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Pinsanity
Finds resources near you and pins them on the Valheim minimap. Over 160 different things. Incredibly configurable.
| Last updated | a day ago |
| Total downloads | 69 |
| Total rating | 0 |
| Categories | Mods Misc Tools Utility AI Generated |
| Dependency string | Jeaudoir-Pinsanity-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
Pinsanity: Resource Finder Gone Berserk
"If it's worth doing, it's worth overdoing!"
Ever walked into a dungeon and wondered if it'd be worth your time ... or only have 2 lousy surtling cores?
Me too, so I made this.
Pinsanity finds resources near you and pins them on the Valheim minimap. Food, wood, metals, dungeon entrances, spawners, Dvergr bases, valuables inside buried treasure chests ... even the amount of honey in your beehives ... over 160 different things, all tracked, all configurable, all labeled however you like.
Press F8 to open the settings window and make it yours.
See Pinsanity on Nexus Mods for tons of screenshot examples
Features That'll Blow Your Mind:
- Shows the actual icon for each resource, loaded directly from the game's assets (no folders or image files to fiddle with)
- Pickables that respawn (berries, branches, etc) won't appear on your map unless they're actually pickable
- Instantly know if a dungeon or fortress is worth your time
- Every resource can be toggled on or off individually; every label is customizable
- Wrapped in a GUI so you don't have to repeatedly quit/edit/save the config file a thousand times
- Optimized like crazy. Includes a Benchmarking feature if you don't believe me!
Also:
- Shows treasure chests containing specific rare items (silver necklaces, onion seeds, etc) and labels them accordingly
- Empty treasure chests show an EMPTY label to save you time
- Dungeon loot shows the name in your local language (I'll skip the complicated reason why)
And how 'bout that config file!
- Hand-rolled file is organized with sections and comments instead of the usual BepInEx wall of text
- You can even use special characters (like
#) in your custom labels - Future updates (ie. Deep North) won't break your customizations
- Want to change the hotkey away from the default F8? Edit the cfg file (that one's not in the GUI)
So what are you waiting for?
Find it, pin it, plunder it. 🤓
And then what?
See GitHub for the roadmap of future updates.
Requirements
Requires: BepInEx. That's it.
Strongly recommended: the Super Duper Mappy Zoomer mod for laser precision when finding things. The vanilla map's maximum zoom is NOT ENOUGH!
Installation
- Install BepInEx if you haven't already
- Download the latest version of Pinsanity from the Thunderstore page
- Drop it into your BepInEx plugins folder (
\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins) - Launch Valheim, load/start a game, and press F8
Compatibility
No known conflicts. All patches only fire while the settings window is open, and the game is paused during that time.
See the GitHub README for a full list of patched methods.
Not tested in multiplayer. Wanna check it and let me know?
Bugs?
Post a comment on Nexus Mods or open a GitHub issue.
AI slop? Hell no!
This mod is a labor of love, painstakingly built over the course of 10 months.
It was built from scratch by analyzing the game's decompiled code, not by copying or modifying existing mods.
Yes, Claude helped. No, it wasn't a single prompt. Every line has been read, understood(ish 😉), and approved by a human.
No memory leaks. No thread safety issues. No lifecycle problems. No hot-path concerns.
Audit it yourself (or, y'know, with the AI of your choice): https://github.com/Jeaudoir/Pinsanity/
And The Riveting Backstory!
(Which, I know, nobody cares about except me)
In July of 2025, my character walked into a black forest dungeon.
Would it be worth my time? Would it have 10 surtling cores or only 2?
Wait ... what about building a mod that can scan and tell me EXACTLY how many cores the dungeon actually holds?
Little did I know, it would toss me into an epic underworld of baffling naming conventions, copy/pasted game objects, inconsistent hierarchy structures, duplicate/phantom flametal spires, and learning things like "ZDO component" just to figure out what it takes to get the proper icons for every natural resource in the game, to show on the map -- and then to go away once the objects have been picked, destroyed or interacted with.
What started as a simple "Surtling Core Finder" evolved into a complicated "Magnificent Pickables" (for finding those impossible turnip seeds, super-rare onion seeds, etc.) with an ugly little brother named "Magnificent Minables" (for finding every last fragment of ore from partially-mined copper deposits). Those were merged into one big mess called "Map Spammer 9000" that included every-freakin'-thing-I-could-think-of ... BUT WAIT, NOBODY wants to edit a config file that has hundreds of different objects in it just to reduce the noise. HEY CLAUDE! Let's conceive and create a (stable, reliable) UI that helps players quickly find, toggle and customize the label for every resource in the game.
Behold ... "Pinsanity."
Was it done? NO! It needed auditing, unhealthy amounts of auditing. And refactoring. I couldn't have a mod with just 5 files, I had to have 20. And then what? Let's spend a few weeks making sure the comments are just right before I post the source to GitHub. Now let's spend a few more days making them funny. WHY NOT? Gotta have personality.
And, while I was doing all of that, other people were posting their own map-pinner mods. Are they better than mine? They display all kinds of things that mine don't. And they let people super-customize all the icons. Does anybody need this thing ... do they even WANT this thing? All I know is: I needed it, and I want it, and now I can't live without it. And it seems silly to do all that work and not share it with the world.
So here we are.
Now: when the Deep North update finally comes out ... will I update this mod the next day?
Or, like always, will I be a month behind in getting the news, then spend another 3 months tweaking?
omg omg omg STAY TUNED!!!