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TXC-SharedMap-1.1.0 icon

SharedMap

Shared map exploration and pins through the server. Crossplay-safe: batched, throttled sync, and players without the mod can still join.

By TXC
Date uploaded 2 weeks ago
Version 1.1.0
Download link TXC-SharedMap-1.1.0.zip
Downloads 31
Dependency string TXC-SharedMap-1.1.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351

README

SharedMap

Everyone on the server shares one map: explored areas and hand-placed pins are synced through the server and saved next to the world.

Features

  • Shared exploration. What any player uncovers appears on everyone's map. When you join, your existing map is merged with the server's.
  • Shared pins. Only the 5 player pin icons are shared. Beds, deaths, bosses and pings stay personal. Anyone can rename, check or delete a shared pin.
  • Deletion log. The server logs every shared-pin deletion, with the player who deleted it, the pin name, type, biome, coordinates and who created it: Pin deleted by Ragnar (Steam_7656...): "Copper" [Icon2] in BlackForest at (1234, -567), created by Sigrid
  • Offline deletes. If a pin was deleted while you were offline, your copy is removed when you rejoin.

Crossplay / network

  • Map data is sent in batches of compressed changes. The initial map goes out in 32 bands. Pins are sent in batches. Nothing is sent pixel by pixel.
  • Sending pauses whenever a connection's send queue is busy, so the map never delays world and gameplay data.
  • There is no version enforcement. Players without the mod, including console players, can join and are never sent map data.

Install

  • Server: required. It stores the map in <world>.txcsharedmap next to the world .db file, keeping the previous save as .txcsharedmap.old.
  • Clients: every player who wants the shared map.

Config (BepInEx/config/txc.sharedmap.cfg)

Section Key Default
General ShareExploration true Server setting. Clients follow the server's value.
General SharePins true Server setting. Clients follow the server's value.
General ForcePublicPosition false Server setting. Shows every player on the map by forcing vanilla "Visible on map" on, including players without the mod. For modded players the checkbox is ticked and locked.
Network SendInterval 0.25 Seconds between send batches.
Network MaxMessagesPerTick 4 Maximum messages per connection per batch.
Network MaxSendQueueBytes 5120 Map sending pauses above this queue size. Vanilla world sync stops at 10240.

Notes

  • Pins are identified by type and position, rounded to 0.5 m.
  • Pins read from a cartography table stay personal until you click them.
  • Sync is done by the clients, like the vanilla game, so a modified client could send fake data.

CHANGELOG

Changelog

2.1.0

  • Fixed the map checkbox overlap. The new checkbox no longer covers vanilla's "Cartography Table Shared map" row. It is now its own row above it, labelled "Server shared map".
  • Cartography tables feed the shared map. Areas you read from a table are added to the server's shared exploration, like your own.
  • Vanilla's "Cartography Table Shared map" checkbox now only shows or hides cartography table pins while the server shared map is shown. With the server shared map off, it works as in vanilla.
  • Make markers public later. Shift + left-click a private marker, or a greyed-out cartography table marker, to make it public (key: PublishMarkerKey). A plain left-click on a greyed-out marker still makes it your own private (white) marker.
  • Duplicate removal covers every marker on your map: public (gold), private (white) and cartography (grey). Same icon and name within the server's DuplicateRadius: gold beats white beats grey, and within a colour the older marker stays.
  • Works with 2.0.x servers and clients (same protocol). Clients use the server's duplicate radius, or 20 m on a 2.0.x server.

2.0.1

  • Added this changelog.
  • Compatible with 2.0.0 (same protocol).

2.0.0

Rework of markers and the shared map. Server and all clients need 2.0.0; 1.x and 2.x don't sync with each other.

  • Public and private markers. A plain double-click places a public marker that everyone sees. Hold Left Ctrl while double-clicking for a private marker (vanilla, only you see it). Public markers are tinted light gold (PublicMarkerColor).
  • Permissions. Anyone can cross out a public marker (left-click). Only the account that placed it, or an admin, can delete it (right-click). The server enforces this and logs refused attempts.
  • Duplicate removal. A new public marker with the same icon and name as one within 20 m (DuplicateRadius, 0 = off) is removed by the server; the older one stays. Unnamed markers count too. Existing duplicates are cleaned up when the server starts.
  • Deletion log now includes the marker's owner.
  • Separate shared layer. Shared exploration shows as lighter fog and is no longer written into your own exploration. Public markers are no longer saved to your character or copied to cartography tables.
  • "Shared map" checkbox on the large map (ShowSharedMap) hides shared exploration and public markers without touching your own map, private markers or cartography data.
  • Names kept when clicking away. Typing a marker name and then clicking elsewhere on the map keeps the name (Escape still cancels it).
  • Hovering the shared layer shows the biome name.
  • Server files from 1.x are converted automatically. Markers shared in 1.x have no recorded owner, so only admins can delete them.

1.1.0

  • New server setting ForcePublicPosition (default off): every player is shown on the map, including players without the mod. Players with the mod get the "Visible on map" checkbox ticked and locked.

1.0.0

  • First release: explored map areas and hand-placed pins shared between players through the server.
  • Batched, throttled sync that yields to gameplay traffic. Built for crossplay servers.
  • Players without the mod (including console players) can still join.
  • The server logs every pin deletion with the player, pin name, biome and coordinates.