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LocationFinder
Pins world locations on your map by category — traders, boss altars, dungeons, settlements and more. World-wide, instant, no zone loading needed. Press ' to open.
| Date uploaded | 2 weeks ago |
| Version | 1.0.33 |
| Download link | YouDied-LocationFinder-1.0.33.zip |
| Downloads | 320 |
| Dependency string | YouDied-LocationFinder-1.0.33 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
Location Finder
Press ' to open the panel. Check the locations you want, hit Apply — every matching location in the world gets pinned on your map instantly, world-wide, no zone loading required.
Updated for Valheim 1.0 and the Deep North biome.
How It Works
Location Finder reads from ZoneSystem — the world's pre-generated location registry. All locations in this registry are placed at world creation time and stored in the save file, so they can be found instantly without visiting any area first.
Pins are session-only and not saved to your manual pin list. They are cleared on world unload.
World-Unique Locations
Haldor, Hildir, Bog Witch, and the Forge of Potential each have up to 10 candidate sites reserved in the world at creation time, but only one ever actually spawns — the first one a player gets close enough to. Location Finder pins all the candidates up front, then automatically removes the unused ones the moment the game resolves which site is real. No action needed — it just narrows down on its own as you explore.
Categories
| Category | Notes |
|---|---|
| Haldor | Trader — auto-prunes to the real site (see above) |
| Hildir | Trader — auto-prunes to the real site |
| Bog Witch | Trader — auto-prunes to the real site |
| Eikthyr Altar | |
| Elder Altar | |
| Bonemass Altar | |
| Moder Altar | |
| Yagluth Altar | |
| Queen Altar | Mistlands boss |
| Fader Altar | Ashlands boss |
| Forge of Potential | Mountains — hidden upgrade station, auto-prunes to the real site |
| Hildir Quest | Smouldering Tombs, Howling Caverns, Sealed Tower |
| Dyrnwyn Piece | Ashlands sword fragment locations |
| Burial Chamber | Black Forest dungeons |
| Sunken Crypt | Swamp iron dungeons |
| Troll Cave | |
| Frost Cave | Mountain caves |
| Infested Mine | Mistlands dungeons (also Dvergr entrances) |
| Morgen Cave | Ashlands |
| Charred Fortress | Ashlands |
| Fuling Village | Plains |
| Draugr Village | Meadows village infested by Draugr |
| Dvergr Guard Tower | Mistlands staffed towers, including ruined variants |
| Dvergr Excavation | Mistlands excavation sites |
| Dvergr Harbour | Mistlands |
| Abandoned Cabin | Mountain cabins near Stone Golems |
| Abandoned Outpost | Ashlands Dvergr outpost taken over by insects |
| Wood House | All 13 variants — pins labeled by number |
| Dragon Egg Nest | Mountain drake nests |
| Giant Remain | Mistlands giant skulls |
| Giant Scrap | Mistlands sword/armor fragments |
| Lava Leviathan | Ashlands lava creatures |
| Sulfur Arch | Ashlands sulfur source |
| Fire Hole | Swamp surtling geysers |
| Tar Pit | Plains |
| Volture Nest | Ashlands |
| Greydwarf Nest | Black Forest spawner camps |
| Bear Cave | Mountains |
| Mountain Grave | Mountains |
| Mountain Well | Mountains |
| Goblin Hut | Plains |
| Lumber Camp | |
| Infested Tree | Mistlands |
| Charred Stone Spawner | Ashlands |
| Waymarker | Mountain waymarkers |
| Stone Henge | Plains stone circles with Fuling Berserkers |
| Stone Circle | Meadows |
| Fuling Tower | Plains stone towers |
| Stone Tower Ruin | Black Forest and Mountain ruins, including sunken variants |
| Ruin | Black Forest and Plains ruins |
| Combat Ruin | |
| Swamp Ruin | |
| Swamp Hut | |
| Swamp Well | |
| Stone House | |
| Wood Farm | |
| Ship Setting | |
| Grave | |
| The Hole | |
| Dolmen | Meadows skeleton spawners |
| Shipwreck | |
| Ashlands Ruin | Various Ashlands ruins |
| Mistlands Structure | Viaducts, statues, road posts, lighthouse |
| Runestone | All biome runestones and lorestone, including Deep North |
| Big Rock Clearing | Black Forest |
| Start Temple | World spawn point |
Deep North (Valheim 1.0)
| Category | Notes |
|---|---|
| Kall Fimbulbringer Lair | The final boss's lair |
| Gammeltroll Lair | |
| Deep North Village | |
| Deep North Hut | |
| Deep North Memorial | |
| Frozen Shipwreck | Includes both Deep North shipwreck variants |
| Ice Pond |
Unconfirmed
| Category | Notes |
|---|---|
| Unknown (MorkBorg) | Prefab name doesn't match any known Valheim naming convention — verify in-game before relying on this pin |
Known Limitations
Ocean Leviathan and Beehives are not pre-placed world locations — they are generated as you explore. Location Finder pins them automatically as your zones load. They will not appear on the map until you have been close enough for the zone to generate.
For full world-wide coverage of Leviathans and Beehives, use valheim-map.world with your world seed.
Custom Search
The Custom Search tab lets you search any location prefab name. Partial matches work — searching Crypt finds every crypt type in the world. The search log in BepInEx will show the exact prefab names found, which is useful for adding new custom categories.
Custom Categories
Add your own categories to:
BepInEx/config/YouDied.LocationFinder.custom.txt
# Comment lines start with #
# Format: CategoryName=PrefabName1,PrefabName2
My Spots=SomeLocation1,SomeLocation2
Config
BepInEx/config/YouDied.LocationFinder.cfg
| Key | Default | Description |
|---|---|---|
| PanelKey | ' (Quote) |
Open/close the panel |
Checkbox state saves to YouDied.LocationFinder.checklist.txt and restores on next session.
Diagnostics
Every session, the log reports any location prefab present in the world that isn't covered by any category — useful for catching new content after a game update:
[LocationFinder] N uncategorized location prefab(s) in this world (add these to LocationConfig.cs if you want them pinnable): ...
Changelog
v1.0.33
- Fixed (robustness): every non-essential Harmony patch now goes through a guarded wrapper instead of a raw, unhandled
.Patch()call. Valheim 1.0 is still being live-patched by Iron Gate and method names/signatures can shift between builds (e.g.Minimap.OnMapRightClickwas removed in 1.0.16) — previously, one missing method would throw insideAwake()and silently takeAssets.Load()and the Container/Leviathan/Pickable patches down with it. Now it just logs a warning and the rest of the mod keeps working. - Added: world-unique location auto-pruning. Haldor, Hildir, Bog Witch, and the Forge of Potential each reserve up to 10 candidate sites at world creation, but only one ever spawns for real. All candidates are pinned up front; the moment the game resolves which one is real (detected by watching for the actual spawned object —
Haldor,Hildir,BogWitch,UpgradeStation— none of which share a name with their ownZoneLocationprefab), the unused candidates are automatically removed. - Added: Forge of Potential category (
AncientUpgradeStation), confirmed against the real 1.0 assembly and in-game testing. - Added: full Deep North biome coverage — 7 new categories (Kall Fimbulbringer Lair, Gammeltroll Lair, Deep North Village/Hut/Memorial, Frozen Shipwreck, Ice Pond) plus extensions to several existing categories (Draugr Village, Dvergr Guard Tower, Stone Tower Ruin, Swamp Hut, Runestone) for their new 1.0 variants.
- Added: 15 new standalone categories for other 1.0 additions: Bear Cave, Mountain Grave, Mountain Well, Goblin Hut, Lumber Camp, Infested Tree, Charred Stone Spawner, Combat Ruin, Swamp Well, Stone House, Wood Farm, Ship Setting, Grave, The Hole.
- Added: per-session uncategorized-prefab diagnostic (see above) — surfaces new/unmapped content automatically instead of requiring manual prefab hunting after every game update.
- Fixed: cursor-warp P/Invoke (
user32.dll) no longer throws on macOS/Linux builds — guarded behind a Windows platform check with a try/catch fallback. Was previously throwingDllNotFoundExceptionon every panel open/close on non-Windows. - Fixed:
manifest.jsonversion was out of sync with the actual plugin version for several builds — kept in lockstep going forward.
v1.0.15 – v1.0.32 (undocumented interim builds)
Several builds in this range predate this changelog catching up — made during Valheim's Mistlands→Ashlands transition and general engine updates (Unity 6 migration). No per-version notes survive, but confirmed functionally present in v1.0.32 before this update: the BeginInit/WaitForReady async-ready architecture, reflection-based ZoneSystem location lookup with a public/private-agnostic fallback, and the periodic post-spawn scan for Beehives. If you need specifics from this range, the Mistlands-era prefab corrections (Mistlands_DvergrTownEntrance1/2, Mistlands_Excavation1/2/3, etc.) were already in place by v1.0.5 and carried forward unchanged.
v1.0.14
- Added: Leviathan (ocean) auto-pins as you sail near them
- Added: Beehive auto-pins as you explore near them
- Both pin automatically as you explore — no searching needed
v1.0.13
- Added: comma-separated multi-term search (e.g.
AxeHead1, AxeHead2) — all terms searched and tracked simultaneously
v1.0.12
- Fixed: map mouse movement bleeding through panel — IMGUI now eats all mouse/scroll events that land inside the panel rect before any other system sees them; events outside the panel pass through normally
v1.0.11
- Fixed: chest search pins no longer wiped when switching tabs or clicking Apply — checklist pins use
loc_prefix, search pins usechest_/search_prefix and are independent - Added: last search term tracked — as you explore, any new chest containing a searched item is automatically pinned
- Added: search tab shows currently tracked term
- Fixed: Enter key opening chat while panel is open — Chat.HasFocus patch added
- Fixed: character moving while panel is open — removed ZInput patches that weren't matching correct overloads in this Valheim version, restored Player/Camera patch approach
v1.0.10
- Fixed: map input bleeding through panel — Minimap scroll, left/right/middle/double-click events now blocked while panel is open
v1.0.9
- Fixed: ZDO byte array key resolution — improved compatibility with Unity 6 ZDO storage format
- Fixed: map mouse movement and scroll affecting minimap while panel is open
v1.0.8
- Fixed: Draugr Village prefab corrected to
WoodVillage1 - Fixed: Wood House pins now labeled by number (e.g. "Wood House 2") so variants are distinguishable on the map
- Added: WoodHouse 1 through 13 under single "Wood House" category
v1.0.7
- Performance: location data now cached as a flat list at startup — Apply no longer iterates raw IDictionary via reflection on every call, fixing teleport stutter
- Removed: Early Axes category
- Removed: Morgen Forts category
- Added: WoodHouse 1-13 (later corrected in v1.0.8)
- Changed: all category names now singular and use common in-game names (Elder, Fader, Queen, Fire Hole, etc.)
v1.0.6
- Fixed: game hang on close — WaitForReady coroutine now exits immediately on shutdown via
_shutdownflag - Added:
Application.quittinghook fires shutdown before Unity tears down MonoBehaviours - Fixed: Shutdown no longer calls Minimap.RemovePin when Minimap may already be destroyed
v1.0.5
- Fixed: all category prefab names corrected using ValheimLocationCata spreadsheet and Jotunn location list
- Fixed: Fuling Village →
GoblinCamp2(GoblinCamp does not exist as a location) - Fixed: Draugr Village →
MeadowsVillage(later corrected toWoodVillage1in v1.0.8) - Fixed: Giant Remains →
Mistlands_Giant1/2 - Fixed: Dvergr Settlements →
Mistlands_Excavation1/2/3 - Fixed: Infested Mines →
Mistlands_DvergrTownEntrance1/2 - Fixed: Fader Altar →
FaderLocation - Fixed: Moder Altar →
Dragonqueen - Fixed: Queen Altar →
Mistlands_DvergrBossEntrance1 - Added: Morgen Cave, Morgen Fort, Dvergr Harbour, Abandoned Outpost, Giant Scrap, Lava Leviathan, Sulfur Arch, Volture Nest, Ashlands Ruin, Mistlands Structure, Runestone categories
- Removed: Ocean Leviathan and Beehive (not in ZoneSystem — Vegetation spawns only)
- Added: Select All / Deselect All buttons
- Added: Clear Last Pin button
v1.0.4
- Added: diagnostic logging to identify correct prefab names
- Fixed: match logging removed (was causing hang by flooding log with 770k+ lines when all categories checked)
v1.0.3
- Added: Lava Leviathan (
LeviathanLava), Fire Hole, custom search exact-name logging - Fixed: Fader attempts (still incorrect at this version)
v1.0.2
- Fixed: Queen Altar confirmed as
Mistlands_DvergrBossEntrance1from search results - Fixed: Dvergr Towers prefixes corrected to
Mistlands_prefix - Fixed: Moder Altar prefab corrected to
Dragon(later corrected again in v1.0.5)
v1.0.1
- Fixed: Hildir prefab confirmed as
Hildir_camp - Fixed: Bog Witch prefab confirmed as
BogWitch_Camp - Fixed: boss altar prefab names — initial guesses corrected
v1.0.0
- Initial release
- Checklist UI with location categories
- World-wide pinning via ZoneSystem location instances
- Checkbox state persists between sessions
- Custom category support via config file
- Custom search tab