0 - All mods and settings

Updated a week ago

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Auto Map Pins: all mods and settings

Pins what you come across on your map by itself: ore, plants, dungeons, chests, spawners and portals, with a switch, colour and icon per thing per biome.

Below: every mod in this pack in detail, with all its settings and their defaults.

How it works

  • Open the settings (F1). At the top, 0 - Sub-mods has a switch for every mod in this pack: turn on only what you want. Switching one off removes it right away, no restart.
  • Below that, every mod has its own settings, under its name.
  • F1 needs a config manager mod, e.g. ConfigurationManager by shudnal (included in Digi Modpack). Without one the mods still run with their default settings, and you can change the settings in r2modman: Config editor → digi.valheim.automappins.cfg.
  • Upgrading from the separate DigiTeam mods: your settings are copied over automatically the first time. Remove the separate ones (a mod that is still installed separately is skipped here).
  • Mods that need another mod only start when that mod is installed; the rest work without it.
Mod What it does Needs Default
Auto Map Pins Pins ore, plants, dungeons, chests, spawners and portals on your map as you come near, with a switch and icon per thing per biome. - on

Auto Map Pins

Switch: F1 → 0 - Sub-mods → Auto Map Pins (on by default).

Pins what you come across on your map by itself, so you can find your way back without placing pins by hand.

What gets pinned

  • Resources: ore and other deposits (copper, tin, silver, obsidian, muddy scrap piles, giant remains, flametal, ...), berries, mushrooms, herbs, wild seeds and crops, wild beehives.
  • Pickups out in the world, in camps and ruins: fuling totems, dragon and volture eggs, molten and black cores, tar, sulfur, bog iron, royal jelly, guck sacks, Dyrnwyn fragments, gemstones, ...
  • Places: dungeons and caves, boss altars, traders, Fuling and Draugr villages, tar pits, drake nests, runestones, and every other location the game places (those are off by default).
  • Treasure chests and spawners (nests, bone piles and the spawn points of single creatures in camps and villages), when you are close to them. Spawners are listed by what they spawn ("Boar spawner"); the pin shows that creature's trophy and just says "Boar".
  • Treasure map chests (with Epic Loot): the chest of a map you bought, once you are within the discovery radius, so at about the time you reach the middle of the map's circle. The pin goes when the chest is emptied. Not shared at cartography tables, as nobody else can open it.
  • Nothing inside dungeons: the dungeon's own pin says enough. Once you are inside and no chest has loot left, its pin is crossed off ("Cross off looted dungeons").
  • Sap extractors, as soon as you place one (and the ones already on your explored map). Other builds never get a pin.
  • Portals, as soon as one loads (also the one you just built), and every portal already on the explored part of your map, also far away - no need to visit them. Named after its tag and renamed when the tag changes; the pin goes when the portal does. Portal pins have their own size (1.5x), colour and icon.

Things of the same kind close together share one pin with a count ("Raspberries x4"). Names under the pins are switched per kind: ore and deposits, plants and pickups, chests, spawners, dungeons and caves, other places, boss altars and sap extractors (by default only other places and boss altars have names), and each of those kinds has its own pin size (dungeons at 0.6, for example) and its own switch for the minimap (off: only on the large map). Things players built or planted are never pinned (nor plants on cultivated ground or inside a base).

Keeping the map tidy

  • Mined-out ore, destroyed spawners and beehives, looted chests that vanish and picked things that never grow back lose their pin. When the world loads, every pin is checked against the world, so this also happens far away (in a world you host; on a server once you come near).
  • Picked berries, mushrooms and the like keep their pin, faded until they have regrown. Looted chests are faded.
  • "Hand-placed pins" removes every pin placed by hand at once (after a second click), with "Bring back" to undo.
  • A pin you delete (right-click) stays deleted; "Restore deleted pins" brings them back. Left-click crosses a pin off.
  • A place you (or a cartography table, or a vegvisir) have a pin on already shows no second pin, for as long as that pin is there.
  • Spawners around dungeons, caves, camps and villages (the skeletons at Burial Chambers, the fulings of a village) get no pin of their own: the place's pin says enough. "Spawners at dungeons and camps" shows them too.

Icons

  • GameIcons: the game's own icon of each thing - the item it gives, a trophy for dungeons and camps.
  • WhiteIcons: white pictograms (ore, berries, mushroom, cave, crypt, tower, chest, beehive, portal, ...) in a colour per thing, like the map's own pins; a looted chest shows an open chest. The default colour of each is its game icon's own colour.
  • Click either icon beside a switch in F1: below it you get the colour (hex, R G B A, sliders, like any colour setting) and every icon to pick from - Auto (by the icon style), the game icon, or any white icon (also creatures and markers). Changes show on the map right away. Portals have the same picker ("Portal icon").

Cartography tables

With "Share at cartography tables" on, your pins go onto a table with your map, as normal pins with their name, so everyone gets them. Pins you read from a table that this mod knows become its own pins, so nothing shows twice.

Replaces Cartur's Map Pins

The first time it runs for a world and character, Cartur's pins are taken over (ores, chests, spawners, dungeons, altars, traders, runestones) and its own copies removed, so nothing shows twice. Remove Cartur's Map Pins; while it is installed this mod stays off.

Notes

  • Out of the box it pins what is worth finding again and leaves out what is everywhere in its biome (berries, mushrooms, common ore, chests): every switch can be turned on per biome.
  • Client-side; each player has their own pins. Saved per world and character in BepInEx/config/DigiAutoMapPins.
  • The biome sections are built from the world's spawn tables and saved, so after the first world load they are in F1 from the main menu on (the modpack ships the list, so there they are from the first start).

Credits

White map icons from game-icons.net by Delapouite, Lorc, Faithtoken, Skoll, Sbed, Kier Heyl, Cathelineau, Caro Asercion and Carl Olsen, under CC BY 3.0.

Settings (F1)

In F1 these are under Auto Map Pins - ..., below the switches.

01 - General

Setting Default What it does
Auto pinning on Pin things as you come across them. Off: no new pins (the ones you have stay, portals keep their own switch).
Discovery radius (m) 50 How close you must come to something before it is pinned. Chests and spawners in a dungeon need you inside. (range 10 to 150)
Names - ore and deposits off Show the name under pins of ore and other deposits ("Copper Deposit x3"). Off: only the icon.
Names - plants and pickups off Show the name under pins of berries, mushrooms, pickups ("Raspberries x4", "Fuling Totem") and beehives.
Names - chests off Show the name under treasure chest pins.
Names - spawners off Show what a spawner spawns under its pin ("Boar").
Names - dungeons and caves off Show the name under pins of dungeons and caves: Burial Chambers, crypts, troll caves, frost caves, mines, ...
Names - other places on Show the name under pins of the other places: camps, villages, traders, runestones, ruins, ...
Names - boss altars on Show the name under boss altar pins (just the boss: "Eikthyr"), also when the other places have no names.
Names - sap extractors off Show the name under sap extractor pins.
Icon style GameIcons GameIcons: the game's own icon of each thing (the item it gives, a trophy for a dungeon or camp). WhiteIcons: white icons in a colour per thing, like the map's own pins (each colour is under its biome, Advanced settings). (options: GameIcons, WhiteIcons)
Pin size 0.8 Size of the pins of this mod, 1 = the game's. Each kind below has its own size on top of this. (range 0.5 to 2.5)
Size - ore and deposits 1 Size of the pins of ore and deposits, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - plants and pickups 1 Size of the pins of plants and pickups, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - chests 1 Size of the pins of chests, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - spawners 1 Size of the pins of spawners, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - dungeons and caves 1 Size of the pins of dungeons and caves, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - other places 1 Size of the pins of other places, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - boss altars 1 Size of the pins of boss altars, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Size - sap extractors 1 Size of the pins of sap extractors, times "Pin size" (0.6 = smaller). (range 0.3 to 2.5)
Minimap - ore and deposits on Show the pins of ore and deposits on the minimap too. Off: only on the large map.
Minimap - plants and pickups on Show the pins of plants and pickups on the minimap too. Off: only on the large map.
Minimap - chests on Show the pins of chests on the minimap too. Off: only on the large map.
Minimap - spawners on Show the pins of spawners on the minimap too. Off: only on the large map.
Minimap - dungeons and caves on Show the pins of dungeons and caves on the minimap too. Off: only on the large map.
Minimap - other places on Show the pins of other places on the minimap too. Off: only on the large map.
Minimap - boss altars on Show the pins of boss altars on the minimap too. Off: only on the large map.
Minimap - sap extractors on Show the pins of sap extractors on the minimap too. Off: only on the large map.
Cross off looted dungeons on Cross off a dungeon's pin (Burial Chambers, crypts, caves, ...) once you are inside and no chest in it has loot left.
Faded pin opacity 0.35 How visible a faded pin is: picked berries, mushrooms and the like until they have regrown, and emptied chests. (range 0.05 to 1)
Spawners at dungeons and camps off Pin the spawners around dungeons, caves, camps and villages too (the skeletons at Burial Chambers, the fulings of a village). Off: only the place's own pin there. Nothing inside a dungeon is ever pinned.
Restore deleted pins off Tick to bring back every pin of this mod you deleted in this world (it unticks itself).
Hand-placed pins off Remove every pin you (or a cartography table) placed by hand, after a second click. A copy is kept: "Bring back" puts them back. Death markers, the bed, boss pins and this mod's pins stay.
Share at cartography tables on Your pins go onto a cartography table with your map, as normal pins with their name, so everyone gets them. Pins you read from a table that this mod knows become its own pins (nothing twice).

02 - Portals

Setting Default What it does
Pin portals on Pin every portal as soon as it loads, also the one you just built. The pin follows its tag and goes when the portal does.
Portal names on Show the portal's tag under its pin.
Portal pin size 1.5 Size of portal pins, 1 = the game's. (range 0.5 to 2.5)
Portal pins on the minimap on Show portal pins on the minimap too. Off: only on the large map.
Portal color C78CFFFF Colour of portal pins.
Portal icon (empty) Icon of portal pins: click it to pick another (empty = the white portal icon, "game" = the portal's own icon).

Every thing below also has a colour and an icon: click its icons beside the switch in F1.

03 - Meadows

On by default: Beehive, Draugr Elite spawner, Eikthyr altar, Hildir, Treasure map chests.

Off by default: Abandoned farm, Barley, Boar spawner, Cloudberries, Combat ruin, Copper Deposit, Dandelion, Dolmen, Draugr spawner, Draugr village, Flint, Greydwarf Brute spawner, Greydwarf Shaman spawner, Greydwarf spawner, Krigen spawner, Muddy Scrap Pile, Mushroom, Oat Seeds, Raspberries, Rock, Runestone, Ship setting, Skeleton spawner, Spawners, Stone, Stone circle, Tin Ore, Treasure chests, Turnip Seeds, Wood, Wood house.

04 - Black Forest

On by default: Bear cave, Beehive, Haldor, Smouldering Tomb, The Elder altar, Treasure map chests.

Off by default: Big rock clearing, Blueberries, Boar spawner, Burial Chambers, Carrot Seeds, Cloudberries, Copper Deposit, Dolmen, Flint, Greydwarf Brute spawner, Greydwarf camp, Greydwarf Shaman spawner, Greydwarf spawner, Mushroom, Rock, Ruin, Runestone, Ship wreck, Skeleton spawner, Spawners, Stone, Stone house, Stone tower ruins, Stone tower ruins 07 sunk, Stone tower ruins 08 sunk, Stone tower ruins 09 sunk, Stone tower ruins 10 sunk, Surtling Core, Thistle, Tin Ore, Tin Ore (pickup), Treasure chests, Troll Cave, Troll spawner, Wood.

05 - Swamp

On by default: Blob spawner, Bog Witch, Bonemass altar, Fire hole, Kvastur spawner, Oozer spawner, Spawners, Surtling spawner, Treasure map chests, Wraith spawner, Writhan spawner.

Off by default: Crypt, Draugr Elite spawner, Draugr spawner, Grave, Guck, Guck tree, Iron Ore, Muddy Scrap Pile, Mushroom, Rock, Runestone, Ship wreck, Skeleton spawner, Stone, Swamp hut, Swamp ruin, Swamp well, Thistle, Treasure chests, Turnip Seeds, Wood.

06 - Mountain

On by default: Dragon Egg, Drake spawner, Moder altar, Stone Golem spawner, Treasure map chests.

Off by default: Abandoned log cabin, Ancient upgrade station, Crystal, Drake lorestone, Drake nest, Fenring spawner, Fenris Hair, Frost Cave, Howling Cavern, Mountain grave, Mountain well, Obsidian, Obsidian (pickup), Raspberries, Rock, Runestone, Silver Deposit, Silver Vein, Stone, Stone tower ruins, Stone tower ruins 05 leet, Treasure chests, Waymarker, Wood.

07 - Plains

On by default: Dandelion, Fuling Totem, Growth spawner, Jotun Puffs, Krigen spawner, Sealed Tower, Tar, Tar pit, Treasure map chests, Yagluth altar.

Off by default: Barley, Carrot Seeds, Cloudberries, Flax, Flint, Fuling Berserker spawner, Fuling Shaman spawner, Fuling spawner, Fuling village, Goblin hut, Muddy Scrap Pile, Ruin, Runestone, Ship wreck, Stone, Stone henge, Stone house 1 heath, Stone house 2 heath, Stone house 5 heath, Stone tower, Treasure chests, Wood.

08 - Mistlands

On by default: Black Core, Cloudberries, Dvergr excavation, Dvergr harbour, Infested Mine, Sap Extractor, Seeker spawner, Spawners, The Queen altar, Treasure map chests.

Off by default: Ancient Armour, Ancient Sword, Coins, Dvergr Lantern, Dvergr Mage spawner, Dvergr Rogue spawner, Dvergr Tankard, Giant remains, Guard tower 1 new, Guard tower 1 ruined new, Guard tower 2 new, Guard tower 3 new, Guard tower 3 ruined new, Jotun Puffs, Lighthouse 1 new, Magecap, Petrified Bone, Road post, Rock spire, Royal Jelly, Runestone, Seeker Soldier spawner, Soft Tissue, Statue, Statue group, Stone, Swords, Tick spawner, Treasure chests, Viaduct.

09 - Ashlands

On by default: Bell Fragment, Charred Fortress, Charred Warrior spawner, Dvergr Rogue spawner, Dyrnwyn Tip Fragment, Fader altar, Fallen Valkyrie spawner, Morgen spawner, Place of Mystery, Putrid Hole, Treasure map chests.

Off by default: Ashland ruins, Charred Marksman spawner, Charred ruins, Charred Skull, Charred stone spawner, Charred tower ruins, Charred tower ruins 1 dvergr, Charred Twitcher spawner, Charred Warlock spawner, Fiddlehead, Flametal Ore, Fortress ruins, Grausten, Leviathan lava, Molten Core, Pot Shard, Proustite Powder, Runestone, Smoke Puff, Spawners, Sulfur, Sulfur arch, Treasure chests, Volture Egg, Volture nest, Volture spawner.

10 - Deep North

On by default: Dn bossroom, Kale Seeds, Morkhalla, Petrified Gammeltroll, Winding Tunnels, Treasure chests, Treasure map chests.

Off by default: Dn gammeltroll frac, Dn hut, Frozen ship 01 dn, Frozen ship 02 dn, Frozen ship 03 dn, Gammeltroll spawner, Ice, Ice pond, Lingonberries, Lumber camp, North memorial place, North village, Runestone, Shadow spawner, Ship setting, Ship wreck 01 dn, Ship wreck 02 dn, Snowball, Timberwood, Timberwood (pickup).

11 - Ocean

On by default: -.

Off by default: Chitin, Ice, Ship wreck, Treasure chests.