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ZenMapFog
NOTE: This mod is currently NOT included in my ZenModPack (as of 28th August 2026) - it may be put in there later, but for now it is standalone.
This mod adds fog to the map which requires the player to physically visit the area to reveal the map in-game, Age of Empires / C&C style. Climbing high structures reveals more of the map around them (eg. radio towers), and there are some custom code hooks modders can use to reveal chunks of the map themselves (eg. as a quest reward you could reveal the entire map
Edit Zenarchist/ZenMapFogConfig.json in your server's profiles folder, then restart the server to apply changes.
For toggle settings, 1 = on and 0 = off. ResetMapFogOnDeath uses true or false. Opacity values range from 0 (transparent) to 255 (fully opaque); colour values also range from 0 to 255.
| Setting | Default | Description |
|---|---|---|
Enabled |
1 |
Turns the mod on or off. |
ResetMapFogOnDeath |
false |
Clears a player's explored map when they die. Leave false to keep their progress. |
ResetDiscoveryOnStorageWipe |
0 |
Stores exploration with mission storage so it resets when that storage is wiped. Set 0 to save it in the profiles folder instead. Switching this setting selects a different save location. |
TrackingIntervalSeconds |
1.0 |
How often the server checks player positions. Lower values update exploration more frequently. |
DebugLogging |
0 |
Adds extra messages to the server logs for troubleshooting. |
| Setting | Default | Description |
|---|---|---|
CellSizeMeters |
500.0 |
Width of each exploration square in metres. Smaller squares reveal the map in finer detail. Changing this resets exploration. |
RevealRadiusCells |
0 |
Extra squares revealed around the player. 0 reveals their current square; 1 reveals a 3 × 3 area. |
BoundaryRevealTolerancePercent |
20.0 |
How close to a square's edge a player must get before revealing the neighbouring square. Higher values reveal it sooner; 0 disables this. |
PlayerHeightMetersToTriggerReveal |
20.0 |
Climbing above this height above the ground triggers an extra reveal, once per ascent. Set 0 to disable. |
HeightMapRevealDistanceMeters |
1000.0 |
How far around the player the height-triggered reveal reaches, in metres. |
| Setting | Default | Description |
|---|---|---|
FogAlpha |
255 |
Opacity of unexplored areas. Lower values let more of the map show through. |
FogRed |
0 |
Red component of the fog colour. |
FogGreen |
0 |
Green component of the fog colour. |
FogBlue |
0 |
Blue component of the fog colour. All three colour values at 0 produce black fog. |
AdjacentCellFogEnabled |
1 |
Gives squares immediately beside explored areas their own opacity, including diagonal neighbours. |
AdjacentCellFogAlpha |
254 |
Opacity of those neighbouring squares. Lower this for a more transparent border around explored areas. |
RoundedFogEdgesEnabled |
1 |
Rounds the fog edges around explored areas. |
RoundedFogEdgesBoundaryEnabled |
1 |
Rounds the outer edge of the neighbouring-square fog border. Requires AdjacentCellFogEnabled. |
RoundedFogEdgeRadiusPercent |
18.0 |
How rounded the corners appear. Higher values make larger curves; 0 gives square corners. |
TileOverlapPixels |
1.0 |
Slightly overlaps fog tiles to hide thin gaps or seams. Usually best left at the default. |
| Setting | Default | Description |
|---|---|---|
GridLinesEnabled |
1 |
Shows the mod's grid lines while fog is displayed. |
GridCellSizeMeters |
1000.0 |
Distance between grid lines in metres. This is separate from the exploration square size. |
GridLineWidthPixels |
1.0 |
Thickness of grid lines. Set 0 to hide them. |
GridLineAlpha |
160 |
Opacity of grid lines. Lower values make them more transparent. |
GridLineRed |
140 |
Red component of the grid colour. |
GridLineGreen |
140 |
Green component of the grid colour. |
GridLineBlue |
140 |
Blue component of the grid colour. The defaults produce grey lines. |
These normally work at their defaults. Adjust them only when setting up a custom terrain.
| Setting | Default | Description |
|---|---|---|
MapOriginX |
0.0 |
Starting X position of the exploration grid. Changing this resets exploration. |
MapOriginZ |
0.0 |
Starting Z position of the exploration grid. Changing this resets exploration. |
MapSizeOverrideMeters |
0.0 |
Manually sets the map width in metres. Leave 0 to detect it automatically. |
Changing the effective CellSizeMeters, MapOriginX or MapOriginZ automatically resets the selected exploration database. Appearance settings preserve progress. A map-size override also preserves progress unless it causes the mod to adjust the effective cell size.
Older databases without compatibility information receive a one-time reset on upgrade. Keep a backup before upgrading if you want to archive the old data.
All my mods are open-source and published under the Mozilla Public License Version 2.0. Any mods based on my code must be open-source - no obfuscation!
You can modify/reupload/repack my mods if you like, but please credit any original authors/3D model/3rd-party asset creators, and keep in mind any future updates I make will not be automatically applied to repacked mods so make sure to check back from time to time for bugfixes and improvements.
If you find my mods useful, please consider buying me a coffee - it's not expected but very much appreciated: https://buymeacoffee.com/zenarchist
- General Setup Guide
- Core Mod Setup Guide
- ZenModPack Master Config
- Various Info
- Known Bugs & Issues
- Report Bug
My utility style mods for debugging etc.
Mods which affect game mechanics:
- ZenAlcohol
- ZenAllowMapBagSlot
- ZenAntiCombatLogout
- ZenAutoConvertStash
- ZenAutoStackItems
- ZenAutoWinterDetect
- ZenAutoRun
- ZenBasebuildingConfig
- ZenBatteryPASPersistence
- ZenBetterChatFont
- ZenBrokenGlasses
- ZenBuildingDescription
- ZenCarAttachments
- ZenCarBatteryIcon
- ZenCarCompass
- ZenCarGlovebox
- ZenCarsCutDownTrees
- ZenCanteenTablets
- ZenCatchRain
- ZenCauseOfDeath
- ZenChickenCoops
- ZenCraftingSounds
- ZenCraftRagHands
- ZenComboLocks
- ZenCombineJSON
- ZenCompatibleGuns
- ZenDirty
- ZenDropRuinedClothing
- ZenDynamicZoneLoot
- ZenEarPlugs
- ZenFireFuel
- ZenFireWood
- ZenFireplaceStick
- ZenFishingConfig
- ZenFixCarAttachmentGUI
- ZenGraves
- ZenGroundCleaning
- ZenHideGearInCars
- ZenHints
- ZenHologram
- ZenHologramControls
- ZenImmersiveChatHUD
- ZenImmersiveLogin
- ZenInformWeaponStateBug
- ZenInventoryAnimation
- ZenKnifeGardens
- ZenLeftovers
- ZenLogPiles
- ZenMagObfuscation
- ZenMap
- ZenMicCheck
- ZenNotifications
- ZenOpenCansRock
- ZenPainting
- ZenPimpMyRide
- ZenRadioPlugin
- ZenRearViewCamera
- ZenRebuildableWells
- ZenRepairJSON
- ZenRepairPumps
- ZenRepairWells
- ZenServerGUI
- ZenShootingStars
- ZenShove
- ZenSplitUI
- ZenSleep
- ZenStaminaSlope
- ZenTerritories
- ZenWeaponEngrave
- ZenWoodHealth
- ZenZombieDoors
Mods which add gear to the game:
- ZenArtillery
- ZenBackwardsCaps
- ZenBookshelf
- ZenBunnyMasks
- ZenCamoCamp
- ZenCarWorkbench
- ZenChess
- ZenChristmasTreeCraft
- ZenConcussionGrenade
- ZenDoubleArmbands
- ZenFlask
- ZenFlint
- ZenGhillie
- ZenJameson
- ZenLadders
- ZenMusic
- ZenNotes
- ZenRaidAlarm
- ZenRaybans
- ZenRunes
- ZenStaticObjects
- ZenSwissKnife
- ZenTimeBomb
- ZenTireRack
- ZenTreasure
- ZenTreehouse
- ZenVikingAxe
- ZenZippoLighter
Mods which run purely server-side:
- ZenBloodDrips
- ZenCampSites
- ZenDynamicZoneLoot
- ZenLootCyclingDetection
- ZenNightConfig
- ZenPersistentTrees
- ZenShelterCargo
- ZenTreesplosions
- ZenZombieController
- ZenZombieConfig
- ZenJameson
My standalone mods