About MerchantSignposts
From ThunderstoreServer-side: places signposts on trails around Haldor, Hildir and the Bog Witch so no-map players can find them. Uses vanilla pieces; players install nothing.
Merchant Signposts
Valheim's no-map mode makes the travelling merchants nearly impossible to find without looking up the seed. Merchant Signposts places fingerpost signs along trails leading to Haldor, Hildir and the Bog Witch, so exploring the right biome is rewarded with a physical marker in the world instead of a map pin.
What it does
- Trails of signposts. Around each merchant's candidate camps, the server plans
trails of signposts from the world seed. Each signpost is a vanilla post with a vanilla sign board that names the merchant and points at the next sign along its trail; the innermost sign points at the camp.
- Themed per merchant. Haldor's signs use a core-wood post with gold lettering,
Hildir's a wood post with pink lettering, and the Bog Witch's a darkwood post with green lettering.
- The first trail found chooses the camp. Come within 30 m horizontally of a
planned signpost and the server marks it seen. If the merchant still has several possible camps and none has spawned, it keeps that sign's camp and discards the others. The camp spawns normally when a player approaches; its trails remain.
- Found signs leave a readable landmark. If a seen sign's camp is discarded,
its board changes to "Haldor has moved on" (or the merchant's name) in its usual colour. The post and board stay in place and keep their direction. Unseen signs toward discarded camps are removed. A found sign also stays if a changed plan drops its point, or its merchant leaves [Merchants] Table, while its camp survives. If a moved-on sign's camp exists in the world again and its merchant is in the table, the sign returns to its usual text.
- Trails avoid competing camps. Planned signs stay at least 480 m from other
possible camps of the same merchant, to avoid spawning a different camp first.
- Self-repairing. When the world loads, the server removes stale signposts and
restores missing ones in generated areas. Player-built posts and signs of the same kinds are never touched. Edits to automatic boards, including found and moved-on signs, are undone on the next sweep. The merchants restore the configured words and clear the editor’s name. Sweeps follow world load, zone generation or a sighting; invalid Placement settings pause them. Hand-placed test signs keep their text.
- Not a material farm. Breaking a signpost drops part of its materials once. By
default the server does not rebuild a signpost that a player, creature, fire or collapse destroyed, and removes the other half of the pair without drops. That memory stays while the merchant camp exists, even if the merchant table or trail settings change and are later put back.
- Clear of natural obstacles. After rocks, ore deposits and trees generate, the
server checks the complete sign and reading space. An obstructed automatic sign moves to the nearest suitable tested point within 50 m without removing the object.
- Out of player bases. Automatic signs keep clear of the build area around
workbenches and other crafting stations, plus 5 m of reach. A sign nobody has found moves out of a base built around it, or is removed if there is no clear spot nearby; a sign players have already found is left where it stands. Bases on worlds without the workbench requirement, and ranges widened by station upgrades, are not detected.
Signposts use only vanilla pieces, so they replicate to every player like any other build piece and are saved with the world.
Installation
Server-side only. Install it on the dedicated server, or in the profile of the player who hosts the world. Players who join do not need it and see the signposts without it; a joining client that also has it does nothing extra. It requires BepInExPack for Valheim 5.4.2351 or later.
Upgrading to 0.2.0
Stop the game or server and back up the world and configuration before upgrading. Keep only one installed copy of MerchantSignposts. In particular, remove hand-installed 1.x builds and internal 0.2.1–0.2.30 builds: their higher version labels can take precedence over 0.2.0. Internal testers should remove the old local package and its cached copy before importing 0.2.0, then verify the installed DLL against the candidate's recorded SHA-256. Public 0.1.0 users can update normally through their mod manager.
Existing configuration values are preserved. To adopt the new defaults, edit these entries while stopped, preserving any other merchant overrides you intentionally use:
[Signpost] PolePrefabs: change Haldor's entry toVendor_BlackForest=wood_pole_log.
The old Dvergr post otherwise remains configured and can drop Mistlands materials.
[Placement] LocationMargin: set to16metres.[Placement] Biomes: useHildir_camp=Meadows|BlackForest|Plainsfor Hildir's trails.[Trigger] Enabled: keepfalseoutside trusted disposable test worlds.
New settings use their defaults, including DestroyedSignRestoration=Never. The first sweep can rebuild existing signposts and remove unseen signs that no longer fit the plan. Existing 0.1.0 signs start unseen. Finding a sign can permanently choose its merchant's camp when the world is saved. Removing the mod does not undo that choice; restoring the pre-upgrade world backup is the rollback for saved-world changes.
Configuration
BepInEx/config/com.valheim.merchantsignposts.cfg holds the merchant table, the post and sign pieces, per-merchant colours, and trail density. Placement settings apply after a restart. The defaults suit a standard world.
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 2d ago.
MerchantSignposts on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
- Server side
- Required on the server
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.2.0, released 2026-11-02
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 2 recorded builds of MerchantSignposts.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.2.0 | 2026-11-02 | n/a | BepInEx |
| 0.1.0 | 2026-09-23 | n/a | BepInEx |
Dependencies
- Required: BepInExPack Valheim
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run MerchantSignposts on a Valheim server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogMaps & scenarios
Custom maps, arenas and scenarios to play on.
Runs on your server
From source side supportThunderstore lists MerchantSignposts as required on the server. Check its Thunderstore page to see whether players need it too.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Runs on
- Serverrequired on the server
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-11-02Open ↗
- ✓AuthorOMGBrews, as published on Thunderstore
- ✓LicenseNot published by the sourceFree






