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OverDrive-DungeonMaps-1.0.0 icon

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.

Date uploaded 7 hours ago
Version 1.0.0
Download link OverDrive-DungeonMaps-1.0.0.zip
Downloads 3
Dependency string OverDrive-DungeonMaps-1.0.0

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

README

Dungeon Maps

Your map does nothing underground. Walk into a Sunken Crypt and the minimap keeps showing the swamp around the entrance, frozen, while you take your fourth identical corridor and quietly lose track of which way is out.

This mod draws the dungeon instead.

What you get

Step into a burial chamber, sunken crypt, troll cave, frost cave, infested mine or dvergr ruin and both your minimap and your full map switch to that dungeon's own floorplan — the real one, room for room, not an approximation.

Marker Meaning
Green room The entrance. This is the way out.
White arrow You, and which way you are facing.
Gold dot A chest
Red dot A creature spawner

The plan is traced from the dungeon's real geometry — as you reveal a room it gets probed against the actual colliders, so what you see is the floor you can genuinely walk: the corridors, the alcoves, the shape of the place. Not a row of rectangles.

It is drawn in the dungeon's own wall texture, taken from the geometry around you at runtime — so a burial chamber is drawn in burial chamber stone, a frost cave in ice, an infested mine in dvergr metal. The stone tiles by world position, so it runs continuously from one room into the next instead of restarting inside every rectangle. Underneath, the unexcavated rock is the same texture darkened, so the map reads as chambers cut out of solid stone.

Each dungeon type also carries a colour tint — bone for crypts, moss green for sunken crypts, pale blue for caves, copper for dvergr ruins, ember for the Ashlands. TextureStrength sets how much stone shows over that tint; drop it to 0 for flat colours.

Zooming

Use the game's own map zoom keys — , and . by default, on both the minimap and the full map. The mod follows Valheim's zoom rather than binding its own keys, so if you rebind them in Settings the dungeon map follows, and the gamepad bindings and mouse wheel work too.

Zoomed out, the full map fits the whole dungeon in the panel. Zoom past that and it follows you instead, since at that point you are what needs to stay on screen.

Fog of war

The map only shows rooms you have actually walked into. It is a record of where you have been, not a solution to the dungeon — you still have to find the place, you just stop walking the same loop twice.

Explored rooms are saved per world, so a crypt you cleared last week still has its map when you come back.

Set RevealAll in the config if you would rather have the whole floorplan the moment you step inside.

Squared up

Valheim spawns every dungeon at a random angle, so a north-up map of one is a field of diamonds. The map is turned to the dungeon's own grid instead, which is what makes it read as a floorplan rather than a pile of tilted boxes. Your arrow turns with it, so it still points where you are actually looking. Set AlignToDungeon = false if you would rather have true north.

Multiple floors

Sunken crypts and infested mines stack levels on top of each other, which is exactly why they are so easy to get lost in. Rooms on your level draw bright, rooms above you fade to a ghost, and rooms below you darken but keep their shape — so a stacked crypt reads as floors instead of spaghetti.

Multiplayer

Only you need it. This mod reads dungeon data your game client already has and draws an overlay on your own screen, so it works on vanilla servers, modded servers and dedicated servers alike, whether or not anybody else has it installed. Nothing is sent to anyone.

Configuration

Everything is in BepInEx/config/zl.dungeonmaps.cfg — which map surfaces it draws on, the reveal radius, minimap scale, opacity, height dimming, and every marker individually.

Chest and spawner markers are on by default. If you would rather not know what is in the next room, turn MarkChests and MarkSpawners off.

ToggleKey (default Left Alt + M) hides the dungeon map so you can read the world map underneath without leaving the dungeon.

Installation

Use a mod manager, or install BepInEx and drop DungeonMaps.dll into BepInEx/plugins.

Uninstalling

Delete the DLL. Nothing is added to your world, so there is nothing left behind to break. Your explored-room record stays in BepInEx/config/DungeonMaps/ in case you put the mod back.

Contact

Got an idea? I'd love to hear it — new markers, feature requests, or just to say it's working for you. Find me on Instagram: @lg_9d

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