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ValheimNavigator
Beta. Interactive world map and navigator: detailed 2 m map views with player buildings on the map and minimap, search for every location, fast routes on foot, by ship and through portals, tombstones of all players. Guests get the host's map data.
| Date uploaded | 2 weeks ago |
| Version | 0.2.0 |
| Download link | Onononoki-ValheimNavigator-0.2.0.zip |
| Downloads | 52 |
| Dependency string | Onononoki-ValheimNavigator-0.2.0 |
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: 5.4.2351README
Valheim Navigator
Two mods in one: an interactive world map and a navigator. The large map and the minimap show the world in detailed 2 m map views with the buildings players placed. Search and filter every location type, pick one, and get a route there that the map and minimap draw and follow as you go, on foot, by ship and through your portals, planned with the wind. A Tombs tab lists every player's tombstone with a route to it.
Work in progress (beta). The Fast route detail with the Shortest mode is the tested setup. The Detailed mode is a work in progress and may not handle every place well. Sharing locations in multiplayer was tested with a player host and a guest over crossplay, in both directions. Sharing the map data is new in this version.
Features
- Two map modes, asked at the first large map opening and changed any time in Settings.
- Explorer. Search, map markers and routes cover the land you have explored and places close to it or close to you, even a little into the fog. The rest stays hidden. Land read from a cartography table counts as explored, and the map views draw it while the game shows the table's map.
- Cartographer. The whole world is known, also what lies in the fog.
- Find. Search every location type of the world (bosses, traders, dungeons, caves, ore, runestones and more) by name. The nearest one gets a pin, and places you reached are marked done.
- Layers. Turn categories and single location types on or off on the large map. Crowded views group pins into numbered circles.
- Terrain views. A sharp detail view of the terrain drawn from the game's own height data, with contours, plus optional biomes, height, simplified, steep ground, mist, shallow water for sailing and a shade for unexplored land (0 turns it off). The minimap shows the same view, sharp. A cursor readout shows ground height and water depth.
- Detailed map view on the large map and the minimap. The game's own map look drawn from a 2 m terrain map of the world, with your terraforming, the ground the game shapes around its locations, and your paths, fields and paved ground in the game's own ground textures.
- Buildings on the map and minimap. Only the buildings players placed, by default, top down and colored by material, the highest layer only, with a thin outline. The Buildings switch on the Settings page also shows none (terrain only) or every structure in the world (ruins, villages, altars). Up to 100,000 placed pieces and 500,000 structures, both configurable.
- Routes.
- Planned on a route map of the whole world at 2 m, with your terraforming and the ground the game shapes around its locations. A route of several kilometers usually takes under a second. The route map builds in the background the first time a world loads, around you and your route first (a few minutes for the whole world), and is kept on disk. Until it covers your route, the older search finds it, except to the Ashlands, where the route waits for the route map so it never leads through lava.
- Shortest is the fastest walkable way, running and jump-running included. Comfort charges climbing (downhill counts like flat ground) and, with
BiomeDanger, keeps away from harder biomes. - On foot, by your nearest ship or by a boat built at the best shore, and sailing long ways across the sea. More boats allows a second sailing leg.
- To the Ashlands the boat is a drakkar: your nearest ship that can sail the boiling sea, or one built at the shore. Ships of other mods count when the game marks them as Ashlands ready.
- Your portal pairs (two portals with the same name) are used by default, through hubs too. The large map tags each portal to take with its number and name. Set Portals to Don't use on the Route page when you carry ore.
- Sailing is planned with the predicted wind, and with Moder's power as a tailwind on every heading.
- A ship farther than
ShipMetersis used when it lies on land you or a cartography table explored. - No swim longer than 35 m, short steep banks can be jump-run, lava and the boiling Ashlands sea are respected. Known sea rocks are avoided only by the older search for now.
- The route follows you and recalculates when you leave it or teleport. The destination is marked done when you arrive.
- Routes are searched in the background, so the game keeps running smoothly while one is calculated.
- Detail.
- Fast follows the route map.
- Detailed (work in progress) follows the same route map. With
DetailedStructuresit also plans the way out of and into buildings around you. Rocks, trees and buildings along the whole way come in a later version.
- Tombstones. A tab with every player's tombstone in the world, searchable by name, nearest first, with a route to the one you pick. Guests see the host's list when the host shares map data.
- Known world (optional). Tombstones are shown by default, beds, ships and carts, tamed animals, chests and their contents, ore deposits and spawn-safe areas can be switched on, from what your game client knows.
- Console command
navigatorfor the same search.
Multiplayer
- Full world search works in solo play and while hosting. Joining players get the host's location list when both sides use a compatible Navigator version and the host allows sharing.
- Each player chooses routes, filters and destinations independently. Completion marks stay on that player's installation. Personal pins, exploration fog and inventories are not transferred by Navigator.
- Without host support, terrain views, manual destinations and available personal pins, portals and known objects remain usable. Enable personal-pin search or optional known-object features to use those sources. Full world search shows why it is unavailable.
- The host also shares the map data of the whole world: terraforming, paths and fields, the buildings players placed, and the ground the game shapes around locations. A guest's game only knows the world near where that guest has been, so without this the detailed map would miss the host's bases far away. The guest's own data wins where it has some, and in Explorer mode each player still sees only their own explored land.
- The host can also share portal names and endpoints and ship positions. Local observations take priority. Changed data is requested about once a minute by default, so a portal rename or moving boat can take time to appear.
- A validated location cache is stored by world UID and generation version. Cached data is used only after the current host confirms its checksum. Changing worlds clears the previous world's live data.
- Done marks of older versions (one file per world name) are copied once into the new per-world file, only for locations of that world. The old file is kept.
navigator importlegacyrepeats the copy by hand. navigator syncrequests another check from the host. A short request cooldown applies.
Dedicated servers are not tested yet.
Settings
All settings are in BepInEx/config/onononoki.ValheimNavigator.cfg, in numbered sections (01 - General to 13 - Layer kinds), and most are on the panel's Settings page. Settings from older versions move to the new sections by themselves, with their values.
| Setting | Section | Default | What it does |
|---|---|---|---|
MapMode |
02 - Map mode |
0 | 0 ask at the next large map opening, 1 Explorer, 2 Cartographer |
ExplorerSenseMeters, ExplorerEdgeMeters |
02 - Map mode |
1367, 367 | Explorer: places this close to you, or this far past explored land, show |
ExplorerShared |
02 - Map mode |
true | Land read from a cartography table counts as explored |
ShowUnexplored, FogTint |
02 - Map mode |
false, 0.3 | Cartographer: show the terrain in the fog under a shade of this strength (0 no shade) |
FogClouds |
02 - Map mode |
false | Experimental: the game's map clouds and colors in the shade |
View |
03 - Map view |
4 | Map view: 0 the game's map, 1 biomes, 2 height, 3 simplified, 4 detailed (the game's look from the 2 m terrain) |
MinimapTerrain |
03 - Map view |
true | The minimap shows the chosen map view |
Structures |
03 - Map view |
1 | Buildings on the map: 0 none (terrain only), 1 placed by players, 2 every structure in the world |
StructureLimit, AllStructureLimit |
09 - Performance |
100000, 500000 | The most pieces drawn for placed buildings, and for every structure |
DetailedTerrain |
09 - Performance |
true | Build the detailed 2 m terrain map in the background. Off shows the regular map |
DetailedTerrainThreads, DetailedTerrainMemoryMB |
09 - Performance |
3, 64 | Background threads for that build, and memory for the tiles near you |
LoadedTerrain |
07 - Routes |
false | Detailed route detail (work in progress) |
DetailedStructures |
07 - Routes |
false | Detailed also reads your buildings (work in progress) |
UsePortals |
07 - Routes |
true | Routes may use your portal pairs |
UseShip, BoatSource |
07 - Routes |
true, 1 | Sail, 1 builds a boat at the best shore, 2 walks to your nearest ship |
MoreBoats |
07 - Routes |
false | Allow more than one sailing leg |
UseWind |
07 - Routes |
true | Plan sailing with the predicted wind |
MaxSwimMeters |
07 - Routes |
35 | Longest unbroken swim |
MaxSlopeDegrees, JumpSlopeDegrees, JumpMeters |
07 - Routes |
38, 50, 12 | Steepest walkable ground, and short banks that can be jump-run |
BiomeDanger |
07 - Routes |
1 | Harder biomes in Comfort routes: 0 ignore, 1 avoid, 2 never walk, 3 past my progress |
ShipSpeeds |
07 - Routes |
empty | Speeds of ships from other mods, for example WarShip=3/5/10 |
AutoMark, AutoMarkMeters |
04 - Markers |
true, 25 | Mark a searched place done when you arrive |
MaxPins, Labels |
04 - Markers |
25, true | The nearest places shown per category, and their names when zoomed in |
Tombstones |
05 - Known world |
true | Player tombstones and their owners on the map |
Enabled |
06 - Portals |
true | Your portals on the map and in search |
LogCounters |
10 - Debug |
false | Troubleshooting logs |
ShareLocations |
08 - Multiplayer |
true | Host shares world locations with requesting compatible Navigator guests |
ShareNavigation |
08 - Multiplayer |
true | Host also shares portal endpoints and ship positions |
ShareMap |
08 - Multiplayer |
true | Host also shares terraforming, paths, player buildings and location ground of the whole world |
RefreshSeconds |
08 - Multiplayer |
60 | Guest refresh interval for a supported host |
TimeoutSeconds |
08 - Multiplayer |
15 | Wait without data before reporting limited navigation |
KilobytesPerFrame |
08 - Multiplayer |
48 | Total host transfer budget across requesting guests |
Files Navigator makes, and how to remove them
Navigator builds a detailed 2 m terrain map from the game's own world generator, and a route map of the whole world from it. Both run in the background, nearest to you first, and the bottom line of the panel shows the progress. The first build of a world takes about three minutes for the map and about ten more for the route map, later visits read them from disk. Your terraforming comes from the world data, and the real ground of places you visit is kept too. It is on by default so the map has its full detail.
- To turn it off, set
DetailedTerrain = falsein09 - Performance. The map then shows the regular map, and hovering the panel's bottom line explains that the option is off. - Files are not deleted when you turn it off or remove the mod. Delete these folders to free the space. Navigator makes them again when it needs them.
| Folder | What is in it | Size |
|---|---|---|
BepInEx/cache/ValheimNavigator in your mod manager profile |
The detailed terrain map and the ground of places you visited, one folder per world. Deep sea is left out. The route map of each world in its routes folder |
About 75 MB per world, the route map about 25 MB more |
%LOCALAPPDATA%\Temp\IronGate\Valheim\ValheimNavigator |
Map view pictures, route tables and the remembered world | Up to about 100 MB |
BepInEx/config/ValheimNavigator in your mod manager profile |
Your done marks, spawn protection sizes and the world catalog | Under 1 MB. Keep it if you want your done marks back later |
- The detailed terrain map of a world is built again by itself after a game update, the route map also after a change of the route settings (slopes, speeds, swim limit).
Compatibility
- Client features work independently. Full location search on a guest needs compatible host support. Players without Navigator can still join normally.
- Requires BepInExPack Valheim.
- SpeedyPaths is optional. Its path speeds count in Detailed routes.
- With ShipPins installed, its pins show the ships and carts, and Navigator draws no ship markers of its own. Routes still use the ships.
- Ships from other mods sail at longship speeds unless
ShipSpeedslists them. - LivingMap works next to Navigator. Both draw on the large map, so where a Navigator map view is drawn it covers LivingMap's bases and roads. Hovering the panel's bottom line says so in game.
- Routes are estimates. Unknown rocks, trees and buildings can block a route, and travel times are approximate.
Planned
- An unexplored shade that matches the game's own fog look.
- Detailed routes that also go around rocks, trees, buildings and known sea rocks along the whole way, and between the floors of buildings.
- More work on the detail view.
- Better spawn-safe areas.
Credits
Reading your terraforming and ground paint from the world data follows LivingMap by tbsj1ga (https://github.com/tbsj1ga/LivingMapValheim), credited in THIRD_PARTY_NOTICES.md.
Feedback and bug reports
Report problems on GitHub. Please add the route mode, the Detail setting and the BepInEx log lines.
CHANGELOG
Changelog
0.2.3
- Routes go around huge rocks (Mistlands and Ashlands cliffs, big boulders, ice), in Fast and Detailed, also where you have not been yet. Rocks near you are measured in every biome, a route over one is drawn red.
- A place cut off by lava says so at once, without a long search.
- Routes leave buildings through their gates and doors, not through the walls next to you.
- The route map is ready a few seconds after you load in. For 20 s after that it finishes its work at full speed (
LoadBoostSeconds, 0 turns it off), so the game may be slower for a moment. - The route map is built again once after the update.
0.2.2
- Routes are found much faster, through portals 3 to 4 times faster.
- A route you follow is kept as the plan. Step off it and it rejoins quickly, take its portal and it goes on, a check every minute looks for a faster way.
- After a teleport off the route, the new route uses all your portals again.
- Detailed routes walk your floors, bridges, docks and stairs, go faster on paths and floors, and find the way around walls near the start and the goal.
- Lava is closed wherever it burns. In the Ashlands the rocks near you are measured, routes can cross lava over them (drawn red), and the route updates when they appear or are destroyed.
- The route map is built again once after the update (a few minutes).
0.2.1
- Fixed game freezes when you pick a new place while a route is still being found.
- Fixed routes at sea. On a ship, or far out at sea, the route sails from where you are.
- Routes keep clear of known sea rocks, shallows and gaps too narrow for your ship. A ship's size is measured once it floats near you.
- Sailing no longer cuts across small spits of land.
- A start on a rock, on lava or inside a building moves to the nearest open spot. Steep ground near the start and the goal is avoided again.
- A route is found far more often. When no way avoids rocks, trees, walls or harder biomes, the route says so.
- A route you follow no longer flips between two equally fast ways.
- The route updates every 5 s by default (was 1 s).
- Long trips to the Ashlands are found faster.
- Detailed routes avoid remembered trees, rocks and walls along the whole way.
- Comfort walks around swamp water, and avoids harder biomes by how much of them it would cross.
- More boats allows up to three boats on one trip.
- Lava is drawn where it burns, with a soft edge (
LavaEdge). - Tombs show how long ago each player died.
- The large map opens more smoothly, and the route map builds faster while the game is paused.
- Dedicated servers share terraforming and location ground too (not tested yet).
- Old route search settings were removed from the config.
- The route map is built again once after the update (a few minutes).
0.2.0
- New detailed map view on the large map and the minimap, drawn from a 2 m map of the world in the game's own look. It shows terraforming, paths, fields and paved ground. It is built in the background, with its progress on the panel (
DetailedTerrainturns it off). - Player buildings on the map and the minimap, seen from above in the colors of their material (Buildings: none, yours or all).
- New route map of the whole world at 2 m. A route of several kilometers usually takes under a second and follows the ground closely.
- Shortest is always the fastest walkable way. Only Comfort avoids harder biomes.
- Long sea trips use the wind on every leg, and More boats allows a second boat.
- Routes to the Ashlands use a drakkar, your own or one built at the shore, and walk around the lava.
- New Tombstones tab: every player's tombstone, searchable, with a route to it.
- In multiplayer the host shares the whole map data with guests (
ShareMap). - Panel texts shrink instead of being cut off.
MaxPinsalso limits the numbered circles, so a zoomed out map is not crowded.- With LivingMap installed, the panel explains how both maps work together (
LivingMapMode). - New defaults: the detailed map view, place names next to pins, and tombstones on the map.
0.1.2
- Two map modes, asked at the first large map opening. Explorer shows places, markers and routes for the land you explored and what lies close to it or close to you, even a little into the fog. Cartographer knows the whole world.
- Land read from a cartography table counts as explored (
ExplorerShared). The map views draw it while the game shows the table's map. - Explorer routes can cross open sea.
- Routes are searched in the background, so the game no longer slows down while one is calculated. The route tables build about three times faster and are kept on disk, so a world seen before has them at once.
- The minimap shows the chosen map view, as sharp as the large map.
- Unexplored shade: 0 turns it off, and the same value is lighter than before. The game's cloud look is optional and off by default (
FogClouds), it does not match the game's fog yet. - Faster map view switches (the map picture is kept, mist included), and the Layers page opens without a hitch.
- A ship farther than
ShipMetersis used when it lies on explored or cartography land. - With ShipPins installed, Navigator draws no ship or cart markers of its own.
- Moder's power counts as a tailwind on every heading when routes plan sailing, and a weak wind no longer starts reroutes.
- Spawn-safe areas use each object's own live radius.
- Settings are grouped into numbered sections. Your values move with them by themselves.
- Fixed about 300 font warnings in the log and a slow first opening of the Layers page.
0.1.1
- Multiplayer: a guest gets the host's full location search, portals and ships when both use Navigator 0.1.1. Only map data is sent, and the host can turn sharing off.
- Guests keep pins, portals, known objects and manual routes without host support. Routes and done marks stay personal.
- The location list is cached per world, so a rejoin needs only a quick check. The request waits until you have spawned.
- Done marks from 0.1.0 carry over automatically.
- Fixed portal tags naming the wrong portal at a hub of many portals.
- Fixed a white large map and a missing large-map route after the game rebuilds its map, for example after rejoining.
- Much less garbage and fewer stutters while the large map is open.
0.1.0
- First public beta, a work in progress.
- Search, layer filters and terrain views on the large map.
- Shortest and Comfort routes on foot, by ship or by a boat built at the shore, with portal pairs, the predicted wind and a 35 m swim limit.
- Detailed route detail as a work in progress. It reads the nearby real ground, rocks and trees. Player buildings are optional and off by default.