ValheimRadar
Minimap radar: pins nearby creatures, resources and points of interest (dungeons, altars, ruins...), clustered and remembered per world. Client-side.
About this mod Author’s original text
ValheimRadar
By Hampus Toft. Client-side mod - only players who want the radar need it; nothing to install on the server.
ValheimRadar keeps scanning the area around you and pins what it finds on the minimap and large map, so you can see
what's nearby without walking every hill. Pins of the same kind that are close together are merged into one, with a
count (e.g. 5x Copper).
What gets pinned
| Kind | Examples | How it behaves |
|---|---|---|
| Creatures | Every vanilla creature and boss, grouped by biome; fish; the Leviathan | Live pins that follow the creatures and disappear when they leave the scan radius. Each creature has its own toggle; tameable ones (Boar, Wolf, Lox, Hen, Asksvin, Moose) also have a minimum star level and a tamed/wild filter (e.g. only wild 2-star Wolves, or only your own tamed ones). |
| Resources | Copper, tin, silver, obsidian, muddy scrap piles, Guck Sacks; berries; mushrooms; Dandelion, Thistle, Magecap and wild crops; flint, stones, branches | Remembered for the world once found, so they're back on the map the next time you log in. |
| Points of interest | Dungeon and cave entrances, boss altars, runestones, ruins and towers, shipwrecks, tar pits, Greydwarf nests, body/bone piles, chests (above-ground and buried), wild beehives, the Bog Witch, Haldor and the Start Temple | Read directly from Valheim's world data, so they appear as soon as their area is generated. One pin each, remembered for the world. |
Pins use Valheim's own icons wherever the game has one: a creature's trophy, a resource's item icon.
Player-built structures (chests, beehives, planted crops) and loose items on the ground (dropped ore, ingots) are
never pinned.
Keeping the map up to date
- Mined out: ore deposits, scrap piles, flint and other resources that don't grow back lose their pin as soon as
you hit or pick them. If another player cleared them, the pin goes away once a rescan confirms they're gone.
- Picked: berries, mushrooms, flowers and crops are hidden once picked (by anyone nearby) and come back when they
regrow, based on each plant's own respawn time in in-game time.
- Dismissed: right-click a resource or point-of-interest pin on the large map to hide it for good in that world,
e.g. a dungeon you've already cleared. The Restore Dismissed Pins setting brings them all back.
Saved pins are stored per world in BepInEx/config/ValheimRadar/PinData.db. Only what changed gets written,
and saved pins are loaded and drawn gradually around you and in the visible map area, so a big save doesn't freeze
the game or get you dropped from a dedicated server.
Requirements
- BepInExPack Valheim
- Jotunn, the Valheim Library - used for the pin icons.
Installation
Install with a mod manager (r2modman Mod Manager / Gale); dependencies are installed automatically.
For a manual install, extract the whole package (ValheimRadar.dll plus the e_sqlite3 / libe_sqlite3 SQLite
files next to it) into BepInEx/plugins/ValheimRadar.
Configuration
Settings live in BepInEx/config/HampusToft.ValheimRadar.cfg and can be changed in-game with
Configuration Manager (F1). Changes apply
immediately. Settings from older versions (com.yourname.valheimradar.cfg) are imported automatically.
| Section | What's in it |
|---|---|
| General | Scan radius (default 100 m), scan interval, cluster distance, rescan interval, removing mined-out resources, hiding picked plants, right-click dismissal, drawing your own marker above the pins, diagnostic logging |
| Master Groups | One switch per group: creatures, berries, mushrooms, plants & crops, ground pickables, ores, functional structures, spawners, boss altars, dungeons, runestones, ruins |
| Creatures | Per-creature toggles by biome, plus minimum star level and tamed/wild filter for tameable species; whether creature pins show names (off by default - the icon already says what it is) |
| Resources / Structures / Locations | A toggle for each individual resource and point of interest |
Custom
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: