OneMapToRuleThemAll
Shared map exploration (fog of war) and player map pins across all players. Create automatic map pins and/or use client-side radar...highly configurable.
About this mod Author’s original text
OneMapToRuleThemAll
Important! For those on a pre V2 build...V2 is a design refactor with only a partial migration path. I recommend only installing for new worlds but migration info is provided at the bottom of this README. Additionally, V2.2.0 was a necessary design refactor for pin identity and it will turn all your existing auto pins into the default dot...but they won't be deleted. There is no way to avoid this. All abbreviations for new pins and radar now default to the in-game display name. You can modify the catalog file as needed or use the om_setabbr command (ex. "om_setabbr Raspberries RB") to change these to whatever you want them to be. Make a copy of all config files and the config\OneMapToRuleThemAll folder and save them outside of your game directory before installing if you want to be able to run a prior version.
This mod was developed for my own use but I figured why not share it for others interested. I want to thank all who enjoy using it and especially those who have provided feedback, requests and identified bugs to resolve.
It comes with no support or guarantees.
Main Features (all optional)
Shared map.
- Everyone on a server shares one map.
- Fog-of-war is merged in real time so all players experience the same uncovered map areas.
- Player-placed pins are synced too, so the whole server sees the same markers.
Automatic pins.
- Walk within range of a tracked object (ore, pickable, location) and a permanent shared pin is placed for everyone.
- Pins default with the in-game name of the object (customizable) and can also display an optional count within a defined radius.
- Map pins starting with @ (e.g. @Home) suppress all auto pin and radar within a set radius to keep a base quiet and uncluttered. Players get one @ pin per biome — naming a new one demotes the old one (its @ is stripped). Admins and the host are unlimited.
Radar.
- Nearby objects and creatures show as temporary pins that fade as you move away, with creatures tracked live.
- Radar is client only, never sent to anyone else.
- Nearby objects of the same type within a defined radius merge into a single counted pin.
Configuration Settings
- Settings in any of the "Server" sections apply to everyone when connected to a server as well as a solo game. The server pushes its configuration to each client on connect, so everyone plays by the server's rules.
- Settings in any of the "Client" sections apply only to you and do not affect any other connected players.
- Both Server and Client settings live in the combined drummercraig.one_map_to_rule_them_all.cfg file and can be edited live, or changed using a BepInEx Configuration Manager type mod. Each has an in-game hover description and won't be detailed here.
What gets tracked
- The trackable object universe is implemented using catalog.txt files inside the BepInEx/config/OneMapToRuleThemAll subfolder.
- Files are automatically generated, one for vanilla, named OneMapToRuleThemAll.catalog.txt.
- Catalog files are automatically generated for each additional installed mod containing trackable objects. An example being an RtDMythics.catalog.txt file is created for the RTDMythics mod.
- Once generated these catalog files and their values are not touched again except with version upgrades. Only missing entries are added, commented out by default.
- These Catalog files give you full control over what is tracked, what the pin is named (Abbr) and the icon it uses. An icon generator automatically generates icons (if possible) for mod prefabs if a sprite doesn't exist.
- Each row is Biome | Type | Keyword | Display | Abbr | Icon. You can change the Biome, Abbr and Icon as desired.
- Edit, comment out (or delete if you really want to) rows to change what is tracked, then run om_reloadcatalog to apply live and re-push to clients. You have full control over what objects are available to track through these files. Commented rows don't appear in Configuration Manager.
- While connected to a server, clients displ
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.