TheGreatestMap
Shared markers that stay erased, a table that only carries exploration, and a pocket map that records only what you actually found.The Greatest Map
One shared, living map for your server, without the cartography table mess.
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Markers travel like exploration. What you record or place goes onto your own map, saved with your character. At a cartography table your map and the shared map merge both ways, and others pick it up at their next table visit. Two players standing together with their maps out compare and merge their maps directly, markers and explored areas alike, no table needed. An erasure is a dated tombstone that wins over older copies of the marker, so erased markers stay erased instead of coming back from someone else's map. Erasing is off unless the server allows it, and then goes through the marker's right-click menu or Shift + right-click. A server can switch "Sharing Mode" to Instant to have every change go out at once instead.
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The cartography table still works, and you no longer need one. Stand at a table and your map and the shared map merge both ways, markers and explored ground alike, without pressing anything; it stays quiet unless something was actually exchanged. Two players standing together with their maps out merge directly, no table in sight, which is usually how it happens on the move. The shared map lives on the server, so the mod belongs there as well as on each player -- installed only on your own game, a table will carry fog and nothing else.
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Vanilla's own pin sharing is off by default. The five standard pins you place by hand are not written to or read from tables, and stale copies imported from a table before are swept away -- otherwise every table visit breeds another copy of markers this mod is already keeping straight for you. "Table Carries Player Markers" (Sharing) gives vanilla's behavior back if you want it.
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A map as big as your screen. The game draws the large map inside a fixed margin, which on a wide screen wastes a lot of room. Drag the gold grip in its lower-right corner to open it out, up to the whole screen, and the strip along its very top edge to move it; where you leave it is remembered. The map grows but the pin labels, the icon column and the buttons stay the size they were, so a bigger map is a less crowded one rather than a magnified copy.
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Where is everybody? On the large map,
Plights up the other players: their markers grow, take a color of their own and breathe, and every other marker stops being drawn, so three moving dots are easy to find on a map carrying hundreds of them. PressPagain, or close the map, to bring it all back exactly as it was, including whatever you had hidden yourself. Nothing is written and nothing is shared; it is a way of looking. Only players who are sharing their position can be shown, since that is all the game tells your client, and you are told when nobody is. "Highlight Players Hides Others" keeps the rest of the map if you would rather it stayed, and the color and size are settings too. -
A map you carry in your pocket. No inventory slot. Press the map key and your character unfolds a map in the left hand and takes a pencil in the right. Recording happens only while it is out, and a folded-map icon sits among your status effects to say so ("Map Out Status Icon"). Attacking, drawing a weapon, getting hit or swimming puts it away. Two server-synced settings control how strict the map is: "Require Map Out To Record" (on by default) and "Require Map Out To Edit" (off by default; when on, placing, erasing and crossing off markers on the map screen also need the map out).
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Honest auto-recording. While the map is out, your character writes down the important things nearby that you actually found: berries, mushrooms, herbs, seeds, wild plants, ore deposits, Yggdrasil roots, dungeon entrances, runestones, enemy bases, drake nests, portals and campfires. Something counts as found only if you looked straight at it, had it under your crosshair, or interacted with it. There is no radar and nothing is ever revealed for you. Traders, boss altars and structures are off by default, the first two because the game already marks them itself.
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Markers that look like the thing. A recorded marker uses the icon of the item it gives you: dandelion, thistle, raspberries, each mushroom, copper, tin, silver. Dungeons and enemy bases use the trophy of what lives there, boss altars the boss trophy. With icons this clear, plant and ore markers carry no text label by default, which is what keeps the map readable. A deposit is recognized by what mining it yields rather than by a list of names, so an ore added by a later update or another mod is marked without anything being configured.
Install
Install on the server and every client (BepInEx). The server keeps the shared markers in
BepInEx/config/TheGreatestMap/<world>_<seed>.pins.bin. In a non-dedicated game the hosting
player is the server. Back up your world before trying it, as you would with any mod that writes to
your save.
A player who does not have the mod can still join a server that has it; they simply see vanilla map behavior and no shared markers. Versions only have to match when the shared-marker format changes: a server refuses a client older than its compatibility floor, which has been 0.2.0 since that release, so a 0.2.x client can join a 1.0 server. A release that moves the floor says so at the top of its changelog entry.
Keys (configurable)
| Key | Action |
|---|---|
Y |
Take the map out of your pocket / put it away |
U |
Read and write the nearest cartography table right now |
L |
Open the legend: every marker and the thing it stands for |
T |
On the large map: light up the other players and put every other marker out (T for team) |
Pick keys no other mod acts on. If another mod equips an item on the same key as the map, the map folds straight back up (equipping a hand item always puts it away).
Single player and hosted games: the game you host is the server, so the shared marker store lives on your machine and everything works without a dedicated server.
How recording works
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Play normally. Things you look at, hover over or interact with are remembered as found. Looking counts only with clear line of sight and within a sighting distance that depends on the thing: plants 20 m, ore 40 m, buildings and dungeon entrances 80 m. Your character remembers a find for 30 minutes (seeing it again restarts the clock), and the memory is saved with the character.
Places too big to aim at — Fuling villages, tar pits, camps, dungeon entrances, boss altars — are found by looking in their direction rather than by putting the crosshair on them, since the crosshair lands on grass or sky or a passing goblin. The same rules hold: it must be in front of you, within its sighting distance measured to its edge, and not behind a hill. Only the landscape blocks the view, so a tree at the edge of a village or something standing in it makes no difference.
tgm_looksays which places it can see and why the others do not count. -
Take the map out and it writes down everything found recently, wherever you are now. Set "Record Range" if you'd rather only record what is near you. You cannot write while something is hitting you ("Cannot Write Under Attack", on, for five seconds after the last blow). Enemies merely being nearby are no obstacle, unlike resting, so you can stand your ground and write if you choose. "Cannot Write While" optionally asks you to hold still too: Never, Running or Moving.
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Every plant gets its own icon (marker spacing 1 m for plants, 5 m for ore and portals, 20 m for locations), so a clump of four dandelions shows four dandelion icons. Only traders and portals get a text label by default; everything else relies on its icon. Each kind's label rule is configurable: never, always, or one label per so many meters. A short message tells you when something was skipped because a marker is already there; the find stays pending and is written if that marker goes away.
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Removing a marker depends on what it is. One you placed by hand is your own note, so you can always delete it; anyone else needs the server to allow erasing. A recorded marker stands for something really in the world, which does not forget, so those stay behind "Allow Erasing Markers" and are best thought of as a repair for a marker that is wrong. Hiding is the everyday way to stop seeing something. Erasing a recorded marker by hand also stops that spot being recorded again, which admins can lift with
tgm_unsuppress.
Recorded markers are tinted pale gold on the map so you can tell them from placed ones, portals excepted: they get their own color, described below.
Hover a marker on the large map and it tells you what it is: its name where it has one, what kind it is and which icon it carries, whether it has been cleared or searched, and who recorded it and when. Most markers carry no text label on purpose, since that is what keeps a map with hundreds of them readable, so hovering is where the detail lives. "Marker Tooltips" turns it off.
Right-click a marker from this mod on the map screen for its menu: hide this one marker, hide
every marker with that icon (say all dandelions), hide the whole kind (all herbs), stop recording
its group altogether, cross it off or
uncross it, delete or erase it (always yours to delete if you placed it; recorded markers need the
server to allow erasing), and, once anything is
hidden, show all hidden again. Hidden markers stay on your map and keep syncing; they are just not
drawn. The icon and kind choices are the Display settings "Hidden Icons" and "Show <Kind>", so they
can also be edited by hand, and tgm_show in the console brings everything back. Pictures switched
off under Yours are kept on a separate list, because a recorded farmstead wears the same house as a
house pin you dropped and switching off one should not take the other with it. Structures are
listed by biome rather than by picture, since every one of them wears that same house: each biome
switches on its own, so the meadows farmsteads you have finished with can go while the mountain
ruins stay. Vanilla pins keep
their vanilla right-click.
Close up, the map is always honest. A hidden marker within 50 m of you is drawn anyway (Display, "Show Hidden Markers Within"). This is what makes hiding the common plants worth doing: switch off every raspberry on the map and you still see the one you are standing next to, so empty ground near you means nothing was ever recorded there rather than something recorded and not shown. It does not override the master switch, a marker you hid by hand, or a crossed-off group you have put away.
Zoomed out, markers stop piling up. The same berry bush forty times over one meadow tells you
nothing the first one did not, and drawing them all is what makes the full map slow. So where
markers of one kind are drawn on top of each other, one of them is drawn and the rest wait until
you zoom in: you still see that there are berries and tin here. Only ever markers whose pictures
are touching, measured in that kind's own marker width on screen -- nothing with a gap around it
goes. Markers near you, markers you have just recorded and markers answering tgm_locate are never
thinned. The checkbox is on the map's settings menu, and in Display as "Thin Overlapping Markers",
with "Marker Spacing On Screen" for how close two of a kind may be drawn and "Most Markers Drawn"
as a hard limit. tgm_status says what it is doing right now.
The marker button. Above vanilla's icon buttons on the right edge of the large map sits a map pin in the same pale gold as recorded markers. Right-click it to hide or show every marker from this mod at once, the pin turning gray while they are hidden. That is the same gesture vanilla uses on its own icon buttons, so right-click means the same thing everywhere in that column. Unlike the per-kind switches, it also covers markers that have no kind, such as ones you placed yourself. Left-click it for the list: one column of the kinds that have markers on your map, each with its icon and how many of it there are. Click any of them to hide or show that kind without leaving the map, and the list stays open so you can change several. A kind that covers several types -- ore, dungeons, plants -- has a triangle at the head of its row: open it and the types are listed underneath, each with a switch of its own, so the copper can go and the silver stay. Open as many as you like; the list scrolls on the wheel while the pointer is on it, and the title strip, the find box and the foot stay put while it does.
The triangle in the title strip, beside the gear and the stick pin, opens every heading at once and shuts them all again. The headings and nothing else: the kinds under them keep their own triangles and whatever state you left them in, since opening those as well would put a couple of hundred type rows on the screen at one press. It shows the state the list is in rather than what the press would do -- turned down while every heading is open, lying on its side while any of them is folded away.
Each heading carries a triangle button of its own, at the end of its row, which opens or shuts every kind under that heading -- the fold between the corner button and a single row's triangle. It turns down while everything under it is open, and it opens the heading too if you had folded it.
Every kind sits under one of five headings, each with a triangle of its own: Resources (what you harvest, and what runs out), Points of Interest (the places you found: dungeons, enemy bases, ruins, runestones, spawners), Places (the landmarks the game marks for you as you find them: the boss altars, the traders, the center of the world -- a handful in a whole world), Placed Markers (what you put on the map by hand, about something the catalog will never know) and Dynamic Markers (ships, carts, portals, other players, and the fires and benches a base is made of -- what is standing now rather than what was found). Pressing a heading hides every kind under it.
Under Resources, two rows stand in place of the five plant kinds: Farm and Gather, each listing its types directly. They are named for what you do about them rather than for what they are, which is the point of splitting them at all. The reason to write a plant down is that you will have to come back for it, and planting it is what stops that being true -- find one patch of magecap and you need never find another, while nothing will ever grow you a raspberry bush. So one half is worth keeping on the map and the other is worth folding away and forgetting. The line falls between types rather than between kinds because the game puts it there: magecap and jotun puffs can be planted and the other four mushrooms cannot, flax and barley can and fiddlehead cannot. Farm holds the three crop seeds, barley, flax, jotun puffs, magecap and vineberries; Gather holds raspberries, the three common mushrooms, dandelion, blueberries, thistle, cloudberries, fiddlehead and smoke puffs. Ore is a row of its own either way, no vein being farmable. Progression order lists each half by biome -- the order you can first plant one, and the order you first walk past one -- since a Catalog line orders its own kind and cannot say where one kind's entries stand against another's. "Split Plants By Farming" turns it off and lists the five kinds as before; nothing about the markers themselves changes either way.
The gear in the list's title strip, beside the stick pin, opens the list's settings in front of it. They close on a click away, and go with the list.
- Counts: whether a heading, kind and type says how many markers it has, and how many of those are drawn where the two differ. Off is quieter to read down and worth having once you know your own map. The count of what you are finished with keeps its button either way, that one being the switch for them as well as the number.
- Grouping: whether the plants are split into Farm and Gather in place of the five plant kinds.
- The Map's Own Buttons: whether the game's row of pin buttons is off the large map, this list having grown to cover every one of them.
- Marker Order: Progression (the order the catalog lists them in, which is the order you meet them -- a dandelion before a thistle, copper before silver), Most first, or A to Z. Reorder a Catalog line and the progression order follows it.
- Labels: marker labels, portal names and boss names, each with a switch. Three rather than one because they are not the same complaint -- marker labels run to thousands, a base writes six portal names across itself, and the five boss names the game writes itself are each worth reading.
The small buttons at the end of a row -- place by hand, only, ping, and the count of the ones you have crossed off -- are drawn on the row the pointer is resting on, and any one of them that is already doing something is drawn wherever it is, so an armed kind, a filtered one, or one hiding its crossed-off markers goes on saying so. Each button answers for itself: a lit one does not bring its neighbors out with it, or hiding everything crossed off would fill the list with buttons.
The ping makes every marker of that kind swell and wave for a few seconds, and brings them in front of the rest of the map while they do -- a marker pulsing behind its neighbors on a crowded map is a button that did nothing as far as you can tell. They stay in front afterwards, so what you last asked about is what you can see.
"12 done" at the end of a row hides the twelve markers of that kind you have crossed off, and lights up while they are hidden. A type row carries its own count, so the burial chambers you are finished with can go while the sunken crypts you have cleared stay, and the copper you have worked out can go while the raspberry bushes you have picked stay. One row at the foot does the lot at once.
"Show all" at the right of the title strip, next to the stick pin, appears whenever something is
hidden and puts all of it back -- the kinds, the types, the crossed-off groups, icons hidden one
picture at a time and markers hidden one at a time, the same work as tgm_show. It is not drawn
when there is nothing to put back.
The master switch lives behind the gear, as "Hide your markers". It is named for what it does: everything on the map that is there because of you goes off at once -- this mod's recorded markers, the pins you placed by hand, your death marker and your bed -- while what the game pins for the world stays, which is the boss altars, the traders, Hildir's quests and the center of the world. Players, pings and shouts stay too. Turning it back off leaves every switch in the list exactly as it was: check it and everything you have put on the map comes off at once -- this mod's markers, the pins you placed by hand, your death markers and your bed -- whatever the switches below say. The game's own landmarks stay, since they are the map rather than notes on it: boss altars, traders, Hildir's camps and the center of the world. So do other players, their pings and their shouts. Uncheck it and everything comes back exactly as it was. It is a box to check rather than a button because it does not show everything -- it only stops holding everything off.
Pressing a type row while its whole kind is hidden shows that type: the other types of that kind stay hidden, so the map changes by exactly the row you pressed rather than bringing the kind back wholesale.
At the foot of the list is the row that puts back everything these switches hide -- the kinds, the
crossed-off groups, icons hidden one picture at a time and markers hidden one at a time, the same
as tgm_show. It names what it will put back ("Show everything hidden -- 2 kinds, 5 markers") and
is there only while there is something to put back, so it cannot be read as another copy of the
hide-all row above it. Config "Marker Button On Map" turns the button off.
Finding one thing. At the top of that list is a find box. Type into it and the map keeps only the markers mentioning what you typed, as the letters go in: "frost" leaves the frost caves, "eggs" leaves the portal you named 3 Eggs, "ore" leaves the ore. It reads the words written on a marker, the type it is, and the name of its kind, so you need not know which of those your word lives in. Press Enter and what matched becomes rows, one per type with a count, and clicking one narrows the map to exactly that. Every kind's row also ends in only, which does the same for the whole kind in one press, and takes it back when pressed again.
None of this is remembered or written to the config. It sits over the hide switches rather than
among them: whatever you had hidden stays hidden and is still hidden when you stop looking, and
there is no list of kinds to switch back on afterwards. While it lasts it overrides those
switches, because asking for frost caves means the frost caves whether or not dungeons are
switched off -- though a marker you hid by hand stays hidden, since that means "not this one"
rather than "not right now". The row under the box says what the map is showing and puts it all
back when clicked, and tgm_find does the same from the console for a map that is not even out.
A marker you have just recorded is drawn on both maps for thirty seconds even when its kind or its icon is hidden, so writing something down always shows you what you wrote ("Reveal New Markers Seconds", 0 turns it off). It does not override the button's own hide-all or a marker you hid by hand, and it cannot reveal a kind whose icon vanilla's button has switched off.
Structures, portals, camps and boss altars are in that list too, even though they draw on vanilla's own map icons (house, portal, campfire, boss) and vanilla's buttons hide those as well. The two are not the same: vanilla's button hides every pin with that icon including ones you placed by hand, while ours hides only the markers this mod recorded.
Under Places there is one row per thing, however it got onto the map. The game marks a handful of places by itself as you find them -- the boss altars, the traders, Hildir's three quest sites, the center of the world -- and draws every one of them as the same kind of pin, which is why they were a single row called Landmarks. They are told apart here by the location each one stands on, and the row that is already about that thing takes it over: Boss Altars means the altars the world marks, the ones a vegvisir pointed you to and any this mod recorded; Traders means the game's trader pins and any marker of ours. World Center and Hildir's Quests are rows of their own, and anything the mod cannot name keeps a row called Landmarks.
Which of the world's locations are altars and which are traders comes out of the Boss Altars and Traders catalog lines, so editing a line moves these rows with it. These pins are hidden one at a time rather than through vanilla's filter, which is one switch for all of them; "Hidden Landmarks" is where that is written down.
Nothing records a trader -- the game has already marked him, and a second pin saying the same thing is worse than none. Boss altars can be recorded, off by default, because this mod's marker wears the trophy of the boss whose altar it is.
The pins you placed yourself are in the list as well. Under Placed Markers there are rows for the five icons the game lets you drop, your death marker and your bed. These press vanilla's own switch rather than a copy of it, so hiding your hammer pins here is the same act as double-clicking the hammer under the map, and that button grays out to match. The bed is a switch the game itself does not offer. The five placeable icons also carry the place-by-hand button, which arms the game's own placing for that icon -- so a row of the game's portal pins appears only when you have actually dropped one by hand, the live portal markers being this mod's own and counted on their own row.
The game gives these pins no names -- they are five pictures, and what each means is whatever you
decided it means -- so they ship named after what they look like (Fire, House, Hammer, Dot, Portal)
and "Vanilla Pin Names" is where you write down what yours are for: Icon2=Places,Icon3=Resources.
So the game's own row of pin buttons can come off the map. Every one of them has a row here now -- the same switch, the same placing -- and two sets of controls for one map, in a corner of it, saying the same things in different words, is one set too many. "Hide Vanilla Controls" does it, off to begin with, since it takes part of the game's own screen away. The whole strip goes: the buttons, both of the plates behind them -- the game keeps the five you place in one box and the death and boss filters in another -- and the little mouse pictures beside them. Nothing else of the map's is touched -- the public-position box, the biome name, the pin-name box and the shared-map hint are each asked for by name and left where they are -- and nothing is hidden while the marker button is off, that being the way into the list.
The ping is the exception, and it has a line at the foot of the list: a ping is a gesture rather than a kind of marker, so there is no row for it to be. "Ping a spot out loud", then double-click the map, as its button did. While it is armed the line says so, and a double-click pings instead of placing a marker until you stop it -- which is also what the game's button did, more quietly.
Things that run out get crossed off, not forgotten. Mining a deposit to nothing, or picking a plant that never grows back, crosses its marker off for everyone instead of erasing it, so you can see which ground has already been worked rather than walking back to an empty spot. Using something up counts as finding it, so if it had no marker yet your character remembers it like any other find and writes it down already crossed off the next time the map comes out. Copper and silver are the exception, and are left alone unless "Cross Off Mined Copper" or "Cross Off Mined Silver" is turned on. Much of a copper deposit or silver vein can be out of sight underground, so a player cannot always tell whether they have got all of it, and a map that crossed it off for them would be telling them something they could not know. Tin and plants are different: there is no doubt when those are done. You can always cross one off by hand.
Labelling a marker. A marker's right-click menu offers "Add label", or "Change label" if it already has one, and opens the game's own pin-name box with the label in it: Enter keeps what you typed and Escape leaves it be, exactly as when you name a pin you have just placed. "Remove label" takes one off, which is its own item because the game reads an empty box as a cancel. The label travels with the marker, so everybody sees it at the next sync. Most markers are written without one deliberately -- the icon says what a berry bush is, and a map with a thousand names on it is a wall of words -- so this is for the things nothing can work out: "good fishing", "Marco's base", "the tin we never finished". "Show Marker Labels" behind the gear still decides whether any of them are drawn.
Hiding what you are done with. Crossed-off markers stay on the map, and which of them are drawn is decided on the rows they already have in the marker button's list -- the "12 done" button at the end of a kind's row, or of one of its type rows, plus the one row at the foot that covers every kind at once. Underneath, two different ideas:
- Cleared deposits, by type: the copper you have worked out, the raspberry bushes you have picked. The thing itself is gone rather than merely done with, so there is no group for one of these to belong to and they are hidden by their icon, in "Hidden Cleared Types". "Show Cleared Deposits" is the blanket switch over all of them; turning one type back on while it is off lifts the blanket and leaves the rest hidden.
- Searched places, by type: Structures on their own, then dungeons by type (Burial Chambers, Sunken Crypts, Frost Caves, Troll Caves, Infested Mines, Bear Caves, Other Dungeons), then any other kind you have crossed off, and your own placed markers. The button on the Dungeons row covers every dungeon type and leaves Structures alone.
A dungeon marker does not store which dungeon it is, so its type is read from its icon, the same way you tell them apart on the map. Structures all share the vanilla house icon, so abandoned houses, log cabins and stone towers are one group. A crossed-off marker's right-click menu offers the switch that covers it, plus "Hide all searched dungeons" on a dungeon. The choices are kept in "Hidden Searched Places" in the Display section, and the record is kept either way.
Portals are drawn from the world, not remembered. Everything else the mod records stays where you found it, so writing it down once is enough. A portal is built by players and gets renamed, torn down and rebuilt, so a marker written once is wrong within days. Instead the server reads the game's own list of every portal and your map draws that: a renamed portal is right immediately, a rebuilt one appears, and one that is gone leaves nothing behind. Nothing is stored, nothing is shared, and switching "Show Portals" off leaves no trace. Because the list is the world's, every portal is drawn rather than only the ones someone has seen -- portals are built by the players, so on a server where everyone is in the same group this is simply the truth; on a public server, or if you would rather learn a portal the way you learn everything else, turn the kind off.
Ships and carts are drawn where they are now. Every vessel in the world appears on the map at its current position -- the longship moored at the outpost, the karve somebody sailed off in, the cart left halfway up a mountain. Like portals these are drawn only: nothing is written to your map, nothing is shared, nothing is left behind when you switch the kind off, and none of it can reach a cartography table. The "found, not detected" rule does not apply to them, which is deliberate -- a vessel is your own property, and knowing where you parked it is not a discovery about the world.
The server does the finding, so this covers the whole world rather than the part loaded around you: a boat forty minutes away is still on your map, and it is still there after you rejoin. Modded ships are included without anyone maintaining a list, because the vessels to watch for are worked out from what is actually in the world. Each one is called what the game calls it -- a longship reads "Longship", not "Viking Ship" -- though the names are off by default ("Show Transport Labels"), since a harbor of six ships writes six names across the coast and the icon already says what is there. A vessel that is moving does not wait for the next sweep: the server passes its new position on four times a second ("Transport Movement Seconds"), so a ship under sail slides along the map, while a moored harbor sends nothing because nothing has moved. The sweep itself, which is what finds vessels in the first place, runs every five seconds by default ("Transport Sweep Seconds"); these pins answer "where did I leave it" rather than "where is it this second", and a ship riding the swell at anchor does not count as having moved. Hovering one names it, which is how to tell a knarr from a longship with the labels off. Their settings live together under "Dynamic Markers", apart from the settings for markers written on the map.
Portals get their own color, since they are the points you travel between and are worth spotting at a glance. By default they fade slowly between two shades of orange, which reads as a gentle pulse rather than a color change; set "Portal Marker Color" and "Portal Pulse Color" to any hex value or color name, clear the pulse color for a steady one, and use "Portal Pulse Seconds" for the speed.
Pause while the map is open ("Pause While Map Open" in the Display section, off by default): the game pauses while the large map screen is open, the way the ESC menu does. Solo or hosting alone it works by itself. On a dedicated server it takes the Pause My Server mod, which then pauses the world only while you are the only player online; with others online nothing pauses. Closing the map resumes.
Campfires are recorded when you build one, and when you see one another player built: they are where a group stopped, and worth finding again. The marker is the campfire's own picture from the build menu, in its fire colors, with no text label. Taking a campfire down removes its marker for everyone. Fires that belong to camps and villages the world generated are not counted. "Record Campfires" turns it off.
Workbenches work exactly the same way, and are there for the players who hold the spawning off around a base with benches rather than with fires. Only one somebody built counts, the marker is the bench's own build-menu picture, and taking the bench down takes the marker with it. Any crafting station can be listed under "Workbenches" in the Catalog section -- a forge, a stonecutter -- and the workbench is the one listed because it is the one that holds spawning off.
Structures (abandoned houses, log cabins, stone tower ruins, stonehenges, dvergr towers and so on) are recorded too if you turn on "Record Structures", which is off by default. Nothing in the swamp is: what is worth going to there is already marked by something else, so the huts, wells, ruins, graveyards and wrecks are left alone rather than painting the biome gold. They use the vanilla house icon, without a text label. It is meant for people who like to track which ruins they have already searched: opening a chest inside one crosses its marker off for everyone (config "Cross Off Structures When Searched"), and you can always cross one off by hand with a click on the map.
That is the reason the common buildings are in the list at all. A structure earns a marker here if it is somewhere you would travel to or somewhere you would otherwise walk back into for nothing: an abandoned house is a place you search once for an early axe, a log cabin a place you search once for onion seeds, and what a map can usefully say about either is "you have been in that one". Scenery earns nothing -- dolmens, ship settings, waymarkers and statues hold nothing to search -- and neither does a building so common that marking it paints the biome. Which of them earn one is the tier table in "What it records" below. Any outdoor location the table has never heard of counts as a structure as well, unless "Structures Include Unlisted" is off or its prefab name is in the exclusion list.
What it records
Everything this mod knows how to record sits at one of three tiers, and the tier is in the code rather than in your config file. That is deliberate: a marker carries only the prefab it was written for, and every client works out the name, the kind and the picture from its own catalog -- so if two players had different catalogs they would not merely prefer different things, they would disagree about what the same marker is, and whoever had the shorter catalog would see unnamed gold dots. What each player still decides for themselves is what they write down, which is the switch described below, and what they draw, which is the marker list.
A group is what a switch covers, because a group is what a player is actually thinking about:
"Black Forest ruins" is one thing to you and eleven prefab names to the game. tgm_tiers prints
the table as your game is running it, and says which groups you have changed.
To stop recording something, right-click one of its markers on the map and choose Stop recording
<group> -- the one moment the question answers itself, since you are looking at the thing. The
markers already on your map stay where they are, or choose Stop recording and erase <n>
<group> to be rid of those as well -- the count is on the label, markers you have labeled are
left alone, and tgm_undo puts them back. For a group this mod does not record at all, such as
standing stones, erasing the ones an older version wrote is all there is to offer, and the item
says so. Hide them from the marker list instead if you only want them out of sight. To start recording something, tick Show what you are not recording in the
marker list's gear menu, which adds a dim row for every group nothing is being written for, and
press the one you want. Turning a group on also fills in any of its places you have walked past
recently, so changing your mind costs nothing.
Never recorded
Catalogued so a marker written for one in an older version still knows what it is, and can be named, pictured and hidden -- but never written, and not offered as a choice.
| Group | What it covers | Why not |
|---|---|---|
| Standing Stones | StoneHenge*, StoneCircle*, Dolmen*, Waymarker* |
435 in a world between them and nothing in any of them. |
| Dvergr Ruins | Mistlands_Statue*, Mistlands_Viaduct* |
650 statues and viaducts you walk past; what is worth the trip in the Mistlands is an extractor and a pile of soft tissue, and those are at the towers, harbors and excavations, which are Enemy Bases and already marked. |
| Tar Puddles | Pickable_Tar |
Every one of them is inside a tar pit, and the pit is marked as a deposit. |
| Infested Trees | InfestedTree* |
700 in a world. The guck on them is recorded as guck, which is what anyone goes for. |
| Places of Mystery | PlaceofMystery* |
Three in a world, and the game pins all three itself -- the same arrangement the boss altars and Hildir's quests have. |
Off until you ask
In the catalog and switched off. Tick Show what you are not recording in the marker list's gear menu to see these rows and switch any of them on.
| Group | Kind | What it covers | Why it is off |
|---|---|---|---|
| Black Forest Ruins | Structures | Ruin*, StoneHouse* |
850 heaps of stonework in a world. A few hold a chest. |
| Mountain Ruins | Structures | StoneTowerRuins01*, StoneTowerRuins02*, StoneTowerRuins03*, StoneTowerRuins06*, StoneTowerRuins07*, StoneTowerRuins08*, StoneTowerRuins09*, StoneTowerRuins10*, StoneTowerRuins11* |
400 of them, not counting the two kinds with onion seeds in, which are their own group and recorded. |
| Mountain Graves | Structures | MountainGrave*, MountainWell* |
The graves and wells on the peaks. |
| Swamp Ruins | Structures | SwampHut*, SwampRuin*, SwampWell*, Grave1* |
The swamp is marked by what is worth going to: the crypts are dungeons, the bone and body piles in the graveyards are spawners, the bog witch is a trader. |
| Plains Fortress Ruins | Structures | FortressRuins* |
Yagluth's broken fortresses. The Fuling towers and villages near them are Enemy Bases and recorded. |
| Ashlands Ruins | Structures | CharredRuins*, AshlandRuins* |
The charred ruins. The fortresses are Enemy Bases and recorded. |
| Shipwrecks | Structures | ShipWreck*, ShipSetting* |
Wrecks and ship settings on the shoreline; a few hold a crate. |
| Volture Nests | Nests | VoltureNest* |
338 in a world, and the reason to go to one is the eggs. |
Recorded by default
| Kind | Groups |
|---|---|
| Berries | Raspberries, Blueberries, Cloudberries, Vineberries |
| Boss Altars | Eikthyr, The Elder, Bonemass, Moder, Yagluth, The Queen, Fader |
| Campfires | Campfire |
| Dungeons | Burial Chambers, Sunken Crypt, Frost Cave, Troll Cave, Infested Mine, Bear Cave, Putrid Hole |
| Enemy Bases | Fuling Village, Fuling Tower, Draugr Village, Greydwarf Camp, Dvergr Guard Tower, Dvergr Excavation, Dvergr Harbor, Dvergr Lighthouse, Charred Fortress |
| Herbs | Dandelion, Thistle |
| Hildir Quests | Howling Cavern, Smoldering Tomb, Sealed Tower |
| Mushrooms | Mushrooms, Yellow Mushrooms, Blue Mushrooms, Magecap, Jotun Puffs, Smoke Puffs |
| Nests | Drake Nest |
| Ore | Copper, Tin, Scrap Pile, Silver, Obsidian, Meteorite, Tar Pit, Giant Brain, Giant Helmet, Giant Ribs, Giant Skull, Giant Sword, Yggdrasil Root, Guck, Gold, Frozen Troll, Leviathan, Flametal Vein |
| Plants | Wild Flax, Wild Barley, Fiddlehead |
| Seeds | Carrot Seeds, Turnip Seeds, Onion Seeds |
| Spawners | Greydwarf nest, Body pile, Evil bone pile, Monument of Torment, Surtling Geysers |
| Structures | Abandoned Farm, Abandoned House, Log Cabin, Onion Seed Ruins |
| Traders | Haldor, Hildir, Bog Witch |
| Workbenches | Workbench |
Console commands
| Command | What it does |
|---|---|
tgm_status |
Counts of shared markers, erased spots and pending discoveries |
tgm_tiers |
What it records and what it does not, group by group, and which groups you have switched |
tgm_forgotten [confirm] |
Markers standing for something no longer recorded at all; lists them, then erases them for everyone. tgm_undo takes it back |
tgm_items <word> |
Every picture the game has whose name contains that word, drawn on screen at marker size with the name each is typed as -- for choosing an icon |
tgm_unmanual [backup] [confirm] |
Takes the word "Manual" back off markers that were recorded, not placed, told apart by their height: a pin you placed by clicking the map stands at no height at all. Name a backup in format 6 or earlier to cross-check it |
tgm_list [n] |
Nearest shared markers |
tgm_find [text] |
Show only the markers mentioning some text, and list the types that matched; on its own, show everything again |
tgm_transports |
Which vessel prefabs are watched, how many ships and carts are out there, and why one is or is not drawn |
tgm_dedupe [apply] |
List markers standing on one another, or fold each group into one |
tgm_import |
Share your existing local markers (the five standard icons) with everyone |
tgm_clearlocal |
Delete your local, non-shared player markers, including stale ones imported from tables |
tgm_sync |
Sync the nearest cartography table now |
tgm_resync |
Merge with the shared map now, without a cartography table. tgm_resync <records> cuts every map this client sends into messages of that many records first and checks the splitting, for trying it on a map too small to need it; tgm_resync normal puts the real size back |
tgm_forget |
Forget found-but-unrecorded things |
tgm_wipe [auto|all] |
Admin: erase recorded markers (default) or every shared marker, for everyone |
tgm_unsuppress |
Admin: allow recording again where recorded markers were erased |
tgm_look |
What the crosshair hits and every reason it would or would not be recorded |
tgm_paint |
What is colored into the map for player building and paved roads |
tgm_portals |
What the portal system believes, and why a portal near you is or is not drawn |
tgm_erase <kind> [radius] |
Erase recorded markers of one kind near you, even when erasing by click is off |
tgm_relabel [kind] |
Apply the label rules to existing markers; labels are only ever removed |
tgm_reicon |
Repair dungeon markers that took the swamp crypt key because their cave was not in the catalog |
tgm_deposits |
Every deposit in the game, what it yields, and whether the catalog knows it |
tgm_admin |
Ask the server whether it treats you as an admin, and what player id it sees |
tgm_items <word> |
List the game's items matching a word, for choosing a marker icon |
tgm_missing [all] |
What this mod can record that your map has none of yet, by kind |
tgm_legend |
Open the legend (same as the legend key) |
tgm_show |
Show every hidden marker again (single markers, hidden icons, hidden kinds and hidden crossed-off markers) |
tgm_mapui |
What the large map's layout measures: how much screen it uses and how its parts are anchored |
tgm_spawners |
Every spawner prefab in the game, what it sends out, whether it can be broken, and whether the catalog knows it |
tgm_locations [word] |
Every place the generator put in this world, counted by type, biggest first: which kind each lands in, the name it would wear, how many stand in ground you have uncovered, and whether it was swept in unlisted. The list a decision about what to stop recording is argued from |
tgm_identify orphans [confirm] |
Markers whose prefab the catalog no longer names, grouped by prefab with a count and the nearest one's bearing -- what a type cut out of the catalog leaves standing on the map. Those markers belong to no kind, so the marker list has no row for them. confirm erases the lot, after a backup; tgm_scrub <prefab> confirm does one at a time |
tgm_items <word> |
Every picture the game has whose name contains that word: items, build pieces, the map's location pictures and its own pin sprites |
tgm_adopt [reach] [apply] [plants] |
Test worlds: ask the world what your hand-placed markers were pointing at, write the recorded marker for it, and remove the hand-placed pin |
tgm_survey [count] [all] [apply] [kinds] |
Test worlds: mark every location and resource the world holds where you have explored, as if you had recorded them; name kinds to take only those. Without apply it waves them on the map instead of writing them, for as long as a ping lasts; tgm_survey off ends that wave early |
tgm_undo [name] [confirm] |
Take back a tgm_adopt, tgm_survey or tgm_forgotten run: its markers go, the ones it erased come back for everyone, the hand-placed pins it removed come back |
tgm_adopt and tgm_survey are for building a map to test against, not for playing. Both list
what they would do and write nothing until told to apply, both obey the same spacing, label and
erasure rules as ordinary recording, and both need the world itself -- single player, a world you
are hosting, or the server's own console.
A survey without apply also waves what it would write, with the map open: a pin at each
spot, wearing the icon that marker would wear, pale and pulsing so they can be told from the
markers that are really there. A count cannot be looked at -- "611 berries" says how much and
nothing about whether they come out as a readable scatter or a green crust over the Meadows -- and
that is the question worth asking before writing a thousand markers.
Nothing is written, saved or shared, and the wave is all of it: the preview comes off the map when
the pulse ends, after Locate Seconds. Run the dry run again to see it again, or tgm_survey off
to end a wave early. The nearest 2,000 are drawn and the report says how many were left out,
because a preview that stalls the client is worse than no preview.
A marker you had crossed off is written crossed off, and if something already stood for that thing, that marker is crossed off instead -- the tick is the one thing on a hand-placed pin that nothing else in the world remembers.
Either of them can be taken back. Applying one copies your whole map aside first (tgm_backups
lists it, tgm_restore puts it back) and writes down what it did, so tgm_undo can remove exactly
the markers that run wrote and put back exactly the pins it removed, leaving anything recorded
since where it is. tgm_undo on its own describes the most recent run; tgm_undo confirm does it.
It lifts its markers rather than erasing them, so the map is simply as it was and nothing is
suppressed -- which also means nothing travels, and a copy that already holds them (another
player, a cartography table) would hand them back at the next merge.
tgm_adopt reads the picture on each hand-placed pin before it reads the ground: a hammer means a
place, a dot means a resource, a fire means a fire, and distance decides only between answers of
the same sort. It never answers with a plant unless told plants, and it never answers with
anything inside a dungeon, since Valheim keeps those interiors in a space of their own and a
marker written for one would land on the surface above the entrance. A marker you had named is
converted only if the answer agrees with the name; everything it leaves alone is listed with what
the world offered for it, and Adopt Name Hints in the config is where your own shorthand goes
(T=TrollCave, S=Greydwarf, PLAINS=none), including none for the notes that are not about
anything in the world. Adopt Pin Meanings overrides what it made of each picture, which the
listing prints.
What players have made, drawn on the map
Markers say what is here. They cannot say how big it is, or what runs between. So player
building and paved roads are colored into the map instead — wooden building the light warm brown
of the game's wood pieces, stone gray, iron slate, paved road its own pale shade, each
configurable under [Map Painting].
When enabled, draws colors on the map to represent player-built structures and roads.
Player Structures Enabled is off by default, while this is still being got right. It lives
under [Map Painting] and is the server's; until it is on nothing here happens at all — no
sweeping, no sampling, nothing sent, and any map already painted goes back to the way the game
drew it.
It goes into the map picture the game itself draws, which means the large map, the minimap and the parchment in your hands all show it, with panning, zoom and fog handled for free: a base under unexplored ground stays hidden until you have been there. The resolution is the map's own — a shed is about a pixel, a base is a patch, and a road is a line a little wider than the road really is.
The game draws that map from three pictures, not one: a flat color per biome, a mask that draws
forest over it, and a height that decides where the sea is. So a painted pixel has its forest
cleared too, and one that stood under the water line is lifted a meter above it — otherwise the
black forest draws trees over the paint and a dock is painted under the sea. Paint Over Water
turns the lifting off if you would rather the map kept its coastline exactly. Paint Spread
decides how many map pixels around each painted one are painted as well: 1 by default, because a
single pixel of two thousand is averaged away into the terrain when the map is drawn scaled down.
Only pieces a player raised are drawn. Every piece the world generator places carries no builder, so ruins, camps and crypts are left out of it.
And only where there is enough of it. Everything a player raises is a piece, so a campfire lit
while exploring or a workbench put down to repair a hammer would otherwise be a building in the
middle of nowhere; a cell is drawn where Least Pieces To Draw pieces stand within a cell of it,
which is a hut and not a torch. Ships and carts are left out of it too — they are built pieces
like any other, but they move, and the live markers already draw them.
Roads work the other way round from everything else here. Paving is paint on the terrain, and
terrain only exists where somebody is standing, so there is nothing to sweep: each client reports
the paved ground it walks over, and the server keeps it for everybody and saves it beside the
map. A road reaches every player's map the first time any one of them walks it. tgm_paint says
what is being drawn and whether the ground under you reads as paved.
Configuration
BepInEx/config/DeathMonger.TheGreatestMap.cfg. Settings fall into two groups, and which group a
setting is in follows one question: does your choice change what other players see?
The server's, marked [Synced with Server] and settable only by admins while "Lock
Configuration" is on (it is by default): the sharing mode, whether erasing recorded markers is
allowed, whether the map must be out to record or to edit, whether placed markers are shared,
whether the cartography table carries player markers, whether mined-out copper and silver and
searched structures are crossed off, how near and how often two players' maps merge (the exchange
radius and cooldown), whether comparing maps shares explored ground, everything under
[Cartography Table], and the three that rewrite markers other people wrote (the label rules
applied on sync, the dungeon icon repair, and forgetting crops on tilled ground). These are rules
of the shared map: crossing a deposit off puts a line through it on everybody's map, so it should
not be decided by whoever happened to swing the pick.
Two of those are there for a second reason. The exchange radius and cooldown are used by whichever player reaches out, and the other machine does half the work, so they are the one pair that lets one player spend another player's frames. And the cartography table settings look local but are not: the last step of a table visit is a merge of your map with the shared map on the server, so they decide how often each client asks the server to work. The sync key is deliberately exempt -- asking for a sync by hand always works, so nobody is ever stuck with a stale map.
The settings whose descriptions begin "Server only" are marked [Synced with Server] as well.
Nothing on a client reads them, and the mark is how the mod says so. Turning "Lock Configuration" off lets any player set them for the whole
server, which is how it worked before 1.2.0. Single player and hosting your own game are
unaffected — you are the server.
Yours, and nobody else's business: keys, the record radius, what stops you writing (under attack, and optionally while moving), which kinds of things to record, marker and label spacing, marker size per kind (plants draw at 60% by default), whether each kind shows on the small minimap, the prefab lists behind each kind, the fallback icon for each kind, everything under Display including all the hiding, the legend's size and position, and the position, rotation and scale of the parchment and pencil in your hands. Your own file keeps your own values for the server's settings too, so what you play with alone is never overwritten by a server you visited.
Notes
- Boss, Hildir and memorial pins still share through the cartography table exactly as in vanilla.
- Server admins: some hosts' panel "stop" kills the server without a world save. On the server, a file
named
save-nowinBepInEx/config/TheGreatestMap/makes the game save the world and all player profiles at once (create it over the host's file API before stopping), and "Server Autosave Minutes" in the server's config adds an extra periodic save. The[Server]section holds that autosave interval and how far behind a player may fall before the server stops holding erased markers open for them; the ship and cart sweep interval sits with the other dynamic-marker settings under[Dynamic Markers]. All three are read on the server alone. - Pings work as always and never need the map out.
- The parchment shows the real world map around you; its position in the hand may need a tweak in the Visuals section for your taste.
