Valheim
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2 weeks ago
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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>.txcsharedmap next to the world .db file, 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.
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