
LocationFinder
Pins world locations on your map by category — traders, boss altars, dungeons, settlements and more. World-wide, instant, no zone loading needed. Press ' to open.Location Finder
Press ' to open the panel. Check the locations you want, hit Apply — every matching location in the world gets pinned on your map instantly, world-wide, no zone loading required.
Updated for Valheim 1.0 and the Deep North biome.
How It Works
Location Finder reads from ZoneSystem — the world's pre-generated location registry. All locations in this registry are placed at world creation time and stored in the save file, so they can be found instantly without visiting any area first.
Pins are session-only and not saved to your manual pin list. They are cleared on world unload.
Sharing pins: by default the pins are local to you and are not written to the Cartography Table, so recording your map there shares only the explored area. Set ShareToMapTable = true to include the mod's pins when you record your map; friends (no mod needed) can then copy them from the table onto their own maps, where they become normal saved pins they can delete. Your own pins stay session-only.
World-Unique Locations
Haldor, Hildir, Bog Witch, and the Forge of Potential each have up to 10 candidate sites reserved in the world at creation time, but only one ever actually spawns — the first one a player gets close enough to. Location Finder pins all the candidates up front, then automatically removes the unused ones the moment the game resolves which site is real. No action needed — it just narrows down on its own as you explore.
Servers & Multiplayer
| World type | Behaviour |
|---|---|
| Private / single-player | Finds every location in the world, instantly, from anywhere |
| Player-hosted (the host) | Same — world-wide |
| Dedicated / joined server | Finds locations near you, within ServerSearchRadius meters (default 400), as you move |
Valheim never sends clients the world's location list — it only exists where the world was generated — so on a server the mod works differently. Every location that has loaded near you carries an identity tag the mod can read; as you travel, locations within your search radius are named and pinned using your normal category checkboxes. Log: Live mode on: locations within 400m of you are pinned as they load. then Live: N new location(s) near you (...).
- A location that's loaded but outside the radius is not marked as seen, so it's picked up once you get within range.
- Pins stay once placed.
ServerSearchRadius = 0removes the limit (everything the game has loaded around you). - You can't search the whole map from a distance on a server — you find things by exploring toward them.
- Leviathans and the world-unique locations (Haldor, Hildir, Bog Witch, Forge of Potential) pin as you explore on any server. Bee Nests are on the Quick Find tab.
Advanced: whole map on a server (off by default)
Set ServerFullMap = true to make a server behave like a private world, using a saved copy of the world's location list.
Saved world export (no server access needed, just a copy of the server's world file): set ExportWorldLocations = true, load a copy of the server's world file (.fwl + .db) as a local single-player world once (a copy keeps its unique ID), and the list is saved to BepInEx/config/YouDied.LocationFinder.world-<ID>.txt. Joining the real server then loads it.
- Exact, since it comes from the real save data. It is not regenerated from the seed — worlds upgraded across game versions get locations placed after the fact, so a regeneration would give confident but wrong pins.
- Game updates can add locations (e.g. a new biome); re-copy and reload the world to refresh.
Nothing needs to be installed on the server. (The source also contains an experimental server-side component, LocationFinderServer, which is not part of the download and isn't needed.)
Categories
| Category | Notes |
|---|---|
| Haldor | Trader — auto-prunes to the real site (see above) |
| Hildir | Trader — auto-prunes to the real site |
| Bog Witch | Trader — auto-prunes to the real site |
| Eikthyr Altar | |
| Elder Altar | |
| Bonemass Altar | |
| Moder Altar | |
| Yagluth Altar | |
| Queen Altar | Mistlands boss |
| Fader Altar | Ashlands boss |
| Forge of Potential | Mountains — hidden upgrade station, auto-prunes to the real site |
| Hildir Quest | Smouldering Tombs, Howling Caverns, Sealed Tower |
| Dyrnwyn Piece | Ashlands sword fragment locations |
| Burial Chamber | Black Forest dungeons |
| Sunken Crypt | Swamp iron dungeons |
| Troll Cave | |
| Frost Cave | Mountain caves |
| Infested Mine | Mistlands dungeons (also Dvergr entrances) |
| Morgen Cave | Ashlands |
| Charred Fortress | Ashlands |
| Fuling Village | Plains |
| Draugr Village | Meadows village infested by Draugr |
| Dvergr Guard Tower | Mistlands staffed towers, including ruined variants |
| Dvergr Excavation | Mistlands excavation sites |
| Dvergr Harbour | Mistlands |
| Abandoned Cabin | Mountain cabins near Stone Golems |
| Abandoned Outpost | Ashlands Dvergr outpost taken over by insects |
| Wood House | All 13 variants — pins labeled by number |
| Dragon Egg Nest | Mountain drake nests |
| Giant Remain | Mistlands giant skulls |
| Giant Scrap | Mistlands sword/armor fragments |
| Lava Leviathan | Ashlands lava creatures |
| Sulfur Arch | Ashlands sulfur source |
| Fire Hole | Swamp surtling geysers |
| Tar Pit | Plains |
| Volture Nest | Ashlands |
| Greydwarf Nest | Black Forest spawner camps |
| Bear Cave | Mountains |
| Mountain Grave | Mountains |
| Mountain Well | Mountains |
| Goblin Hut | Plains |
| Lumber Camp | |
| Infested Tree | Mistlands |
| Charred Stone Spawner | Ashlands |
| Waymarker | Mountain waymarkers |
| Stone Henge | Plains stone circles with Fuling Berserkers |
| Stone Circle | Meadows |
| Fuling Tower | Plains stone towers |
| Stone Tower Ruin | Black Forest and Mountain ruins, including sunken variants |
| Ruin | Black Forest and Plains ruins |
| Combat Ruin | |
| Swamp Ruin | |
| Swamp Hut | |
| Swamp Well | |
| Stone House | |
| Wood Farm | |
| Ship Setting | |
| Grave | |
| The Hole | |
| Dolmen | Meadows skeleton spawners |
| Shipwreck | |
| Ashlands Ruin | Various Ashlands ruins |
| Mistlands Structure | Viaducts, statues, road posts, lighthouse |
| Runestone | All biome runestones and lorestone, including Deep North |
| Big Rock Clearing | Black Forest |
| Start Temple | World spawn point |
Deep North (Valheim 1.0)
| Category | Notes |
|---|---|
| Kall Fimbulbringer Lair | The final boss's lair |
| Gammeltroll Lair | |
| Deep North Village | |
| Deep North Hut | |
| Deep North Memorial | |
| Frozen Shipwreck | Includes both Deep North shipwreck variants |
| Ice Pond |
Unconfirmed
| Category | Notes |
|---|---|
| Unknown (MorkBorg) | Prefab name doesn't match any known Valheim naming convention — verify in-game before relying on this pin |
Known Limitations
On servers, only locations near you are found (within ServerSearchRadius) — see Servers & Multiplayer above.
Ocean Leviathan and Beehives are not pre-placed world locations — they are generated as you explore. Leviathans pin automatically as your zones load; Bee Nests are an opt-in Quick Find option. Neither will appear on the map until you have been close enough for the zone to generate.
For full world-wide coverage of Leviathans and Beehives, use valheim-map.world with your world seed.
Quick Find
The Quick Find tab lists common things by category (Plants, Ores, Animals, Enemies). Tick one and every matching object loaded near you gets a pin with its own icon: items for plants and ores, the trophy for animals and enemies. Ocean Leviathans are always pinned with a chitin icon. Pins update as you move and clear themselves when something is picked, mined, killed or unloaded.
Custom Search
The Custom Search tab lets you search any location prefab name, plus creatures that are currently loaded near you (e.g. Abomination). Partial matches work — searching Crypt finds every crypt type in the world. The search log in BepInEx will show the exact prefab names found, which is useful for adding new custom categories.
Custom Categories
Add your own categories to:
BepInEx/config/YouDied.LocationFinder.custom.txt
# Comment lines start with #
# Format: CategoryName=PrefabName1,PrefabName2
My Spots=SomeLocation1,SomeLocation2
Config
BepInEx/config/YouDied.LocationFinder.cfg
| Key | Default | Description |
|---|---|---|
| ShareToMapTable | false |
Include the mod's pins when recording your map on a Cartography Table, so friends can copy them |
| PanelKey | ' (Quote) |
Open/close the panel |
| ServerSearchRadius | 400 |
On a server, pin locations within this many meters of you (0 = no limit). Private/hosted worlds ignore this |
| ServerFullMap | false |
Advanced: on a server, try to load the whole map from a saved export or server component |
| ExportWorldLocations | false |
Advanced: save each locally-loaded world's location list (used with ServerFullMap) |
Checkbox state saves to YouDied.LocationFinder.checklist.txt and restores on next session.
Diagnostics
Every session, the log reports any location prefab present in the world that isn't covered by any category — useful for catching new content after a game update:
[LocationFinder] N uncategorized location prefab(s) in this world (add these to LocationConfig.cs if you want them pinnable): ...
Changelog
v1.0.50
- Fixed: v1.0.49 read the chest's saved items as text, but the game stores them as a byte array, so every chest looked empty and nothing was pinned. It now reads the byte array.
v1.0.49
- Changed (chest loot): Quick Find now reads a chest's contents from the chest's saved data rather than the loaded inventory object, which can show loot that was rolled locally before the real contents arrived. Chests whose loot hasn't been rolled by anyone yet are treated as unknown and aren't pinned. New log lines
Chest view mismatch ... trusting saved datashow when the two disagree.
v1.0.48
- Changed: chest-loot pins (Onion Seeds) no longer disappear when a chest turns out empty. They're ticked off with the map's own checked mark, so you can see at a glance which chests have the item and which you've checked. A pin returns to normal if the item shows up again.
- Changed: a chest must show the item on two checks in a row before it's pinned, so loot that is still settling right after a chest loads doesn't create a pin.
v1.0.47
- Changed: while a chest-loot option is ticked, Quick Find rechecks every 1.5s (was 4s), so a looted chest's pin clears quickly. Added a
Chest changed:log line whenever a remembered chest's contents change.
v1.0.46
- Added: Quick Find now logs every chest pin it places (with the chest's contents as the game reported them) and every pin it removes, to track down pins on chests that turn out empty.
v1.0.45
- Changed: Onion Seeds chest pins now use the onion icon instead of the seeds icon, which was hard to see on the map.
v1.0.44
- Fixed: Quick Find ignored natural chests such as mountain treasure chests. It skipped any container that had a
Piececomponent, but loot chests have one too; it now skips only chests a player actually built. - Added: log lines for chest scanning (
Chest scan #NandChest noted: <chest> — <items>) to make problems easy to diagnose.
v1.0.43
- Added: Quick Find → Chest loot → Onion Seeds. Pins natural (not player-built) chests that contain onion seeds. Chest loot is only decided when a chest loads, so it can't be found from afar: chests are noticed as you travel, remembered for the session, and cleared from the map once emptied.
v1.0.42
- Changed: Bee Nests are no longer pinned automatically. They're a Quick Find option now (Plants → Bee Nest, honey icon), so the map stays clean until you ask for them.
v1.0.41
- Added: Quick Find tab. Tick plants, ores, animals and enemies from a list instead of typing prefab names; each is pinned as it loads near you and the pin disappears once it's picked, mined or killed. Unticking removes its pins.
- Changed: map pins now use real icons. Plants and ores show the item (a dandelion pin for dandelions, ore icons for copper, tin, iron, silver, obsidian and flametal), animals and enemies show their trophy, and Ocean Leviathans show chitin. Typed creature searches (e.g.
Abomination) use trophies too. If the game has no icon for something, it falls back to the plain dot. - Quick Find finds things that are loaded around you, on every world type, so walk the area to fill the map in. Creature pins follow the creature.
v1.0.40
- Fixed (servers): locations such as Infested Mines weren't being pinned at all on a joined server. Live discovery relied only on a hidden data tag that wasn't being read in this game build. It now also reads the location object itself (its name is the prefab name), so either source is enough.
- Added: the log now reports what each live scan sees (
Live scan #N: ... proxies ... Location components), to make server problems diagnosable.
v1.0.39
- Added: Custom Search now finds creatures by partial prefab name (e.g.
Abomination,Troll). They're pinned while loaded near you, the pin follows the creature, and it's removed when the creature dies or unloads. Players and tamed animals are ignored. Creatures only exist where the game has them loaded, so this is near-you on any world.
v1.0.38
- Added:
ShareToMapTableoption (off by default). When on, recording your map on a Cartography Table includes the mod's pins so friends without the mod can copy them. The pins are marked saved only during the write. - Fixed: README no longer describes the server component as part of the download.
v1.0.37
- Fixed: the "Optional patch Patch_MinimapOnMapRightClick failed" warning. The game's
Minimap.OnMapRightClickwas removed in 1.0.16; in 1.0.16 a right-click on the map is handled insideMinimap.Startand callsMinimap.RemovePinUnderPointer, so the patch now hooks that method instead (still blocking it while your mouse is over the panel). Found by inspecting the 1.0.16 game assembly.
v1.0.36
- Fixed: the panel stuck on "Loading world data..." / "Still loading world data..." on a server. A game-API call used by the world-export feature doesn't exist in the current game build and threw during startup, so the mod never finished initializing on clients. Those calls now go through reflection, and every startup step is isolated so one failure can't block the rest.
- Changed: on a server the panel header now reads "Server — searching within Nm of you".
v1.0.35
- Changed: servers are now near-player only by default. Private and player-hosted worlds are unchanged (world-wide). On a joined server, locations are named and pinned as they load around you, limited to
ServerSearchRadiusmeters (default 400; 0 = no limit). Each loaded location has aLocationProxyobject whose data stores a hash of the location's prefab name; the mod reads it and resolves it through the game's own location table, then pins through the same path as Apply (same categories, labels, icons). A location that's loaded but out of range isn't marked seen, so it's found once you approach. - Changed: whole-map-on-a-server (saved export / server component from v1.0.34) is now opt-in via
ServerFullMap;ExportWorldLocationsnow defaults off. - Refactor: Apply's pin creation and wanted-set logic are now shared helpers (
PinLocation,BuildWantedSet) so live and bulk pinning can't drift apart.
v1.0.34
- Added: server support (whole-map options; opt-in as of v1.0.35). Valheim clients never receive the world's location registry, so locations couldn't be found at all on a server (private worlds were unaffected). Two ways around it, since not everyone can install plugins on a server:
- Saved world exports: whenever a world is loaded locally (private world, or a copy of a server's world file), its location list is saved to a small text file keyed by world UID; joining that same world on a server loads it. Exact, since it's taken from the real save. Toggle with
ExportWorldLocations(default on). - Server component: new
LocationFinderServer.dllfor dedicated servers that answers a client request over a routed RPC (also works automatically from a player-hosted server's host).
- Saved world exports: whenever a world is loaded locally (private world, or a copy of a server's world file), its location list is saved to a small text file keyed by world UID; joining that same world on a server loads it. Exact, since it's taken from the real save. Toggle with
- Added:
Core/LocationSync.cs— shared by both plugins: registry reader, version-tagged compressed wire format, and the export file format. - Changed: multiplayer clients no longer wait 10 seconds for a registry they can never receive; server requests are capped at 2 per join so a server without the component isn't spammed with warnings.
v1.0.15 – v1.0.32 (undocumented interim builds)
Several builds in this range predate this changelog catching up — made during Valheim's Mistlands→Ashlands transition and general engine updates (Unity 6 migration). No per-version notes survive, but confirmed functionally present in v1.0.32 before this update: the BeginInit/WaitForReady async-ready architecture, reflection-based ZoneSystem location lookup with a public/private-agnostic fallback, and the periodic post-spawn scan for Beehives. If you need specifics from this range, the Mistlands-era prefab corrections (Mistlands_DvergrTownEntrance1/2, Mistlands_Excavation1/2/3, etc.) were already in place by v1.0.5 and carried forward unchanged.
v1.0.14
- Added: Leviathan (ocean) auto-pins as you sail near them
- Added: Beehive auto-pins as you explore near them
- Both pin automatically as you explore — no searching needed
v1.0.13
- Added: comma-separated multi-term search (e.g.
AxeHead1, AxeHead2) — all terms searched and tracked simultaneously
v1.0.12
- Fixed: map mouse movement bleeding through panel — IMGUI now eats all mouse/scroll events that land inside the panel rect before any other system sees them; events outside the panel pass through normally
v1.0.11
- Fixed: chest search pins no longer wiped when switching tabs or clicking Apply — checklist pins use
loc_prefix, search pins usechest_/search_prefix and are independent - Added: last search term tracked — as you explore, any new chest containing a searched item is automatically pinned
- Added: search tab shows currently tracked term
- Fixed: Enter key opening chat while panel is open — Chat.HasFocus patch added
- Fixed: character moving while panel is open — removed ZInput patches that weren't matching correct overloads in this Valheim version, restored Player/Camera patch approach
v1.0.10
- Fixed: map input bleeding through panel — Minimap scroll, left/right/middle/double-click events now blocked while panel is open
v1.0.9
- Fixed: ZDO byte array key resolution — improved compatibility with Unity 6 ZDO storage format
- Fixed: map mouse movement and scroll affecting minimap while panel is open
v1.0.8
- Fixed: Draugr Village prefab corrected to
WoodVillage1 - Fixed: Wood House pins now labeled by number (e.g. "Wood House 2") so variants are distinguishable on the map
- Added: WoodHouse 1 through 13 under single "Wood House" category
v1.0.7
- Performance: location data now cached as a flat list at startup — Apply no longer iterates raw IDictionary via reflection on every call, fixing teleport stutter
- Removed: Early Axes category
- Removed: Morgen Forts category
- Added: WoodHouse 1-13 (later corrected in v1.0.8)
- Changed: all category names now singular and use common in-game names (Elder, Fader, Queen, Fire Hole, etc.)
v1.0.6
- Fixed: game hang on close — WaitForReady coroutine now exits immediately on shutdown via
_shutdownflag - Added:
Application.quittinghook fires shutdown before Unity tears down MonoBehaviours - Fixed: Shutdown no longer calls Minimap.RemovePin when Minimap may already be destroyed
v1.0.5
- Fixed: all category prefab names corrected using ValheimLocationCata spreadsheet and Jotunn location list
- Fixed: Fuling Village →
GoblinCamp2(GoblinCamp does not exist as a location) - Fixed: Draugr Village →
MeadowsVillage(later corrected toWoodVillage1in v1.0.8) - Fixed: Giant Remains →
Mistlands_Giant1/2 - Fixed: Dvergr Settlements →
Mistlands_Excavation1/2/3 - Fixed: Infested Mines →
Mistlands_DvergrTownEntrance1/2 - Fixed: Fader Altar →
FaderLocation - Fixed: Moder Altar →
Dragonqueen - Fixed: Queen Altar →
Mistlands_DvergrBossEntrance1 - Added: Morgen Cave, Morgen Fort, Dvergr Harbour, Abandoned Outpost, Giant Scrap, Lava Leviathan, Sulfur Arch, Volture Nest, Ashlands Ruin, Mistlands Structure, Runestone categories
- Removed: Ocean Leviathan and Beehive (not in ZoneSystem — Vegetation spawns only)
- Added: Select All / Deselect All buttons
- Added: Clear Last Pin button
v1.0.4
- Added: diagnostic logging to identify correct prefab names
- Fixed: match logging removed (was causing hang by flooding log with 770k+ lines when all categories checked)
v1.0.3
- Added: Lava Leviathan (
LeviathanLava), Fire Hole, custom search exact-name logging - Fixed: Fader attempts (still incorrect at this version)
v1.0.2
- Fixed: Queen Altar confirmed as
Mistlands_DvergrBossEntrance1from search results - Fixed: Dvergr Towers prefixes corrected to
Mistlands_prefix - Fixed: Moder Altar prefab corrected to
Dragon(later corrected again in v1.0.5)
v1.0.1
- Fixed: Hildir prefab confirmed as
Hildir_camp - Fixed: Bog Witch prefab confirmed as
BogWitch_Camp - Fixed: boss altar prefab names — initial guesses corrected
v1.0.0
- Initial release
- Checklist UI with location categories
- World-wide pinning via ZoneSystem location instances
- Checkbox state persists between sessions
- Custom category support via config file
- Custom search tab