Valheim
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OverDrive-DungeonMaps-1.1.0
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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.

Not an approximation of it, either. The plan is traced from the dungeon's real geometry — as you reveal a room it is probed against the actual colliders — so what you see is the floor you can genuinely walk: the corridors, the alcoves, the odd little side chamber, the true shape of the place.

It is drawn in the dungeon's own wall texture, lifted off the geometry around you at runtime. A burial chamber is drawn in burial chamber stone, a frost cave in ice, an infested mine in dvergr metal. Around it, the unexcavated rock is flat and dark, 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 through that tint; drop it to 0 for flat colour.

Markers

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

These are the game's own map pin icons wherever Valheim has one that means the right thing — the cave pin, the death skull, your own map marker — so the dungeon map speaks the same visual language as the world map. Valheim has no chest pin, so that one is drawn to match.

Markers obey the same fog as the plan: nothing shows in a room you have not walked.

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.

RevealRadius will also uncover ground beyond the room you are standing in, but it applies in every horizontal direction at once, so even a few metres uncovers the neighbours. It defaults to 0. Set RevealAll if you would rather have the whole floorplan the moment you step inside.

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 own zoom rather than binding its own keys, so if you rebind them in Settings the dungeon map follows, and the gamepad bindings and the 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.

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. Each storey is traced separately: the one you are standing on draws bright, the floor above fades to a ghost, and the floor below darkens but keeps its shape — so a stacked crypt reads as floors instead of spaghetti.

Pins

While the dungeon plan is covering the full map, map pins are switched off — adding, crossing off, removing and pinging alike. A click on the map becomes a world position, and on a dungeon plan that would land somewhere out on the surface with no relation to what you clicked. The world pins are hidden behind the plan too, so acting on one would be done blind.

Everything comes back the moment you leave, or press the toggle key to look at the world map underneath.

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 maps it draws on, minimap zoom level, plan detail, opacity, stone strength, 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.

The plan fills your minimap panel whatever shape it is; set RoundMinimap if you want it clipped to a circle.

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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