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1.0.1
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RoutePlanner

Points at where you are going.

Set a target on the map. An arrow on screen keeps pointing at it, with the name and the distance under it. String several targets together and the mod walks you through them in order. Die, and your grave jumps to the front of the queue while the rest of the route waits behind it.

Client-side. Nothing to install on a server, no world data changed, nothing to undo if you remove it.

What it does

An arrow that stays useful. It turns with the camera. Under it you get the target's name, the distance in metres, and how many stops are still queued. If the target is a pin the game placed, say a boss or a shelter or an ore vein, the mod draws that pin's own map icon beside the arrow. People recognise those icons faster than they read captions.

Routes, not just one target. Add stops, reorder them, drop one, or jump to any of them. The list lives in its own window on F9 and shows a live distance per stop.

Arrival you notice. Walk within two metres and the arrow flashes. The map pin gets ticked off the way the game ticks it, and the next stop becomes the target. You can switch on a sound for this, with a volume slider and a listen button beside it.

Death is a detour, not a reset. Your grave goes to the head of the route and everything else stays. The errand you were on is still there. It just has your corpse in front of it now.

The route survives the session. It saves per world, keyed on the world's own id rather than its name, so renaming a world loses nothing.

It gets out of the way. Everything the mod draws disappears while a loading screen is up, whether you died, took a portal or just logged in, and comes back exactly as it was.

Controls

Ctrl + left click on the map place a pin there and steer to it
Ctrl + right click on a pin make that pin the target
Ctrl + Shift + click append a stop instead of replacing the route
PageDown / PageUp next and previous stop
F8 show or hide the arrow
F9 the list of stops
the gear under the open map settings

Without Ctrl the map behaves exactly as the game's own. Double click places a pin, right click removes one. You can rebind the modifier, since Ctrl may already belong to another mod.

The arrow block and both windows drag with the mouse whenever the cursor is free, so with the map open or under the pause menu.

Settings

Behind the gear under the open map. Everything applies live, and the preview beside the sliders runs the same code that draws the block in the world. It sits over a dark half and a pale half, because pale text vanishing on pale ground is the fault this window exists to catch, and one background cannot show it.

You can size the arrow, the text and the whole block separately. Colours come from sliders or a palette. There are switches for opacity, a backdrop behind the text, the coordinates strip, the target icon, the death marker, the arrival sound and its volume, and the size of the mod's own windows.

The config file carries all of that plus the arrival radius, route looping, the names given to pins the mod places, and the key bindings.

Language

English by default. The flag button in the settings window switches to Russian and back, and the mod remembers which you picked.

Pin names that the game supplies follow the game's language rather than the mod's. Otherwise one route list would hold both "Bronze" and "Бронза". The log stays English whatever you pick, so whoever helps you read it can read it.

Русское описание лежит в этом же архиве, файлом README_RU.md.

Installing

Needs BepInExPack_Valheim (5.4.x), which a mod manager installs for you.

By hand: put Routeplan.dll into Valheim/BepInEx/plugins/. The config appears at BepInEx/config/dev.forgeplanner.routeplan.cfg after the first run.

To remove the mod, delete that one file. Pins it placed are ordinary map pins and stay behind. Saved routes are plain text under BepInEx/config/RoutePlanner/ and you can delete those too.

Notes

The mod bundles no Valheim assets and redistributes none. It takes the font, the panels, the button graphics and the pin icons from your own running copy of the game, which is why the interface matches it.

Written by the author of ForgePlanner and built to sit beside it: same interface kit, same flag button, same place for it.

The code was written with AI assistance, which is why this package carries the AI Generated category. The design, the testing and every call about how it should behave are the author's.

MIT licensed. Author: Biozip.

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