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MysixValheimMods-MySix_Cartographer-0.6.5 icon

MySix Cartographer

In testing: a red wisp that maps the places worth coming back to, on a map tab shared by everyone on the server.

Date uploaded 2 days ago
Version 0.6.5
Download link MysixValheimMods-MySix_Cartographer-0.6.5.zip
Downloads 30
Dependency string MysixValheimMods-MySix_Cartographer-0.6.5

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351
MysixValheimMods-MySix_Core-1.0.16 icon
MysixValheimMods-MySix_Core

Shared plumbing for the MySix mods: in-game settings commands, settings kept in the world, and warned server restarts.

Preferred version: 1.0.16

README

MySix Cartographer

In testing. An early version for the MySix group to try out: it may change, and anything odd is worth reporting.

Finding that troll cave again, or the copper you passed three days ago, means pins you never placed. The Cartographer marks them for you, on a map tab of its own, shared by everyone on the server.

  • Red wisps drift by the lore runestones at night. Catch one as you would any wisp; a caught one flies back in after about 3 minutes.
  • The Cartographer: 1 red wisp, 5 raspberries and 2 wood, made at a workbench. Use it from the inventory to send it out or call it back. It circles you as a dim red light and takes no equipment slot.
  • While it is out it marks what you pass, from further away the bigger the place: dungeons, ruins, villages, towers, bosses, shipwrecks, lore runestones, ore, berry patches, mushrooms, seeds, nests and more, biome by biome. It also uncovers the tab's map wherever it goes.
  • Never marked twice: a whole ruin or village is one mark, and clusters of berries or ore fold into one.
  • Gone when gone: a nest you destroy, a hive you take, or a ruin broken down to nothing disappears from the map. A ruin counts only while at least a tenth of its old building pieces or furniture stand; dolmens, where skeletons rise at night, are barrows, and stone circles standing stones.
  • Portals, homes and boats are marked by the server for everyone, Cartographer or not: every portal with its tag, every player's building with a fire or other heat in it or by it, and every boat, followed as it sails.
  • The Cartographer tab sits at the top of the map, beside your own, and the minimap follows whichever you choose. Other players, traders and the places the game marks show there too. Click a kind in the legend to hide or show it, and zoom in closer than on your own map.
  • Click a mark to cross it off when it's done (a cleared dungeon, a mined-out deposit), for everyone. Alt-click to name it, say whose house it is. Right-click hides it from everyone's map; an option shows hidden marks faded. Raids, your death marker and pings show there just as on your own map. With a controller (Steam Deck), LB crosses off, RB hides and A names the mark at the map's centre.
  • Setting Cartographer.AlwaysOn (server, off by default): everyone maps all the time, with no wisps to catch and nothing to carry.
  • Icon size: a slider on the tab makes its icons bigger or smaller, on the map and the minimap alike, from half to twice their usual size, the usual size in the middle (each player's own; setting Cartographer.IconSize, 50 to 200%).
  • Colour or black and white: the tab's icons are drawn in the game's own map style, in colour by default; an option on the tab switches yours to black and white. Each boss has its own head.
  • Hide your Cartographer wisp: an option on the tab hides the wisp following you, for everyone, while it keeps mapping.
  • Detailed map (a tick box on the tab, off by default, each player's own choice): zoomed in, the tab's map is drawn in detail, on the minimap too. Buildings are drawn in their materials with dark outlines, walls and fences as bands, doors and gates in amber. Trees are drawn by kind (pines, firs, birches, oaks, beeches, the swamp's dead trees, snowy trees, Ashlands and Mistlands trees), along with rocks, fallen trunks, giant bones and roots. Dug, paved and tilled ground shows too. The server draws these from the world itself, wherever the Cartographers have explored, and sends the parts you look at slowly, so the game's own traffic always comes first. It draws every explored part in the background, round players first, draws a part again only when something there is built, cut down, mined, moved or dug, and keeps what it has drawn in a file of its own, never in the world's save. Unexplored parts are hidden under the game's own fog. An admin can turn the detailed map off for everyone with Cartographer.DetailedMapAllowed (server): the server then draws and sends nothing and deletes what it drew. Underneath, your own game draws a sharp map of the land from the world's seed, with each biome's own ground and water and clear borders between biomes.
  • Kept with the world: the marks - crossed off, hidden and named as they are - and the Cartographers' explored map are kept inside the world save, in one small record far past the world's edge, so they go wherever the world goes: Steam Cloud, another computer, a server. The world's copy is the one used; a file beside the world is kept as a backup, and is how a world from before this version brings its marks into the world, once, at its next save. Your own choices on the tab - colours, kinds hidden in the legend, hidden marks shown, your wisp hidden, the detailed map on or off - are kept in the world for you too. The detailed map is kept only in a file beside the world, and is drawn again wherever it is missing. The red wisps by the runestones are part of the world, and a Cartographer or red wisp you carry is in your character's bags like any item, so it is lost if you later remove the mod.
  • Everyone who plays together needs it, the server included.

Part of the MySix mod suite. Every mod in the suite needs MySix Core, which adds the in-game mysix command for reading and changing settings. Settings are kept in the world itself, so it plays the same on any computer or server: one for everyone is changed once by an admin or the host, and each player's own choices are kept in the world for them.

Installing

Install with a mod manager - the Thunderstore Mod Manager, Gale and r2modman all work - or unzip the DLL into BepInEx/plugins yourself. Everyone playing together should run the same versions.

Settings

The Settings wiki page lists this mod's 15 settings: what each does, its choices and default, who can change it, and the exact command to type. In short: press F5 in game to open the console and type mysix to list every setting, mysix set <setting> <value> to change one.

Languages

Every MySix mod supports all the languages Valheim offers: whatever language you play the game in, the text these mods show is in that language too. Abenaki is the one exception for now - there it shows in English, as we could not find a translation we trust. We mainly test in English, but we will do our best to support every language the game supports; if something reads wrong in yours, please let us know.

Note on achievements

Valheim switches achievements off for anyone with a mod installed. MySix Mods Not Cheating, part of the MySix bundle, keeps them working.

Version 0.6.5. The Changelog tab lists what changed in each release.

CHANGELOG

Changelog - Cartographer

What changed in Cartographer, newest release first. Each MySix mod has its own version number, and only a release that changed Cartographer is listed here.

0.9.1

  • A grave is drawn over the marks round it: die at home and your grave is no longer hidden under the campfire, a portal or a dungeon's mark; only other players' arrows go over it.

0.9.0

  • What your Cartographer can see, tuned: trees, fog, night and storms now cut how far it sees about twice as hard - thick woods by up to two fifths, the thickest fog and the night by half (a fifth with a light), a snowstorm and the Mistlands' cleared mist by three fifths. And open country is seen two fifths further wherever no trees stand round you - a meadow, a clearing, a bog - not just on the plains and at sea; the Mountains, the Deep North and the Mistlands hide as much as they show. A world still on the old defaults is given the new ones once; a value a server admin set is kept.
  • The one effect in force by the minimap: with the big map shut, only the effect that rules your Cartographer's sight shows as a status icon - the biggest cut, or open country's gain - since only one ever counts. The big map's panel still lists them all.
  • Ruins say what they are: zoomed in, a ruin's mark has its name under it - Abandoned house, Swamp hut, Log cabin, Fuling hut, Dvergr excavation, Charred ruin and more - in your language.
  • The game's colours by default: the detailed map is drawn in the colours of the game's own map to start with; tick Brighter map colours on the tab for the atlas's. Anyone who played 1.0.48 keeps the colours they had there, and the tick box shows which.
  • Marks fade as you zoom: a mark that makes way as you zoom out fades away, and fades back in as you zoom in.
  • Red wisps by the drake lore stones: the Mountains' lore stones have red wisps by them at night, like every other lore runestone.
  • A player's grave you cannot miss: a grave is now a gravestone carved with a skull in a bright white-blue glow, drawn bigger than any other mark, in colour and in black and white.
  • Homes drawn smaller: the campfire that marks a home is drawn at the size of a portal, a little smaller than before.

0.8.0

  • Fewer marks when zoomed out: as you zoom the Cartographer tab out, the lesser kinds of mark make way a step at a time - things to pick first, then ore and materials, then ruins, barrows, runestones and the like, then dungeons, villages, towers and fortresses - and come back as you zoom in. Portals, homes, boats, graves, bosses and the game's own marks always show. In the legend a kind that has made way is faded, with a small lens on its icon, and a click on the map never takes a mark you cannot see. Each player's own: the tick box Fewer marks zoomed out (FewerMarksZoomedOut, on).
  • The detailed map in the game's own colours: tick Detailed map, game's colours (DetailedMapStyle) and the detailed map is drawn just as before - every tree, wall and rock as sharp - in the colours of the game's own map: its olive meadows, dark woods, orange plains, brown swamps, white mountains and grey water, with buildings, trees and rocks in tones that sit with them. The atlas's bright colours stay the default; each player chooses, and can switch any time with no restart.
  • Places are marked as they come into sight: the Cartographer now looks for places twice a second and sends what it finds at once, so a ruin, a dolmen or a runestone is on the map a step or two after it comes into sight instead of several strides later (measured: about a metre at a jog and 2-3 m at a sprint, where it was 5-8 m and 7-13 m). The distances themselves are as in 1.0.47, which already marks these places from about a third further by day than 1.0.46, and about twice as far at night.
  • The Mountains' drake lore stones are marked as lore runestones too (the red wisps keep to the others).

0.7.0

  • The Cartographer sees further again: 1.0.46 cut too much, and walking the map found almost nothing. A place low to the ground is now marked from 35 m plus half its size (was 20 m), never from more than 60 m (was 40): a dolmen from about 39 m (was 24), a burial chamber 41 m (was 26), a meadows village 55 m (was 40). A tall place is marked from twice that, never from more than 120 m (was 80): a tower from about 85 m (was 55), a goblin camp 100 m (was 70). Ore, berries and seeds are marked from 15 m (was 10). The effects cut less too: thick trees at most a fifth (was nearly a third), the thickest fog a quarter (was half), a snowstorm and the Wisplit Mistlands three tenths (was half), night a quarter (was two fifths). A world still holding 1.0.46's defaults is given the new ones, once, as it loads; a value you set yourself is kept.
  • Trees hide things, wherever they grow: the cut for forest now comes from how many trees stand round you, in any biome, not from being in the Black Forest. Woods in the Meadows hide things as much as the Black Forest's; a clearing in the Black Forest hides nothing; the swamp hides as much as its own trees do. The sight panel calls it "Among trees". Open country's longer sight stays on the plains and at sea, with no trees round.
  • A light helps at night: a torch or a lantern in your hand, a circlet's light, or a Wisplight beside you makes the night's cut a tenth instead of a quarter. The sight panel shows it as "Night, by your light", with an icon of its own. Settings LightSight and LitNightRange.
  • Right beside it, always seen: anything within 10 m of you (of its edge, for a place) is always marked while your Cartographer is out, whatever the trees, the weather, the night or the mist. Setting SeenWithin.
  • How far the Cartographer sees, by the minimap: with the big map shut and your Cartographer out, what cuts its sight shows as status icons under the game's own beside the minimap, each with its percentage ("Night -25%"); the one that rules in full, the others faded. Nothing shows without a Cartographer.
  • Graves on the map: every player's grave is marked on the Cartographer tab for everyone, with the player's name under it when you zoom in, and the mark goes once everything in the grave has been taken. On the tab the game's own skull for your death is left to your own map. Setting MarkGraves (on).
  • Names under shared icons: a mark whose icon stands for many kinds of place says what the place is when you zoom in: Burial Chambers, Troll Cave, Sunken Crypts, Frost Caves, Infested Mine, Putrid Hole, Mörkhalla, Greydwarf Nest, Stone tower, Dvergr watchtower, Abandoned village, Fuling village, Dolmen, Giant's bones and more - the game's own names where it has them, in your language. A name you give a mark is shown instead; take it off and the place's name is back.
  • The legend in groups that fold: Players, Places, Ore and materials, Things to pick. Click a group's heading to fold it away or open it again; it stays as you left it. The legend is one column that scrolls when it is longer than the map (the mouse wheel scrolls it there, not the map's zoom), and a controller's choice is scrolled into view. A change to the hidden kinds made in the console now takes at once.
  • The minimap keeps its zoom: on the Cartographer tab the minimap's zoom no longer jumps back after the big map, a death or a change of tab, and the big map keeps a zoom closer than the game's own; each tab keeps its own zoom, from one game to the next, kept for you in the world.
  • The detailed map, cleaner: the rooms of dungeons (burial chambers and the like, which the game keeps far above their entrances) no longer show their doors and walls on the land. Walls and doors under a roof are no longer drawn through it: a house shows its roof, inner doors are gone, and the doors that are ways in stay. A deposit broken open (a silver vein, a copper deposit) is drawn piece by piece: only the pieces still there that show above the ground, so a mostly mined deposit no longer leaves its underground outline. Oaks are drawn as big against their crowns as the trees round them (three quarters bigger than before). The detailed map is painted afresh once, as you look round.
  • Boss marks a little smaller: 1.3 times the usual size (was 1.5): still above ruins and towers, just under dungeons and villages.

0.6.8

  • Icons sized by what they mark: places you travel to now stand out from what you pick on the way. Bosses are drawn half as big again as before; dungeons, villages and fortresses a third bigger; ruins, towers, shipwrecks, stone circles and other landmarks a quarter bigger; homes, traders and barrows a little bigger. Portals and resource places are a little smaller, ore smaller still, and berries, mushrooms and seeds smallest, at about two thirds of the usual size. The bees on an abandoned house are a bigger badge than before. The icon-size slider still scales them all, on the map and the minimap alike.
  • Places are marked only once you are close enough to have seen them: the map no longer finds things for you. A place low to the ground is now marked from 20 m plus half its size (it was 30 m plus all of it), never from more than 40 m: a dolmen from about 24 m (was 38), a troll cave 28 m (was 59), a meadows village 40 m (was 84). A tall or huge place (towers, plains villages, rock spires, giants, viaducts, sulfur arches, infested trees, the plains' standing stones, dvergr town entrances, Charred fortresses) is marked from twice that, never from more than 80 m (was 100): a tower from about 55 m (was 68), a goblin camp 70 m. Giant remains are marked from 40 m (was 60), Yggdrasil roots 35 m (was 50), leviathans 50 m (was 80) and bee hives 20 m (was 30).
  • Forests hide things, open country shows them, and so do fog, snowstorms and night: every marking distance now depends on what you can see. Dense forest cuts it by almost a third (the Black Forest and the Mistlands), the swamp by about a seventh; open country lengthens it by two fifths (the plains and the sea), while the mountains' peaks and cliffs hide as much as they show. Fog, rain and storms cut it by up to half in the thickest fog, a snowstorm by half while it blows, and night by two fifths, easing in at dusk and out at dawn. These do not add up: whichever cuts most rules, and open country's gain counts only when nothing cuts.
  • The Mistlands' mist hides everything: nothing in the Mistlands is marked unless something is pushing the mist back round you (a Wisplight, a wisp torch, anything that clears it), and even then the Cartographer sees only half as far.
  • How far the Cartographer sees, on the map: under the legend on the big map, a panel shows the detection range just now as a percentage, and a row for each effect on it with an icon of its own: night, fog and weather, snowstorm, dense forest, swamp, open country, the Mistlands' mist, say "Night: -40% detection range". The one that rules is shown in full, the others faded. With no Cartographer out it reads "No Cartographer: -100% detection range". In every language the game has.
  • Every distance and effect can be set: sixteen new settings in a [Sight] section, for the whole world and kept in it: how close places must be (PlaceRange, LowPlaceRangeMost, TallPlaceTimes, TallPlaceRangeMost), how far things are seen (ThingRange), and each effect on or off with its strength (BiomeSight with DenseForestRange and OpenCountryRange, MistSight with MistRange, WeatherSight with FogRange, SnowstormSight with SnowstormRange, NightSight with NightRange).
  • Buried things stay hidden until they are dug out: silver veins and buried muddy scrap piles, the things the Wishbone finds, are no longer marked, or drawn on the detailed map, while they lie wholly under the ground. Once any part of one shows above the ground, a corner sticking out or silver showing in a pit you dug, it is marked and drawn like anything else. Marks already set on things still wholly buried are taken off as the world loads.
  • Marks go with what they mark: tin, obsidian, a seed plant that does not grow back, or any other one-off thing that is gone for good once taken now loses its mark when it is mined out or picked. A copper deposit or muddy scrap pile keeps its mark when it breaks open into pieces, and loses it when the last piece is mined. Where another of the same kind lies close by (another tin, another scrap pile of either sort, another bone of a giant), the mark moves on to it and keeps its name and its crossed-off state.
  • Farm crops are not marked: crops a player has sown on cultivated ground are no longer marked as finds, and a mark never moves onto one; the same plants growing wild still are. Marks already set on farm crops are taken off as the world loads, each one named in the server's log, and the world's marks are copied aside once before that first tidy.
  • A world's marks are never wiped by a Cartographer that cannot read them: marks written by a newer Cartographer (say on another computer, in single player), or a record damaged on disk, used to be written over with none at the next save. From this version on they are left untouched until a Cartographer that can read them loads the world.
  • Red wisps no longer multiply when a single-player world is left and loaded again in the same game: the wisps already by the runestones are found again, so no extra ones are made.

0.6.6

  • The fog no longer thins at dusk and dawn: as the sun gives way to the moon and back, the game's map shader fades its whole picture for a few seconds, in some weathers almost to nothing. On the game's own map that only dims it; on the Cartographer tab the detailed land lies under the fog and showed through, the whole map with it. The fog is now drawn with the sun held whole, so it stays as solid at dusk and dawn as at noon.
  • Come closer to mark bigger places: a place is now marked from 30 m plus its size (it was twice its size), and never from more than 100 m (it was 150 m). Small places are marked from 30 m as before; a troll cave from about 59 m (was 78), a tower 68 m (was 90), a village 84 m (was 132).

0.6.5

  • Icon size slider: a slider on the Cartographer tab, under the tick boxes, makes its icons bigger or smaller on the map and the minimap alike, from half to twice their usual size; the usual size is in the middle and the default. Each player's own, kept for them in the world (setting Cartographer.IconSize). A controller moves it with the d-pad, right and left.
  • A broken-down ruin goes from the map even when honey from its broken beehives still lies about: an item on the ground no longer counts as part of the building it fell from.

0.6.4

  • The fog stays whole to the world's edge: zoomed right out, the detailed map's land no longer shows through the fog toward the rim of the world. The fog there is as solid as in the middle, and darkens toward the rim just as on the game's own map.
  • Every boss mark shows its boss: a boss the game marks for you from a Vegvisir now shows that boss's own head on the Cartographer tab, not a plain boss mark. Kall Fimbulbringer, the Deep North's boss, has a head of his own, on his Aesir Passage.
  • The moving water is gone from the detailed map: laid over the detailed map's own water it was too faint to read, so the water keeps its own still bands of shallow and deep.

0.6.3

  • Your marks go wherever your world goes: the marks - crossed off, hidden and named - and the Cartographers' explored map are now kept inside the world save, in one small record far past the world's edge, and that is the copy used. Play a single-player world on another computer through Steam Cloud, copy it, or move it onto a server, and they come with it. A file beside the world is kept as a backup; a world from before this version brings its marks from that file into the world at its next save.
  • Your choices on the tab go with the world too: colours, kinds hidden in the legend, hidden marks shown, your wisp hidden and the detailed map on or off are kept in the world for you (with MySix Core 1.0.15).
  • Nothing hidden shows early: the detailed map waits for the Cartographers' explored map, and the fog over it is drawn by the game's own map shader every frame, so newly explored ground, new parts of the map and the first moments after joining are always under the fog until uncovered.
  • Zooming back in after zooming right out brings the detailed map's land straight back, coarser first while the finer comes.
  • The water moves: the game's own moving water is laid over the detailed map's water.

0.6.2

  • The detailed map keeps its look at every zoom: zoomed out, even to the whole world, the land is drawn at the detail the zoom needs instead of fading back to the game's map, with no box round the middle; only the close-up detail (buildings, trees) fades away. Nothing unexplored ever shows, even while zooming.
  • The fog over the detailed map moves just as the game's does: it is drawn by the game's own map shader every frame, so its clouds and edge follow every zoom and pan smoothly, with no jumps.
  • Buildings on the detailed map are drawn as built: walls, fences, palisades and the gable ends under roofs as walls; roof beams and poles left off, so no more stray brown lines across houses.
  • The water moves: the detailed map's water lets the game's own moving water show through it.
  • Bigger icons on the Cartographer tab: a size up on the big map, and more on the minimap, where they were hard to make out.

0.6.1

  • The detailed map hides what is unexplored under the game's own fog: the same clouds, colour and edge as on the game's map, laid over the detail.
  • The server draws every explored part of the detailed map in the background, round players first, then the rest, so it is there before you look. The drawing is done apart from the game's own work, so the server never waits for it.
  • An admin can turn the detailed map off for everyone: setting Cartographer.DetailedMapAllowed (server, on by default). Off, nobody can have it, the server draws and sends nothing, and it deletes what it drew; on again, it starts drawing over.
  • Water and rocks on the detailed map: the bands between shallow, medium and deep water wander more, like a drawn map; rocks and cliffs are shaded like boulders lit from the north-west, and the biggest drawn quieter so they do not crowd the map.
  • With Cartographer.AlwaysOn, the empty legend no longer tells you to send out a Cartographer, and the option to hide your Cartographer wisp is not shown.

0.6.0

  • Detailed map: a new tick box on the Cartographer tab (off by default, each player's own choice). Zoomed in, on the big map and the minimap, the tab's map is drawn in detail: - buildings in their own materials - wood, core wood, stone, black marble, iron, grausten and more - with dark outlines; - walls and fences as clean bands, doors and gates in amber; - trees by kind, drawn a little smaller than their crowns so what stands under them still shows: pines, firs, birches, oaks and beeches, the swamp's dead trees, snowy trees in the north, and the Ashlands' and Mistlands' trees; - rocks, cliffs, ore, the swamp's fallen trunks, and the Mistlands' giant bones and roots;
    • ground that has been dug, paved or tilled; - underneath, a sharp map of the land, with each biome's own ground and water, sandy shores, water in depths, and a clear line where one biome meets the next.
  • Drawn by the server, wherever the Cartographers have explored: buildings, trees, rocks and made ground are drawn from the world itself, whoever explored it. The parts you look at are sent slowly, so the game's own traffic always comes first. A part is drawn again only when something in it is built, cut down, mined, moved or dug. What has been drawn is kept beside the Cartographer's marks, never in the world's save. The land underneath is drawn by each player's own game from the world's seed, so nothing is sent for it. Unexplored parts stay hidden under the map's parchment.
  • No more names flashing in on the Cartographer tab as you zoom out: the game's own map labels are kept off the tab.
  • The red wisp keeps to a steady height by the runestones, and the d-pad hint shows on the tab with a controller.

0.5.8

  • The Elder Portal's map icon matches its new look: greydwarf heads with purple eyes, mossy vines and glowing seeds.

0.5.7

  • Controllers and Steam Deck can use the tab's options and legend: the d-pad's up and down choose an option or a kind (framed), right switches it. The d-pad no longer changes your own map's pin filters unseen while the tab is up.

0.5.6

  • No more flashes of text over unexplored parts of the tab. The name of the place under the pointer now shows only where the Cartographers have explored; before, it showed wherever you had been yourself and flickered on and off while zooming.
  • The key hints along the bottom are right as soon as you open the map on the Cartographer tab, without switching tabs first.
  • Ruins built over by a base go from the map. A ruin now counts only while at least a tenth of the pieces it was built from still stand, so a couple of old beams left inside your house no longer keep it marked. A barrow goes when its dolmen's stones are gone.

0.5.5

  • The Elder Portal has its own map icon on the Cartographer tab, and the Black Portal's is red to match.
  • Homes show up within seconds of a fire being lit in a building: the server now looks round each player every few seconds, not only in its slow pass over the whole world.

0.5.4

  • Controllers and Steam Deck on the Cartographer tab. LB crosses off, RB hides and A names the mark at the centre of the map, and the controller hints along the bottom say so. Before, those buttons still acted on your own pins, unseen while the tab was up.
  • Key hints match your platform: naming a mark says Option + on a Mac, Alt + elsewhere.

0.5.3

  • Ruins are only ruins while something built stands. A ruin, tower, village or fortress is marked only while some of its old walls, floors or furniture remain; stones, trees, vines and hives don't count. One cleared away for a base goes from the map.
  • Barrows and standing stones. Dolmens and the ship-shaped stone settings, where skeletons rise at night, are marked as barrows; stone circles and henges as standing stones. Neither is called a ruin any more, and landmarks have an icon of their own.
  • Each boss has its own head on the map instead of one shared boss icon.
  • Hide marks for everyone. Right-click a mark on the Cartographer tab, as you would remove a pin on your own map, to hide it from everyone's map; right-click again to bring it back. An option lets each player see hidden marks, faded.
  • Options of their own. Coloured icons (now the default for everyone), show hidden marks, and hide your Cartographer wisp (for every player, while it keeps mapping) are toggles like the map's own, in a panel apart from the legend.
  • The tab behaves like your map. Raids show with their area, your death marker shows until you empty your grave, and pings show. The hints along the bottom say what clicks do on the tab. A raid's banner no longer covers the tab buttons, and the cartography table's button is put away on the tab.
  • A long legend stays on the map, spreading into more columns rather than running off the bottom. The minimap also zooms in closer while the Cartographer tab is chosen.

0.5.2

  • Fixes players being disconnected on joining. The server sent the whole shared map in one message, which is over Steam's limit once the map has been explored a little; players were dropped as they joined. It now goes in small pieces.
  • Marks stay right after a server restart. Portals, homes, boats, hives and nests are found again by what and where they are each time the server starts, so a portal is never marked twice and nothing is taken off by mistake. Doubled portal marks from 0.5.1 are cleaned up on the first start.

0.5.1

  • Cross off and name marks. Click a mark on the Cartographer tab to cross it off when it's done
    • a cleared dungeon, a mined-out deposit - and click again to undo. Alt-click a mark to give it a name, such as whose house a campfire is. Both are shared by everyone on the server.
  • The tab is easier to use. Other players show on it as on your own map, the minimap follows whichever tab you choose, you can zoom in further, and a button on the legend switches your icons between black and white and colour. The game's own pin picker is put away while the tab is up, and the tab buttons are wide enough for their names in every language.
  • Red wisps come back sooner. A caught red wisp now flies back in after about 3 minutes instead of 15, and always floats within reach, even on sloping ground.
  • No more ghost ruins. A ruin, tower, village or fortress whose pieces have all been broken - say, cleared away for a base - is taken off the map and never marked again. Wild beehives inside houses are marked again as they should be.
  • Everyone needs 0.5.1, the server included. The way the server and players talk to each other has changed; the marks file is upgraded automatically, and the old one kept beside it.

0.5.0

  • New, in testing: the Cartographer. Catch a red wisp by a lore runestone at night and make it into a Cartographer with 5 raspberries and 2 wood at a workbench. While it is out it circles you as a dim red light and marks what you pass on a Cartographer tab of the map, shared by everyone on the server: dungeons, ruins, villages, towers, bosses, shipwrecks, lore runestones, ore, berries, mushrooms, seeds, nests and more, each with its own map icon. A whole ruin or village is one mark, clusters fold into one, and a nest you destroy or a hive you take goes from the map. Portals (with their tags), homes with a fire, and boats (followed as they sail) are marked for everyone, Cartographer or not.
  • Kept apart from your saves. The marks live with the world on the server, in a file of the mod's own; nothing is written into world or character saves. The server can keep the red wisps to the night, hide the Cartographer, and choose whether portals, homes and boats are marked.