About AutoPinSigns
From ThunderstoreCreate map pins based on sign's text you placed. Synchronize pinned signs from server.
Auto Pin Signs
Auto Pin Signs creates map pins from the text of signs without requiring the player to open the map. It is intended primarily for no-map playthroughs used together with a compass or another navigation mod.
The mod has two pin discovery modes:
- Local sign discovery — the original behavior. A client creates or removes pins when nearby signs are loaded.
- Server-authoritative sign pins — an optional server-controlled mode. The server parses signs throughout the world and keeps one authoritative pin list updated for all connected clients in real time.
Configuration is synchronized from the server when the mod is installed there.
Features
- Creates pins from sign text using the five standard user pin icons: Fire, Base, Hammer, Dot and Portal.
- Supports configurable full-text lists, prefixes and suffixes.
- Prefixes and suffixes are hidden from the visible sign text and pin name while the original text remains available when editing the sign.
- Supports rich-text signs and optional rich-text tag stripping.
- Updates or removes local pins when a loaded sign changes or is destroyed.
- Can remove nearby saved user pins that no longer have a matching loaded sign.
- Can cross off recognized sign pins with
Shift + Eand show(x)on checked signs. - In server-authoritative mode, pins from distant signs appear for every connected client as soon as the server processes the change, without opening the map or using a cartography table.
- Provides
autopinsigns clear [range],autopinsigns statusandautopinsigns resyncconsole commands.
Server-authoritative pins
Enable Server Authoritative Pins / Enabled on the server to use the server's sign-derived list for selected standard user pin types.
The server detects signs throughout the world, updates the shared list when their parsed pin data or checked state changes and sends the current list when a client connects or requests resynchronization. Updates are live: if another player places, edits, checks, unchecks or removes a pinned sign far away, the corresponding pin is updated for connected clients without them opening the map, touching a cartography table, visiting the sign or loading its area. This is the main usability advantage over local sign discovery.
Controlled pin types
Server Authoritative Pins / Controlled pin types is a flags setting. Select any combination of Fire, Base, Hammer, Dot and Portal. The default is All.
Only selected types are replaced by the server snapshot. Types not selected remain client-controlled and continue to support ordinary local and sign-derived pins.
> Warning > > Enabling server-authoritative pins temporarily hides existing client pins using the selected controlled types. They remain saved in the player profile and return when authoritative mode or the corresponding controlled type is disabled. Server pins are displayed as a runtime overlay and are not saved to the player profile. > > Map pings, events, players, locations, deaths and every other pin type are not removed or synchronized.
While authoritative mode is active, selected user pin types always reflect the server list. Creating local pins of those types is disabled; non-selected user pin types remain available.
Administrator-only signs
Enable Server Authoritative Pins / Only administrator signs to publish only matching signs authored by members of the Valheim server administrator list. Host-authored signs are accepted. Signs with an unknown or non-administrator author are ignored by the shared list.
This controls publication only and does not change normal game permissions for placing or editing signs.
Merging nearby duplicates
Set Server Authoritative Pins / Merge identical pins within distance above 0 to merge nearby pins that have:
- the same parsed pin type;
- the same final pin name after prefixes and suffixes are removed;
- a horizontal distance no greater than the configured number of meters.
Candidates are ordered by ZDOID and the first one is retained, making the result deterministic. The retained sign supplies the pin position and checked state. A value of 0 disables merging.
Checked pin signs
Enable General / Allow checked pin status, look at a recognized pinned sign and press Shift + E. The hover text displays the game's $hud_crossoffpin command only for signs that currently resolve to a pin.
- Normal
Estill opens the sign editor. - Standard ward/private-area access is required.
- A checked sign begins with
(x)followed by its parsed visible pin name. - The original sign text is preserved for editing.
- Local mode updates the local map pin when the sign is loaded.
- Server-authoritative mode distributes the checked state in the live server snapshot, so every connected client sees the same crossed-off pin.
- Disabling the option hides checked state without deleting it; enabling it again restores the stored status.
Checked state does not change matching or duplicate identity. When duplicate merging is enabled, the retained first ZDOID sign determines the resulting pin's checked state.
Matching priority
Matching is case-insensitive and uses this priority:
- Exact full-text matches from the configured Fire, Base, Hammer, Dot and Portal lists.
- Explicit prefixes.
- Explicit suffixes.
- Partial matches from the configured lists when
General -> Less strict string comparisonis enabled. - The first configured
anyPinprefix fallback. - The first configured
anyPinsuffix fallback.
When several explicit prefixes, suffixes or partial list values match, the longest matching value wins. This lets a specific rule override a shorter overlapping rule.
Prefixes and suffixes
Default prefixes:
Fire:Base:Hammer:Pin:Portal:
Pin: Boat creates a Dot pin named Boat. The visible sign text is also Boat, while opening the sign for editing returns the original Pin: Boat text.
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 36d ago.
AutoPinSigns 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
- Optional 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
- 2.0.1, released 2026-09-10
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 13 recorded builds of AutoPinSigns.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 2.0.1 | 2026-09-10 | n/a | BepInEx |
| 2.0.0 | 2026-07-18 | n/a | BepInEx |
| 1.2.0 | 2026-01-19 | n/a | BepInEx |
| 1.1.0 | 2025-03-28 | n/a | BepInEx |
| 1.0.8 | 2025-03-04 | n/a | BepInEx |
| 1.0.7 | 2024-05-17 | n/a | BepInEx |
Dependencies
- Required: BepInExPack Valheim
- Required: ConditionalConfigSync
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run AutoPinSigns 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 catalogAdmin & protection
Permissions, moderation, anti-cheat and land protection for the people running the server.
Works on a server
From source side supportThunderstore lists server-side support for AutoPinSigns as optional: it can run on a server, but isn’t required there.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Runs on
- Serveroptional on the server
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-02Open ↗
- ✓Authorshudnal, as published on Thunderstore
- ✓LicenseNot published by the sourceFree




