Merki
The server decides who is on the map, and death is public.Changelog
1.0.0 - pending
First release.
Run through before it went out, which is worth stating because for most of its life this entry said the opposite. Four scripted tests pass: the forced checkbox and the player's own saved answer surviving underneath it, a death mark crossing from one machine to another with the server's clock on it and expiring by itself, never being handed your own, and the per-recipient player list keeping its shape with a range set. A listen host with a guest on it is the one path nobody has run.
Everyone connected to the server is on everyone's map, and cannot take themselves off it. The checkbox on the map is greyed out rather than left to tick itself back on a frame after you click it, because a checkbox that undoes your click reads as a bug and a greyed one reads as a rule.
Two optional limits on top of that, both off: a range in metres, and same-biome-only. With either set, the server builds a separate player list per recipient instead of broadcasting one - which is the reason they are off by default rather than merely a taste.
Deaths are pinned on the other players' maps, not just the dead player's own, labelled with their name and expiring after thirty minutes. The server passes each death on under the same rule as the map, so a private position sends no mark and Range and SameBiome decide who gets one.
Each player's own answer to the map checkbox is never saved over. The server applies its rule on top, so turning the rule off, or removing the mod, gives everyone back the choice they had made. A client with Merki on a server without it forces nothing and greys out nothing.
Renamed from Beacon to Merki before it ever ran, with the GUID following to
ezomic.valheim.merki. Nothing needs carrying over: no config file with the old name was
ever written anywhere.
Builds against Valheim 1.0: the per-recipient player list writes the server-assigned display name and the PlayFab id in the order 1.0 reads them.
Death marks are remembered by the server, one per player, so somebody who joins or reconnects after a death still gets the gravestone, for the time that is left rather than a fresh half hour. A second death moves a player's mark instead of adding another, you are never sent your own, and the dead player's name sits under the gravestone on the large map. DeathMarkMinutes now runs from 1 to 30, and the option to keep a mark for the whole session is gone. A server restart forgets every mark.
A second death now also reaches the players who only had the first: if the new spot is out of their Range or biome, the old gravestone is taken off their map instead of staying for up to half an hour. A brand-new character's scope is measured where the valkyrie sets it down, not where the ride starts. Reports and marks travel over each player's own connection to the server, which takes the name from that player's character, so no client can report a death for somebody else or send a gravestone that did not come from the server. Switching DeathMarks or Enabled off now drops the marks the server was holding and the pins already drawn.


