Varda
Dungeon entrances and portals pin themselves once you have used them.Changelog
1.0.0 - 2026-09-30
First release.
Dungeons pin themselves when you go in, portals you built pin themselves with their tag. Both are ordinary vanilla pins wearing a supplied picture, so uninstalling costs you an icon rather than the pin. A custom pin type would come back as the plain marker for anyone without the mod, every one of them alike.
Every portal gets a pin of its own, so a row of tagged portals side by side shows every tag. A destroyed portal takes its pin with it: at once if you are there, otherwise by the next time you are. Look at a portal you built and press H to take its pin off your map, and again to put it back. That only changes your own map.
The dungeon pin has its own art, drawn by tools/icons_build.py and loaded from beside the
DLL. It is a stone arch with steps going down into the dark, from a reference Robbin supplied
after fourteen shapes that did not work. Every one of those came out a horseshoe, because
punching an opening to the bottom edge splits the mass into two legs. The steps sit in the
bottom of the opening and join the jambs across it.
Settled by running it, none of it readable any other way:
- The five hand-placed pin types are Icon0 fire, Icon1 house, Icon2 hammer, Icon3 plain marker,
Icon4 portal. They are serialised on the Minimap prefab inside a bundle, so they are in
neither the assemblies nor the asset manifest.
DumpIconswrites the whole UI atlas out and logs each sprite's rect, which is how they were read. - The dungeon default moved from Icon2 to Icon3. The hammer is what players already use to mark a mine, so a dungeon on Icon2 would look like somebody's own mining pin and hide with it whenever that filter row was switched off.
PortalIconis empty by default. Icon4 already wears the game's own portal icon.- There is no crypt sprite to borrow.
m_locationIconscarries five entries, being the start temple, trader, Hildir's camp, Bog Witch camp and ancient upgrade station. The donor list inherited from Delve matches none of them.
Run in game before release with Devkit scenarios for the dungeon pin, portal pins, a row of four portals, a broken portal losing its pin, and the H key, which was also tried by hand. Not run on a server, where a portal broken while you were away only loses its pin once the area around you has finished loading.
NameDungeons is off. The icon says what the thing is. Turn it on to tell two crypts apart
without opening them.


