OreFinder
Points you to ore veins, dungeon entrances, spawners, ancient roots and rare pickables: screen arrow, light beam, map pin, once per find. Hotkey toggle. Client-side; a server can optionally enforce it
About this mod Author’s original text
Ore Finder
Points you to the ore veins around you in Valheim 1.0, and to dungeon
entrances, monster spawners, ancient roots and rare pickables. Every second the
mod looks for ore within a configurable radius (20 m by default) and for the
other targets within 40 m. The first time something comes into range it gets a screen arrow
with its name and distance, a coloured light, a vertical beam and a glow, for
10 seconds by default, plus a pin on the map. Each find is shown once, so
walking past a deposit you already know does not nag you.
Only real ore counts: copper and tin deposits, silver veins, iron scrap piles,
flametal. Plain rocks, obsidian and black marble are ignored unless you list
them. Press F9 to turn the finder on and off.
Client-side: install it on every player's game that should use it. Nothing is
needed on the server, and players without the mod can play on the same server.
Source, issues and releases: github.com/egor-muindor/ValheimMods.
Features
- Screen arrow: an arrow with the ore name and distance is drawn over the
vein while it is in view. When the vein is behind you or outside the screen,
the arrow sits at the screen edge and points towards it.
- Vein highlight: a pulsing point light in the ore's colour (orange for
copper, blue-grey for tin, white for silver, rust for iron, red for flametal),
a 30 m vertical beam and an emissive tint on the vein itself. Everything fades
out at the end of the highlight.
- Once per vein: a vein is highlighted the first time it enters the radius
and not again, until you leave the world or run orefinder reset.
- Ore list: look for every ore, or only the ones you name.
- Map pin: a dot pin named after the ore, saved with your map, for every
found vein. Nothing is added when another pin is already nearby, so your own
pins and re-found veins do not pile up.
- Your own names: call the ores what you like, for example one letter each
so the map stays readable. Off by default.
- Hidden ores need the Wishbone: silver veins and the scrap piles the
Wishbone reacts to are only found while you carry it, like in the game.
- More than ores: entrances of crypts, caves and mines (with their own map
pin icon), monster spawners (greydwarf nests, bone and body piles, surtling
spawners and other respawning spawn points, with a hammer pin), ancient roots
for the sap extractor, pickables you list (dragon eggs, Jotun puffs, Magecap,
Fiddlehead, Volture eggs by default) and trees you list by their wood.
- Each group on its own switch: ores, dungeon entrances, roots and spawners
can be turned on and off separately, in the config, from the console
(orefinder dungeons off) or with their own hotkeys.
- Toggle key: F9 by default, configurable, with modifiers if you like. The
state is saved to the config file.
Installation
Requires BepInEx 5.
- With a mod manager (r2modman, Mod Manager): install as usual.
- By hand: unzip the release and copy the plugins/OreFinder folder into
BepInEx/plugins, so the mod ends up at BepInEx/plugins/OreFinder/OreFinder.dll.
The config file BepInEx/config/muindor.OreFinder.cfg is created on first launch.
Configuration
Server
| Key | Default | Description |
|-----|---------|-------------|
| ConfigPriority | false | Server only. When on, this server's settings replace those of every client that also has the mod. |
Install the mod on a dedicated server, or on the machine hosting the session,
and turn ConfigPriority on to keep a party in step: every client that also has
Ore Finder then looks for the same things and writes the same names on the map.
The server decides the whole of Detection, Targets, Hidden, Names and
Map, plus Enabled - so a shared map ends up with one set of pin names and
icons instead of one per player. Those settings are marked [synced] in the
generated.cfg.
The keys and the look of the highlight (Highlight, the toggle keys, IsDebug)
stay each player's own. While the server decides Enabled or a group switch,
the toggle k
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: