LivingMap

v0.19.1·Updated 2026-10-10

Your bases, roads, fields and cleared forest on the map and minimap as you build, a detailed map when you zoom in, and, new in 0.17.0, bases in the mountains that the game's map used to hide. No serve

Screenshots 8 screenshots

About this mod Author’s original text

LivingMap

The vanilla map shows the world as it was generated. LivingMap shows the world as you've

changed it.

Your bases, roads, fields and the forest you've cut down appear on the map and the minimap,

right where they are, and update as you keep building.

🆕 New in 0.16.0: the detailed map (experimental)

Zoom the big map in and it is now drawn in detail, in the vanilla map's own style:

buildings with their roofs, paths, fields and cleared forest. The closer you zoom, the

finer it gets.

It's experimental — if something looks wrong, please

report it. The first time you open

the map, a short note asks whether to keep it on. You can turn it off any time in

BepInEx/config/j1ga.livingmap.cfg, section [08 Detail]: DetailEnabled = false.

What you'll see

  • Your buildings, coloured by material — wood, stone, iron, marble… — and roofs by

their kind: thatch, darkwood, turf, slate.

  • Roads and fields: hoe paths, paving and farmland.
  • Cleared forest: where you've chopped the trees down, the map stops showing forest.

Plant a grove and it appears.

  • Everything respects the fog of war and sits under your pins and markers, on the big map

and the minimap.

The detailed map, close up

  • It looks like the vanilla map — the same paper, forest, water and light — just with

more detail. Switching to it as you zoom in is seamless.

  • Buildings keep their real shape and direction, with textures (planks, masonry,

straw…), shaded edges and shadows. Roof slopes catch the sun, so you can see the

shape of a roof.

  • Paths, paving and fields get their own textures, soft at the edges.
  • The light follows the time of day like the rest of the map, and the clouds drift over

it.

  • The minimap and the zoomed-out map are not changed by it.

Performance. It only works while the big map is open and zoomed in; closed, it costs

nothing. Until a part of the map is ready you see the normal map there, so a slower

computer shows the detail a little later rather than lagging. On a processor with 4

threads or fewer it uses one background thread and starts closer in.

What it doesn't do

  • It doesn't reveal unexplored areas: if you haven't explored it, you won't see it.
  • Zoomed out, coastlines, mountains and biome colours stay exactly as in vanilla.

Multiplayer

  • Only you need it: nothing is sent to other players, and friends without the mod aren't

affected. The server doesn't need it.

  • As the host or in single player you see every building in the world at once.
  • On a dedicated server you see what's around the places you've visited; the map remembers

them between sessions.

Settings

Everything works out of the box. With ConfigurationManager

(F1 in game) the settings are grouped:

  • 1. Map layers — turn buildings, paths and fields, cleared and planted forest on or off.
  • 2. Close-up detail — the detailed map on or off, how far out it starts (a slider),

clouds (smooth / exact / off), building textures.

  • 3. Colours — every material, roof kind and kind of ground.

The technical settings are marked advanced and hidden unless you tick "Show advanced

settings". Without ConfigurationManager, everything is in BepInEx/config/j1ga.livingmap.cfg.

Compatibility

Tested with Valheim 1.0.16, BepInEx 5.4.23.5 (BepInExPack_Valheim 5.4.2351). Mods

that replace or resize the map texture may clash with it.

Bugs and feedback

GitHub Issues: — please attach

BepInEx/LogOutput.log, and for the detailed map a screenshot and the output of the console

command livingmap status (F5).

More mods by j1gA

| | Mod |

|---|---|

| | StationSpeed — Faster smelters, kilns, fermenters and crops — consistent even for players without the mod. |

| | WeaponArts — One key, one active ability per weapon: stagger, taunt, heals, berserk, crits. |

| | ExtendedBosses — Raid-style boss fights: phases, adds, nests, shields, marks — built from vanilla parts. |

| | HostOwner — The host takes ownership of stations and bosses near it, so its mods work for ever

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
LivingMap-0.19.1.zip
File size
223.0 KiB