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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.
| Date uploaded | 2 weeks ago |
| Version | 0.1.0 |
| Download link | Jumpingmushroom-Trove-0.1.0.zip |
| Downloads | 12 |
| Dependency string | Jumpingmushroom-Trove-0.1.0 |
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
Trove
A client-side Valheim mod that remembers where you gathered.
Pick a raspberry bush, a ring of mushrooms or a clump of thistle, or put a pickaxe into a copper deposit, and the spot becomes a pin on your map: the item's own icon, one pin per patch with a count, crossed out while the patch is picked clean and back to normal once it has regrown, gone when the ore is mined out.
Nothing is scanned and nothing is revealed. The map only ever shows what you have touched.
Built against Valheim 1.0.15. Nothing to install on the server.
One pin per patch, with a count and the item's own icon. Crossed out where everything is picked; the copper pin goes when the deposit is mined out.
Hover a patch for what is in it, how much is ready and when the rest grows back.
Install
Requires BepInEx 5. Drop Trove.dll into BepInEx/plugins/ or install through a mod manager.
Why interaction, not radar
Most auto-pin mods sweep a radius around you and stamp the map with everything they find, which is why mods exist purely to clean up after them. Trove only ever records the thing you actually picked or hit. A patch on your map is somewhere you have stood, which keeps exploration worth doing and keeps the map readable.
How it works
- A wild pickable is remembered the moment you pick it. Picks of the same item within 20 m share one pin, so a berry row is one pin reading "Raspberries ×6", not six pins.
- The pin is crossed out when everything in the patch is picked and clears itself when the first plant has grown back, using the game's own respawn time for that plant.
- An ore node is remembered on the first pickaxe hit and forgotten once it is 90% mined, because copper and silver always leave fragments below the dig limit.
- Hover a patch 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.
- Harvesting inside a workbench radius is ignored, so your farm never pins itself. Branches and surface flint are ignored too: they grow back, but a pin per stick is not worth the map.
- Nothing is hard-coded. What counts as a pickable or an ore node is read from the game's own prefabs at load, so Deep North content and modded resources work without an update.
Your pins stay yours
Trove's pins are never written into your character file and never shared through the cartography
table. They live in BepInEx/config/Trove/<world>.tsv, one plain text file per world, shared by
every character on that world.
Settings
Everything is configurable, including the cluster radii, the ignore lists and the depleted threshold. Notable defaults:
| Setting | Default | What it does |
|---|---|---|
Gather.ClusterRadius |
20 | Metres within which picks of one item share a pin |
Gather.SkipPlayerBases |
true | Ignore harvests inside a workbench radius |
Gather.ExcludedItems |
Wood, Frostwood, Flint | Never pinned |
Mine.DepletedPercent |
90 | Forget a deposit at this share mined |
Mine.IgnoredDrops |
Stone, Grausten, Wood, Frostwood, Coal | Do not make a rock worth remembering |
Pins.ShowOnMinimap |
false | Large map only by default |
Changing a default only affects a fresh install. BepInEx keeps values that already exist in your config file.
Console
trove list, trove catalog, trove save, trove unforget, trove clear yes.
Licence
MIT.
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, setPins.ShowOnMinimap = trueinBepInEx/config/com.jumpingmushroom.trove.cfgor 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.HideCheckedon, 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.ExcludedPrefabsskips 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 catalognow prints each node's full drop table with weights.troveconsole command:list,catalog,save,unforget,clear.