Valheim Map Rings
Thin rings on the world map at the distances that matter from the world centre: where Haldor, Hildir and the Bog Witch can be, and optionally where each biome may start or stops.
Screenshots 5 screenshots
About this mod Author’s original text
Valheim Map Rings
A thin web of rings on the world map, centred on the middle of the world, at the distances
the game uses when it builds the world. Looking for a trader? Their ring tells you where
not to bother searching.
Rings
Traders (on by default, each one can be switched off):
| Ring | Distance |
| --- | --- |
| Haldor | never closer than 1500 m |
| Hildir | between 3000 m and 8000 m, in Meadows |
| Bog Witch | between 3000 m and 8000 m, in Swamps |
Biome boundaries (off by default). A solid ring is where a biome may start, a dashed
one is where it can no longer exist. Rings marked ~ wave by up to 100 m, 20 times around the
world, exactly as the world generator does.
| Distance | Boundary |
| --- | --- |
| 600 m ~ | Black Forest may start |
| 1000 m | Mountains reach full height (1500 m in the oldest worlds) |
| 2000 m | Swamp may start |
| 3000 m ~ | Plains may start |
| 5000 m ~ | Meadows end, anything else becomes Black Forest |
| 6000 m | Swamp ends (8000 m in the oldest worlds) |
| 6000 m ~ | Mistlands may start |
| 8000 m | Plains end |
| 10000 m | Mistlands end, the land fades into the ocean |
| off-centre | Ashlands (south) and Deep North (north) |
All distances are read from the running game (trader locations, world generator
thresholds for your world's version), so they stay right if a patch or another mod
changes them.
Labels sit on each ring at the point closest to the middle of your view, so the rings
around what you look at are always named.
Configuration
BepInEx/config/Tchernobill.Valheim_MapRings.cfg, or in game with ConfigurationManager
(changes apply immediately): each trader, the maximum distances, the biome boundaries, the
Ashlands and Deep North edges, labels, line width, opacity, label size and trader colour.
Multiplayer
Client side only, nothing is stored or sent. Other players do not need the mod.
Check my other mods
| | |
| --- | --- |
| | Valheim Voices: English voice bank for Audio Dialogues: 738 spoken lines, eleven voices, from Haldor to the runestones. Synthetic voices. |
| | Valheim Paintings: Frame part of your screen, paint it, and hang the picture on your walls with the hammer. Each painting carries its own image. |
| | Audio Dialogues: Speaks Valheim's dialogues from voice packs out loud. |
| | Valheim Portal View: Every portal you build takes a picture of what lies through it, and the portal linked to it shows that view in its ring. |
| | Valheim Parry Sense: A shield under every enemy's health bar tells whether your block and your parry hold against its hardest hit, and how long before food wearing off makes them fail. |
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: