PlayerMapLayers

v0.2.13·Updated 2026-09-27

Per-account exploration layers, subtle non-stacking player colors and explicit selective pin sharing.

About this mod Author’s original text

Player Map Layers

Player Map Layers keeps one cartography layer per platform account, while always showing the current character name in the interface. Players can preview one or several layers before importing them, isolate one player's map, avoid reapplying the same revision and undo the last import.

Public beta 0.2.13. The same version must be installed on the server and on every participating client.

Current features

  • Server-authoritative layer storage, separated by world.
  • Stable account identity derived by the server; raw platform identifiers are never sent to other clients.
  • Current character name displayed in the UI and previous character names retained only as metadata.
  • A successful Record discoveries action uploads only the player's personal exploration mask, never pins or mod markers.
  • A successful Read map action is intercepted non-destructively:
  • the original personal/shared exploration masks and live pin references are captured;
  • Valheim reads the table normally;
  • the resulting shared exploration mask is captured independently from personal progress;
  • the original exploration masks are restored and only pins added by the read are removed through Valheim's normal pin lifecycle;
  • the player chooses whether to apply the preview.
  • Rapid isolation of a single player's layer.
  • Multi-layer temporary preview.
  • The local player's current personal exploration is represented by their normal account/character row; Shared table exploration remains independently selectable, with a one-click preview of their exact union.
  • Explicit Apply / Cancel controls.
  • One-level import rollback, also persisted locally for recovery after a restart.
  • Revision and SHA-256 fingerprint tracking to avoid reapplying an unchanged layer.
  • Player-selected named color and built-in emblem, accepted and synchronized by the server.
  • Selecting a player color or emblem synchronizes it immediately; cached previews refresh when the server returns the accepted identity.
  • Pins are private by default and can be shared individually from the Shared pins tab.
  • Every explicitly shared pin can use its original icon or a compatible BetterMap icon such as pickaxe, chest, portal, forage, dungeon, beehive, tar or sap; its original semantic identity remains unchanged for duplicate protection.
  • Temporary pins synchronized through Player Map Layers receive an optional relief halo in their author's server-accepted color without recoloring the icon itself.
  • Valheim's native Cartography table switch is the master on/off control for native and Player Map Layers shared pins.
  • Player Map Layers remote pins can be filtered locally: all players, selected players, or none. Native, BetterMap and TargetPortal pins remain controlled by their original systems.
  • Player Map Layers renders remote pins temporarily and removes semantic duplicates instead of importing them into the local map.
  • Active exploration previews use each player's server-accepted color at low opacity.
  • Player-color saturation is independently adjustable from 100% to 250%, with a stronger 180% default.
  • Player-only areas default to 8% opacity, the shared-table-only background to 3%, and multi-player overlaps to one neutral 1.5% veil; the table never neutralizes a player's color and colors are never alpha-stacked.
  • Identity and exploration-color details use collapsible sections, and the identity palette includes purple, turquoise, lime and white in addition to the original color-blind-friendly choices.
  • The exploration tint is a temporary local UI layer and never enters fog data, map saves or network payloads.
  • Opening the normal large map with Valheim's configured Map action starts the layer session with the full panel collapsed. Use Filter / Filtre to open it; Close / Fermer collapses it again without cancelling the active preview.
  • Reading a cartography table still opens the large map and the full panel automatically so the received layer can be reviewed immediately.
  • Lay

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
PlayerMapLayers-0.2.13.zip
File size
210.3 KiB