Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
DungeonMaps
Draws the dungeon you are standing in on your minimap and full map - burial chambers, sunken crypts, frost caves and infested mines, revealed room by room as you explore.
CHANGELOG
Changelog
1.1.0
The floorplan is now traced from the dungeon's real geometry instead of from room bounding boxes, which is the difference between a map and a row of rectangles.
- The plan is probed against the dungeon's actual colliders as you reveal it, so corridors, alcoves and room shapes are the ones you really walk
- Rooms are drawn in the dungeon's own wall texture, lifted off the geometry around you — crypt stone, cave ice, dvergr metal — over a colour tint per dungeon type
- Multi-level dungeons are traced storey by storey, so a sunken crypt reads as floors rather than one flattened smear
- Zooms with the game's own map zoom keys on both maps, following any rebind, gamepad binding or mouse wheel
- Entrance, spawners and your own position now use the game's map pin art — the cave pin, the death skull, the vanilla player arrow — with a matching drawn icon for chests, which Valheim has no pin for
- The map is turned to the dungeon's own grid, so it reads as a floorplan instead of a field of diamonds. Valheim spawns dungeons at a random angle
- Map pins are disabled while the plan covers the full map, since a click there has no meaningful world position, and the world pins are hidden behind it anyway
Fixed:
- Fog of war revealed far too much. The reveal radius was applied in every direction at once, including vertically, so stepping into one room uncovered its neighbours and the rooms stacked above and below it. In a compact crypt that lit up most of the dungeon on entry. Height is no longer widened by the radius, and the radius now defaults to 0 — only rooms you actually walk into.
- The minimap was far too zoomed out, showing the whole dungeon rather than your surroundings.
- Both of the above are carried over automatically if you never changed them yourself; if you did set your own values, they are left alone. Dungeons already explored under the old setting keep whatever they had revealed.
- The overlay left a crescent of raw world map showing inside the minimap panel, and did not cover the corners of a square minimap
- The backdrop was drawn with a tiling stone texture, which at map scale read as a repeating grid
- Vanilla world pins and boss markers drew straight through the dungeon map
- Dungeons were resolved through a placeholder object that never holds any rooms, so on some worlds the map never appeared at all
- A dungeon's geometry was scanned repeatedly for every nearby candidate and the discarded ones leaked their textures
1.0.0
Initial release.
- Dungeon floorplans drawn on both the minimap and the full map while you are inside
- Works in burial chambers, sunken crypts, troll caves, frost caves, infested mines and dvergr ruins
- Fog of war: only rooms you have walked appear, saved per world so a cleared dungeon keeps its map
- Multi-level dungeons drawn by height — your level bright, the floor above ghosted, the floor below darkened
- Entrance room marked, so the way out is always on screen
- Player arrow showing position and facing
- Chest and creature spawner markers, both switchable off for a spoiler-free run
- Rooms coloured by dungeon type
- Client-side only: works on vanilla and dedicated servers with nobody else needing the mod