Carturs Map Pins
Drops labelled map pins on ore, dungeons, camps, chests, minibosses and more as you find them. 158 icons, a switch for every kind, and your bed marked as home.
Screenshots 5 screenshots
About this mod Author’s original text
Cartur's Map Pins
Pins the world onto your map as you explore it, labelled, so you can find your way
back to things without writing them down.
Walk near an ore deposit, a crypt entrance, a wild beehive, an abandoned chest —
it lands on your map with a name on it. Pins are saved to your character like
hand-placed ones, and they stay put after you clear the node so you can tick them
off yourself.
What gets pinned
Ore deposits · dungeon and cave entrances · Fuling villages, Greydwarf camps and
Charred fortresses · wild beehives · runestones · abandoned chests · named
minibosses · leviathans · traders · maypoles · your bed, as home · spawners ·
wisp fountains · high-value pickables · boss altars · Deep North dungeons by name.
Every category is a switch. Berries, mushrooms, crops and surface flint are off
by default — they would carpet the map and bloat your save.
Changing a pin's icon
Shift-click any pin to open an editor beside it: rename it, pick a different
icon, choose a colour, set its size and opacity. Works on pins this mod placed and
on pins you placed yourself.
There is also an icon grid on the large map, next to vanilla's own pin buttons, for
choosing what a hand-placed pin will look like. Drag the small gold square in its
top left corner to move the whole panel, and it stays where you put it. Only the
square drags, so clicking an icon still picks the icon.
Keeping the map readable
A world you have played for a while fills up, and an ore field is a dozen separate
deposits — so it was a dozen identical pins in one white blob. Pins with the same
name standing on the same patch of ground now draw as one. Zoom in and they
separate again. Nothing is deleted: every pin is still on the map, still saved and
still searchable.
Pins are full size until the map is 15% zoomed out and shrink to 60% at the
whole-world view, and names stop being drawn past 20% out. Both points are
settings, and both can be turned off. Sizes glide and pins fade rather than popping
in and out.
There is also a switch to draw pins with no names at all, if you want the map to
read as icons — the names stay searchable, they are just not drawn. And one to stop
drawing pins further than a set distance from your character, off by default.
Chests you have emptied fade to half, so a chest you have been through reads as
dealt with without losing its place.
Your own short labels
If you keep a compact naming convention — R5, B7, SC, FC — write it in
BepInEx/config/carturpins_labels.txt, one kind per line:
Pickable:Raspberry=R{qty}
Dungeon:Sunken Crypt=SC
Ore:Copper={qty} {name}
{qty} is how many pins of that kind are merged into the marker at the current zoom,
and is left out when there is just one. {name} is the normal name in your language.
The first time you load a world the file is written for you, every line commented
out, listing the kinds already on your map; the key of any pin is also the first
field of its line in the.pins.txt record. Changes apply the next time you load a
world.
Only what is drawn changes. The saved name stays, so search, the rename box and the
pin list still read "Sunken Crypt". Pins you renamed yourself keep your name, and
pointing at a pin shows its full name. The labels are yours alone: other players see
them only if they use the same file.
Death markers
The game drops a marker where you died and never takes it away, so a long save ends
up with markers for graves that are long gone. Loot the grave and its marker goes
with it.
Finding a pin
Type in the search box across the top of the map. Everything that doesn't match
fades, so you can see where the copper is without losing the shape of the map.
Notable bits
- 158 icons to pick from. Every category and kind takes its own.
- Emptied chests change icon. Loot a chest and its pin switches to a looted
marker. Refill it and it switches back.
- Mined-out ore pins remove themselves. Deposits never respawn, so a pin on a
worked-out node is a walk to an empty hole.
- Dungeons
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: