Trove
Remembers where you gathered: one map pin per berry patch, mushroom ring or ore node you actually picked or mined. No radar, nothing revealed.
Screenshots 2 screenshots
About this mod Author’s original text
Trove
A client-side Valheim mod that remembers where you gathered.
Pick a raspberry bush, a ring of mushrooms or a clump of thistle, or put a pickaxe into a copper
deposit, and the spot becomes a pin on your map: the item's own icon, one pin per patch with a
count, crossed out while the patch is picked clean and back to normal once it has regrown, gone
when the ore is mined out.
Nothing is scanned and nothing is revealed. The map only ever shows what you have touched.
Built against Valheim 1.0.15. Nothing to install on the server.
One pin per patch, with a count and the item's own icon. Crossed out where everything is
picked; the copper pin goes when the deposit is mined out.
Hover a patch for what is in it, how much is ready and when the rest grows back.
Install
Requires BepInEx 5. Drop Trove.dll into BepInEx/plugins/ or install through a mod manager.
Why interaction, not radar
Most auto-pin mods sweep a radius around you and stamp the map with everything they find, which
is why mods exist purely to clean up after them. Trove only ever records the thing you actually
picked or hit. A patch on your map is somewhere you have stood, which keeps exploration worth
doing and keeps the map readable.
How it works
- A wild pickable is remembered the moment you pick it. Picks of the same item within 20 m share
one pin, so a berry row is one pin reading "Raspberries ×6", not six pins.
- The pin is crossed out when everything in the patch is picked and clears itself when the first
plant has grown back, using the game's own respawn time for that plant.
- An ore node is remembered on the first pickaxe hit and forgotten once it is 90% mined, because
copper and silver always leave fragments below the dig limit.
- Hover a patch for what is in it, how much is ready and when the rest grows back. Left-click
crosses it out by hand, right-click forgets it.
- Harvesting inside a workbench radius is ignored, so your farm never pins itself. Branches and
surface flint are ignored too: they grow back, but a pin per stick is not worth the map.
- Nothing is hard-coded. What counts as a pickable or an ore node is read from the game's own
prefabs at load, so Deep North content and modded resources work without an update.
Your pins stay yours
Trove's pins are never written into your character file and never shared through the cartography
table. They live in BepInEx/config/Trove.tsv, one plain text file per world, shared by
every character on that world.
Settings
Everything is configurable, including the cluster radii, the ignore lists and the depleted
threshold. Notable defaults:
| Setting | Default | What it does |
|---|---|---|
| Gather.ClusterRadius | 20 | Metres within which picks of one item share a pin |
| Gather.SkipPlayerBases | true | Ignore harvests inside a workbench radius |
| Gather.ExcludedItems | Wood, Frostwood, Flint | Never pinned |
| Mine.DepletedPercent | 90 | Forget a deposit at this share mined |
| Mine.IgnoredDrops | Stone, Grausten, Wood, Frostwood, Coal | Do not make a rock worth remembering |
| Pins.ShowOnMinimap | false | Large map only by default |
Changing a default only affects a fresh install. BepInEx keeps values that already exist in your
config file.
Console
trove list, trove catalog, trove save, trove unforget, trove clear yes.
Licence
MIT.
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: