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Huginn Map

Server-shared map: synced fog of war plus auto pins for ores, harvestables, dungeons, portals & boats, with shared cleared marks.

CHANGELOG

Changelog

1.0.1

  • Fixed: destroying a portal (or removing any pin) left a stale pin on the map whenever a map filter was hiding pins. The map now always clears pins that are no longer present.

1.0.0

  • First stable release.
  • Ashlands support: pins for the new harvestables (fiddleheads, smoke puffs, sulfur, volture eggs, vineberry) and flametal deposits.
  • A pickable's icon and name are now auto-detected from the item it actually drops, so they're always correct without hand-curating prefab names.
  • Non-renewable pickables (eggs, sulfur, ...) clear their pin once collected; renewable plants keep their pin since they regrow.
  • New hand-made map icons for the Charred Fortress, Sunken Crypt, Dvergr ruins, Fuling camp, and the wood and stone portals.
  • Pin marking fixed: left-clicking a Huginn pin now reliably crosses it out (these pins are server-managed and non-save, which Valheim's own click handler skips). The mark is shared and persisted as before.
  • Wider POI detection radius so dungeons/locations pin from farther away.

0.2.0

  • Auto pins for harvestable pickables (thistle, dandelion, mushrooms, flint, raspberry/blueberry/ cloudberry bushes, and Mistlands mushrooms). Pinned by proximity as you explore; pins persist after harvesting since pickables regrow. Toggle each kind on/off in the map's filter column.
  • Obsidian deposits are now pinned by proximity, alongside copper and tin.
  • Hand-made custom map icons for wood and stone portals (replacing the generic build-piece icons).
  • Map filter column hardened: a corrupted visibility value now self-heals instead of persisting, and non-category junk can no longer accumulate in the saved state.

0.1.0

  • Initial release.
  • Server-synchronized map exploration (shared fog of war) using Valheim's own shared-map format.
  • Server-authoritative shared pins, pushed to all clients and persisted next to the world.
  • Auto pins for surface ore deposits (copper, tin, obsidian) and dungeons/POIs, with real in-game icons. Deposits are pinned only by player proximity, dropped items are never mistaken for deposits, and an ore pin clears once you're near a deposit that has been fully mined out.
  • Silver is pinned only when a player actually strikes the vein, so the Wishbone hunt isn't trivialized, and its pin clears once the vein is fully mined out.
  • Auto portal pins (placed / named / removed), shared with everyone. A periodic server sweep also backfills pre-existing portals and any built by players without the mod, and clears pins for portals that were removed — covering wood, stone, and modded portals alike (detected by component, not prefab name). Each portal type is pinned with its own build-piece icon (stone portals look different from wood).
  • Auto boat pins: parked boats are pinned by a server sweep and stay pinned even after you sail away and their area unloads; the pin follows the boat when relocated and clears when it's destroyed. Each boat type (raft, karve, longship, modded) gets its own build-piece icon.
  • Foreign-pin cleanup: removes pins copied onto your map from other players via the cartography table (on by default, plus the huginn.purgeforeignpins console command). Your own pins are never touched.
  • The cartography table still shares explored fog, but no longer copies overlapping duplicate pins.
  • Left-click any Huginn pin on the map to mark it "cleared" (the red X). The mark is shared with everyone and persists — handy for a looted crypt or a mined-out flametal deposit.