AutoPinSigns
Create map pins based on sign's text you placed. Synchronize pinned signs from server.
About this mod Author’s original text
Auto Pin Signs
Auto Pin Signs creates map pins from the text of signs without requiring the player to open the map. It is intended primarily for no-map playthroughs used together with a compass or another navigation mod.
The mod has two pin discovery modes:
- Local sign discovery — the original behavior. A client creates or removes pins when nearby signs are loaded.
- Server-authoritative sign pins — an optional server-controlled mode. The server parses signs throughout the world and keeps one authoritative pin list updated for all connected clients in real time.
Configuration is synchronized from the server when the mod is installed there.
Features
- Creates pins from sign text using the five standard user pin icons: Fire, Base, Hammer, Dot and Portal.
- Supports configurable full-text lists, prefixes and suffixes.
- Prefixes and suffixes are hidden from the visible sign text and pin name while the original text remains available when editing the sign.
- Supports rich-text signs and optional rich-text tag stripping.
- Updates or removes local pins when a loaded sign changes or is destroyed.
- Can remove nearby saved user pins that no longer have a matching loaded sign.
- Can cross off recognized sign pins with Shift + E and show (x) on checked signs.
- In server-authoritative mode, pins from distant signs appear for every connected client as soon as the server processes the change, without opening the map or using a cartography table.
- Provides autopinsigns clear [range], autopinsigns status and autopinsigns resync console commands.
Server-authoritative pins
Enable Server Authoritative Pins / Enabled on the server to use the server's sign-derived list for selected standard user pin types.
The server detects signs throughout the world, updates the shared list when their parsed pin data or checked state changes and sends the current list when a client connects or requests resynchronization. Updates are live: if another player places, edits, checks, unchecks or removes a pinned sign far away, the corresponding pin is updated for connected clients without them opening the map, touching a cartography table, visiting the sign or loading its area. This is the main usability advantage over local sign discovery.
Controlled pin types
Server Authoritative Pins / Controlled pin types is a flags setting. Select any combination of Fire, Base, Hammer, Dot and Portal. The default is All.
Only selected types are replaced by the server snapshot. Types not selected remain client-controlled and continue to support ordinary local and sign-derived pins.
Warning
Enabling server-authoritative pins temporarily hides existing client pins using the selected controlled types. They remain saved in the player profile and return when authoritative mode or the corresponding controlled type is disabled. Server pins are displayed as a runtime overlay and are not saved to the player profile.
Map pings, events, players, locations, deaths and every other pin type are not removed or synchronized.
While authoritative mode is active, selected user pin types always reflect the server list. Creating local pins of those types is disabled; non-selected user pin types remain available.
Administrator-only signs
Enable Server Authoritative Pins / Only administrator signs to publish only matching signs authored by members of the Valheim server administrator list. Host-authored signs are accepted. Signs with an unknown or non-administrator author are ignored by the shared list.
This controls publication only and does not change normal game permissions for placing or editing signs.
Merging nearby duplicates
Set Server Authoritative Pins / Merge identical pins within distance above 0 to merge nearby pins that have:
- the same parsed pin type;
- the same final pin name after prefixes and suffixes are removed;
- a horizontal distance no greater than the configured number of meters.
Candidates are ordered by ZDOID and the first one is retained, making the resul
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: