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AutoWaypoints (picked-resource fix + performance)

This is AutoWaypoints by Ab5oluteZer0, version 1.0.7, with a bug fix and performance improvements. All features, settings and icons are the original author's work. See the original page for the full description.

This package replaces the original. Uninstall Ab5oluteZer0-AutoWaypoints before you install it. It uses the same plugin GUID (com.ab5olutezer0.valheim.autowaypoints), so your settings file and per-character settings carry over unchanged. If both end up installed, BepInEx loads only the newer plugin version (this one reports 1.0.7.2).

Bug fix: picked resources were re-pinned forever

In 1.0.7, a picked resource such as a harvested mushroom, plant or herb that hasn't regrown yet was re-pinned on every scan:

  1. A scan (every 1.5 s) sees the picked plant and adds a pin for it.
  2. The cleanup pass sees the plant is picked and removes the pin.
  3. The next scan adds the pin again, and the cycle repeats.

On a base with many planted mushrooms or herbs this produced thousands of pin additions per session for the same few hundred spots. For visible categories the pins flickered on the map. For hidden categories the hidden-pins file was rewritten on almost every frame. Now a picked resource whose category removes its pin when picked gets no new pin.

Performance

  • Negative cache. Colliders that can never produce a pin are remembered and skipped on later scans: building pieces, trees and terrain, i.e. no matching category and no ore, portal or location component. Checks that depend on the player's position are never cached.
  • Time budget. Scan results are processed for up to 1 ms per frame instead of a fixed 40 hits per frame. Large-radius scans finish in a few frames instead of hundreds.
  • Complete scans at a large radius. The physics buffer grows until all colliders fit. Upstream grew it only once per scan, so the first scans at a large radius missed objects.
  • Debounced file writes. The hidden-pins file is written at most once every 5 s, plus always on world or character change and on game exit.
  • Optional stats. Set [Diagnostics] PerfStats = true to log once a minute how much time the mod takes per frame, per scan and per file write.

Measured on a large base at a 100 m scan radius (about 8900 colliders per scan): on average 0.1–0.3 ms per frame for the whole mod.

Built from the upstream source at commit 26a56fb (release 1.0.7) and tested on Valheim 1.0.21. If the original author ships these fixes, switch back to the original package.

Shared map for important places

With ServerSideMap installed and marker sharing enabled on the server, pins of important, rarely found places go to the shared server map instead of only your own: boss altars, the Infested Citadel and the Deep North boss, Haldor, Hildir and the Bog Witch, Hildir's dungeons, Infested Mines, Morkhalla, Winding Tunnels, burial chambers and sunken crypts, fuling camps, Charred Fortresses, Fortress Ruins, Places of Mystery, sulfur arches, Dvergr towers and excavations, giant remains and armor, infested trees, dragon nests, ancient upgrade stations, northern villages and frozen ships.

  • A place that somebody already shared (same name within 30 m) is not sent again.
  • Pins of these kinds already on your map are uploaded once, automatically, about 10 s after you join.
  • Shared pins can be crossed out and removed by anyone, as with any ServerSideMap pin.
  • [Sharing] ShareImportantPins turns it off; SharedCategories lists the category keys (as in [Categories]).
  • Without ServerSideMap (or with marker sharing off) every pin stays local, as before.

Labels off by default

Pin name labels are off by default ([Labels] ShowPinLabels = false), so the map stays clean; the icons tell what a pin is. Characters that already exist get the labels switched off once. Turn them back on with "Show pin labels" in the Waypoint Settings on the large map.

License

MIT, same as the original. Copyright (c) 2026 Ab5oluteZer0. See LICENSE.

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