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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 | 1.0.1 |
| Download link | Biozip-RoutePlanner-1.0.1.zip |
| Downloads | 58 |
| Dependency string | Biozip-RoutePlanner-1.0.1 |
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: 5.4.2350README
RoutePlanner
Points at where you are going.
Set a target on the map. An arrow on screen keeps pointing at it, with the name and the distance under it. String several targets together and the mod walks you through them in order. Die, and your grave jumps to the front of the queue while the rest of the route waits behind it.
Client-side. Nothing to install on a server, no world data changed, nothing to undo if you remove it.
What it does
An arrow that stays useful. It turns with the camera. Under it you get the target's name, the distance in metres, and how many stops are still queued. If the target is a pin the game placed, say a boss or a shelter or an ore vein, the mod draws that pin's own map icon beside the arrow. People recognise those icons faster than they read captions.
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 and shows a live
distance per stop.
Arrival you notice. Walk within two metres and the arrow flashes. The map pin gets ticked off the way the game ticks it, and the next stop becomes the target. You can switch on a sound for this, 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 everything else stays. The errand you were on is still there. It just has your corpse in front of it now.
The route survives the session. It saves per world, keyed on the world's own id rather than its name, so renaming a world loses nothing.
It gets 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.
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. You can rebind the modifier, since Ctrl may
already belong to another mod.
The arrow block and both windows drag with the mouse whenever the cursor is free, so with the map open or under the pause menu.
Settings
Behind the gear under the open map. Everything applies live, and the preview beside the sliders runs the same code that draws the block in the world. It sits over a dark half and a pale half, because pale text vanishing on pale ground is the fault this window exists to catch, and one background cannot show it.
You can size the arrow, the text and the whole block separately. Colours come from sliders or a palette. There are switches for opacity, a backdrop behind the text, the coordinates strip, the target icon, the death marker, the arrival sound and its volume, and the size of the mod's own windows.
The config file carries all of that plus 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 mod remembers which you picked.
Pin names that the game supplies follow the game's language rather than the mod's. Otherwise one route list would hold both "Bronze" and "Бронза". The log stays English whatever you pick, so whoever helps you read it can read it.
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: put Routeplan.dll into Valheim/BepInEx/plugins/. The config
appears at BepInEx/config/dev.forgeplanner.routeplan.cfg after the first
run.
To remove the mod, delete that one file. Pins it placed are ordinary map pins
and stay behind. Saved routes are plain text under
BepInEx/config/RoutePlanner/ and you can delete those too.
Notes
The mod bundles no Valheim assets and redistributes none. It takes the font, the panels, the button graphics and the pin icons from your own running copy of the game, which is why the interface matches it.
Written by the author of ForgePlanner and built to sit beside it: same interface kit, same flag button, same place for it.
The code was written with AI assistance, which is why this package carries the AI Generated category. The design, the testing and every call about how it should behave are the author's.
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.