


Two map workflows on Valheim's large map:
Built for no-map (and normal) servers. Message templates, output format, and tile-sharing policy can be server-synced so a host enforces the same look for everyone.

F10 / F11) shown on the buttons and rebindable.index.html, no server or internet needed) with drag-pan, zoom, a searchable pin list, and per-kind pin filtering over a pin-free base image.TILES panel to review every captured tile and exclude any from the next compile without deleting it (or remove it outright), including imported tiles from tables you're nowhere near.Player/Death pins are dropped by default (hold Left CTRL to keep them).| Composed map (4 tables stitched) | Sent to Discord |
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Install with a mod manager and the dependencies come with it. To install manually, drop the DLL into BepInEx/plugins and install each dependency below.
| Dependency | Why |
|---|---|
| BepInExPack Valheim 5.4.2333 | Mod loader. |
| JsonDotNET 13.0.4 | Persists compile sessions to disk. |
| Jotunn 2.29.0 | Server-authoritative config sync. |
| ZenMap ≥ 1.8.0 | Required for MAP COMPILE; also fixes a Graphics.CopyTexture size-mismatch on expanded worlds. |
ZenMap already depends on Jotunn, so most setups have Jotunn already. Install on every client that wants the buttons; install on the server too to push synced settings.
M, or interact with a cartography table).F11) and paste into Discord, or set a webhook and click SEND MAP (F10).The Wiki covers everything in depth:
Config sync uses Jotunn's SynchronizationManager (a required dependency). On connect, the server pushes its value for every synced setting, the entry is locked client-side, and each client's local value is restored on disconnect. Server-synced settings include the webhook URL, message templates, cloud-hiding, and the tile-sharing toggles; output format, map style, lighting, and hotkeys stay local to each client. See the Wiki for the full list.
Found a bug, have a question, or want to request a feature? Reach virtualbjorn on either Valheim modding Discord:
Include your BepInEx/LogOutput.log when reporting an issue, or open one on the GitHub repo.