• 2.2.2 -> compiled for Valheim version 0.219.14
  • 2.2.1 -> trying to fix a NRE during game loading up
  • 2.2.0 ->
    • reworked uniqueness logic, since Unity object IDs turned out to not be stable -> now there should not be duplicate pins for the same object anymore
    • deactivated tin per default
    • deactivated portals per default
    • added a comment in the readme that you need to delete permanent pins manually, to make it clear that even a destroyed object will not remove the permanent pin
    • excluded AMP pins from being shared to map table
  • 2.1.5 ->
  • 2.1.4 ->
    • added portals
  • 2.1.2 & .3 ->
    • fixed .yaml file watcher to also respect sub folders
    • added some more missing things
  • 2.1.1 ->
    • added the Flametal ore to ores
    • set runestones to be permanent
    • added some more missing things
  • 2.1.0 ->
    • changed from Unity color system (using float 0.0 to 1.0) to usual RGB values (0 to 255)
    • writing "example" object for individual configs also with an example for icon color
    • added console command "print_effective_config" to print the effective config of an object to console
    • added some color examples to default configs
  • 2.0.1 ->
    • fixed duplication warning using configured name instead of the object name for individual configs
    • added some more missing objects detected
  • 2.0.0 ->
    • Complete rework of the most logic and config parts
    • BEWARE: to use this new version, you will need to create new config files according to the changes, see mod description
    • Changes:
      • Added maximum height to auto map objects to .cfg (but you do not want to change that, believe me)
      • Changed the default grouping distance to 30
    • NEW features:
      • COLORFUL PINS!!!1111... some people requested it, I don't know if those provide really much value, but now you can use colors in configs
      • Update config -> updates pins in game - requested many times via different reports
      • game object discovery mode improved (needs to be activated in .cfg), will print also player messages for new objects, print only once per new object
    • NEW way to configure the mod:
      • new way to configure a whole category (without repeating many values)
      • new way to configure lists of objects, without individual changes per category
      • kind-of old way to configure individual objects in the category
      • now the mod uses Valheim game object 'name' field contents to identify pins, not parsing it too wild anymore, just removing the "(Clone)" and " (123)" suffixes
      • ... too much detail, please read the mod readme :)
  • 1.3.1 ->
    • Updated for Ashlands Valheim version 0.218.15
    • Added new pin configs for Ashlands objects
  • 1.3.0 ->
    • compiled for latest Valheim version 0.217.38
    • fixed some server sync issue
    • often requested feature added : check if the map is already explored at the area of an object before adding the pin => only on explored map it will show pins
  • 1.2.3 -> updated server sync and compiled against 0.217.30
  • 1.2.2 -> updated server sync and compiled against 0.217.24
  • 1.2.1 -> fixed double initiating commands
  • 1.2.0 ->
    • added new config options to not spam your logs (check new default values and change if you need):
      • silent discovery mode -> not spams your logs if prefabs were found that are not configured, yet
      • enable discovery mode -> enables that not yet configured prefabs will be collected during game play
    • improved missing config check to only mention missing configs for not matching category name and internal name in combination, this will also drastically reduce log messages
    • will only print missing configs if there were configs recorded during game play, will show warning if none recorded
    • small change on config synced pin configs
  • 1.1.8 ->
    • added new symbols:
      • Village
  • 1.1.6 & 7 ->
    • compiled for Valheim version 0.217.14
    • fix console boot error
  • 1.1.5 ->
    • fixed groups not being permanent
    • adjusted pickable pinning to only add pin if not "picked"
    • in case an object has a Destructible and Pickable components, we skip patching the Destructible one to only apply a patch on the pickable that will handle state properly
    • changed pickable update from patching "Drop" to "SetPicked"
  • 1.1.4 ->
    • added missing oakstub
    • set portal as active and permanent per default
  • 1.1.3 ->
    • added console command to remove all pins, use that if you created to many duplicate pins before, but it will really remove all pins, no matter what
    • added the birchstub too config I missed somehow before
  • 1.1.2 -> fixed map pin duplication issue
  • 1.1.1 -> added hay icon
  • 1.1.0 ->
    • added patch for new types:
      • TeleportWorld (portal)
      • PickableItem
      • Container (chests)
    • added new icon "portal"
    • updated vanilla configs with new pins
  • 1.0.4 -> replaced tree, dungeon and dot icon with less bold ones
  • 1.0.3 -> fixed missing tree icons
  • 1.0.1 & .2 ->
    • added icons:
      • monument
      • treasure
      • whale
      • temple
      • bones
    • added missing vanilla configs
  • 1.0.0 -> first release on ThunderStore
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