Valheim
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OverDrive-DungeonMaps-1.0.0
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Dungeon Maps

Your map does nothing underground. Walk into a Sunken Crypt and the minimap keeps showing the swamp around the entrance, frozen, while you take your fourth identical corridor and quietly lose track of which way is out.

This mod draws the dungeon instead.

What you get

Step into a burial chamber, sunken crypt, troll cave, frost cave, infested mine or dvergr ruin and both your minimap and your full map switch to that dungeon's own floorplan — the real one, room for room, not an approximation.

Marker Meaning
Green room The entrance. This is the way out.
White arrow You, and which way you are facing.
Gold dot A chest
Red dot A creature spawner

The plan is traced from the dungeon's real geometry — as you reveal a room it gets probed against the actual colliders, so what you see is the floor you can genuinely walk: the corridors, the alcoves, the shape of the place. Not a row of rectangles.

It is drawn in the dungeon's own wall texture, taken from the geometry around you at runtime — so a burial chamber is drawn in burial chamber stone, a frost cave in ice, an infested mine in dvergr metal. The stone tiles by world position, so it runs continuously from one room into the next instead of restarting inside every rectangle. Underneath, the unexcavated rock is the same texture darkened, so the map reads as chambers cut out of solid stone.

Each dungeon type also carries a colour tint — bone for crypts, moss green for sunken crypts, pale blue for caves, copper for dvergr ruins, ember for the Ashlands. TextureStrength sets how much stone shows over that tint; drop it to 0 for flat colours.

Zooming

Use the game's own map zoom keys — , and . by default, on both the minimap and the full map. The mod follows Valheim's zoom rather than binding its own keys, so if you rebind them in Settings the dungeon map follows, and the gamepad bindings and mouse wheel work too.

Zoomed out, the full map fits the whole dungeon in the panel. Zoom past that and it follows you instead, since at that point you are what needs to stay on screen.

Fog of war

The map only shows rooms you have actually walked into. It is a record of where you have been, not a solution to the dungeon — you still have to find the place, you just stop walking the same loop twice.

Explored rooms are saved per world, so a crypt you cleared last week still has its map when you come back.

Set RevealAll in the config if you would rather have the whole floorplan the moment you step inside.

Squared up

Valheim spawns every dungeon at a random angle, so a north-up map of one is a field of diamonds. The map is turned to the dungeon's own grid instead, which is what makes it read as a floorplan rather than a pile of tilted boxes. Your arrow turns with it, so it still points where you are actually looking. Set AlignToDungeon = false if you would rather have true north.

Multiple floors

Sunken crypts and infested mines stack levels on top of each other, which is exactly why they are so easy to get lost in. Rooms on your level draw bright, rooms above you fade to a ghost, and rooms below you darken but keep their shape — so a stacked crypt reads as floors instead of spaghetti.

Multiplayer

Only you need it. This mod reads dungeon data your game client already has and draws an overlay on your own screen, so it works on vanilla servers, modded servers and dedicated servers alike, whether or not anybody else has it installed. Nothing is sent to anyone.

Configuration

Everything is in BepInEx/config/zl.dungeonmaps.cfg — which map surfaces it draws on, the reveal radius, minimap scale, opacity, height dimming, and every marker individually.

Chest and spawner markers are on by default. If you would rather not know what is in the next room, turn MarkChests and MarkSpawners off.

ToggleKey (default Left Alt + M) hides the dungeon map so you can read the world map underneath without leaving the dungeon.

Installation

Use a mod manager, or install BepInEx and drop DungeonMaps.dll into BepInEx/plugins.

Uninstalling

Delete the DLL. Nothing is added to your world, so there is nothing left behind to break. Your explored-room record stays in BepInEx/config/DungeonMaps/ in case you put the mod back.

Contact

Got an idea? I'd love to hear it — new markers, feature requests, or just to say it's working for you. Find me on Instagram: @lg_9d

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