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SharedMap
Shared map exploration and pins through the server. Crossplay-safe: batched, throttled sync, and players without the mod can still join.SharedMap
Everyone on the server shares one map: explored areas and hand-placed pins are synced through the server and saved next to the world.
Features
- Shared exploration. What any player uncovers appears on everyone's map. When you join, your existing map is merged with the server's.
- Shared pins. Only the 5 player pin icons are shared. Beds, deaths, bosses and pings stay personal. Anyone can rename, check or delete a shared pin.
- Deletion log. The server logs every shared-pin deletion, with the player who deleted it, the pin name, type, biome, coordinates and who created it:
Pin deleted by Ragnar (Steam_7656...): "Copper" [Icon2] in BlackForest at (1234, -567), created by Sigrid - Offline deletes. If a pin was deleted while you were offline, your copy is removed when you rejoin.
Crossplay / network
- Map data is sent in batches of compressed changes. The initial map goes out in 32 bands. Pins are sent in batches. 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.
Config (BepInEx/config/txc.sharedmap.cfg)
| Section | Key | Default | |
|---|---|---|---|
| General | ShareExploration | true | Server setting. Clients follow the server's value. |
| General | SharePins | true | Server setting. Clients follow the server's value. |
| General | ForcePublicPosition | false | Server setting. Shows every player on the map by forcing vanilla "Visible on map" on, including players without the mod. For modded players the checkbox is ticked and locked. |
| 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
- Pins are identified by type and position, rounded to 0.5 m.
- Pins read from a cartography table stay personal until you click them.
- Sync is done by the clients, like the vanilla game, so a modified client could send fake data.