Jumpingmushroom-Trove icon

Trove

Remembers where you gathered: one map pin per berry patch, mushroom ring or ore node you actually picked or mined. No radar, nothing revealed.

CHANGELOG

Changelog

0.1.2 — 2026-10-05

  • Pins now show on the large map only, unless you turn on Pins.ShowOnMinimap. The setting existed in 0.1.x but did nothing, so pins always showed on the minimap too. If you want them there, set Pins.ShowOnMinimap = true in BepInEx/config/com.jumpingmushroom.trove.cfg or through the configuration manager.
  • Dying no longer duplicates every pin. Each death left the old set on the map and added a new one; the stray copies are gone after a relog.
  • A remembered plant or node could lose track of itself after a reload: its position was saved too coarsely and could round to a neighbouring spot. Positions are now saved exactly.
  • One damaged line in the cache file no longer discards the whole file, and a file that cannot be read is left untouched instead of being overwritten.
  • With Pins.HideChecked on, hidden patches no longer show a hover panel or take clicks.
  • Crossed-out pins refresh on time again after switching worlds within one session.

0.1.1 — 2026-09-22

No code changes. The screenshots were missing from the Thunderstore package page; the README now links them absolutely so they render there.

0.1.0 — 2026-09-22

First release. Published as Trove; the mod was prototyped under the working name GatherBuddy.

  • Pickables: a pin with the item's icon and a count for every patch you pick from, clustered within 20 m. Crossed out while everything in the patch is picked, back when it has regrown.
  • Ore: a pin on the first pickaxe hit on a deposit, removed when the node is gone.
  • Per-world cache in BepInEx/config/Trove/. Pins are never saved into the character file and never shared through the cartography table.
  • Hover a patch on the large map for what is in it, how much is ready and when the rest grows back. Left-click crosses it out by hand, right-click forgets it for good.
  • Ore pins clear at 90% mined (configurable), not only when the last piece is gone: copper and silver keep pieces below the dig limit.
  • Branches, snow branches and surface flint are excluded by default; they respawn but pin-per-stick is map clutter. Configurable under Gather.ExcludedItems.
  • Plain destructibles count as nodes only when they are pickaxe-only, so stumps, bushes, barrels and furniture never pin. Grausten is ignored like stone.
  • A node is named after its bulk yield, the heaviest-weighted drop worth keeping, rather than whatever sits first in its drop table. Drop-table order is arbitrary.
  • Coal joins the ignored drops, so a rock that yields nothing but coal is not worth a pin.
  • Mine.ExcludedPrefabs skips node prefabs that are scattered rather than worth returning to. A trailing * matches any ending; the six Deep North ice shards are excluded by default, while the larger ice formations still pin.
  • trove catalog now prints each node's full drop table with weights.
  • trove console command: list, catalog, save, unforget, clear.