SharedMap
Shared exploration layer plus public/private markers with owner-only delete, synced through the server. Crossplay-safe; players without the mod can still join.SharedMap
A shared map layer for your server: everyone's exploration and public markers, synced through the server and saved next to the world. Your own map stays your own.
Markers
- Public marker: choose an icon and double-click the map. Everyone on the server sees it, tinted so you can tell it apart.
- Private marker: hold Left Ctrl while double-clicking. Only you see it, like vanilla.
- Make public later: hold Left Shift and left-click one of your private markers, or a greyed-out marker read from a cartography table. A plain left-click on a greyed-out marker makes it your own private (white) marker, as in vanilla.
- Cross out: left-click a marker to cross it out or undo the cross. Anyone can cross out a public marker.
- Delete: right-click a marker. A public marker can only be deleted by the account that placed it or by an admin (listed in
adminlist.txt; the host of a listen server counts as admin). The server logs every deletion with the player, marker name, icon, biome, coordinates and owner. - Duplicates: markers with the same icon and name (unnamed ones count too) within 20 m (configurable on the server) are cleaned up:
- Between public markers, the server keeps the original and removes the new one.
- On your own map, every marker is checked: public (gold), private (white) and cartography (grey). Gold beats white beats grey; within a colour the older marker stays.
Personal map
- Shared exploration shows as lighter fog, the same shading vanilla uses for cartography-table data. It is never written into your own exploration.
- Hiding the shared map: untick the Server shared map checkbox on the large map (above vanilla's cartography and "Visible to other players" checkboxes) (or set
ShowSharedMap = false). This hides shared exploration and public markers without changing your own exploration, private markers or cartography-table data. - Cartography tables: areas you read from a table are added to the shared exploration for everyone. Vanilla's "Cartography Table Shared map" checkbox then only shows or hides the table's pins; the fog stays under the "Server shared map" checkbox.
- Saving: public markers are never saved to your character or written to a cartography table. Your client receives them from the server each time you join.
Crossplay / network
- Map data is sent in batches of compressed changes. The initial map goes out in bands of 64 rows. Nothing is sent pixel by pixel.
- Sending pauses whenever a connection's send queue is busy, so the map never delays world and gameplay data.
- There is no version enforcement. Players without the mod, including console players, can join and are never sent map data.
Install
- Server: required. It stores the map in
<world>.txcsharedmapnext to the world.dbfile, keeping the previous save as.txcsharedmap.old. - Clients: every player who wants the shared map. The server and clients must run the same major version.
Config (BepInEx/config/txc.sharedmap.cfg)
| Section | Key | Default | |
|---|---|---|---|
| General | ShareExploration | true | Server setting. |
| General | SharePins | true | Server setting: allow public markers. |
| General | ForcePublicPosition | false | Server setting: forces vanilla "Visible on map" on for every player, including players without the mod. For modded players the checkbox is ticked and locked. |
| General | DuplicateRadius | 20 | Server setting: duplicate radius in metres. 0 = off. |
| Client | ShowSharedMap | true | Show shared exploration and public markers. |
| Client | PrivateMarkerKey | LeftControl | Hold this key while double-clicking to place a private marker. |
| Client | PublishMarkerKey | LeftShift | Hold this key and left-click a private or greyed-out marker to make it public. |
| Client | PublicMarkerColor | light gold | Tint of public marker icons. |
| Network | SendInterval | 0.25 | Seconds between send batches. |
| Network | MaxMessagesPerTick | 4 | Maximum messages per connection per batch. |
| Network | MaxSendQueueBytes | 5120 | Map sending pauses above this queue size. Vanilla world sync stops at 10240. |
Notes
- Public markers are identified by icon and position, rounded to 0.5 m.
- Updating from 1.x: public copies previously saved to your character are replaced by the server's markers. Markers shared in 1.x have no recorded owner, so only admins can delete them.
- Sync is done by the clients, like the vanilla game, so a modified client could send fake data. Permissions are enforced by the server.
