Boats now pin after being stopped for 1 second (was 5) by default.
Yellow mushrooms are no longer pinned by default (they're dungeon-only and cluttered the map).
1.0.1
Fixed: destroying a portal (or removing any pin) left a stale pin on the map whenever a map
filter was hiding pins. The map now always clears pins that are no longer present.
1.0.0
First stable release.
Ashlands support: pins for the new harvestables (fiddleheads, smoke puffs, sulfur, volture eggs,
vineberry) and flametal deposits.
A pickable's icon and name are now auto-detected from the item it actually drops, so they're
always correct without hand-curating prefab names.
Non-renewable pickables (eggs, sulfur, ...) clear their pin once collected; renewable plants keep
their pin since they regrow.
New hand-made map icons for the Charred Fortress, Sunken Crypt, Dvergr ruins, Fuling camp, and the
wood and stone portals.
Pin marking fixed: left-clicking a Huginn pin now reliably crosses it out (these pins are
server-managed and non-save, which Valheim's own click handler skips). The mark is shared and
persisted as before.
Wider POI detection radius so dungeons/locations pin from farther away.
0.2.0
Auto pins for harvestable pickables (thistle, dandelion, mushrooms, flint, raspberry/blueberry/
cloudberry bushes, and Mistlands mushrooms). Pinned by proximity as you explore; pins persist after
harvesting since pickables regrow. Toggle each kind on/off in the map's filter column.
Obsidian deposits are now pinned by proximity, alongside copper and tin.
Hand-made custom map icons for wood and stone portals (replacing the generic build-piece icons).
Map filter column hardened: a corrupted visibility value now self-heals instead of persisting,
and non-category junk can no longer accumulate in the saved state.
0.1.0
Initial release.
Server-synchronized map exploration (shared fog of war) using Valheim's own shared-map format.
Server-authoritative shared pins, pushed to all clients and persisted next to the world.
Auto pins for surface ore deposits (copper, tin, obsidian) and dungeons/POIs, with real in-game icons.
Deposits are pinned only by player proximity, dropped items are never mistaken for deposits, and an
ore pin clears once you're near a deposit that has been fully mined out.
Silver is pinned only when a player actually strikes the vein, so the Wishbone hunt isn't trivialized,
and its pin clears once the vein is fully mined out.
Auto portal pins (placed / named / removed), shared with everyone. A periodic server sweep also backfills
pre-existing portals and any built by players without the mod, and clears pins for portals that were
removed — covering wood, stone, and modded portals alike (detected by component, not prefab name).
Each portal type is pinned with its own build-piece icon (stone portals look different from wood).
Auto boat pins: parked boats are pinned by a server sweep and stay pinned even after you sail
away and their area unloads; the pin follows the boat when relocated and clears when it's
destroyed. Each boat type (raft, karve, longship, modded) gets its own build-piece icon.
Foreign-pin cleanup: removes pins copied onto your map from other players via the cartography table
(on by default, plus the huginn.purgeforeignpins console command). Your own pins are never touched.
The cartography table still shares explored fog, but no longer copies overlapping duplicate pins.
Left-click any Huginn pin on the map to mark it "cleared" (the red X). The mark is shared with
everyone and persists — handy for a looted crypt or a mined-out flametal deposit.