Boss altar pins say only the boss's name ("Eikthyr", "Moder", "The Queen" instead of "Eikthyr altar", ...). Their settings keep their names, so nothing you set there changes.
Fix: treasure chests were hardly ever recognized. The game's world chests (TreasureChest_*, loot chests, the Deep North's village, memorial and Morkhalla chests, ...) count as building pieces, which the mod skipped; now 30 more kinds are known. Switch "Treasure chests" on per biome to pin them.
Fix: "Cross off looted dungeons" crossed off any dungeon you were inside for 5 seconds, because its chests were not recognized. Now only when its chests are known and all empty.
1.0.0
First release: Auto Map Pins (replaces Cartur's Map Pins). Pins what you come across by itself: ore, plants, pickups (fuling totems, dragon eggs, tar, sulfur, ...), wild beehives, dungeons, altars, traders, camps, runestones, treasure chests, spawners (by what they spawn: "Boar" with the boar trophy), sap extractors, and every portal on your explored map (named after its tag and following it). A section per biome in F1 lists everything that can be found there, each with its own switch, colour and icon (the game's icons or white pictograms from game-icons.net, picked by clicking the icon). Names, pin size and the minimap per kind. Nothing inside dungeons is pinned, and a looted dungeon is crossed off. Mined-out ore, destroyed things and looted chests lose their pin (also far away, checked when the world loads), picked plants fade until they regrow, deleted pins stay deleted; shared at cartography tables. Out of the box it leaves out what is everywhere in its biome (berries, mushrooms, common ore, chests). Cartur's pins are taken over once per world and character; remove Cartur's Map Pins.
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