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Biozip-RoutePlanner-1.0.0 icon

RoutePlanner

An arrow that points at where you are going. Set targets on the map, chain them into a route, and see the name and distance on screen. Your grave goes first in the queue when you die. English and Russian.

By Biozip
Date uploaded a day ago
Version 1.0.0
Download link Biozip-RoutePlanner-1.0.0.zip
Downloads 17
Dependency string Biozip-RoutePlanner-1.0.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

RoutePlanner

Points at where you are going.

Set a target on the map and an arrow on screen keeps pointing at it, with the name and the distance under it. String several targets together and it walks you through them in order. Die, and your grave goes to the front of the queue while the rest of the route waits behind it.

Client-side. No server install, no world data changed, nothing to undo if you remove it.


What it does

An arrow that stays useful. It turns with the camera and shows the target's name, the distance in metres, and how many stops are still queued behind this one. When the target is a pin the game placed — a boss, a shelter, a vein — its own map icon is drawn beside the arrow, because that is recognised faster than any caption.

Routes, not just one target. Add stops, reorder them, drop one, or jump to any of them. The list lives in its own window on F9, with a live distance per stop.

Arrival you notice. Walk within two metres and the arrow flashes, the map pin is ticked off the same way the game ticks it, and the next stop becomes the target. An arrival sound can be switched on, with a volume slider and a listen button beside it.

Death is a detour, not a reset. Your grave goes to the head of the route and the rest of it is kept — the errand you were on is still there, it just has your corpse in front of it now.

The route survives the session. Saved per world, keyed on the world's own id rather than its name, so renaming a world does not lose it.

It gets out of the way. Everything the mod draws disappears while a loading screen is up — dying, portals, logging in — and comes back exactly as it was.

Controls

Ctrl + left click on the map place a pin there and steer to it
Ctrl + right click on a pin make that pin the target
Ctrl + Shift + click append a stop instead of replacing the route
PageDown / PageUp next and previous stop
F8 show or hide the arrow
F9 the list of stops
the gear under the open map settings

Without Ctrl the map behaves exactly as the game's own: double click places a pin, right click removes one. The modifier is configurable, because Ctrl may already belong to another mod.

The arrow block and both windows drag with the mouse whenever the cursor is free — with the map open, or under the pause menu.

Settings

The gear under the open map. Everything applies live, and the preview beside the sliders is the same code that draws the block in the world, shown over a dark half and a pale half: pale text vanishing on pale ground is the fault this window exists to catch, and one background cannot show it.

Sizes of the arrow, the text and the whole block separately; colours by slider or from a palette; opacity, a backdrop behind the text, the coordinates strip, the target icon, the death marker, the arrival sound and its volume; the size of the mod's own windows, in steps.

Everything is in the config file too, along with the arrival radius, route looping, the names given to pins the mod places, and the key bindings.

Language

English by default. The flag button in the settings window switches to Russian and back, and the choice is remembered.

Pin names the game itself supplies follow the game's language, not the mod's — otherwise one route list would hold both "Bronze" and "Бронза". The log is always English, so a log posted for help can be read by whoever is helping.

Русское описание лежит в этом же архиве, файлом README_RU.md.

Installing

Needs BepInExPack_Valheim (5.4.x), which a mod manager installs for you.

By hand: Routeplan.dll goes into Valheim/BepInEx/plugins/. The config appears at BepInEx/config/dev.forgeplanner.routeplan.cfg after the first run.

To remove it, delete the DLL. Pins the mod placed are ordinary map pins and stay behind; saved routes are plain text files under BepInEx/config/RoutePlanner/ and can be deleted too.

Notes

No Valheim assets are bundled or redistributed. The font, the panels, the button graphics and the pin icons all come from your own running copy of the game — which is also why the interface matches it.

By the author of ForgePlanner, and built to sit beside it: same interface kit, same flag button, same place for it.

MIT licensed. Author: Biozip.

CHANGELOG

Changelog

1.0.1

No code changes. A new version was the only way to replace the icon and this page, which both travel inside the archive.

  • the author's own icon replaces the generated one
  • the description was rewritten: shorter sentences, no em-dash habit
  • the page now says plainly that the code was written with AI assistance, and that the design and testing are the author's

1.0.0

First release.

The arrow. Set a target on the map. An on-screen arrow keeps pointing at it and shows the target's name, the distance in metres, and how many stops are still queued. If the game placed that pin itself, the arrow carries the pin's own map icon beside it.

Routes. Ctrl + click on the map sets a target. Ctrl + Shift + click appends one instead of replacing the route. F9 opens the list, where you can reorder, delete, jump to any stop, or clear the lot. PageDown and PageUp step through it by hand.

Arriving. Within two metres the arrow flashes and the map pin gets ticked off the way the game ticks it. The next stop becomes the target. An arrival sound is available, off by default, with a volume slider and a listen button.

Dying. Your grave goes to the head of the route and everything else stays. The errand you were on is still there. It just has your corpse in front of it now.

Saved per world, keyed on the world's own id rather than its name, so renaming a world loses nothing.

Settings behind the gear under the open map: sizes, colours, opacity, the backdrop, the coordinates strip, the target icon, the death marker, the sound, and the size of the mod's own windows. A live preview sits beside the sliders over a dark half and a pale half, so you cannot miss a colour that vanishes on one of them.

English and Russian, on the flag button. English by default, and the mod remembers which you picked. Pin names the game supplies follow the game's language. The log stays English so whoever helps you read it can read it.

Out of the way. Everything the mod draws disappears while a loading screen is up, whether you died, took a portal or just logged in, and comes back exactly as it was.

Client-side. Nothing to install on a server, no world data changed. The mod bundles no Valheim assets: the font, panels, button graphics and pin icons all come from your own running copy of the game.

The code was written with AI assistance. The design, the testing and every call about how it should behave are the author's.