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NightOfGames-Huginn_Map-1.0.4 icon

Huginn Map

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

Date uploaded 3 weeks ago
Version 1.0.4
Download link NightOfGames-Huginn_Map-1.0.4.zip
Downloads 820
Dependency string NightOfGames-Huginn_Map-1.0.4

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333
ValheimModding-Jotunn-2.29.1 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.29.1

README

Huginn Map gives your whole Valheim server one shared, self-updating map.

Built from scratch on BepInEx + Jotunn, fully server-authoritative: the server holds the canonical map and pin registry, pushes it to every client, and saves it next to the world so it survives restarts.

What it does

Shared fog of war - When anyone explores, everyone sees it. Built on Valheim's own shared-map format, relayed and persisted by the server. No more re-walking the same ground on every character.

Automatic resource pins - Ore deposits near players get pinned for the whole server with the real in-game icon for each ore (copper, tin, obsidian, flametal, soft tissue). The pin clears the moment a deposit is fully mined out. Silver is the exception: it is pinned only when a player actually strikes the vein, so the Wishbone hunt stays intact.

Harvestable pins - Berries, mushrooms, thistle, dandelion, etc... all pin when you find them, each with its own icon. Renewable plants stay pinned since they regrow; one-shot pickables clear once collected.

Dungeon and landmark pins - Crypts, caves, fortresses, fuling camps, and other points of interest are pinned by location when discovered.

Portal pins - Every portal is pinned and labelled with its tag. The pin is cleared if the portal is destroyed.

Boat pins - Park a boat and it gets pinned where it sits. The pin follows the boat when relocated and clears when it is destroyed.

Shared cleared marks - Left-click any pin to cross it out. The mark is shared with everyone and persists across reloads.

Per-player visibilty filter - A panel on the large map lets each player toggle pin types on and off, grouped by biome. It is purely local, so your view never affects anyone else's.

Requirements

Install on every client and the server. (NetworkCompatibility is enforced — everyone needs the same mod.)

Install (manual)

  1. Install the two dependencies above.
  2. Copy Huginn.dll into BepInEx/plugins/Huginn/.

Configuration

Config file: BepInEx/config/nightofgames.huginn.cfg. Most options are admin-only and server-synced — the server's values are pushed to all clients automatically.

Key Default Notes
General.ShareMap true Sync explored fog of war.
General.AutoPinResources true Pin ores + dungeons.
General.AutoPinPortals true Pin portals.
General.AutoPinBoats true Pin stopped boats.
General.AutoPinPickables true Pin harvestable plants.
Scanner.ScanRadius 10 Ore/pickable detection radius (m).
Scanner.PoiScanRadius 30 Dungeon/POI detection radius (m).
Scanner.ScanIntervalSec 2 Scan frequency.
Scanner.OrePrefabs (list) Prefab=IconItem=Label, comma-separated.
Scanner.PoiLocations (list) LocationPrefix=Label[=Icon], comma-separated.
Scanner.PickablePrefabs (list) Prefab=IconItem=Label; icon auto-detected from the drop.
Scanner.HitPinPrefabs (list) Deposits pinned only when struck (e.g. silver).
Scanner.ClusterMerge 8 Merge nearby same-type pins (m).
Boats.BoatStopSpeed 0.5 Below this speed = stopped.
Boats.BoatStopSeconds 1 Stopped this long before pinning.
Map.MapFlushIntervalSec 10 Min seconds between map syncs.
Map.ShareVanillaPins false Off = the cartography table / shared-map no longer copies player pins (prevents duplicate-pin clutter); fog is still shared.
Debug.LogNearbyPrefabs false Log nearby prefab names (see below).

Tuning the resource/POI lists

Prefab names differ between game versions and content patches. If a deposit or dungeon isn't being pinned, enable Debug.LogNearbyPrefabs, walk up to it, and check the BepInEx log for the exact prefab name — then add it to Scanner.OrePrefabs / Scanner.PoiLocations / Scanner.PickablePrefabs. For ores, the middle field is the item whose icon you want (e.g. CopperOre); a POI icon can also be $name for one of the mod's built-in custom sprites.

Building from source

Requires the .NET SDK. The project references the game assemblies directly and publicizes them at build time (Krafs.Publicizer), so just point it at your install:

dotnet build Huginn.csproj -c Release

Override the game path if needed: -p:ValheimDir="D:\SteamLibrary\steamapps\common\Valheim". A successful build auto-copies Huginn.dll into BepInEx/plugins/Huginn/.

Package for Thunderstore: pwsh ./package.ps1 → produces dist/Huginn_Map-<version>.zip.

Status

1.0.0 — first stable release, tested in-game through the Ashlands content. If a deposit, dungeon, or plant isn't pinning in your game version, it's almost always a prefab-name difference: use Debug.LogNearbyPrefabs (above) and adjust the lists, and please report it with your BepInEx log.

CHANGELOG

Changelog

1.0.5

  • Added pins for Yggdrasil roots.

1.0.4

  • Fixed: a boat's pin now clears the moment the boat is destroyed, instead of lingering. Boat pins are also no longer mistakenly saved to disk, so stale boat pins from older versions are cleaned up automatically on the next load.
  • Harvestable pins now track the plant: the pin clears the instant you pick it and comes back on its own when the plant regrows — even with no one nearby — based on the plant's real respawn time. A clustered pin stays up as long as any plant in the cluster is ready. (Non-renewables stay cleared.)

1.0.3

  • Fixed: ore-deposit pins no longer linger after a deposit is mined out.

1.0.2

  • Fixed a bug that could cause periodic lag.
  • Boats now pin after being stopped for 1 second (was 5) by default.
  • Yellow mushrooms are no longer pinned by default (they're dungeon-only and cluttered the map).

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.