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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 | 1.1.0 |
| Download link | OverDrive-DungeonMaps-1.1.0.zip |
| Downloads | 63 |
| Dependency string | OverDrive-DungeonMaps-1.1.0 |
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: 5.4.2333README
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.
Not an approximation of it, either. The plan is traced from the dungeon's real geometry — as you reveal a room it is probed against the actual colliders — so what you see is the floor you can genuinely walk: the corridors, the alcoves, the odd little side chamber, the true shape of the place.
It is drawn in the dungeon's own wall texture, lifted off the geometry around you at runtime. A burial chamber is drawn in burial chamber stone, a frost cave in ice, an infested mine in dvergr metal. Around it, the unexcavated rock is flat and dark, 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 through that tint; drop it to 0 for flat colour.
Markers
| Marker | Meaning |
|---|---|
| Green cave icon | The entrance. This is the way out. |
| White arrow | You, and which way you are facing. |
| Gold chest | A chest |
| Red skull | A creature spawner |
These are the game's own map pin icons wherever Valheim has one that means the right thing — the cave pin, the death skull, your own map marker — so the dungeon map speaks the same visual language as the world map. Valheim has no chest pin, so that one is drawn to match.
Markers obey the same fog as the plan: nothing shows in a room you have not walked.
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.
RevealRadius will also uncover ground beyond the room you are standing in, but it applies in every horizontal direction at once, so even a few metres uncovers the neighbours. It defaults to 0. Set RevealAll if you would rather have the whole floorplan the moment you step inside.
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 own zoom rather than binding its own keys, so if you rebind them in Settings the dungeon map follows, and the gamepad bindings and the 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.
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. Each storey is traced separately: the one you are standing on draws bright, the floor above fades to a ghost, and the floor below darkens but keeps its shape — so a stacked crypt reads as floors instead of spaghetti.
Pins
While the dungeon plan is covering the full map, map pins are switched off — adding, crossing off, removing and pinging alike. A click on the map becomes a world position, and on a dungeon plan that would land somewhere out on the surface with no relation to what you clicked. The world pins are hidden behind the plan too, so acting on one would be done blind.
Everything comes back the moment you leave, or press the toggle key to look at the world map underneath.
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 maps it draws on, minimap zoom level, plan detail, opacity, stone strength, 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.
The plan fills your minimap panel whatever shape it is; set RoundMinimap if you want it clipped to a circle.
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