Cavern, Sealed Tower, Infested Citadel, Fader's Altar, Deep North Boss.
- New places: Hildir's Camp, Bog Witch Camp.
- New places: about 30 new kinds of ruins, camps and villages in every biome, including the Ashlands and the Deep North.
- New option: Replace location icons (traders and the sacrificial stones).
- UI change: settings are saved per character.
- UI change: new icons for Frost Cave, Sealed Tower and Charred Tower Ruins.
- Name change: Crypt is now Burial Chambers, Barley and Flax are now Wild Barley and Wild Flax.
- Name change: Farm Village is now two kinds: Draugr Village and Abandoned Farm.
- Bug fix: Fuling camps, villages and many other places were never pinned.
- Bug fix: Infested Mine, Meteorite and Dragon Egg were never pinned.
- Bug fix: hidden pins and settings were shared between characters.
1.0.3
- New icons for Frost Cave, Fuling Camp, Surtling, Trader and Infested Mine.
- New icons for Well, Dvergr Excavation, Infested Tree, Giant Remains and Viaduct.
1.0.2
- Bug fix: meteorite pins lost their icon after reloading the world.
1.0.1
- Bug fix: hidden pins and discovered kinds are no longer lost when a mod manager updates the mod.
1.0.0
- First stable version.
0.2.1
- New: works with Nav Compass - the pin name on the compass follows the label settings.
0.2.0
- New resources: seeds, wild barley, wild flax, wild beehives.
- New: one switch per dungeon kind, boss altars with trophy icons.
- New option: Replace boss icons.
- UI change: pins are collected even while hidden.
- Bug fix: untouched ore deposits are now pinned.
0.1.0
- First release: automatic pins for ores, berries, mushrooms, crops, herbs, beehives, dungeons, structures, portals and ships, with a settings window on the map.