#mods-discussion
1 messages · Page 15 of 1
check the files ... see if you maybe had a space or something in the original name
maybe you have two Snowy files ? "Snowy" and "Snowy "
Maybe ill check tomorrow though if not i can rename it right?
they are in AppData/LocalLow/IronGate/Valheim
%AppData% is a fast way to get there then go up one level.
might have to make the file local, not cloud based
Yea i had Snowy.”3 letter file” cant remember lol there was no Snowy.db though
there are 2 files for every world
.db and .fwl -- you need both.
but the name is the part to the left of the dot.
I had .fwl didnt see db and come to think of it the cmd said couldnt find “Snowy.db” or sumn
it's possible the file is in the cloud, go into the game and tell the game to keep it a local copy
there is an option for that in the game menu
Yea ill try that, if i rename the folder itll change ingame too right?
you should not have to mess with the files
Okay it is a cloud based world too ill try doing the local copy tomorrow thanks alot 🙂 even the bushes respawning at base is amazing
ServersideQoL has nothing todo with respawning bushes
From Plant Everything lol i placed them then removed the mod and it still functions
This was the context
ahh, yes.. once you place an object as long as it is a vanilla object it will persist.
be careful with mods which add things to the game world that you may depend on. like changing container sizes for example.. that can break your game if the mod is removed and all the containres shrink bank to normal sizes... or if you have your house built with custom pieces and then the pieces are removed your house will fall appart. use caution
all my mods use vanilla parts.. you can add or remove them at any time
Generally I agree, cation is adviced, but it depends on what the mod is doing. E.g. container sizes modified by ServersideQoL should stay for existing containers, even if the mod is removed. And if you change the config to smaller sizes it will not shrink existing chests below minimum capacity required to hold the current items.
the container size is part of the zdo data ? I thought it was part of the class
prefab i mean
It can be, it's possible a client mod would choose a different approach
interesting...
You can set public component fields through ZDO data (take a look at ZNetView.LoadFields)
ahh... very cool. i did not know that
then yes, i agree with Argus, if the mod is only changing the data it could be safe to alter container sizes. so far as i know though only his mod does it that way.
hmm... would be an interesting way to do a player inventory expansion, no?
it wouldn't be xbox compatible... and it wouldn't work server side... but it would make for expanded inventory that doesn't get lost if the mod is removed.
Don't know if thats possible for a client mod. Server cannot touch player inventories
ya, it would have to be a client side mod.. but using that approach of modifying the zdo should make it safe even if the mod is removed.... in theory at least.. could be some very good reasons that doesn't work.
i haven't looked into player inventory code too much... but i presume it's just a container.
lol, nope
No luck?
well... still checking
Well, a Humanoid has an Inventory and if ZNetView.LoadFields can target that then in theory at least it should be possible to resize it.
You can only set certain types of fields through that method, I don't think that's possible
inventory width and height, same as container, no?
ahh nm.. i see the issue
container exposes them public
ya. nm.. can't do it
That, and you can only set them directly on a component, not fields nested on a field
Plus GameObject/ItemDrop
gameobject huh? that's neat
it serializes GameObject refs huh? neat
or is it ZDOIDs ?
No, it just takes a string and looks for prefabs with that name
ohhhh .. ok
It offers a range of possibilities, but at the same time it's very limited
Player ZDO is temporarily so you would need a client mod to load that extra info from character save.
ya, i figured i would need a client mod to modify the Player... what i was hoping to do is figure out a way to modify the inventory size in a way that persisted even if the mod was removed. Much like you can modify a game world ZDO container size and then remove the mod and the container resizing persists.
doesn't seem possible though, no big deal
the goal was to have an altered inventory without the risk of data loss from mod removal.
Does anyone know of a way to auto kick players from a dedicated server for using console devcommands and not mods mismatch? I don't need to kick anyone ATM just would like to be able to add that to one of my servers.
Doesn't AntiCheat do that?
I tried to get it to do that earlier but failed. It has an option to immediately kick someone 'for a cheat' and ignore mods. But in testing, that option didn't ignore a mod mismatch.
Ah I see what you mean.
You only want the feature where it kicks if someone is attempting to run a command.
Right. And ignore what ever mods he has at the same time.
I thought I could get it to do that by setting the option and with a blank whitelist but it didn't work. Kicked for the mods.
Put whole Thunderstore in greylist.
I was pretty much ready to do that after the time I spent trying.
im looking for 2 mods:
- one that makes it possible to sprint while sneaking
- one that makes ores etc. easier to see
can any1 recommend any? 😄
Theres a radar one that puts ore in your minimap
Sprint while sneaking? Seems counterintuitive.
Its very possible to move fast while crouching without stomping eg paintball and airsoft players do it all the time even militaries
Hypothetically if I wanted more enemies to spawn I could use "Spawn that" right?
Yes. You'd have to put in the details of exactly what enemies you wanted to spawn and where, etc., etc. It might be easier to search on thunderstore.io for 'monsters' and see what comes up for preconfigured mods. If you do, choose one that's updated by it's author within the last 9-10 months or so.
That’s awesome.
For a table-only map playthrough, it would be cool if the general area got a pin or circle when your wishbone picks up the signal so you could go back to find it later. It could even be temporary, like the proximity icons for the hunting skill.
Appreciate the help. Also. i'm guessing not but i'm hoping "Weather stones" by Goldenjude will work
Where did you find 'Weather stones"? It's not on thunderstore.io?
Edit: Nevermind. I found it. Two years old. It's very unlikely to work without causing problems.
does anyone know if any of these mods would be causing a black screen when joining the server
Smoothbrain Skills
Vitality
Tenacity
Sailing
Ranching
Packhorse
Mining
Lumberjacking
Farming
Evasion
Cooking
Building
Blacksmithing
DigitalRoot
Triple Bronze JVL
Chain Manager
ComfyMods
ComfyAddAllFuel
LicenseToSkill
Instaloot
Misc
PlantEverything
ServersideQoL
Jotunn
Have you tried changing your game language?
on my client i also have
Pathside Assistance
ZenUI / ZenCombat / Zen ModLib
Eternal Fire
Quick Stack Store ~
PlantEasily
no kept english
Then, try changing your game language and changing it back.
should eternal fire be on serverside?
still blackscreen
ill try removing smoothbrains 2 yr old mods 💀
Does anyone know if there is a mod that lets you place water? I would love to have a cute little pond or maybe a river through my village ☺️
ElementalFalls and AquaFlora.
https://thunderstore.io/c/valheim/p/CookieMilk/ElementalFalls/
https://thunderstore.io/c/valheim/p/CookiexMilk/AquaFlora/
Thank you so much 😍
that sounds good, now I think is there mod that adds table map that you could use in "no map run"??
to make it tiny bit easier from going always map to no map at all to have map in your base only
oh ZenMap seems to do that, nice
is there any mod that fixes the ashland sound issues? or not even mod if there is other fix for it
Where can i find the latest updated valheim plus mod?
You can do a search for it at thunderstore.io but it's not a recommended mod.
You're better off selecting several smaller mods instead that do what you want instead of the one big mod that tries to do everything.
https://github.com/AzumattDev/Valheim-Plus-Replacements is a good resource.
Curated list of replacement mods for Valheim Plus. - AzumattDev/Valheim-Plus-Replacements
Anybody got R2modman to work on linux?
It gives me a warning to use a launch option in steam which I do
But when starting valheim modded it just crashes after like 1 sec
idk, you may want to try gale https://thunderstore.io/c/lethal-company/p/Kesomannen/GaleModManager/
I hear it works a bit better than r2modman on linux
other than that make sure that you're using updated mods, not most downloaded
anyone use the dual wield mod? Is there a hotkey to press to dual wield?
You just equip 2x 1 hand weapons and it should work
Its not working for me
@oak halo can u turn off the notifications like "chest added: wood 1x" and "you record your discoveries at the table" in ServersideQoL?
Yes, there's already a pre-release version that does that, will be included in the next update:
https://github.com/ArgusMagnus/ValheimServersideQoL/issues/18
Container sorted, smelter refueld, etc.
sweet
"./r2modman-3.1.56.AppImage --no-sandbox"
is it possible to modify stack sizes?
Nope, sadly not
unfortunate atleast chest sizes works 🙂
@oak halo saw the update for ServersideQoL. Curious: what does it mean when you say "Obliterators teleport items" is it like a shared container that opens the same everywhere or is it something else?
You can link two obliterators by assigned tags (like portals) and if you pull the lever, the items in the two obliterators are swapped (instead of obliterated)
At the moment I do not differentiate between teleportable and non-teleportable items.
ahh... may be something you want to consider, otherwise it makes it very easy to cheat even if someone may not want to cheat.
could just leave the no-teleport items behind, and if something is occupying the same slot on the other end it doesn't move either.
I might add a config option if the need for it arises
(presuming full)
or just flag the whole batch as (no-teleport) if any one thing is no teleport and then display a message that it has no teleport items in the container.
The idea is to have a somewhat balanced teleporting metals option, but it's experimental and I don't know how "balanced" it really is (if thats even possible)
seems you could just examine the contents.. if any are no-teleport then just make the switch do nothing when you pull it and display a message
Yeah, that would be easy.
But I want there to be an option to allow the teleportation of metals. For the moment that feature is just an experiment, mainly for myself. Because I think enabling the teleport all world modifier really takes away a lot from the game and I'm hoping the obliterator teleport could be some sort of middle ground. But it's entirely possible it's just as broken.
how is it a middle ground?
because you have to build an obliterator at both ends and link them?
if so, i think that's a fine idea.. but it should have a config option for people who want the vanilla rules of no-teleport means no-teleport.
Yeah and you have to bring the mats for both the obliterator and a forge.
You're right, I think I'll add that option
also, the stone portal removes the no-teleport rules entirely... so to me, it undermines that reward of the stone teleport. hence the reasoning for the option to make it not teleport no-teleport stuff.
You make good points, I'll think about this some more. Thanks for the feedback, I appreciate it 😁
np 🙂 your mod is a good idea
I think you should include the option in your mod to allow the players to decide themselves whether to 'balance' their game one way or the other according to their own idea of how they want to play their game. They may even decide not to use your mod at all one day and then enable it again tomorrow.
Absolutely. The option to enable/disable the feature and therefore some choice is already available (like anything else in my mod it's disabled by default). But I'll be adding a more nuanced option.
I'm a big advocate for letting the player play exactly how they want by giving them ALL the config options.
This is why my MagicalMounts config is 1MB but I refuse to compromise on choice.
Yeah, sorry.
I just get rankled whenever I hear the term 'cheating' being used as meaning something akin to 'immoral' or 'dishonerable' or something. It's a damn video game! If players didn't want to customize it there'd be no place in it at all for mods of any sort.
So, yeah. Sorry. I'll go finish my morning coffee and settle down.
I mostly agree, but there are cases where I decide against additional config options. Not because I don't want to give the player the choice, but because I want to keep configuring my mod simple enough for the below average (non-tech-savvy) user.
That's also the reason why I refuse to use yaml for my config files
As a mod user, I very much appreciates it when mod-authors are putting time and effort to make their creation configurable. Thank you.
I also totally see the point it could be too complected for some users. I have been on the struggle-bus with editing a yaml file so many times. 🙂
Question: Can a config file with multiple lines/items have a sections where one line alters several different lines?
Like:
"If you like a to have a vanilla experience with this mod, set this line to 'false', and Line 2 - 5 will be set to false. If you set it to 'true', Line 2-5 will be set to 'true'. Or set this to <none> and alter line 2-5 your self"
With that author can have some pre-sets that is explained in the mod description page.
Hi guys, does anyone know where I can find a guide for valheimRAFT that would help understanding how the mechanics work, such as sailArea and mass, speed, stuff like that?
Check the mod's web page at thunderstore.io and see what info is available there. Including instructions on contacting the mod's author for info and/or support.
I want to add a mod that not only automates my kilns and smelters (etc.) but also allows for higher conversion and product amounts.
The Smoothbrain mod does this but has not been updated since mid-2024 and while it shows the ashlands tag it does not show the bog witch tag.
try it. Or wackysDB or ExpandWorldPrefabs.
have anyone tried StopChoppyAudio does it work and is it good? Like does it fix the ashland audio issues?
The devs will fix it.
I used the term “cheat” in this case as a way to bypass expected behavior. A side effect. Unintended. If the player enabled that setting and then later realized they could teleport metals they would realize the exploit and some may enjoy that. However, since it undermines the reward of the stone portal many would not want that to be possible but may still enjoy the idea of using the oblitetstor as a teleporter. Since in that context I use the term “cheat” to mean to exploit unintended behavior or side effects. Particularly a problem on multiplayer scenarios where perhaps the admin did not intend for metals to be teleport able. The easiest option would be to just respect whatever the game flags are set to. If the world allows teleporting metals then there is a flag set for that already. I did not mean “immoral behavior”
Hey guys! Have any of you ever used the mod "BuildingProtection"? I've been trying to get it to work, but it doesn't seem to be. The installation guide says I have to "install it on my dedicated server, then reboot it", I'm not sure I understand how this is done? I dragged the DLL to my worlds folder, but that didn't do anything. Sorry if it is a dumb question, first time using mods
You will need to first install BepInEx, look under Installation (manual): https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/
Then you need to copy the dll into BepInEx/plugins
Yeah sorry I've done that already, forgot to write that
Then you need to copy the dll into BepInEx/plugins not the worlds folder
Yes I've tried that too, but neither of the solutions work. If I drag the DLL into the BepInEx/plugins, nothing happens when I press start on my world
If you installed BepInEx correctly, you should see this message pretty early in the output of the dedicated server:
[Message: BepInEx] BepInEx 5.4.22.0 - valheim_server
It states in the game that I am playing a modded version of the game and I have an extra window that opens automatically for BepInEx
What version of BuildProtection did you install? I see there are two on thunderstore, one is very likely outdated and not working anymore
This one is from 2023
Try this one, it's been updated for the Bog Witch update: https://thunderstore.io/c/valheim/p/Ornicols/BuildingProtection/
I will try that one instead 🙂
There's a discord link on the thunderstore page, so if it still does not work, you could try asking there
Hello everyone, I've been playing with a friend by setting up a world in the initial menù, shared with community. We've been playing with no issues for 50+hours but now in the last few days he sees this icon and he disconnects every few minutes.
Things we tried: disabling cross play, resetting his internet settings, update his drivers
We are using Warfare, Armory and Monstrum by Therzie.
I Hope someone can help, thanks for reading
(I cannot upload the screen with the image, but looks like an Ethernet cable with red X)
can you connect to a vanilla game ? test with a new world and new characters. if not then it's a network problem.
It could be a good idea that everyone playing test their internet connection with this test:
https://www.waveform.com/tools/bufferbloat
Also I did a -tracert tho his IP and only the first 5 reached, so I guess it might be a connection issue
It could be fine, there is no set amount of hops it takes and depending on his router settings it will never return on his IP and just timeout. But that icon in game is the one for network issues
When you removed crossplay, did you make sure your server's ports were correctly forwarded in your router? Crossplay can add optional comm issues when/if MS network is having a problem with the particular playfab relay being used by your friend at his location.
I think removing crossplay is always a good idea unless you have to support Xbox players or have a CGNAT internet connection through your ISP.
Also, make sure your friend's checking for any comm problems his PC might be having, too. Is he Wifi connected or wired to his router? Does he use a VPN that might be having comm issues at the moment, etc., etc.
Guys - I like to play Valheim with my hud off when I can.
Did you know that you can still build with your HUD off?
Sure you have to kind of intuit where specific things are but once you get the hang of it... Becomes fun!
I'm thinking about making a mod that would flash on the screen the list of ingredients required to build any item I select with my hammer to copy.
But the ingredients should flash in a minimalistic way and fade.
If the process of implementing this interests you even slightly,
I would be curious to know where to start and what to look for.
Do it, doesn't matter if there's similar mods out there for it, options are good.
any simple mods that increase performance? my laptop is not very good and any perf increase would help a lot
No other advice then turn eeeeeevry thing down to low, have small base, no fire/lights and no co-op.
all that is done, but mods like FPSPlus, is it recommended to use that or is it gonna break other things or something
Don't use FPSPlus. Are you noticing the performance problem on solo play or on a server?
its worse in multiplayer but its barely playable solo too, if there is way to reduce settings lower than game normally lets you that would fix it I think
You could try the stuff this guy mentions here but I haven't personally tried it myself. #general message
ok will try the window thing, already have the basic gfx lines in that file
Well, before throwing the laptop in the dumpster, you should consider reformatting it and installing the Zorin Linux distribution on it instead of Windows. It's likely to get you another 5 years or so out of the laptop.
well actually the laptop user is my partner and I have already done all kinds of reformatting, other windows performance things to get as much out from it as possible, dont think she wants to learn to use linux but thanks
The Zorin distribution is designed to be comfortable and familiar to Windows users. And it's primary purpose is to be especially efficient on older PC hardware to extend it's useable life.
Dual boot for the win
yeah I see, maybe someday I will check it
does anyone use warfare and have issues with magic weapons? I just made my first magic weapon using the wizard station and does nothing when i click?
i tried the staff with binding spell and the fireburst weapon
do i need mana or something?
Try holding the mouse button down a little. Sometimes a quick click isn't enough.
yeah i hold it down and nothing as well
when i bring out the fire burst it loads the shot but then wont shoot it
the regular non magic version made at workbench works just fine tho not sure. Maybe i need to beat the second boss before i can use magic weapons?
Likely one of your other mods is blocking it. Check to see that all your mods are correctly updated for the current game version. Try disabling temporarily any mods like Better Archery or anything else that seems to be 3rd party combat related.
but im using relicheim mod pack
wouldnmt they all be compatible since its a popular pack?
Yeah, if you really do have absolutely no other mods in there at all, then that's not it.
ill restart
such a weird thing everything else was fine
i restarted and it works lol who knows
Excellent! 🙂
can you guys suggest mods that will go nicely with epic loot, warfare, and almanac?
Have a look at these 3 modpaks by Jewelheim.
https://thunderstore.io/c/valheim/p/JewelHeim/RelicHeim/
https://thunderstore.io/c/valheim/p/JewelHeim/JewelHeim/
https://thunderstore.io/c/valheim/p/JewelHeim/Road_To_Muspelheim_and_Niflheim/
Choose whichever one suits your preferences. They're all well supported and popular.
Modpack using EpicLoot that is balanced and focuses on enchanting instead of mass drops, moderate to very-hard difficulty [Patch 0.220.5]
Modpack using JewelCrafting and Soulcatcher, moderate to very-hard difficulty [Patch 0.220.5]
Those are good choices. I also like the RtD mods by Soloredis, too. The more of his mods you throw in there the more fun you'll have with them.
Oooo.... What if you put the Relichem mods and the RtD mods in there together! OMG 😲
It's a big, wide, wonderful world out there...
Thanks for this i think ill go with relicheim ill just add almanac to it
does anyone now any good mods for ships in the game? i run mods on thunderstore if that helps at all
How about this one:
https://thunderstore.io/c/valheim/p/shudnal/LongshipUpgrades/
Or this one:
https://thunderstore.io/c/valheim/p/MSchmoecker/CustomShips/
ValheimRAFT mod lets you build your own base ship
thanks guys
Is it ok to substitute the armory mod for odinsteelworke while retaining the other 5 therzie mods or is all of therzies mods have to go together?
do you know if these 2 are compatible with eachother?
I've never tried them together but it's likely they'd be fine. Just have a good backup of the world while you try them out together. Or even try them on a test world, if that's easier.
alright thanks
You think you might need to be at a particular forge to craft that? You know that's not a vanilla item.
So it's also possible that whichever mod is adding it may not be working right. See if the mod is updated for the current game version and, if so, try re-adding it.
https://thunderstore.io/c/valheim/p/ZenDragon/ZENHEIM/
this will greatly improve your QoL.. but read it first. It affects some game rules. Easy to remove components you don’t want.
can someone tell me the mod that separate armor equip from inventory? i forgot the mods name
Several mods do that. I personally like Azumatt's ExtendedPlayerInventory mod. https://thunderstore.io/c/valheim/p/Azumatt/AzuExtendedPlayerInventory/
thanks a lot
Looking for a couple of mods if they exist
one that lets me know the spawn prevention radius of campfires so that I can see where's spawn prevented to find my gaps
one that prevents animals from stacking themselves 10 high to escape my pits
is it possible to disable music all together? not volume 0 but disable so game doesnt even try to change music on the background
This kind of gives me that but it changes a lot of the rest of it and adds a bunch of tedium that I'm just not looking for in a solo base right now, unless it's possible to just have the light radius bit
Also not exactly what I looking for, the problem is more
One tamed animal in a pen, fine and good
Two tamed animals in a pen, I have a stack of animals 2 high in a corner
Three tamed animals in a pen, I have a stack of animals 3 high in a corner
Doesn't matter how large the pen is they'll pile up until they can escape
Hi all, I'm having a heck of a time understanding how to spin up multiple modded dedicated servers (steam) with different mods each and/or applying mods to an existing world. I've familiarized myself with how to acquire mods and move them to the appropriate folders to work in on a single dedicated world. But Is it as simple as cloning the "dedicated server" folder and having individual folders for individual dedicated servers?
If you're running multiple servers is there a reason you're not using a server management panel?
Applying mods to an existing world is easy, spin up the modded server and then replace the world files and bang there's your existing world in modded
Just make sure to keep backups etc etc
The vanilla dedicated server formula has worked well enough for a couple year so I didnt think about using server manager. Im going to assume a manager has the ablility to segment mods for separate servers. Is there a particular manager I should be looking at?
Yes if you configure each with different parameters and open the appropriate ports on the firewall and router:
name,password,port,worldname,savedir and others that can be found in the server manual pdf
Honestly I'm just time poor so a server management panel just makes it a lot easier
Pterodactyl is free but you need to be smart to set it up (I am not smart)
Currently using amp because it's easy but I had to pay for it but worth imo
How many servers are you running?
4 Vanilla but I'd like to get 2 modded going
Damn I'd never bother to run six servers bare that's wild
Realistically its more like 2 at any one time for friends, there maybe 3-4 of us connected max.
Fair
I've been running 4+ servers, both modded and vanilla, on the same Linux host PC for over 2 years now. I find managing mods for them manually to be easy and straightforward.
I've never thought of even checking out any of the server 'managers' like "Aim" or "Pterodactyl" simply because I have no need to add another layer of complexity to the environment. It would make trouble shooting any problems that crop up a lot harder. But everyone has their own needs and abilities.
Eureka! My initial hunch plus the confirmation from @nova orbit was what I needed to get a couple modded servers running simultaneously.
Well, without that mod it’s not light that keeps monsters away. It’s any base piece. So workbenches works.
I had a peek at Pterodactyl in TrueNAS but man...that setup looks daunting. I think I'll stick to bat files in the shell startup and manually moving mod files around for now.
I guess that's why you sometimes see torches installed on top of little building poles stuck in the ground around the area. Or other times, just campfires which also work whether with a fire in them or not.
As for tedium. Not really. Keeping a torch lit is not hard. 60 game days is 30 hours. If you have trouble keeping a torch lit once every 30 hours. … uhm .. I dunno. lol also you can adjust the light radius.
That way you can see exact game days left of fuel on torches
I use LinuxGSM it's a script for automating game-servers on linux. it's only CLI but you can add any webinterface/panel on top of it.
The only 3 commands I need to run are start, stop and update the server. Everything else I do through a sftp file manager like WinSCP and edit configs with notepad++
If your servers are on windows there should be a couple of similar software for game-server management.
Good to know, thank you!
I host a bunch of different game servers, Minecraft, terraria, factorio, Valheim.
Basically anything that the friend group wants to play, so having the ability to one click set up and just have ports etc within my forwarded range and protected sftp etc is worth it for me
I've had an idea for a while now to set portal restrictions only on metal ore and not refined metal to encourage building outposts. Was wondering if anyone knew a mod that does this or allows me to set custom portal restrictions.
So kinda like how it already is? As long as you still need to smelt on site or transport by boat the gameplay is essentially the same.
I think the goal is to make it simpler to move bases while keeping some of the restrictions when mining ore. But true, it could easily be circumvented by smelting the ore on site.
Cllc
Hello, does anyone know if the Seasons mod by Shudnal alters the world save file? ie. If I were to use the mod in my world, and then later uninstalled the mod, would my world still work like a normal vanilla world after that?
You can install/uninstall 99% of the mods as you go so yep, you're fine.
Alright, thanks!
pretty much what you said so transporting building materials is easier. in vanilla there's no point in building any sort of outpost just run back and forth to the boat and bring it all home to smelt. The entire point of what I want to do is circumvent it with smelting on site and still have stone portals in ashlands be an upgrade.
There isn't? I'd say many people do.
when I play with friends we set up a portal incase we die and if we're feeling really fancy some spiked walls around it. we making a central base near spawn and smelting on site never made much sense since we need to boat it back for building anyways.
hey anyone familiar with the seasonality mod? i have some questions about configing it
I would go ahead and ask the question. Worst case, someone will see it later and answer with an @-mention for ya.
And if we don't know, it looks like the author has contact information up on the mod's page on Thunderstore: https://thunderstore.io/c/valheim/p/RustyMods/Seasonality/
What would you like to know? I've played with it some, but have only done a bit of config testing. I still have funny coloured necks in my test world, so I messed up somewhere, lol. I may not be able to help, but you never know.
@ebon vault Sorry to bother you, but if you were setting up a dedicated server at home and wanted to add a mod or two to improve 'networking', anticipating that there will likely be Ashlands lag towards the end game, which mod(s) would you be putting on the server and the player clients?
I don't actually know the networking improvement mods landscape these days. I'd be curious myself 🙂
I think I'll try Searica's NetworkTweaks and Comfy Mods' ReturnToSender together.
I was also looking at Smoothbrain's Networking mod, too. But that one's two years old, which may or may not matter at all since it changes networking and not the actual game itself.
That's just off the top of my head right now, though. And I'm definitely no expert in the matter.
ok where do i go to look for mods that are serverside only? i have a few friends that play through GeForce so they cant install mods unless the mods are on steam
This site has a section on server side only mods. https://github.com/Valheim-Modding/Wiki/wiki/Xbox-Compatible-Mods
There are very few of them, but some are extremely powerful like Expand World Prefabs but with a steep learning curve. There are some examples and scripts you can find on the discord.
Here is the list.
1010101110-serverblankpassword
ArgusMagnus-ServersideQoL
Azumatt-MaxPlayerCount
Digitalroot-Max_Dungeon_Rooms
JereKuusela-Cron_Job
JereKuusela-Expand_World_Data
JereKuusela-Expand_World_Prefabs
JereKuusela-Server_devcommands
JereKuusela-Upgrade_World
JereKuusela-World_Edit_Commands
nwesterhausen-DiscordConnector
Smoothbrain-ConfigWatcher
Smoothbrain-SmoothSave
For reference. It doesn’t matter. Smoothbrain’s mod still works.
I suspected as much. Thanks for the confirmation. 🍻
ty @nova orbit ^^ this helps a ton!
Jaga posted a link above with a more complete list with descriptions I hope you saw that one too.
oh! woops!! i didnt...ty for letting my know hun XD ty @weary island ! MWAH!
anyone know if theres a mod that makes hammers have the same swings as battlaxes? i saw it in a modpack video but im not sure if it was custom or not
Where can I find resources to teach myself to start modding this game?
Thank you so much, this is the exact kind of thing I was looking for!
@past sedge For tomorrow, is it worth pinning that modding link? Seems like it's a useful resource to have in this channel.
I’d just pin this site and a few others. Good all in one to find things. Soon, will have more information and pages as feedback and comments are added to mods.
It also mirrors all of the wikis that are found on the main one.
https://valtools.org/wiki.php?page=Creating-Your-First-Mod
but of course, you can go to the main wiki linked above as well. Just going to be a lot pinning multiple links for things. If you’re interested of course.
What happens tomorrow?
Because he knew I was sleeping 😅
FYI ConfigWatcher thrashes your IO, it's constantly reloading configs in the background.
do you think sb is tagging that as client because people run non-dedicated servers, or because the clients need it installed too? After looking at the source my almost-zero knowledge of unity makes me think it's required on server and clients. Can you/anyone confirm which it is?
Well, it says in the desc it's required on both but what does Unity have to do with it :D
IO =?
This is only true under certain conditions.
The mod by default does this:
Every time the on‐disk .cfg file changes, configFile.Reload() does a full read/parse of the text file.
Now, things to consider…If the file changes constantly (e.g. by some other process or due to configuration “autosaves”), you’ll get a flood of Reload() calls, each of which re‐reads everything from disk.
Assuming you’re using a Linux backed dedicated server. Like most probably are via third party options. If the underlying FileSystemWatcher on Linux used a polling fallback, it can generate its own filesystem scanning traffic.
In most dedicated‐server setups (Ubuntu + Docker or native Ubuntu etc etc), neither of those pathological conditions holds.
Overall, the mod is designed to only listen for changes in a configuration file and reload the changes. Each file gets its own watcher which is still fairly lightweight. Not sure where the comments about it thrashing the IO come from, but I do know most server hosters use the fallback to polling for files which is why it’s probably causing some issues in that manner. It’s easier to say the mod is the issue rather than the actual setup in which it’s used. I get that. But, I still don’t think we should say the mod is the problem.
Only in certain environments
And settings.
Objectively in the code of the mod. This isn’t true.
just running the mod by itself plus another mod to detect when it's config is changed.
that was my experience
Of course it detects when the config is changed. That’s literally what it’s supposed to do. Detect change, update values in memory
ya, but it was triggering the detection repeatedly over and over again... even when nothing changed.
Which again…is only in certain environments with certain settings.
well, not sure then what is special about a windows desktop and default settings
Me either without researching. I can say on my Win 10 desktop, this isn’t the case for any FileWatcher class.
It has only been seen to be an issue in certain setups
Overall. The mods code doesn’t suggest an IO thrashing. It only detects changes, creations, renames, or deletions of cfg files. All being handled independently
// add support for the custom StringList class that allows for serialization of List<string> easily to ConfigEntry<>
TomlTypeConverter.AddConverter(typeof(StringList), new TypeConverter {
ConvertToString = (obj, _) => ((StringList)obj).ToString(),
ConvertToObject = (str, _) =>
{
CheckPerformance(str);
return Parse(str);
}
Here is a snip of my code. I create a custom data type. It gets called repeatedly by ConfigWatcher when it tries to ConvertToObject The CheckPerformance section just counts how many times it gets called.
you can see it in action with Zen.ModLib
if i am doing something to cause it to trigger please let me know... because i have not been able to see any cause
You are. Your code would theoretically run for every config option in that file. Not just the events
yes, every config option in the file... sure... and that's maybe 20 options... but it triggers thousands of times... once per frame with ConfigWatcher installed.
but in reality it only triggers for the options that have StringList data type when ConfigWatcher is not installed.
thats the only time CheckPerformance is called
Correct. But that point would be you’re still calling it multiple times per file save, change, etc. For each config entry of that type. Instead of hooking into the actual reload event fired
this thrashing happens when the file is unchanged. simply starting up the game without any changes to the file will cause the ConfigWatcher to hammer the config file and hit the CheckPerformance threshold. No file saving or changing required. only read operations.
try installing ConfigWatcher and Zen.ModLib and you will see in the logs that the thresheold of CheckPerformance is reached and it alerts you to the issue. You can disable the alert in the configs.
simply starting the game is enough to trigger it
Then, as stated, something specific on your system or your code is causing the FileWatcher to trigger those events.
But I wouldn’t install your lib to test that. That means I’m relying on your code to be truthful. I’d simply patch the Reload call or the events directly and check.
well ok... i mean, the code is pretty straight forward to check. no patching required. it's not checking if config watcher is installed. It's counting how many times ConvertToObj is called from TomlTypeConverter
Which would be called for more than just the events that are listened to by ConfigWatcher.
ok, then why without ConfigWatcher does that only get called once ?
but with ConfigWatcher it gets called thousands of times?
I wouldn’t know off the top of my head as I don’t know the context of other things in your environment or lib.
I can give some testing later. If you’d wish? But you’re only fighting Microsoft’s FileWatcher class. Not the mod.
The mod’s code is here btw.
https://github.com/blaxxun-boop/ConfigWatcher/blob/master/ConfigWatcher/ConfigWatcher.cs
sure, i get that... well .. whatever the issue is, it'd be nice to know the cause. It happens on many people's system.
Most people just add a debounce system to circumvent people’s settings.
yes, i looked at the code. shudnal also looked at it. He was able to isolate what he suspected was the cause, i forget what line he said he thought it might be. I can go dig up the old chat logs
that line i think he said he thought might be the cause... i did not verify.
Checking if the file exists? 😂
The File.Exists call? That does not seem suspicious
i agree, just copying the only clue on the 15seconds of research that was done on this topic. Like i said, i did not verify any of it.
But I guess line 120 would cause an Exception if it was called
I mean. In my 10 seconds of research there isnt much wrong with the mod itself. But running code that hits every config option of a certain type…for every file that triggers an event just seems like a non valid test to me.
Line 120 has nothing to do with this and is probably never called anyway, but it should cause an exception because it modifies a List that is being enumerated
I don't know if that can actually happen, but if the filewatcher would detect changes too early, for example because the file is still being generated, it could maybe cause configFile.Reload() to try and parse an invalid (unfinished) file which could cause the ConfigFile class to re-generate the file and thus causing a feedback loop. But that's just a lot of speculation 😅
dunno
just my observation that it gets called repeatdely inside TomlTypeConverter.ConvertToObject
Does anyone have a clip of a serpent in vr?
Anybody know if tere is a mod that allows you to make better portals, like I know there is a portal tats better than the starter one but Im looking for a mod tat you can make as you progress that allows you take SOME metals trough it with that upgraded or improved portal because i dont really just wanna turn of te setting because it feels to easy
TeleportEverything can be configured to allow various items through portals
https://thunderstore.io/c/valheim/p/OdinPlus/TeleportEverything/
You know about stone portals in vanilla right ?
That's good info. I never knew that. Thanks. 🙂
can anyone help me with valheimraft
The author of ValheimRaft has his contact info on the mod's web page at thunderstore.io for info and support.
guys betterarchery bad mod? it seems giving me some kind of error
i really like it before but i dont know why it gives error now
Game updates break mods.
has anyone tried the multiverse or cross server portal mods? seems cool.
I don't have any errors when using it.
Looking for a mod that will let you limit building per player in some way, limit build pieces, crafting stations and or build locations, or a way to limit building to warded arears or only allow building certain pieces in warded area.
I do but what I wanted was more portals that progress with you, like being able to make a portal that allows transportation of copper and tin then later another portal that allows those and iron etc while each portal costing more than the previous as to make it not to easy and keep a vanilla feel
using the portal mod made by randyknapp called advanced portals they seem to be the best i can get for what i want
Can anyone remember the name of that mod that lets you play youtube videos & craft a tv screen for Valheim
OdinOnDemand
What mods are decoration mods but aren't gonna kill Xbox players.. I want something like pottery barn
You can't.
Wym you can't..
You can't use content mods with xbox players
Yes you can
No. The xbox players will not be able to see it.
There are some mods Xbox players can see. Pottery barn is on. Another is plant everything.
No, xbox players cannot see any modded content.
Plant Everything plants vanilla content so that's fine.
Bruh... I'm gonna say this with the nicest way possible... Yes we can I'm an Xbox player I see a lot of modded things you guys think we can't I'm looking for mods that are vanilla friendly for my server that my PC people can use with there Xbox friends... There are a lot of mods I can see.
Nope, that 100% false. An xbox player is not able to see any modded content.
In order to see modded content, the xbox needs to load the mod which it cant.
Ah, Valheim on PC, not the XBOX console.
Lmao I'm fr done 😂
So did you mean XBOX on PC or the console?
I'll ask when someone different is around because.. You absolutely don't know a thing 😂🤣
If you mean xbox on PC via Microsoft store then its fine.
If you mean xbox on console then what I said remains true.
Reread what I've said have a good day I have a better chance of finding better answers speaking to a wall.
Can you give an example of a mod that adds things that you can see on xbox?
Generally what was said is true, you cannot see modded content on xbox, that is new assets which are not included with the vanilla game. There are a few unused assets in the game however (like an unused portal or iron ore veins) and as long as the mod is using those, xbox players can see/interact with them
I'm just looking for mods that are Xbox friendly that allow decorations of certain kinds.. I was giving pottery barn as an example because I know this one is Xbox friendly
Yes I know there is a lot of modded content we can't see again I am an Xbox player.
I see, pottery barn does exactly that, it allows the player to build vanilla pieces
Im on xbox myself, so I cannot test it
See thank you
And in case you haven't seen this yet: https://valtools.org/wiki.php?page=Xbox-Compatible-Mods
Thanks!
You play on XBOX?
Jup
It all makes sense now lol
Yeah and the conversation about crossplay, Valheim on xbox that was had some while ago with that guy makes 100% sense now too.
😅
Now I feel bad 😅
You don't need to, all is fine
Are there any mods that remove the wavy-ness of the world grid, like when placing down stone build pieces? So that everything has straight edges
Anyone knows of a mod that shows you a Weight bar in your HUD so you don't have to open inventory everytime you want to know how much you're carrying. Also is there a mod that removes skill penalty on death, losing inventory is already punishing enough IMOI
really?
Yes
do you know if it might have some conflict on any other mods?
im using it with relicheim and some others
I'm not using that mod.
oh i see
i decided to use another projectile logic mod
but betterarchery wouldve been great
Hey guys. I want to try and do a mod which essentially just changes the dialogue during the missions to reframe the narrative slightly, and also maybe change things like spell names etc. Where would I go to learn how to do this? Is it something relatively simple to do? I’ve never done anything like this before so don’t know where to begin. There is a particular community i want to mod this for and think just simple changes to dialogues will really get a wider audience involved.
Are you familiar with C#?
If not, you might want to look into learning a bit about it because what you want to do requires some patching of the game code.
https://github.com/Valheim-Modding/Wiki/wiki/Creating-Your-First-Mod
https://github.com/Valheim-Modding/Wiki/wiki/Valheim-Unity-Project-Guide
I’m not. But willing to learn.
Thanks for the link will check it out.
hey guys, Ive got an issue ... I was playing with AzuExtendedPlayerInventory, and sometimes I accidentally launch the game from the vanilla icon on the desktop, and when I realize it, I close the game and launch it properly from r2modman ... well now when I checked my world after some time, my armor is gone, but the rest of the gear is there, so I probably launched my modded character/world in vanilla and I think thats what fcked it up ... is there a way to restore it?
Yes. Because you’re likely closing your game normally causing it to save, you’re losing your gear.
The only way to get anything back is to restore from backups
And AzuEPI doesn’t touch anything outside of the player’s inventory. So if you’re losing items inside chests etc. It is not that mod.
Since you mention “checked my world” it suggested more than player inventory
everything is fine except the extended inventory - the armor and accessories
Iam gonna check some of my backups
Well removing the mod and allowing your player to save would remove the items.
yea, I suspect that Ive just launched the vanilla game, started my world, realized Iam in vanilla, closed the game and relaunched from r2modman
Yeah. how you close the game matters. Since normal closes and ALT+F4 still trigger the normal shutdown where everything saves.
I see a lot of backups of my character, if I choose some and press "Restore backup", do I lose my current saved character, or does it get backed up in case I want to come back to it ?
You’d lose it
Unless there is a backup of that version of the character already.
Only restore one of the backups
Has anyone used both Boats Additions (blacks7ar) and OdinShips (or OdinShipsPlus) and can tell me which is better or what you guys think of these mods? I can't really find a way to compare BoatsAdditions to vanilla boats as the vanilla wiki shows speed at differing mast levels while the cofig shows 100 things I don't understand.
Goto the thunderstore.io web site and join their Valheim community. You can search for mods there. Just be sure to notice when they were last updated by their authors and try to select only those updated for the current BogWitch game version (within the last 9 months or so).
I like Blacks7ar's BoatAdditions. Are you trying to find something to change the speed of boats? I'm not sure it does that. You'll have to read the .cfg file and see.
I don't want to change the speed, I want to know the speed. I want to be able to say this boat is good at that and that boat is good at this.
Right now I don't understand why there is a second karve for example because the mod page doesn't give any stats for the boats and the config file shows so many stats, I don't understand them all.
In my experience the boat speed is really only determined by the wind speed and direction. So, I don't know how to help you choose boats based on their inherent individual speed capabilities. Sorry.
Ah, well that isn't true, not fully anyway. Boats are what determins speed. Karves are always slower than rafts for example, it's just they have a range of speeds based on wind and sail.
Try sail a raft on perfect weather with perfect wind on full sail, you'll see even then it is slower than a paddling karve.
Can't send pictures in here, so this was the best I could do.
whats the most up to date or recommended mod that allows you to keep items on death?
If you're happy with keeping equiped gear and just dropping other things you can do that in vanilla. If you need a mod that saves the full inventory just sort by most downloaded and see what is out there.
is there any difference with this mod https://thunderstore.io/c/valheim/p/beefbaccio/DeathTweaks/ to that ?
HelHeimHarmonizer is more modern and supports multiplayer and such.
ah ok thanks
the only thing is that it hasn't been updated in 3 months and the other one has, is that nothing to be concerned about?
Nothing to be concerned about, the other one is actually just a reupload of a mod that's like 2 years old.
I have the CreatureLevelAndLootControl mod and saw that it added a respawn time to dungeons, is there anything else it changes that I might have missed that isnt vanilla?
https://www.nexusmods.com/valheim/mods/2562 and https://thunderstore.io/c/valheim/p/Azumatt/HelheimHarmonizer/
Bunch of little UI tweaks. Tooltips for production timers, player status, items. Custom chest names, buff list, multicraft, weather forecast and so on.
hey guys question again, how do i prevent a mod config being resetted to its default when updating all mods?
I'm trying to install mods on my survival already well started (I finished all the current bosses) but I can't. I try to put the mods file in the game folder where there are plugins or mods but nothing works. If anyone wants to help me out
My recommendation is to use a mod manager if you’re having issues installing manually/don’t know how to
Currently recommend this one.
https://thunderstore.io/c/valheim/p/Kesomannen/GaleModManager/
just download manually, extract the zip file, launch the installer/exe and get your mods.
thanks you
can the mushrooms planet with the plant everythinng mod be built over or do they need clear sky?
guys any mods that lets you craft multiple of the same item?
This one does that: https://thunderstore.io/c/valheim/p/Azumatt/AAA_Crafting/
thanks man
i believe it's vanilla that you can craft 5 at a time as well by holding shift but that doesnt sound as useful as being able to specify an amount
just kidding that was a mod, plant everything
Only magecap and jotun puffs require open sky as they are Plant objects while the rest of the mushrooms are Pickable objects.
sweet, time to build my brewhouse over the mushroom patch! thanks for responding
It is not vanilla, that's a feature of massfarming specifically
ah i didnt realize, thank you
they don't usually reset the config when updating unless the author changed the config settings.
ZenWorldSettings let you define some items as teleportable, such as refined metals, while keeping ore no-teleport.
Is there any way to tie certain characters and world to certain R2ModMan/Thunderstore profiles?
I think they were talking about crafting 5 items at a time, not farming, which is a vanilla thing.
anyone have a mod with one of those castle type iron bar gates that go up?
That would be a portcullis. You could maybe try MoreGates? Not sure if it has exactly what you need but does have many more gate/drawbridge etc optionsfrom what i remember. Has been a long time since i used it.
goat
Hi guys! Can you recommend some mods that are compatible for jewel crafting? We tried to put some other mods but we are encountering always a problem. It’s either we bugged some items or when we try to log in back some of other items is missing from our inventory. Thank you if someone is gonna help us here!
We are using thunderstore mods
Pretty much all mods are except EpicLoot and ValheimPlus
another question does anyone know of a mod in which you can place bodies of water, like if i wanted a pond for a courtyard on a mountain castle?
My bad. I was certain they had said plant 5 but went back to check and they actually did say craft 5.
InfinityHammer can
How so?#
Not fully sure. It’s in the documentation on how to add properties to pieces and make it generate water etc.
I think OdinsKingdom has a working portcullis.
This mod does that: https://thunderstore.io/c/valheim/p/CookieMilk/ElementalFalls/
Hey so I’m looking for a mod that could help/make my ground like evenly flat/raise my ground
I’ve had a look and haven’t been able to find one and it’s honestly pissing me off
You can load up the InfinityHammer mod which also gives your hoe lots of extra terrain modification powers.
I’ll send a photo of what I like want because I’ve tried manually doing it but it keeps fucking up the natural generation around it
I’ll put it in like screenshots
I had that happen to me a few times in the past and each time the InfinityHammer mod's hoe additions fixed it for me. Although, sometimes you have to hit the level or raise/lower operation twice in a row to get it right.
You can even do custom slopes and dirt ramps with it but that takes a little extra effort.
Oh okay I thought it was like one that could fuck up my natural generation heavily
It has undo functions, too (F7 key). In case you mess stuff up. Although, that might come in with the ServerDevcommands mod that I'm always using with it.
thankyou 2 times
Is that a good mod???
Yes, ServerDevcommands is also a good mod, although you may or may not need it. I can't remember for sure. But I think you do. I'll see if I can check that for you...
Thank you very much
Yes, you do also need to load the ServerDevcommands mod with it. And also another mod from Jere Kuusela, too. The WorldEditCommands mod. Load all three.
None of them cause any problems or take up much extra resources so it's very much worth loading all three together to get the extra hoe terrain abilities plus new hammer abilities, too.
And also the 'undo' ability on the F7 key, too. 😄
When did the Thunderstore mod manager start marking mods as depreciated?
06/06/25
Whats the site that has most mods of valheim? Thunderstore?
Yes.
Ok thanks
Nice! So, riding a dragon that shoots fire balls!! And there's also willow trees plus weird mushrooms, etc. 😄
What mod is this?
#mods-screenshots message
Thanks. The dragons are from DragonRiders by Yggdrah and the custom meadows stuff is RtDBiomes mod, if I remember correctly.
So the blue one is a frost dragon? I'm guessing...?
Lightning. Good guess, though. 😛
does anyone use corsairs mod or anything similar i cant find any of the corsair bases
Are you aware that according to the mod's instructions, if you add the mod to an existing world, you need to re-gen the world to create the bases?
https://thunderstore.io/c/valheim/p/JewelHeim/Road_To_Muspelheim_and_Niflheim/
*As it stands the server host doesn’t see any reason why the way I’ve added the modpack to the server files would crash the server on startup.
The modpack owner basically said “can’t help try my sponsored server host instead”* <--- is what my mate said
any help to why this is happening
If this is a 3rd party hosting server, you must contact them. This discord only assist with private, personal dedicated server on your own hardware.
does anyone have or know of anyone thats dove a playthrough on the 'relicheim' modpack on youtube? id love to watch and learn as i play it? thankyou!
@BeyondAgameR
does anyone have or know of anyone thats dove a playthrough on the 'relicheim' modpack on youtube? id love to watch and learn as i play it? thankyou!
is there a mod that removes the fog from the mistlands?
Yes, there is: https://thunderstore.io/c/valheim/p/Azumatt/MistBeGone/
Same, makes me really motion sick. I made a version that just mutes them rather than removes them if you're interested https://thunderstore.io/c/valheim/p/VentureValheim/Muted_Mist/
Is there replay mod for valheim?
What do you have in mind for "replay mod"? If I guess correctly, none open world survival builder games I've played, has that.
I mean like mod that Records My gameplay but not in My pov
Nope. Never heard of that with this kind of games. Not even as a mod. Would be a huge file if every player interaction or manipulating of the game world in any kind, should be recorder in such way that a world with 1000 of days, million of interactions (every tree chopped, pickaxe swing, terrain changed, mob killed, etc, would be able to re-view.
With the game only working / "lives" when the player are active in that specific cell, and the rest of the world are "frozen", that would help, but still....
If an admin turns on god mode on a dedicated server does that turn it on for that admin or every player on the server? I ask this here since technically vanilla dedicated doesn't have commands and its a mod the enables them.
Only you.
@severe crag ServersideQoL does not refuel torches, but if you turn on infinite fuel, you'll never have to refuel them either
I saw that. I just was curious if I could somehow edit it so that it pulls resin and greydorf eyes from containers similar to smelters. If not, resin and greydorf eyes pile up due to them being easy to get. I installed the automatic fuel mod which pulls fuel from containers but I'm trying to do away with mods. Idk. Just wanted to ask. I think there's a way to add a code through EWP but I have to figure it out. Thanks though.
👍 There's no harm in asking.
It's one of the things that's in my backlog of features I might implement one day, but don't wait for it.
thanks. i know zero about coding, but is it hard to do? i figured it would be similar to how you did it with smelters. idk.
It's probably very similar to the smelter thing, so it should not be hard. I think I even had a prototype of that at one point. I did not release it then because there was not yet a way to configure the range per container, which made it kind of useless, but that is not an issue anymore.
alright. sounds good. hopefully it shows up one day or the how-to appears to me so i can edit it on my own. thanks for answering my questions.
I'll try to remember to ping you if I implement it
That said, if you are interested in doing it yourself, you should definitely look into EWP. It's a powerful mod with a steep learning curve, but there are tutorials and helpful people on the author's discord
steep learning curve for sure. i'm in there as well and just installed the mod about a week ago, but haven't dabbled in it yet. right now to me, it looks like a foreign language haha.
Definitely, but if you are lucky, someone already did what you want to do and shared their config on the author's discord, there's a dedicated channel for that
anyone know the mod that makes food pop off the cooking stations when its done?
nevermind found it
anyone know ow to move the chest pop up with AZUMATT minimal_UI mod? thankyou
or any other mods to move things? currently cant see chests if my backpack is open or empty backpack into chest as they are on top of eachother, thankyou
InfinityHammer lets you move chests including their contents.
And, I believe ZenRedecorate does as well.
i mean when i press 'e' on a chest and it shows me whats inside i wanna move that tab on my screen does it do that?
Oh, no. But Azumatt's ExtendedPlayerInventory lets you move the chest contents window. Just Ctrl+grab it at the top of the window to move it around, IIRC.
ah all sorted! thankyou
ahh the backpack and chest must 'share' the same whatever as whereever i move the chest too the backpack does the same 😦
You could check their .cfg files, or bring up their configs in your console manager, and see if you can set the pos values separately for them.
Any tutorials for writing a mod? I used to dabble in making Minecraft mods.
I'm not a 'modder' myself but I suspect this would be a good place to start, at least until someone with a better suggestion comes along. 😄
https://github.com/Valheim-Modding/Wiki/wiki/
anyone playing with the MMO mod? whats your upgrade path ? ty!
The page Jaga linked is a good place to start. It also contains a list of modding discord servers where you'll find lots of helpful modding veterans
Created a monster of a mod pack last night and having a blast. 91 mods at the moment. Using a bunch of gear mods, QoL stuff, all the RtD mods, and NorseDemigods. The NorseDemigods mod is probably one of the coolest mods I’ve ever used in this game and feels balanced on Hard/Very Hard difficulty.
Yeah, I did pretty much the same thing! Plus Therzie's mods in there as well. Lots of fun. I do like the NorseDemigods mod, too. You can configure it's 'balance' any way you like harder or easier. So, yeah it's got a healer class, too. Great mod.
I’m definitely still tweaking the balance a bit. I thought at first the demigod abilities would be way too OP and they are quite strong, but a lot of enemies can one shot me and the spawn rate is high enough where I can easily get ganged up on. I’m very glad the demigod mod doesn’t completely negate the use of weapons though, it’s very well done in that way.
Does anyone have any working version of Middle Earth map?
anyone know how to add mode to a dedicated server? not a rented server, my own
i got bedinex and extracted to the server folder, and then started the server, more files come up, but there is no plugins folder
Is there a mod that speeds up taming???
Yes, ZenRedecorate lets you move chests and preserve contents. As well as many other things. Works with vanilla controls and gamepad. It does it in such a way that it’s lore friendly and balanced for normal gameplay, does not require admin.
Depends on how you spin up your server. What does the server log tells you?
This would suggest you didn't copy the plugins folder from the BepInEx archive itself. You can manually create it if that's the case.
There is a basegame feature that takes taming from 30 minutes to 15
Wait what what is it
You found the bog witch yet?
In my world yeah a while ago I’m onto the mountains now
Beat bone boy yesterday found dragon fuck n ready to fight her aswell
It's something from her
- some other things and one buildable item
Ohhhh I thought she sold useless love potions n Shi
Most of the "Shi" are some new items, ingredients to new meads and foods. New stuff gets unlocked with each boss you slay. Worth to buy one of each to learn what you like, and what to buy more of.
Oh okay also Shi is just shit
Also does anyone know how to configure a mod n Shi
Hi guys, I am new to the Valheim modding world, and this probably sounds like a dumb question. I have two PCs: one is my work PC, and one is my old PC, where I installed various things. I mainly play on my work PC because it is my main PC. I used to manually download mods from Nexus or Thunderstore, download the files, and move the DLL files manually to the plugins folder in the Steam game Valheim folder. Now I tried the Thunderstore Mod Manager on my old PC. I noticed that the plugins folder contains not only the DLL files but also entire folders with files like manifest.json, config, readme, etc. So, if I were to move all the mods from the Thunderstore folder on my old PC to my main PC, do I need to delete all files except the DLL files, or can I just copy everything directly? I don't want to install the Thunderstore Mod Manager on my main PC because I use it for work, and I am somewhat hesitant to install random apps on my main PC. That's why I installed Thunderstore on my old PC and am trying to move the downloaded mods to my main PC.
#valheim-help message @proper axle I think you can just copy all over, when you mod a server you find the files and put them in the same folders usually of where the server is as far as I understand your question
so should theorhetically work the same between different computers
okay i'll try, just got to play the game after a while and used few qol mods but now my friends eager to play again but they want to run the full moded game (around 90 mod) so if i download all the mods manually i think i will go crazy haha thats why i used thunderstore mod manager on my old pc to download all the mods easily and move it to my main pc.
thanks for the response bro
It's ok to move the entire plugin folder or just the dlls.
https://discord.com/channels/391142601740517377/1202320491377856512/@past wolf You need "Server Dev Commands" mod to do this, not possible without mods
How to get full config sync between server and clients. Where a admin can configure the server from his client with the config manager and it fully sync to the server and all client with out restarting anything, or your clients having to update or get a new modpack. I hear rumors of mods that do this, i hear jotunn is suppose to do this. I found several talked about on google but cant find them on the store. Is there something extra i need to do or setup. I've never been able to get it to work. I've always had to shut down the server and transfer the config files manually.
Simply use a mod that has ServerSync and then have the mod on the server and client, that's all.
so it has to already have Server Sync built into the mod itself. There's not a mod that just syncs all configs for all mods on the server across the board.
No, if the mod doesn't have ServerSync it will not sync.
Alright thanks cookie, damn this game has the worst client server relationship I've ever seen. Love your mods by the way, keep up the good work.
Yeah, the game is fully client authorative.
Thank you 
Does anyone know any mods for Valheim that force you to sleep? like after being awake for ~2 days it applies a debuff that can't be removed without sleeping or something
Adding to my survival mod right now 🤣
Jk, don't think there's one but I like the idea!
Ah bugger, I wanted to use it combined with a seasons mod </3
I really like the "seasons change on sleep" thing but theres nothing in game that actually forces players to sleep
Whenever I get to my Survival mod I will probably look into adding more survival stuff to it.
Right now you gotta eat and drink but that's about it.
That seems fun
Until you forget to give water to your tames too LOL
Does any one have experience with using DatHost mods? I looked through the thunderstore Valheim mods and I found some mods I want to use but I’ve never modded and my friends and I want to start a server and DatHost says it uses BepinEx mods and I don’t know if that’s the same
its the same
Thank you so much for the confirmation.
bepinex is the thing that enables mods, theres alternatives to it, but bep seems to be the standard
Oh! So on a whim I serched for a mod to customize raids and found one that even lets you invent raids! Yo, thats cool!
Mostly I want to have raids but not the mini-boss raids. (I don't fancy being ready at the drop of a hat to fight a boss XD)
So I am attempting to use mods for the first time. I downloaded thunderstore. Picked 33 mods to use. Purchased a DatHost server. I did the drag and drop to the plugin folder. Launched Valheim through thunderstore. Then got an incompatible version message with a list of mods that it says the server doesn’t have but I can see in the folder.
Each hosting company is likely to have it's own way of handling mods for their servers and putting them in the that folder may not be enough for DatHost.
You might have to do something else along with it. You need to put in a support ticket with them to find out what's wrong and how to fix it.
Ah okay cause there’s only two issues it doesn’t recognize the Therzie mods and corewood pieces.
If you have access to the server log file, you could search there to see what the problem might be with those mods. But I have no idea how you might do that on DatHost.
Yeah I have no idea how to do that either. The whole point of picking Dat Host was to make this process easier lol
See if this might help: #mods-issues message
I’ll check there thanks
i'm a 100% Vanillist, not my place, just peaking here for big-ups to the guy that made the "Tuba Walk" mod, genius 💯 
Can someone suggest mod that allows to hide my pins at a map sharing? "Better Cartography Table" is too complicated. I need only to exclude my own pins.
Asocial cartography, defaults to not share your pins, just your exploration
is there a mod that just flat out increases discovery radius for the map?
anyone using CLLC with EpicLoot ? I want to set that higher star mobs drop enchanted items of better rarity
does anyone know of a mod that would let you cutimize how many seeds each tree drops, it would be even better if i could choose how many seeds i got in game on a slider or somthing.
There is no out of the box method to do this. You'd probably be able to do this with a custom extension that injects into both of those mods.
This can be done with some patches to the loot drop tables for Epic Loot. If you look in the Epic Loot discord, in the patch sharing forum there is a set of patches to add increasing rarity of drops for star levels 2 -> 10, which should be plenty for CLLC.
ooh nice, ty
hey all, i have a problem, my player wont 'dodge roll' i can right click to block but i cant roll at all, any ideas why ? thankyou
Did you ever get him to dodge roll? It's a stupidly hard key-combo needed to dodge roll in vanilla. You can go get a good mod that makes it easier and stable to do the dodge roll move.
ive tried this too, still nothing 😦
all fixed one of the mods must have been broke, smoothbrain evasion so i removed it 🙂
Try installing ZenCombat
Just got my custom raid event! 'Tarred and Feathered' It sends 3 Growths and 1 Vulture at a time after you, It works out nicely since Demon and Undead are allies!
Custom raids is a really cool mod.
I just configed a shits and giggles raid, lets see if this works.
could anyone confirm if discard or recycle Inventory Items mod is working?
I don't remember seeing a lot of complaints about those kind of mods. I can't tell exactly which mods you're concerned about from the info in your post.
You should go to their web pages on thunderstore.io and verify that they've both been updated by their authors for the BogWitch game version. Usually within the last 8-9 months or so.
maybe ill try downloading it on thunderstore instead of nexus mods I guess
this is the mod on nexusmods:
Yes, I'd say that using thunderstore.io instead of nexusmods is important. Use the r2modman mod manager from thunderstore.io to make installing and using mods much easier.
is there a way to track mods on thunderstore?
I've been manually moving files XD
What do you mean by tracking them? You mean like by date you downloaded them or something? Or by when they were updated? A mod search on thunderstore.io automatically sorts the results by the date they were updated.
Did you try the r2modman mod manager I recommended? That might let you do want you want there.
Forget r2modman and get Gale. If you're already using r2modman, install Gale and import your r2 mod profiles over when prompted during setup. You can try it out without removing r2 and see if you like it better (you will).
https://thunderstore.io/c/valheim/p/Kesomannen/GaleModManager/
I think they mean similar to how you can track/fav mods on Nexus and you keep getting updated.
They finally added a report button to Thunderstore so maybe within 10 years!
Comments and such are probably still 20 years away.
Your thunderstore compatible mod manager tracks mods for you. Even if installed and disabled it will inform you of updates
Well, if you put your fav mods in an r2modman profile, it'll tell you when one or another of them has an update. And you get to update one or all of them with a single easy click.
The new Gale mod manager is getting some really good reviews. But, you know...
Old dog + New trick = Whaaaatt? I'm gonna go lay down for a while...
yea what I meant buy tracking was like the same feature nexusmods has, I currently just drag and drop my mods and have 90% of my mods from nexus mods, but the galemodmanager looks interesting Ill definitely look into it
nexusmods is also where I just had all my mods for other games excluding deep rock galactic
was wondering if the jewelcrafting/epic loot mod synergizes with the warfare mod and the additional weapons it brings?
are there updated/working mods that let you change forsaken powers wherever?
I haven't tested it but I believe that they syncronize with each other. Mods like those usually will include their own config files for epic loot and several of those files can work together as they usually will affect only the prefab items the mods bring to the game individually and don't mess with the stuff brought in by other mods.
Change them from one power to another without going back to the starting stones? This mod lets you do that, although you may want to change the config file settings to get it the way you want. https://thunderstore.io/c/valheim/p/TastyChickenLegs/ForsakenPowersPlus/
Hello all!! when you have mods on a hosted server, how do you configure the 'configuratoin files' for instance, adding rows to chests, etc.. we have the mod on client and server, but no rows extra.. Do we only edit the config using thunderstore edit on the client side? But then do we both have to do that?
This is a duplicate post from the #mods-issues channel.
Anyone here using ServerSideQoL by ArgusMagnus? This mod does a lot, and I'm trying to grasp it. Is there any discussion on what the mod can't do, due to limitation of modding from the server-side? I've been to the Github.
@hexed goblet hi there, i am using your ZENUI mod and i was wondering if it is possible to deactivate the biome notifications after entering a world or teleporting from one biome to another. i already turned it off through config manager but they reactivate every time. i tried as said to disable them through config manager and i tried by changing the config file but i can't turn it off although the description in the config says it should be possible.
Once you turn them off in the config settings, they should stay off log out
hmm unfortunately that does not work for me whatever i try those 2 options always flip on again even without closing the game and loading a different world.
are you playing on a server ?
it happens when switching worlds solo and indeed when connecting to a server. mod is only used client side on my part
the server has control over those settings. If you connect to a server it will use whatever setting is on the server. That's what [Admin] means. If you are not admin then the server values will overwrite your client.
i am admin but as said the mod is only used client side by me
ok i will skip that part, i think we will lose xplay maybe? but still it also happens local
i do not have that experience. works fine single player when i change the values offline.
updated ZenUI v0.5.5 removed the requirement for server admin to change those settings.
Will try when i get home from work, thanks for the help so far ZenDragon!
Ask away if you have questions. And yes, there are a lot of limitations that apply to a serverside-only mod.
I have not played for where long with only this mod loaded, only read the cfg file and mod-page on Thunderstore.
Things like Free Camera when building, crafting from container, auto-collect honey,crops,coal, ingots, etc, Build-repair in radius, deconstruct boat and cart with hammer, tree Status/tree-reborn, are some of the mods I'm curious would be able to have server-side.
hola guys is there a mod that can replace better continents? cus i think last one isnt work now
From the top of my head:
not possible: free build camera, craft from containers, deconstruct ships/carts.
Auto collecting dropped items (including coal/ingots) is already a thing, auto harvesting honey/crops should be possible but is not implemented.
Build-repair in radius might be possible, I would have to look into that.
What do you mean with tree status/tree reborn?
Aha. I saw that you could drop stuff, and it got autosorted. I hadn't had time to test it when stuff drops from the kiln, etc.
Tree Status is a mod that tells you how much HP a tree has left. (Very fun when you have a tree farm, and let the trees harvest them self, by toppling them from the top). Tree Reborn replants a tree when you remove the stub.
Thank you for a amazing mod.
Ok, yes, that should also be possible. Although what I cannot do is show custom UI elements, so the way the information such as tree hp is displayed might be awkward.
If you'd like changes or new features to be implemented, please open a feature request issue on github 😉
Also, you might want to look into expand world prefabs. It's a mod that you can configure to do lot's of things, the tree reborn thing should be possible with it.
riverheim
The update fixed it perfectly to keep that setting when connecting to a server. Thanks!!
Why it happened locally i am unsure but as i always do (because i don't use mod managers) i made a copy again of a clean Valheim install and added the few mods i use to it in batches of 2 and could not reproduce it for a local game although i was able to reproduce it when connected to a server but as said the update fixed that :) Thanks again 👍
Hey, is there a go to mod for moving rune stones or boss stones that were attached to buildings? I have one in my industrial area just floating
I know I'm gonna likely have to mod, but is there a go to? I saw talk of infinity hammer
If you're an Admin, InfinityHammer, and it's dependencies ServerDevcommands and WorldEdit mods, would work well for removing or relocating a rune stone.
Looking for a mod that allows melee attacking while moving
You can do a search for "combat" over at thunderstore.io/valhem and see what comes up. Choose one that's been recently updated (within the last 9 months or so) for the BogWitch game version.
Hi guys, I need assistance pls :c
I had to format the PC, but I made a backup of my profile, in Thunderstore and all the installed mods.
When I start the game through the Thunderstore app, I get several error messages.
Does anyone know how to link Valheim on Steam with the Thunderstore program?

You should only need to be logged into Steam with your regular Steam Acct.
Yes, I had Valheim installed on another disk, I just had to install Steam, but when I start the game through Thunderstore (with my Steam account already logged in) it shows me many errors. I changed from Win 10 to 11 :c
Did you install Valheim on the new Windows 11 disk where thunderstore expects to find it? Or, if it's in a non-default location, you can change that setting in thunderstore so that it knows where to look.
Ty, I just got it to work but removing it for some reason caused a divot to form underneath the stone but it's been since filled in.
That's because the rune stone isn't just an item. It's actually a 'locationl' which includes the dirt it's on.
Gotcha, was confused as the piece its self was 14 feet in the air after I dug out the earth beneath it
that's good to know tho!
Hi everyone!
Does anyone know a mod to help with traders in No Map run?
Probably that notifies when it's spawned nearby or vegvisirs.
You were able to reproduce it when connected to a server even after the update?
Good morning :), no after the update it worked with server as well.
@oak halo Any things to be aware of when updating to v 1.0.0 from 0.2.7? Simply replace all files? What about the config file?
Any advice regarding installing this mod on a existing world? How to look for conflicts with players using client side mods?
Since you play on server with xbox; Is there a way to introduce full admin to xbox players? I've only managed it on local worlds, or using PC with ServerCommands on client.
Same as previous updates, just replace all the dll files. Config is compatible. (it's no big change from the 0.2.x versions, I just felt it's stable enough to release v1.0)
Regarding full admin commands: sadly that's not possible. Some could maybe be emulated somehow, but things that involve setting player flags (god, ghost, fly, etc.) are off the table.
Thank you for confirming. The Admin room, will do the trick.
What are your experience with installing it on existing world and sort out conflicts with mods on PC clients in the same server-world?
Adding it to existing worlds should be painless and I'm not aware of anything special you would need to consider. Certain features permanently modify objects in the world (such as modified container sizes or build pieces ignoring rain damage for example) however, these changes persist even if you remove ServersideQoL later (unless you reset the settings to the default and keep the mod running for a while, in that case it will also reset the objects to default behavior)
I'm not currently aware of any conflicts with client side mods, but since all the servers I use are exclusively used by Xbox players, I have no first hand experience in that regard. But I have not received any reports of conflicts from others either.
Torches/fire places too, after removing the mod you can still turn them on and off, at least in places that have been active around the player while the mod was active. On an existing world I did have some scones and item stands that were broken which I had to place back again. Not sure if it had to do with how they were placed
That happened after starting to use the mod.
I did not use a mod to place those scones etc. but still placed in a not regular way. I did not snap them against the wall but used a small floorboard to push the back panel of the scones into the wall
Did you put jam or cream first on your scones?
Oh, right. At first I didn't c the typo.
I didn't play Valheim for 2 months. I tried to play today and I had this and my game kept crashing:
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
[Error : Unity Log] Desired shader compiler platform 18 is not available in shader blob
Does anyone know what cause this?
Vanilla output, simply ignore it.
Since you post here, regarding the crashing; You might need to test with removing mods, to see if any of them are causing the crashing. Verify your game files are also a good start.
thank you I will try that
That output suggests you're playing using the Vulkan rendering API. This is both the source of those warning messages and potentially also the source of your game's instability.
What the others said ^^
Aside from on ?some? AMD based graphics (im not sure if its an issue across various OSes); Vulkan should work fine, errors like that typically manifest as magenta squares where smoke sprites etc should be, they probably shouldnt crash the game so the issue seems likely to be an outdated mod/valheim. If not then try the other rendering methods offered when you start the game.
@sleek otter @kind pumice thanks a lot guys I disabled vulkan launch now the errors are gone and I can play
guys which mod would let me resize the minimap (not zoom) my monitor is too big
Found it: BetterUI ForeverMaintained
is there any mods where you can add water to make like a pool
Yes, this one does that: https://thunderstore.io/c/valheim/p/CookieMilk/ElementalFalls/
Hot tub ?
I was looking into that a few years ago, found a few videos on YT. But went for Portainer and regular docker setup. I'm still curious about Pterodactyl...
Best Discord link mod for Valheim dedicated server?
no like a swimming pool
probably not what you want, but maybe : OdinPlus-OdinTrainingPlace
also try looking for aquarium mods
Where's the best place to go to learn how to install server side mods.. I suck with YouTube..
What kind of server are you asking about?
Steam's server tool installed at your home?
A rented game server from a commercial hosting Co.?
Gportal is where I run my servers thru I just rent a game server
GPortal will have their own procedure for installing and using mods on their servers. Find and follow the instructions from them.
Looking for a fun modpock for my server. Does anyone have recommendations?
Cool I will. TY
Download it with one of the mod managers, as the mod recommends, so that you can get and use the custom configs that come with it.
Cool. I'll check it out.
Can seasons be easily removed?
oh Im sure it is. Seasons is one of my least favorite mods
ok, well ya, you can easily turn it off.
just curious: what don't you like about it ?
Im not a big fan of the season cycle in general. I find it pretty annoying having winter cover the map and crops destroying.
sure, makes sense. btw: you can prevent crops from dying in winter if you keep them warm.
hi everyone I'm looking for a mod to terraform a defined area in a few clicks, I've tried Hoe Radius, MyFavoriteHoe with JotunnLib, but it doesn't work. If you have any tips I'd love to hear from you 😉
Can anyone recommend me:
- inventory & chests sorting mod
- farming mod (that helps in perfect distancing the crops)
hard times create strong men
winter: long range ice-walk recon, fish collection, (pre and post ice) serpent hunting (12 meat per serpent), and higher skill gains
summer: animal husbandry and crops
inventory
shudnal-extraSlots + shudnal-extraslotsCustomslots
chest/sort
Azumatt-AzuAutoStore, Azumatt-AzuCraftyBoxes, Azumatt-Recycle_N_Reclaim
crop
NoPetRides-CropUtils, Searica-Extra_Snap_Points_Made_Easy
Searica-AdvancedTerrainModifiers, or (nocost and far more overpowered for general play) infinity hammer, or maybe planbuild
ZenUI, ZenRecycle, ZenSign, ZenHoverItem (but not sure about farming)
[Error : Unity Log] InvalidOperationException: Steamworks is not initialized.
Stack trace:
Steamworks.InteropHelp.TestIfAvailableClient () (at <5039d235b11d4b1fac298f407b39811b>:0)
Steamworks.SteamRemoteStorage.IsCloudEnabledForAccount () (at <5039d235b11d4b1fac298f407b39811b>:0)
Splatform.Steam.SteamCloud.get_IsEnabled () (at <ccc80f856a3c47e0b5ea52949cd950d9>:0)
PlatformInitializer.get_SaveDataInitialized () (at <c4162928ed6e42468a4d973647f3b73f>:0)
SceneLoader+<LoadSceneAsync>d__5.MoveNext () (at <c4162928ed6e42468a4d973647f3b73f>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <be2cce08ca774b9684099a81093ecac0>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
SceneLoader:StartLoading()
SceneLoader:Start()
no clue whats causing this played like 2 days ago and havent messed with the files nor gotten any new mods
Is steam running?
My favorite version for crop placement is farm grid, but there's Plant Easily and Mass Farming that have more features too https://thunderstore.io/c/valheim/p/VentureValheim/Venture_Farm_Grid/
which mod adds cows to the world?
what food do you use to tame them?
Search for "cow" on Thunderstore, and read the mod page. If you already have a cow in the game, you should know what mod it is.
Hello 🙂
I am new to Valheim and have a question. I installed Bepinex and mods that are update a few weeks ago. The config files are generated by Bepinex, but they don´t have any influence to the game. Is there a way to check the correct function of the mods?
Thank you very much 🙂
Check your game logs to see if there are any problems with the mods. There's a log file in your BepInEx folder and one in your savedir where the world's files are.
Also install a config manager, so you can edit the config ingame.
Hi and thx 🙂
i forgot to say that is on a rented dedicated server. But i will have a look at the logs.
Contact the support of your server. Nothing this discord can do about that.
Install BepinEx on the server too.
Which host are you using?
@tired crescent re #dedicated-server message
https://github.com/AzumattDev/MaxPlayerCount/pull/2 <- I don't use Crossplay much, but after that discussion I tried a debug build to confirm the assumption.
IL code is 10 fyi, not 11. That would fail.
You may be looking at the game's assembly and not the dedicated server's. I think they have some pre-compiler macros to gate that value accordingly.
dedicated server needs a false player leg whereas the desktop game does not
You had already changed it for the Dedicated Server variant of CreateAndJoinNetwork.
@oak halo Have you elaborated about how the values within ChestSignOffsets.yml works? Are the offset only left and right on the plane of the sign? In example; I set the sign placing Front, will only changes to the Front: value be benefitting to me? Will negative values work?
Or is it possible with 2 directions (left/right/up/down)?
Stopping the server, to change values in the yml, restart and log back in, are a bit hassle to experiment with.
The settings are only relevant for the corresponding sign and will only increase/decrease the distance to the center of the chest.
For example, if you increase front the front sign will be placed further away from the chest, if you decrease the value it will move "into" the chest (0 is at the center of the chest)
Beware though: these settings are not meant to be edited normally, they are only there so testers can finetune the positioning by small amounts because I think there are rendering differences for the different clients
And you are probably running an older version, these settings have been moved into Advanced.yml
My bad, these will be moved to Advanced.yml in the next release (checkout the BETA if you want a preview)
You are correct. I did view the wrong assembly.
thanks, I was aware of the dedicated server needing to be accounted for, but was news to me that's in the CreateLobby as well. The developer didn't mention that when he told me about the issue.
I see. Thank you for your reply. My reason for changing the placement of the sign on chests, are that my Xbox users have issues with clicking on the small part of chest visible, when you stack chests as a wall. This might only be a issue with early game wood chests. I'll see what we do when we come to Reinforced and BlackMetal. 🙂
I have not used it much with wood chests tbh, but I can see how that could be an issue. Can you send a screenshot of how you stacked the chests?
Hiya, i just got back to Valheim after a long time and wanted to play a game with some mates. But we wanted to use some easier life mods like massfarming, nothing special. My question is, did something change to get r2modman running for Valheim, what specific mods do i need to use even other mods? Id appreciate some advise. ❤️
@coarse venture you may want to give MaxPlayerCount 1.2.4 a whirl if you're still interested in big Crossplay on dedicated server. Let us know how it goes if you do.
I will suggest it to my servers admin out of fairness.
But disabling crossplay has increased server stability very notably.
A member who was getting random DC's isnt getting disconnected anymore. Same for me (but for me it (was?) a Vulkan problem)
Also, ping for people improved across the board.
Cool. Disabling crossplay is great. Glad you were in a position to
If you use r2modman, it'll take care of also loading the BepInEx mod loader mod with your first mod selection. And, if any specific mods you select need other mods as dependencies, it'll let you know so you can load those, too.
I am using BePinExPack and MassFarming. Two more things was added by an update, i haven't added them myself: JsonDotNET and Jotunn.
That sounds right. See how easy that was? 😄
tyvm 💯
Is ValheimPlus still useful for smth like bigger chests and weights n stuff or can these things be modified nowadays? Havent played since 2023 😅
Be very careful with that mod, or any variants of it. Best advice is to find standalone mods, that fits your need. V+ aren't working well with other mods.
This goes for most all-in-one mod-paks.
Whats the best mods for me to download to add a bunch of new cool weapons, armour, tamables, new creatures and items
I like the Jewelheim and Therzie mods at thunderstore.io. And, I also like the RtD mods there too. Both of those groups of mods are interesting and entertaining and add lots of new stuff and are well supported by their authors.
Oh, and I like DragonRiders and it's dependencies, too. But that's probably just me. 😄
ReplayMod for Valheim
Unless I'm missing something, I haven't found a single mod that properly recreates the incredible tools ReplayMod gives to Minecraft creators. You can go into freecam in-game to record things, but it's clunky compared to what it could be.
I would love to see someone create a version for Valheim that essentially saves your gameplay session to be played back later. Is it even possible, given it's a different game engine entirely?
With my mod YouAreBeingWatched you can spectate players and I will add features to follow and view first person.
That's a good start but then you want the session to be recorded?
Also it is possible to create incredible Valheim videos with current tools.
It seems to be really involved though but if you check YouTube you will find some.
I'll definitely take a look at that tool! @languid lynx
Ideally it would work just how the original mod does, like recording the states of everything in the session each frame. But like I said, I'm sure it's pretty involved and I honestly don't know if it would end up being much harder in Valheim's engine compared to Minecraft. I have no idea how it was so masterfully done in MC.
And it's also possible that I missed some niche but useful mods in my Googling, too! I've checked some on Thunderstore as well. I absolutely would take any suggestions 🙂
Yes, for sure. Get this one: https://thunderstore.io/c/valheim/p/Yggdrah/DragonRiders/
and https://thunderstore.io/c/valheim/p/madkat/DragonRidersExtras/
and also https://thunderstore.io/c/valheim/p/Yggdrah/BetterRiding/
All three together for a complete experience with taming and riding dragons. And, yes, they become flying mounts!
is valheim plus working nowadays?
so will i just stumble upon new weapons and stuff with rtd
Yes, without too much trouble, too. 😄
in what ways? im excited to see the cool wizard stuff. i already tamed an air fairy
Not so much. The parts of it that do seem to work can often cause incompatibilities with other mods. You're better off chooseing more recently supported mods with similar options.
is there one that allows u to change the rates and stuff?
When you get hold of the new resources, new recipes open up.
Is there a way to get the fairy to stop humming xD
I'm guessing probably not. It's just their thing. You likely could do it with a mod like ExpandWorldCode or ExpandWorldPrefabs or one of those but that's a pretty big learning curve for 'regular' folks like me. Could be an option for you. Or not. 😄
https://thunderstore.io/c/valheim/p/JereKuusela/Expand_World_Code/
Is that still working, Cookie? It hasn't been updated for 2 years. I guess trying it is a good choice but also keeping an eye on it if any odd problems crop up about the same time you install it.
Yep, I've personally checked it out and it still works great.
The author has another mod called ConfigWatcher that works on all Unity games too.
Awesome! Thanks for that. 🫶
Is there a mod that disables gravity?
There are mods that let you fly and mods that let you build higher. None that address gravity itself in any way.
Is your goal to remove fall damage?
Remove gravity for build
What is name of mods to build higher
This one does that: https://thunderstore.io/c/valheim/p/SSMVC/StructurallyImpossible/
what's going on now all mods are gone in my game
did you accidentally forget to launch through thunderstore
Trying to find a mod to make moving on paths faster. There are several mods for that but does any one have recommendations for the easiest one to use? I feel partial to Rusty's because I'm using seasonality but also I'm loading it on to a server so I don't want it to be too comlicated cause im not sure how to edit things on the server.
After looking into it i think ZenPath is exactly what i wanted seems easy enough and the benefits are great.
Does anyone know how to increase the range for SmarterContainers?
so i used the vortex thing but uninstalled it and it opens the game with a continuous cmd prompt thing any way to make it hide again?
why is my troll armor turns black is it from southsil or other mods?
does anyone know any unrestricted portal mods?
Un-installing Vortex want necessary un-install BepInEx/disable modding for Valheim. Or are you talking about disable Vortex for Managing mods for Valheim/removing the Valheim Extension?
You need to delete your Valheim folder, and re-install the game, if you don't know what files to manually delete. You can go into config files for BepInEx and disable the CMD window when running mods, but it's very nice to have it running, so you can Tab out of Valheim to check what's going on.
Uninstalling Vortex is definitely necessary so you can then install r2modman.
No, I don't think that's true. If r2 are so invasive that it can't have similar program installed on the same client, that would be bad. Normally you need to tell Vortex to stop handling Valheim, and for other program to handle Valheim.
But if you don't know what you're doing, un-installing Vortex could be your only valid option.
r2modman is actually LESS invasive. At least it doesn't just throw its files in the game folder like Vortex does. And as most of the decent mod authors exclusively publish to Thunderstore these days it makes so much sense.
Sure. And I applaud that. 🙂
My point still stands. Vortex and r2/gale should be able to co-exist on the same client. But clearly will cause issues, if they fight over who handles a game. Only the user can solve such "conflicts"
I've not heard of an issue before.
I have a question on mods. I’d like to start a server but add a few mods. Would everyone that plays on the server need to have the mods? First time running a server and using mods. Thanks for the advice and help.
Almost every mod for Valheim are client side. If a player adds a mod that adds a creature or item that isn't in the vanilla gamefiles, other players not running the mod, will not know about that. So if you build something with custom pieces, vanilla users can not use that. Even if the server runs the mod. And if a player without the mods are entering a world-cell (your base, for example) first, the mods used to create stuff will not be loaded, and things starts to go sideways.
Some mods requires that every client has the same mod, if the server is running the mod.
So if modding multiplayer, either all have the same mods as the server, or all players are very selective about what client sides mods you're using.
Would suggest you look into ServerSideQoL on Thunderstore. That has been a gamechanger for Xbox players I'm playing with on my dedicated server.
can someone advice on good modpacks for solo playing?
I would suggest find standalone mods that suite your needs, and only load what you need. A mod pack will screw your world over, if it doesn't get updated. But if a single mod gets outdated, you can try to still play with un-install that outdated mod.
im having that whole problem when i try join a friends modded server i get a black screen with the sound of waves in the background, is there a way to figure out which mod is causing problems? any ideas?
Gale and r2 can coexist as they don't touch your game directory and use separate folders for each and every mod profile which includes your dependencies such as BepInEx. Vortex places files directly in your game's install folder. If you don't know how to manually clean it, the recommended process is to delete the game directory and reinstall it.
That was my point. To my knowledge of Gale /r2, they need to be the program that launches Valheim. With Vortex the game is "permanently" modded, and don't need Vortex (or StoreFront launcher (Steam/GoG/Epic/etc)), to start a game modded. So even if you close or un-install Vortex, the game is still modded. You need to disable the link between a game and Vortex, to be able to "un-mod" a game.
So if you don't know how to use Vortex, you are down to primitive solution (un-install/reinstall Vortex/Game/OS), to very simple problems.
Vortex isn't for everyone.
Check your playerlog and the server log.
ah ok, where can i find the player log? thanks for the help
By clicking on the button in Valheim Start Menu
https://www.nexusmods.com/valheim/mods/2323 You can do this from within the "config" file
Error and Warnings, that can explain what's going on under the hood of Valheim, when you have issues.
theres a message about debug compatability with jotunn
Debug :Jotunn.Utils.ModCompatibility] Received Version package from playfab/79A115BA43B8BE89
It's not for anyone, its trash.
That might be your opinion, I can understand that it's difficult to use, and it's not everybody's cup of tea. I don't see how trashing other's programs would benefit this discussion.
Hardly my opinion, the general consensus of the Valheim modding community for a plethora of reasons.
And recommending the best software for a particular purpose definitely is beneficial to all.
I think sharing your recommendation are good, trashing others work, not so much. When did you last tried Vortex?
Hey, i want to get back into this game and bring my friends in and create a server any suggestions on pvp mod packs they preferably contain epic loot
Do you know any mods that allow you to place multiple items in a furnace at once?
heyo anyone know about modding on mac yet?
I think there is mod manager for MacOS, in the works over at Thunderstore.
i see 2 mod options, either nexus mods or thunderstore. Are they both good or is one better then the other?
Avoid Nexus and use Thunderstore.
Okayy, Thanks!
I wonder if anyone can help. I'm looking for a mod that added in a portal station that had a fountain on it. At this point I'm not sure if I just dreamt it or not. It's not in the PortalStations mod so I'm not sure anymore.
I too would like some help. I want a horse lol I dont know which mod to go for. there are so many in the list
Nexus is just fine, but many of the mods are outdated. Thunderstore has most updated and verity of mods for Valheim.
MagicalMounts, WildHorses 😎
Yeah, BepinEx is needed for modding.
uhh i have a horse infront of me and it says I can open it's inventory with alt + e but it won't do anything. Idk how to tame him 😦
You need to gather some berries to craft a Cosmic Treat to feed it :D
ahh I need cauldron for that. I only just started exploring the dark forest. Don't have enough of those red thingies to make a smelter. Needed a horse so I can go distances
does anybody know any unrestricted portal mods?
PortalStations
Or change your world modifier for it then you don't need a mod if possible
Is there a mod that makes weather mechanics more similar to reality? It feels wrong that all meadow biomes experience the same fog/rain regardless of where they are in the map
Hey for seasonality does anyone know if there is a way to disable the timer that lets you know how long the seasons are?
follow up what happens if you use seasons by shudnal and seasonality by rustymods at the same time?
There is an option to not notify how long the seasons are. I've not tried to use both
have u used it?
anyone modded on mac yet
im getting this error in the bepinex log file when loading up the game on mac, the game loads fine but i cant connect to servers [Warning:Jotunn.EventExtensions] Exception thrown at event InvokeOnCustomGUIAvailable in BlueprintGUI.Register: System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Linq.GroupedEnumerable`2[TSource,TKey]..ctor (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x00016] in <c3c3fd33728c401fa02d5279a8949bfe>:0 at System.Linq.Enumerable.GroupBy[TSource,TKey] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector) [0x00000] in <c3c3fd33728c401fa02d5279a8949bfe>:0 at PlanBuild.Blueprints.BlueprintGUI.RefreshBlueprints (PlanBuild.Blueprints.BlueprintLocation location) [0x00018] in <8f5a5a55e2b24e39be46ef4ce1e4c54b>:0 at PlanBuild.Blueprints.BlueprintGUI.Register () [0x0045e] in <8f5a5a55e2b24e39be46ef4ce1e4c54b>:0 at Jotunn.EventExtensions.SafeInvoke (System.Action events) [0x00018] in D:\Projects\Jotunn\JotunnLib\Extensions\EventExtensions.cs:26 [Error :ValheimVehicles.Injections.CustomTextureGroup] ValheimRAFT: Unable to detect modFolder path, this will cause mesh issues with sails. Please set ValheimRAFT mod folder in the BepInExConfig file. The ValheimRAFT folder should found within this directory /Users/charliebet/Library/Application Support/Steam/steamapps/common/Valheim/BepInEx/plugins
So if i wanted enemy npc boats i'd go to monsterlabz correct?
Is this your first time trying to play with mods ? idk about that specific one but I use R2modman launcher and get my mods through there
No i mean the MonsterlabZ mod, it hasn't been updated since Nov. '24. I've used it in the past, I was just wondeeing if there was a more up to date mod that added enemy boats. It's a friend that wants them.
On that note though i really did enjoy the draugr ships.
Is there a mod or a way to edit terrain without using or being attached to your character. Like being in an editor mode type thing.
devcommands / debugmode / B key press
is a great built-in build mode. It's still attached to your character, but you can fly around with Z key press. Unfortunately it will can spoil workstation recipes if you haven't progressed already.
a build camera/hammer mod like:
https://thunderstore.io/c/valheim/p/Azumatt/Build_Camera_Custom_Hammers_Edition/
and a hoe tool like:
https://thunderstore.io/c/valheim/p/Searica/AdvancedTerrainModifiers/
Dragon Rider mod is amazing! I can only imagine how cool it it with more players
wrong place tenorsine
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: RecyclePlus.RecyclePlusMain+TrashButton.Awake () (at <cfc103b9d0ad496d94b1b536d3b52bb3>:0)
is anyone else getting this error with the recycleplus mod?
nexus does not have all the mods, i know this because i author a lot of mods and i do not publish to nexus. Most of the mods on nexus are outdated as well. The best and newest stuff is on thunderstore.
use R2modmanager or Gale (i prefer gale) but both work well.
The best graphic mods for Valheim can only be found at Nexus:
https://www.nexusmods.com/valheim/mods/1030
and
https://www.nexusmods.com/valheim/mods/2887
HD texture overhaul of the game whilst still remaining as close to vanilla in feel / colour scheme as possible. Almost all textures covered. Almost zero 'upscaled' textures, mostly handmade original r
Well, as Zen said, the best mods are on Thunderstore these days.
Please show me better graphic mods then by Willyback and Badger.
I have a question about magicalhorses
So I crafted some cosmic treats but i can't give it to a palamino horse? What do i need for a palamino horse?
oh nvm you have to feed it by dropping it on the ground l;ol
oh wow this gonna take a while
Ooo, need to add feed by hand feature.
that's okay
Also is there any way to get rid of the motion blur when ridnig the horse? My motion blue is off in settings but i dont think it applies to the horse?
Btw thanks for the mod though!
I like the horse design!
Don't remember seeing any motion blur.
Is it only when you ride a horse from my mod?
yes, I don't know if you would call it motion blue or something else, but it's like when I am riding the horse, my camera is moving up, down, left, right with the terrain and the galloping
Love the horse's stamina though xD
Oh, yeah that's just the vanilla riding behavior.
I plan on adding custom riding animation to fix that.
The damn player is rocking back and forth 😂
For some reason nexus is hated by some people 🤷
You mean for good reasons.
Maybe they have, each their own :)
The same reasons apply to everyone.
The mod authors have somewhat made that decision for us.
thanks
why do you pefer Gale, and could both be used?
I like Gale's UI better, it's easier to use and understand. R2 works fine also. Yes, you can use both but there isn't really any reason to do that because you would just be making extra work for yourself.
This is really easy to install IF you use thunderstore and Gale or R2.
Target Lock
Separate Jump / Dodge buttons
Move your chests and other furniture around without smashing them.
You can pin items to signs and see the quantity in nearby chests. This helps you stay organized.
Find things in chests by interacting with signs.
Automatically equip your shield or lantern when using a weapon.
Automatically re-equip your weapons when exiting water.
Carts are easier to use and can be used when upside down.
Find fuel easily, just tap a fireplace and nearby containers with wood highlight if you don't have it in your inventory.
Item Stands, Armor Stands, and Beehives all behave like containers for quick easy access.
Swap your gear at an Armor Stand with one click.
No need to fumble with 1-8 hotkeys, just select items directly from your inventory to assign to objects.
Dedicated quick select repair button when hammer is equipped.
Unobtrusive UI. Fewer numbers, more pictures. Clean, stylish, and unified.
Autopickup toggle button extended with a 3rd option: Only pickup what is already in your inventory.
Full Gamepad Support
Plus much more...
Only on Thunderstore because I am too lazy to publish to two stores when one works fine.
I'm still waiting for suggestion to better HD graphics mods for Valheim.
dunno ... HD mod seems good, what are you looking for ?
Since all the best mods are on Thunderstore, and Nexus are bad, I don't know where to look :p
look on thundrstore and if you don't find what you want there then check nexus. most mods on nexus are outdated all the mod authors that make regular updates and put out new stuff are putting it out on thunderstore. but you can find things like the HD mod you mentiond on Nexus.
I love your work, ZenDragon.
But you claimed that all the best mods are on Thunderstore 🙂 My point is that most of the best mods are on ThunderStore, but still some mod-authors are Nexus only.
Like Willybach and Badger
ok yes, 99% of the mods are on thunderstore
🙂 agree.
besides the HD mod i haven't seen anything in particular on nexus that isn't on thunderstore done better.
use both, just easier to manage a profile if it's all bundled together into one.
when i used to use the HD mods i would just install them manually on top of a thunderstore profile managed by R2 or Gale.
Agree.
The only reason it's on Nexus is because you download it manually from there.
Thunderstore modmanager don't support the way HD needs to be installed right now.
there ya go
Strange. Can't you disable mod-manager download button in Thunderstore?
No, an uploader don't have the ability to disable the download button.
That's inconvenient to a superior site.
And permission tab on Nexus doesn't allow for re-uploading of the mod. And author has stated that he doesn't upload to Thunderstore
But why would you upload a mod just to disable the ability to download it?
Since your argument was it was on Nexus only, was because the HD mod doesn't support r2 instalment. So it was in Nexus for Manual download only
And to my knowledge, you have both manager and manual download in Thunderstore
Was strange to me, that an uploader couldn't disable manager button
I see.
Yes, Nexus has the best HD graphic mods for Valheim 🙂
are there no character model mods?
I don't know if Thunderstore has any, but there are some at Nexus
That'd be a horrendous security risk.
Please explain.
Hi I couldnt find a mod that creating npcs. But looks like a village this npc can walking around , choppin trees and workin on work benches. I feel lonely when I turn back from my advanture. And I m too shy to play online.
is there a mod where i can press a button in my inventory and everything gets sorted into chests?
If a mod could affect things outside of the game.
Anyone using jewelcrafting mod, knows a setting for socketing more than 1 of the same gem on gear?
Why do you think a mod could affect things outside of the game?
I don't, but your suggestion would require it.
How?
Thunderstore is much younger than nexus. Please don’t compare 1:1.
Even being younger it’s still easier to follow and use
Reading it. Their suggestion doesn’t necessarily mean the mod does it. They meant the author could control their mod page a bit through site perms.
Ah, I may have misunderstood then. Sorry, @timid shoal
i can't figure out how to add prefabs to the Plant Everything mod.
is anyone able to explain how to?
for some reason the build camera is not working, i notice no change or detachment, i changed the key binding as well.
you need ot have the hammer in-hand, and a workbench nearby, then push the hotkey...and move your direction keys to navigate
HD texture mods seem to be the only mods i have ever got from nexus, and they always seem to be a pain in the ass when it comes to figuring out exactly where things need to go; the directory heirarchies people choose to use in their zips vs how they need to be for it to work are often different and/or confusing. Don't get me started on how the instructions often make it LESS clear than the zip heirarchy.
But as to why they dont work : I just realised that in the case of cjayride-CustomTextures-3.4.1 and SANCHS_CAT-Better_Plant_Textures-0.0.6 that there is some weird hardwired relationship between the directory and the dll. And no, I do not only mean the obvious relationship where they need to both be at the same level in /plugins/ ..... I mean that in my case something is misinterpreting linux symlinks, and although I dont believe thats pertinent to how modmanagers deal with things, it does seem to indicate that mod authors, or some aspect of the game or bepinex is making a similar mistake and thereby making stuff break.
objective: create this file/dir heirarchy relationship
<steam>/Valheim/BepInEx/plugins/CustomTextures
<steam>/Valheim/BepInEx/plugins/CustomTextures.dll
method 1:
symlink
<mastercopy>/SANCHS_CAT-Better_Plant_Textures-0.0.6/plugins/cjayride-CustomTextures/CustomTextures
and
<mastercopy>/cjayride-CustomTextures-3.4.1/plugins/CustomTextures.dll
both into
<steam>/Valheim/BepInEx/plugins
...FAILS
method 2:
symlink
<mastercopy>/SANCHS_CAT-Better_Plant_Textures-0.0.6/plugins/cjayride-CustomTextures/CustomTextures
to
<mastercopy>/cjayride-CustomTextures-3.4.1/plugins/CustomTextures
copy (the symlink)
and
symlink (the dll)
both into
<steam>/Valheim/BepInEx/plugins
...WORKS
dont fixate on why im symlinking anything, just accept that I am, and despite the fact that there should be no difference, there is, and one breaks the mod.
i had a similar issue with backpacks in the past, where i had its config as a symlink in /bep/config, and it was stomping the symlinked config with an actual file.... which the OS would not have done, so i assume it was caused by either the game engine, or more likely the mod using the wrong method to write the file.
Working Thanks
Is there a way to avoid stamina use when doing editing terrain and other things to set up a map
Yoo anyone have tried adding mods in valheim's dedicated server? Can't seem to make it work
Same as how you install for client.
Oooh aight thanks
The version of Willybach's HD Valheim after BogWitch update, are a mess, true. That is because the changes IronGate did.
Now Willybach has to deal with all edited objects as single files. Like Bush01_raspberry_d.png.
The latest Beta version is quite easy for me to install.
is there a proxi chat for valheim?
No
depends what you mean
afaik hildirs clothes only reduce stamina use for the cultivator.
but if you are in devcommands mode you might find that god uses no stamina, iirc serverDevcommands mod has an option for that even if vanilla devcommands doesnt.
and of course you could devcommands an adminbuilder character with 100 skills and an inventory full of the best foods.
I'm pretty sure I have the latest willybach rewrite beta, and I found the old one's performance to be bad compared to badgers, ie: it stutters a bit and always uses 100% gpu for a lower fps result. So i'm just using badgers terrain and cjayride for oldstyle aedenthron texture replacement, which works really nicely.... when i can figure out what insane file-relativity quirk is making it fail.
I probably should check again that I am using the new method, but iirc that involves tainting the valheim_Data/StreamingAssets files, and tbh i cbf writing that handler into my modmanagement script at the moment. iirc the time i did it manually its performance was sub-par too... but its been a while so maybe not.
i'm also noticing that some of the supposedly good textures are really pretty weak :} So i'm sticking with the method thats got the most images already available, so i can mix & match.
i am trying to set up a dedicated server with 3x loot
but the loot multiplier config is changeable in client side
how do i lock the loot multiplier server side ?
i am using the LootMultiplier mod by castix
or if theres a better way to do it that can also work
thanks
ServersideQoL has an option that gives players infinite stamina for terraforming/farming, building, mining and/or woodcutting.
Is there a mod that helps us find Haldor easier in Nomap runs?
maybe, but if you are going to be that lazy why not just devcommands find haldor?
The Valheim world generator allows players to preview seeds and their map without needing to generate them in game. It also lets them find points of interest such as the trader, bosses, or crypts. Now supports Mistlands!
But you should know that haldor appears in black forest and at ~2000m radius from the boss stones, and you only need to pass within (iirc) ~300m of them to make the map marker appear. So if you circumnavigate the coastline of the start island, you will almost always find them. eg: https://i.imgur.com/jtRjztH.png
iirc in hardcore the vegvisirs make the player avatar turn to look in the direction of the nearest boss altar, so maybe just mark where you are, and where it makes you look, and do some triangualtion from each vegvisir you find
Haldor appears FROM 1500m to the edge of Black Forest.
Is there a way to stop the music in Odinshipplus?
Is it correct that this mod is deprecated?
https://thunderstore.io/c/valheim/p/Azumatt/QuickTapDodge/
It's working for me, with no errors.
That does appear to be what it says, yes.
On the mod page, at least. But is it correct? Does anyone else use it, without issues?
This would have been set by Azu so he'd know best but deprecated doesn't mean broken just that you might experience unexpected behaviour as the mod is for a version of the game that is several before the current version.
I was wondering if this was a result of the "purge" on Thunderstore.
no, Azus mods were not touched by the cleanup. He deprecated the mod himself, probably still works but he doesn't want to support future updates anymore
for context, this is the list of affected mods so far https://gist.github.com/MSchmoecker/6abf60fb4efe2eba99f1419fa61ea77b
Think ZenDragon added a feature to his mod that overlapped and Azu deprecated his because of that.
Are there any good mods which either add more types of chest or increase the size of already existing chests?
I think Server side QoL has option to increase chest size.
Thank you for your reply! 🙂
I'll look into ZenDragon ZenCombat.
Thank you. ❤️
given that zen seems to "overlap" so many mods, it feels like depreciating anything is a non-good response. I dont want some V+ conglomeration of existing mods, i want individual mods that I can pick and choose..individually.
i find it useful to recognise patches and mods by release date, if the mod was update after a patch then you will be good. If other game patches come out after that you may still be good, but will need to check.
True. I regularly go over my setup, to preemptive sort out potential stuff. My question was if the mod was accidental tagged by Thunderstore in the clean-up. But as Margmas stated, this was done by Azumatt himself. So all good.
can anyone contextualise/link any info on the cleanup?
Margmas dropped a link in the reply
yeah i mean why, etc
wasnt there any kind of blog? i see none on ts...seems like the kind of thing they might have commented on
I think many complained that many mods was outdated, and didn't work. I think Margmas was commenting on it a few weeks back.
Seems like a good thing to do in any case.
I agree. I wish other sites did the same. Of course; It can result in minor inconvenience for some playing older versions of games, that will require older versions of mods.
not at least commenting about it on the ts 'news' page seems like a missed positive-pr opportunity, and probably would have stopped a lot of the 'why depreciated!' chatter
i havent heard about it till now, so i'm just curious
Deprecated. And it still doesn't stop people using outdated mods. They still will if they want to.
You can't search for those mods on Thunderstore
theres a search option iirc
but as i discovered a few days ago, it could be more obvious
personally id leave it active as my defult
The mod-page are still there, you need to know the name of the mod, and you can edit the url to reach it.
Aha.... :p Found the toggle 😄
I think it was something like Margmas deciced to test hundreds of mods and asked Thunderstore to deprecate ones that caused errors.