#mods-screenshots
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Alright I'm gonna make a better ship mod that doesn't require cash money to put on dedicated servers, but I need feedback on what people are actually looking for in a ship mod because I'm sure as much as I find giant ships with multiple levels fascinating the average valheim player probably just wants slightly modified vanilla ish ships.
So if anyone has any ideas lmk I'll be working on new models this weekend
I've also found a pretty solid fix for the jittery boats when on dedicated servers so that's always good π
Slight differences in style: sail colors, figure heads, shields maybe
If you need it to shoot homing missiles let me know.... 
Bf suggested one with a mounted ballista; also, the ability to lower/remove the masts when not in use.
Kudos to you if you know what I'm building. Here's a clue:
"A dining room."
Interesting. The ballista not so hard... The mast thing is probably doable but requires a bit more thought
a better ship mod that doesn't require cash money to put on dedicated servers
its already called longshipUpgrades
I would replace the doors and trim with something that looks more expensive
Going to remake the Ranch for my WildHorses mod.
Current Ranch vs what I want to replace it with after I add clutter, vegetation etc.
Which style do you like the most?
Created 3 new Poplar trees, 7 new Beech Trees and added multiple little trees + swapped the grass and it feels really good! :feelsgoodenough:
WIP
riverheim, vanilla - same seed
whats riverheim?
Mod for another generation rules
going to start messing with my property and build my main castle base on top of the plateu i made, just had to move allot of inv stuff in case i decide on MOAR flattening, deffo wanna develop this peice of land nicely
You need to start using the Timelapse mod I made for you 
It will create some SICK Timelapse builds!
startng this off, nice shape sofar
castle shape, im basing my stuff on a mix of dutch and some skyrimness, so ill make wooden structures or dif stone, depends how the sturcute support goes. odin castle is nice,
got the top down, hmmm im thinking with the durability these have, i can make the center room have a second floor, ill see how it goes.
this is fire
keep almost done, thinking of making an awning or such nearby, some details
hows this roof look?
Hmmmm
get a build camera already :) https://thunderstore.io/c/valheim/p/Azumatt/Build_Camera_Custom_Hammers_Edition/
Also personal room
I'll be testing it on a smaller build, my PC fans are already working overtime whenever im in that build lol
Nice!
Now i made my Charcoal Smelther Room so i can smelt alot of coal 
Seasonality makes the swamp actually kind of cool.
lots of storage
castle is done for now, making a kitchen to store all my food and prep it all nice
the kitchen is done
looking good
the base is done for now
@viral lion would this be an issue?
yep, only 1
woah who is this?
hope i dont die of death
this sounds powerful...
The Mountain Tower
This is pain
Bakery (I eventually managed to fill the display shelves
Lovely little bakery, I like the double oven. Will try that in a new build. Thinking of placing them a little bit higher above the floor, just 1/2 m or max. 1 m on a stone or black marble platform.
Good idea. Gotta keep back ergonomics in mind for the village bakers! 
18 hrs in the swamp and 162 crpyts later, the actual hard part, smelting it all I never wanna go back again
Found the coolest (heh βοΈ) Draugr village yesterday! I really want to revitalize it but don't really need a base here...
does anyone have a fix for this issue? everytime i go back on a portal to my base, the vegeration resets. i dug this flat ground so the vegetation that resets floats
dunno if this is a ciking vibe, but i dig it
the overseas flax plantation.
Glider mod with friend.
Feels so friggin incredible.
finally found him
this place has a pretty view
this baby is take me farrrrr
The Builder
Insane!
impressive! like it
Coming on 27th of Dec.
Day 1 progress update of Castle Tempest
as a wise man once said, use a build camera, it helps allot
THE MAGIC MAN MATERIALS WILL BE MINE, ALL MINE!
Vanilla water 
Looks so friggin good.
Now to add a new pond with Ashlands boiling water π₯ π«§
But making a sketchy pillar to look at it is part of the experience!
Day 2 of Castle Tempest build progress.
Ive got 18k stone and a goal for tomorrow
that, is truly impressive, you using any build mods? or just vanilla bits?
hmm interesting, My friend decide to visit ashlands before queen's defeat (it defeated yesterday) without me and made ocean outpost, well of course. He have died and caused funny corpose recovery, otherwise it was successful build!
It's a bit amusing to be adventuring through monster bug infested minds at the edge of the world... in search of these silly, wooden training weapons XD
for building, I only have a mod that lets me use resources that are in chests. otherwise manual placement. Ofc I do have epic loot, and a mythical build hammer, so it means no stamina cost. But nothing directly related to building in any other sense
SQUIRREL!!
Yes~ my main VR Chat avatar. I've also modden him into Pawperty Damage!
Day 3 Castle Update. Castle wall finished, added 1 guard tower access (there will be 3 total). and a small farm (2 more plots will be added)
The entire outter wall took roughly 55k stone. Ive removed every big pillar and stone structure in the nearest 4 plains XD
who in the hell is this!?
Asmodeus from the Therzie Monstrum mod
boop his snoot and find out.
entice with some neck π
Bakery/Kitchen/Cafe added (just not decorated, need to transport metals/resources that need to be done via boat, so im doing that last)
this looks cool. 2 giant skeletons in the middle of the sea
day 4 Progress update
What the actual.
FRIGGIN INCREDIBLE
How much stone has this taken to build so far? Btw loving the castle π
Arena wip, bring yer swords!
Riverheim mod (lovely seaside cliffs) & Mistlands in full color.
Mountain house.
(Thereβs no modded building pieces)
The outter wall itself was 55k~ish. Inner castle so far has been 6k. Ive resorted to making a new seed with a massive planes 5min away from spawn. Cause I've completely destoned everything within 30min of my island XD
rip gang, i hope your on 3x π (i cant play this game without 3x) (im dead ass putting it on easy combat as i type) π
I am now, not for the first 30k I wasnt XD. I broke eventually XD
current base day 52
No day 5 update, needed to get off after nearly having a panic attack. (Game crashed thought I lost over 2 hrs, but only lost 15min)
day 5.5 update (wont be a day 6 (cause christmas))
Finally adding frames to my PortalPlane mod!
Now to decide which frame to use π
They can be toggled on and off!
All aboard!
i bet the paved roads everywhere people would love it if they did this
Then it would be like taking the bus/train 
well for walking too, but i meant if it conveyor'd their loot
Just added lane support so you can sort your items.
So like
Wood: Left lane
Stone: Center lane
Resin: Right lane
Then there's the "none" option which yeets the item/creature off the conveyor.
Imagine sorting players to different destinations 
π€¨
Ngl I think you gotta install some mods
the list is so big it extends outside the client, I had to exit out of it because the "ok" button is inaccessible π€¦ββοΈ π
Well you actually could. Cause there are item hoppers you could install with ranged versions. That can be set to specific items!
That will transport players?
Trying to use recipe manager to get rid of the description, it seems like it's entered correctly, but it still shows up in-game like this:
You start a help thread in the mods discord? I see a couple issues with that config as is
You could also check your log, usually warnings or errors in the configuration is shown in there
Are you referring to the "valheim mods" discord or a discord for the recipe manager mod?
Just curious what errors you're seeing in the config, bc I definitely had it working for the dvergr stakewall the other day, even though it isn't now.
No. I mean specifically for items
Stakewall recipe config is working again- I deleted all the lines for the missingpieces changes.
Usually that kind of thing means there is an error loading the configuration, my guess would be the EnablePiece you have there isn't a thing- but your log would say so.
I was referencing asking in the linked discord for the mod
I think I got it!
Huh, but I wrote imagine sending players to different destinations?
I already have item sorting added.
I was responding to the sorting thing. My b
the sheer terror
Resuming daily updates of my WIP (Took a break for christmas!) Day 6 of work on Castle Tempest (Furnished main castle somewhat, and built my bar/mead hall!
@chrome abyss
love this boat mod, adds so much character
which one?
Longship Upgrades by shundal
I built a Star Warsβinspired Valheim map based on the original Star Wars trilogy, transforming Valheim into a fully playable Star Warsβthemed world.
If you want to see the movie I made: https://www.youtube.com/watch?v=PH-F_N1jZLY
I built a Star Warsβinspired Valheim map based on the original Star Wars trilogy, transforming Valheim into a fully playable Star Warsβthemed world.
This fan-made Valheim build features iconic Star Wars creations including the Millennium Falcon, the Death Star, and other classic locations inspired by the first Star Wars movies. The entire w...
What the actual, this needs to be preserved...
For example if you want to go a step further and make pieces interactive, driveable, missiles, you name it or actual timelapse tools etc.
Either way, everything on that map should be saved and preserved into prefabs imo.
you can grab the blueprints on my discord or Valheimians, links in video description π
Oh that's great they're made into blueprints!
Have you seen Shawesomes vehicle stuff I made for him?
Batmobile, motorcycle, hover car, flying fighter jet, tank etc.
Dope! Very nice ππΎ
Yes, he already included my X-wing
Oh right, did you like that it was turned into an actual vehicle with missiles etc?
Its awesome
i absolutely hate these things,
And its even worse. Cause I got star leveling system. So they are the size of vanilla Lox's XD
oh, creature and loot control? i tried that, enemies kept dropping blue epic loot items
That's Epic Loot though, not CLLC
i just see allot of people use cllc with it, kill high level mobs, get allot of magic or epic level items, whenever i use cllc i keep getting low tier items.
are there specific settings or anything?
It's not CLLC, it's Epic Loot.
I personally enjoy Jewelrycrafting more then Epic loot, its not so owerpowered
No no no, star leveling system. Basically the further from the center of the world, the stronger enemies get. Ashlands/border areas have a minimum spawn of 8 star
This is absolutely incredible I can't wait to check it out. I may have missed it in the post but is there a list of mod dependencies to run this?
Thank you, no you dont need any mods, but the VikingsOldRepublic is fun as I used it in the video
Is that a mod for auto pickup distance?
Epic loot has an effect that increases it
I have epic loot, is that a config setting or intrinsic to the mod?
me and the BOYS raiding in the swamps in hunt of LOOT and RICHES
just a default enchant possible
Oh not the enchantment part. It looked like you were picking up the items from a greater distance than normal.
I NEED MORE
Hello everybody, my long journey has finished for now... :*)
note to self: boosting jump force by 10x does not mean you'll jump 10x higher...
PSSSTTT if fire tick is on. Level some ground so the grass is gone. Then put a campfire underneath a 50 pile of the wood from misc
Day 7 (took a break for the weekend) Minor changes, Full renovation of the interior coming with the addition of new building resources (Grausten & ashwood) other structures will remain as is, with only minor changes. Forge, archery range, and some minor changes mostly. More coming later!
Remote Controlled SKYSHIP 

Making a SkyShip mod with a friend.
Sneak Peek for an upcoming update to my Lord of The Rings mod 
I feel like I'm being watched...
Thats just Odin. He's part of ur fanclub. LOVES what ur doing with the whole. Slaughtering forsakens and all that
welp, i guess ill skip him then
Day 8 (castle interior renovation, and drawer mod added!)
Prometheus
Is that a boss? Monster or just location? Looks good anyway 
just a statue made out of scaled down finger rocks from the Yag boss arena
Let's use default configs when comparing. At least.
can you post the cfg?
default configs
strange, i thought my config for yours was default... it may be really old though; my configs are all drawn from a master folder of every mod ive ever used, and its been a while since i used yours
Sry I havent posted an update, been resource gathering so no major changes have happened yet. (ash wood is pain when every enemy takes 5min to kill XD. (that and the snail [gaijin] has claimed my soul)
Looks good ! π any way to have the section topics left justified instead of centered ? It would make the arrow all be on the same vertical line and look cleaner.
Can just remove the arrows if thatβs the issue. But no, the sections should remain centered to not confuse them with settings if you happen to make them similar colors. Itβs that way in all config managers.
changes made are shown here (nothing much exterior wise. Interior walls are grausten, and I did some renovations. I need lighting ikkkk)
upcoming build, still a WIP
the scale of that is BONKERS
3rd time lucky... some people need to get a life π just trying to post a picture of my build not the mods
Big Castle Project with a friend, this thing takes forever to decorate but pretty much everything will be useful to gameplay : working kitchen, skyforge, watchtowers, feast hall, library, personal quarters.
Not finished yet but it's coming together.
No unlimited height mods
Sneak peak of the study room/library. Has a little hogwarts feel to it imo
Creating new random location
This mod was a f'ing mistake
Someone asked me to bring back the OG Ghosty!
always wondered how it would be to make my own sofa , turns out pretty nice al do I say it to myself π
Soon.
mistlands mountain cave smith shop
my spot lights out of yellow mushrooms in the kitchen π
finished pathing/walkways
speaking of pathing
okay this is actually nutty...
sorry i accidentally snipped out the eating mortal food makes your throw up all your food with a 1.5 sec puke animation- just working on a few minor tweaks before publishing to thunderstore! been getting tons of help from cookiemilk! thank you sir!
UPDATE NOTES
-
vampire materials now work with male and female player models better!
-
permanen...
Even more pathing!
https://thunderstore.io/c/valheim/p/Stratosphere_Systems/Ultimate_Quality_of_Life_Pack/ just installed this mod pack. I havenβt had a chance to play with it yet but Iβm hoping it makes the game more fun without being OP
i loaded up a test profile and started this, but forgot to start a new world, so although it finished doing whatever it was doing to the map and dropped me into it i never actually looked around for any roads. I then made a new random seed map, and waited... a lot.... it never left the loadscreen.
There's no dependencies...right?
Jotunn is a dependency. It will take a very long time to generate the roads. You should watch the bepinex log for progress.
yep, jotunn.... it took a very long time and then switched to ingame sounds and a black screen - i'll try agqain later
Can you please send me the log file in my discord or yours
saddle description: Magically Enchanted Runes grant a shield to your mount that will slowly regenerate after 30 secconds out of combat.
how to get rid of this
like the black box
F5
Moded build
I tried that
needed a kitchen for all my valheim cuisine stuff. best mod
...this is fine.
Vikings first time learning how to boat by using guard thingies π
Hi @ebon dome I just managed to enter your map, and exactly to the city of blue hills after setting in Render Limits - loaded area to 2 with 70k objects I had 20-30fps it's enough to be able to delve into the secrets of the city π«£
Settings I have on the highest Valheim and I have Ryzen 7 3700X, 32GB DDR4, 3060 RTX 12 GB
I'm impressed by the number of details on the buildings and I'm sure I'll still check what I don't know yet about the mechanics of the game during construction.
Awesome, I hope you enjoy your stay lol π
about to publish the mod after this XD find it on thunderstore! not too shabby with limited animations and all! thank you cookiemilk!
ok last one XD mod has been published!
https://www.youtube.com/watch?v=HBZB_hN73ts
having some fun before - just published this latest mod version XD 2.0 READY! some weird audio overlapping with the flying - ill fix that next update for sure!
https://thunderstore.io/c/valheim/p/Shawesome/Shawesomes_Dark_Gift/
no VC?
Got inspired by the gliders in Enshrouded.
KaBOOM
I NEED this
So this is from a mod called IBelieveICanFly that I made for Yggdrah.
The current version of that mod does not include this more advanced flying hence me wanting to make my own version.
Yggdrah is incredible for making a vision, an experience but I'm more of letting the player play how they want with tons of configs.
There will be another mod as well that he might release that I might make my own version mod called SkyShips.
I want to use my own assets and my own plan is to allow the player to actually build on the ship itself and other things.
Just like with his DragonRiders and my creature mods.
He's a visionaire, making experiences based on his own goals I'm more making the ability for people to customize their experience to the max.
https://thunderstore.io/c/valheim/p/Yggdrah/IBelieveICanFly/
Update for IdentityCrisis.
Goblins, Dvergers etc will now finally wear their armor instead of being naked.
Kinda stupid I let that be a thing for so long but then someone was like where's the clothes on these guys.
Also will now be able to change the faction so you can truly RP with their own kind or maybe just spy on them.
Woah, that's friggin awesome!
its still very much a wip, plenty of bugs to work out... but i mean... performance wise.. thats on a dedicated server...
heres the screenshot, midnight
this ones a lil longer... but i swear its worth it... this is a WIP but its pretty okay so far
This is gonna be the BEST companion mod, wow!
No more spending 10 hours to set up basic stuff or with 90% performance drop.
apparently sharks DO know how to sail
Decided to completely change how I deal with fleeing and attacks for my creatures.
Right now players can enable or disable attacks and by default creatures don't have attacks.
Some mods overrides this making my creatures get their attacks enabled making them spawn camp.
Now my creatures will be like Dvergers, they will leave you alone if you leave them alone.
If you attack them however, they will start attacking and chasing you but you can easily calm them down.
The first way is to simply run away and when they reach their max distance they give up and return home.
The second way is to drop one of their taming foods which they will consume immediately and calm down.
This fixed the issue of other mods overriding my mods settings and attacks can now be on at all times.
As long as the player don't harass the creatures, they will no longer spawn camp and both can co-exist.
What other QoL mods should I install
plant easily
In regards to this.
Does anyone have suggestion for attachments?
I want to have actual flapping wings but what else?
Any suggestion on new features? 
Change XPortal to Targetportal
Id also really suggest gizmo!
rocket boosters!
π€
A selection of colors? Maybe one that looks like raven wings?
The gathering
also: lol at my -preset normal replaceallPasta
What mod?
Isn't it the new thingie in the new update?
Are you for real
If so: Omfg @stone temple βοΈβοΈβοΈβοΈβοΈβοΈβοΈβοΈβοΈ its morning already β β π π€ time to get those tentacles going.
Or not, I need my own sleep , up in 4 hours. Ill see myself very much out 
The quickslots in the bottom left corner. Just wanted to make sure to post it here because some people would complain in #screenshots.
What what? π
the location is correct. it's a very rare spot in the black forrest. not modded
Starting to feel like my inner Gollum is coming out π
The little (steam) Engine that could
@viral lion The mod improves FPS by hiding objects that are outside the cameraβs field of view.
Anything the player cannot currently see is not rendered until it comes back into view.
The Objects still exist, but are disabled in the current loaded area
i wonder if any of the TS ones do that? they always seem to be just accessing moistly vanilla controls
I mean that one is on TS https://thunderstore.io/c/valheim/p/K_xD/ValheimFPSOptimizer/
In Unity6 is the Occlusion culling option. maybe they will add that in the future, that would be super nice. By default we have now View frustum culling, which is always on. Which means that any renderer outside the camera view is not drawn
@broken haven you mean like this right? with the skill name showing the number? this is fine, it's the ID for that skill is all.
Why not just runtime swap the hash with your actual skill name?
Or am I reading it wrong and the skill IS shields and that's the id I'm an idiot
To be honest π
I dont know why it does that, maybe something Azu or Blaxxun can change how it's logged in the config file because it's part of SkillManager, but I rarely see anyone asking about skill_(string) because skill mods usually only do one thing so it's not really an issue - just a weird thing.
(the skill_1208107160 is "Blacksmithing" but appears as a number id)
Ahhh interesting, yeah I know when I was messing with skills I wasn't using skill manager and it was a huge pain at first to correctly re direct to the skill name because enums suck to work with
Mostly because localization isnβt ready at the time of config generation.
And if you call it early, that creates the entire bug that many mods are having now.
Well that makes perfect sense to me
Still needs polish.. but working on some custom companion behaviors... Who needs friends when you can have an ai buddy instead
Best companion mod, can't wait.
Me Neither. still a lot of work to be done though
New update for CarryMeMaster adds the ability to pick up items, ALL items!
It also adds the ability to throw creatures and items and the longer you hold, the more powerful the throw!
Lmfao the monster are so adorable when picked up π
Yeah and you can pickup any creature.
By default you can only pickup tamed but there's a config to pickup babies, untamed, monsters.
As well as a config to be able to throw them and related configs for power multiplier and all that.
Started building a hideout on top of a troll cave sitting on an island.
how dare you not use the throw animation!! >XD
Yeeehaw!
this is normal, right?
ye, normal flying boat
sneak "peak"
vAshrain
amazing, we will be all watching you closely lul
Lol it's getting really good.. I'll post an update on this weekends improvements later... They now can be commanded to gather resources, fuel fires/torches, pickup loot from the ground, deposit loot into chests that have similar items (like auto sort) attach to workbenches for idle animations, sit and attach to chairs, all sorts of fun stuff
@manic plank @abstract plume
the army of ai chads
Haha that's the idea
dont worry.. i have since tamed ingrids hate of blueberry bushes.... she now picks them as she should
Feature requests? So far they have about 15 different idle behaviors they can perform while set to stay in an area. Depending on what's around to interact with they can gather resources, tend to kilns and smelters, fill fires and torches with fuel, repair their own gear randomly on workbench interaction (they use all the proper info from an item drop script just as players would so armor and weapon bonuses are applied)
They can eat food and gain the buffs from that, they can organize your chests and auto pickup/deposit items from the ground ..
They gain skill levels and apply bonuses correctly, they have attributes and levels (level 1-100) attributes can add bonuses to carry capacity damage speed intelligence (more base eitr) etc etc...
i think itd be cool if they could specifically drop food items on the ground for tames so you could automate tame feeding
azumatt-petpantry
how many meadows companions with wooden weapons to kill bonemass?.... about this many
here it is, argus
AMAZING! do they have dialogue? lil speech bubbles or something when you interact with them? are they breedable? get married have kids in game etc lol just spitballin XD
At this point I'm thinking I'm just gonna teach them to play the entire game and I'll let them backpack me
But yeah they have little speech bubbles when working and when doing other actions. A ton of different phrases... Some a little unhinged because of the way I parse them based off targets lol
It'll be like "going to collect the kiln" and I'm like well shit something else to filter out of the dynamic speech logic... Had to parse any target with tree in the name as just "wood" so they would stop saying "going to chop some beech tree" π ai behavior is both intriguing and infuriating to try to get to feel right, but it's really fun so far and I have a buncha stupid plans that I'm sure won't work but damnit I'ma try
keep going bro! great work!! i will deff be using this mod holy crap!
sheeesh thats incredibly cool to hear. i love the stuff you make haha. currently trying to teach them the nuances of stamina management and boy its beginning to be a pita with all the different movement/combat/state controllers having to work together and toggle eachother on and off at the right time
theyre all go.... no chill and will just depleate their stamina and stare the enemy in the face the whole time lol
i think thats enough valheim for one day
i guess i should go for a more circular kiting retreat when low on stamina instead but this is kinda hilarious.... lil dude ran all the way to force teleport limits and then took off running again XD "see ya boss you're on your own for a bit"
that was me when i saw the seeker soldier
I'm thinking we give it call of duty zombies style avoiding tactics.... Run them in circles until stamina regens... Companions get to cheat a little....movement itself doesn't cost stamina
A percentage probability that the AI ββwill go sleep if a bed is nearby (during the night)Commandable behavior? Patrols with buildable patrol points (flags?). Watch/guard command - would be cool for raids (base protection)
Example screenshot - patrolling guards, which follows your own/custom placed path/flags and guarding npcs. I made them 10 months ago, but never really finished all the behaviours as you did. Just an idea 
Oh that's nice, I like the way you made the checkpoints visible for easy placement that's smart. Currently they do have patrol/guarding behavior but it's randomized not set to a path, so that's a great idea
Yeah, its really nice and you can increase the raids and it feels a bit like tower defense! We having custom raids, with custom mobs and there is always 1 raid commander, which will drop raid tokens and with that one you are able to buy more npcs. Is that already available or still WIP ?
Still very much a work in progress. Constantly finding new things I want to add to them or behaviours that need tweaking... Originally started as me wanting to remake marketplace... But then I decided I wanted to add companions as well as static NPCs and it's just grown from there
If you need some help or prefabs, let me know. I can even showcase, how the npcs works on our end atm @solar shuttle
Definitely! I always enjoy speaking with other modders and seeing how they handle certain situations. I appreciate the offer... At the moment I'm more or less just constantly testing and adjusting the AI. I'm assuming you went the same route and bypassed monster AI all together?
We rewrote all the monster/humanoid scripts and using our customs in the end
Yeah that's the best way to go about it... I tried working with them at first but ultimately having your own behavior controller is the cleanest way
Exactly, we also edit it for animals and made a sleep behavior in there. Send you message, lets keep in touch 
For sure. I'm at work at the moment but I'll check later. I also know we have a time zone difference. I'm on the east coast of the US
@drowsy tree ty for adding that song in your wardislove mod β€οΈ
bruh really
Defense
also defense
this might be over
impressive π±
Thankyou. Been working hard on them. Decided to give them proper RPG archetypes so I've got healer, tank, monk, berserker, rogue, ranger, mage, and paladin so far... Each with a self buff, a group buff/enemy debuff and a special skill they can trigger
Hope, it will be not that OP 
All bonuses are very small and scale slightly as they level but overall not a huge thing. Worst case I'll just buff all monsters to match
Castle in the mountain. Stage 1: Towers.
Planning to build a cathedral and a couple more levels of walls. The idea is a kind of mountain dwarven citadel where almost the entire castle is hidden inside the rock. Everything visible is meant to be just the outer defenses
Man, someone clearly has way too much free time
Building blocks in Valheim is insanely addictive
A house inspired by the Wizarding World. I modeled it after a building in Hogsmeade.
Thunderbunny altar
Will you be using these for our Settlement / Town ?
Anyone playing with the previous version of Willybach's HD Valheim?
Video showcasing the new features in my new CarryMeMaster update.
So much more can be done via the config but didn't want to spoil everything π
Watch until the end, there's a surprise there 
π€¨
I thought that I increased exploration & sailing juuuust slightly, but it snowballed real quick. took a trip from bottom red marker to current position in 10 minutes and both skills skyrocketed, area unlock is huuuge
I'm looking for options to improve Valheim's graphics. I was using Willybach's HD Valheim Textures 1.0, Badger's Valheim HD Terrain, and Badgers Valheim Skies. But they are old. So what kinda of alternatives are there?
It's a long one... But proud of this Saturday side project... Can now place clutter grass in dungeons or have planters... Prefab look obviously needs to change but considering I did this in a couple hours I like it
still likely your best options..... toss badgers shaders in there too
What the actual?
This is insanely cool!
What if I told you it's getting better by the minute lmfao
dungeon clutter.... dungeon terrain paint? paving... etc.... ezpz
Skyblock was a huge hit for Minecraft right... lol I could make this into the same concept π
I hear ya. And yeah I use Badgers shader overhaul too. It's a must have for me.
New update for my mod, Accessibility π©΅
It's available on Thunderstore and Nexus. Have a great monday all!
Shanty Town animal breeding tower
Some shots from my modworld playthrough.
Nice horse.
I have a portal mod called PortalPlane with portals that don't have frames.
The whole idea was to have frameless portals with cool effects people can incorporate into builds.
Since they're effects they don't show up when you're in placement mode which was a complaint people had.
No longer, now they will play when you're in placement mode and can accurate place them to build even better!
Portal planes is sick... Wish I used portals on our server haha
is this a placeable boulder mod
Next update is going to add what I will call "Living Portals" π
what do you mean?
oh i think i get it... its placable terrain yes
Took a fair bit of tomfoolery and shinaniganizing to make it work... Had to make an entirely new heightmap/terrain controller to handle my stuff so it didn't mess with vanilla
screenshot of my moded UI
Love what you got here!
Thank you. Still a work in progress. I still have some things to clean up and work out.... But being able to place custom terrain will make for some really cool builds... Also made scalable env boxes last night that are pretty cool....can make a dungeon box as small as a room or as large as a couple zones
Now ElementalFalls and ElementalOrbs have previews too!
love the orbs
You're making one hell of a monster mod!
She's a chonker... People thought marketplace was big... I've tripped it and I'm not even close to done lol
a quick look into my small side porject. making all armors and weapons into build pieces. still need some small lifts here and there maybe some exceptions. but the feeling of being able to just put stuff on shelfs feels nice π the mod follows few simple rules and generate those mostly for all items usable by the player. i still do catch few monster items but this gonna get fixed - yes it works with mods as long as this gets loaded after (as i plan to setup )
Love this!
Why turn them into buildpieces?
You can make them as placeable items and still keep them as items :D
pretty much done . all weapons and armors including modded can be now made into placable items just like food in serving tray. i also added small method that let you rotate them in X and Z axis by 45 degree each time you press left CTRL(X axis) left ALT ( Z axis) so you can place them on walls and celling if needed . the are not destructible per say you would need to pick them up.
testing sticking things to walls rocks and other build pieces π seems some of items use mesh collider and dont have read access so need to find those exceptions still. but as much as i see some mod may generate such errors as items don't really need read/write access to mesh.
death cam bot pic of a player group on my server
Companions π
they can repair their own gear and sleep too π dverger companion is still buggy
Companions can now smelt and refill kilns, althought need to update the positioning a little
Do they do everything by command or do you have autonomous decision making yet?
Looking great
Amazing, excited to see this one grow!
Autonomously, point to command or radial commands
Is this your version π
What makes me happy is new mods, new alternatives, new ideas, new innovations.
Monopolies are bad π
yeah, i think its sick that theres gonna be a buncha new options to add life to valheim, but that is my version. its part of a much larger mod tho, so im happy to see you doing basically the same concept as a stand alone. i think a lot of people will love the idea of companions.... i went about making my own take on marketplace so companions are just a module of a much larger project in that
Have you ever wanted to just...
Where the glide???
Show them the glide!
lil peeksky at the ui and some of the archtypes, stat tracking etc
That parts top secret π
Just letting people figure that out when I push the update
for the record.... death tracking doesnt persist yet XD they do not all actually have perfect k/d
Wow, holy UI, well done!
Persistency is a fun one, is it isolated to dedicated or just private world testing the death persistency so far?
Dedicated server testing. It's supposed to function as basically a marketplace replacement and a server owner's dev kit all together as a mod, companions are just a small part of it, so everything gets tested on a dedicated server.. I know WHY they're not persisting, it's because of a timing issue with my tombstone patch for them, but I just haven't fixed it yet π like a true gamer kill tracking was more important to nail down first...
But yeah they actually create tombstones on death and loot them when they respawn π€£ can't wait to do a playthrough with these guys
Sounds about right, excited to see where you land this!
Did a couple fun things with the marketplace side of things too... Made it so that all quests, dialogues,territories, etc can be written by admins in game with a UI and the cfgs can be pushed directly to the server without ftp access... Made it parse all the marketplace configs because I'm lazy and already had a bunch of quests and territories written so I just drag and drop them directly into my cfg folders.. added a couple new flags to territories... Made companions have the ability to also be quest NPCs, traders, etc so you can have wandering NPCs... Tons of fun stuff.... It's been a ton of work but super fun to play with
And before anyone says anything I asked kg if I could butcher his mod before I started and I actually re wrote all the code I didn't just snag it from his repo π
So I may have taken the idea and ran with it. But at least I made my own code for it all π€£
b r u h that surfing thing is dope
farmer companions lol
Unfinished progress shot of the 300m fantasy castle I've been working on. You can (almost) see my viking standing in the doorway lol. Part of a unique world being developed along with @solar shuttle @rough flare and @ebon dome. Currently 30k instances, this will get turned into a custom modded piece that will reduce it to just a few instances to ease loading and lag.
Looks incredible!
we should put it underwater
Your npc looks like he dancing lol
Yeah he's excited
this is practically unpaid labor
edit: farmer companion plants better than i do .-.
What happens if the cultivated area isn't square? How do they determine the grid coordinates?
I would guess based on player angle and player look direction indicated on minimap that the dude is relying on global cardinal directions. He's planting north to south, likely checking for collisions within growth radius along the way. So detect cultivated ground, begin at or near its border, begin planting from the outside in for any appropriate spot and adding a row when cultivated ground edge or obstacle is reached.
Ahh there is really nobody better to ask planting advice from huh? Haha forgot about plant everything π€£
I might know a thing or two about a thing or two
Advize ruined my ability to play vanilla Valheim π€£
Of course you would know my hacks π
swagged out
Companion Combat AI is way better now, thanks to @solar shuttle helping me figure out the issue, wanted to share >:D
I saw your mod randomly on Thunderstore earlier might actually give it a try!
@solar shuttle is incredible!
Nice of him to help you π
I did not think to have a dedicated combatAI that turns off the main companionAI when combat is enabled, causing a bunch of fighting and jitters from the AI
another building to the village.
Glad I could help. I've been messing with custom AI for a while now and went through a lot of those growing pains myself π€£
refinedStoneBlocks
Got hunting working, companions will stop 15m from deer for example and take aim and shoot
Buddy boy caught me some fishies π

Man I love HD textures but I can't do the loading time for them hahahha
Worth the 2min loading time

If that's all it takes then 100%..... My only experience has been with willybachs I admittedly have never actually tried reforge despite it being probably one of the most beautiful mod packs I've ever seen
@gleaming pollen this one's for you π
You trying to take my livelihood from me? π
Made a small tavern in my village, I based it a little bit off of "Demonchild78's" Tavern.
But can they do this? (sorry for quality, had to make it < 10 MB). Dumb bird got in the way of my view, had to zoom around and final a better angle.
Showoff π ok fine you win, this time :3 π
Companions can now cook for themselves
some day i hope to be as talented as you two
There's so much going on this video, I'm not sure you and I are playing the same game anymore
i guess i should have showed the grotto under there too.... first clip doesnt really show that the whole thing is floating huh
Is this your npc server mod I can't tell what's going on either
I'm gonna make my own companion mod too, then there can be 3 people spamming this channel trying to outdo the other.
Yeah it's part of RPG-Maker... I had taken a break from the companion module for a bit to work out custom terrain, but couldn't let you have all the spotlight... They basically just slaughter eik because they're all around level 30 and have unlocked their sub classes but yeah they have roughly 80 different combinations of archetypes they can level up each with their own unique passives and abilities... They choose group roles dynamically and based off the equipment you give them, so you'll usually get at least 1 tank and 1 ranger if you have a sword and shield on one and a bow on the other.... At level 25 they choose a sub class and can hybrid, changing their passives and abilities... Overall I made about 130 new status effects and passive skills... New world style class selection so you can swap one from a bow to a sword and shield and level up a different archtype independently... 100 levels with attribute points to allot for each level, luck system so that the difference between a good luck and bad luck companion is about 25% damage and skill effectiveness by level 100 basically endless combinations of playability π
I'm not trying to flex or anything on @solar shuttle we both friends here π π I hope at least ππ€£
makes me wonder, if they will work with custom weps, armors, capes etc 
They pull from the whole modded pool so yeah .. and properly use the weapons item drop script for stats/bonuses/and secondary attacks...
I have them spawning with my modded capes and weapons from my other mods
My UI isn't as fancy as you guys but there's a whole lotta info on that stats screen lol
Well what I'm gonna show later will put you two to bed anyway
C A P I CALL C A P P A R O N I π
Edit: actually I am going to bed so ur right
Damn I'm going to bed too but now I'm tempted to stay awake and see what cookie is cooking up
alright... i wont spam anymore
β
i lied... last one
You're a Jere junior! I can see it already, your mod becoming a must have like Jeres mods.
I lean heavily on the base he's built... The custom terrain module actually requires infinity hammer and world edit commands to work like this. Otherwise you're placing it with commands
Then Jere Junior makes even more sense :D
They can finally mine copper :3
7 days to die like buried treasure :3
PortalPlane has gotten a ton of features lately so it's no longer a boring portal mod!
All from various restrictions, portaling with tames, fuel, white/blacklist and so much more.
The first is an IMAGE mode (optimized).
This takes a bunch of snapshots in a panorama showing you what's on the other side.
Each time the portals reconnect aka when you go away and come back it takes fresh snapshots.
The second is LIVE mode (unpotimized).
This shows a live feed on what's on the other side!
Extremely happy with the results.
In the configs you can define resolution, angle, snapshot count etc...
This latest feature was done by the best modder/coder KG 
I swear I'm running out of impossible things to try
@mighty fjord
i somehow didn't realize their was a hostile companion infront of me, was gonna record for something else..
Odin's Sight Concept lol, summon hugin to fly above you and mark what he can see on your map, summon him back as well, idk just a concept
anyone tell me if this can be used in the Hollow Tree for anything? Cuiisine Mod
@mellow talon lol π
I mean yeah, it's a camera + render texture.
Just a little fast travel concept
That could actually be cool for no portal playthroughs?
That's what im thinking, and I'm working on a system to speed up in game time so it's not just free, like the farther you go the more time passes
edit; during testing valkyrie flew into a tree and i died instantly
Another small mod i'm working on, an overhaul for the strength belt, grants an additonal inventory row that also acts as a swappable hotbar via alt, thought it would make sense to add more inventory space instead of just increasing the weight capacity
What do you mean about time?
Nice, I will always avoid vanilla UI stuff because you have to support all the 100 other UI mods lol...
The idea is that when a player fast travels, the game should advance time gradually based on how far they travel. Instead of teleporting instantly with no time passing, the world clock moves forward as if the character actually spent time making the journey.
For example, if a player has a rested buff with eight minutes remaining and decides to fast travel a long distance during the middle of the day, the game would simulate time passing during that travel. When the player arrives, the world time would be later and the rested buff would have less time remaining, reflecting the time that passed during the trip. This makes fast travel feel more consistent with the passage of time in the world rather than acting like an instant teleport with no consequences.
chatgpt to make it make sense cuz i don't make sense :3
Aha. Yeah why not
i think profs theory is support no mods lmfao
Should support most mods besides quick slots
edit: backpacks and what not ill need to add manual compat for :3
RESSURECTION
@mellow talon This is an example of what i meant, also this is 2x compression so may be poor quality.
Ah. ALSO
what is this?
It's for an upcoming update for my WorkForHire mod.
Started a massive overhaul and added many new features.
You guys are thinking too small... One up my terrain next π
No I'm ok but thank you >:D
This is pretty cool π
Looks just like KG's mod
Can you send me a link? Curious lol I didn't know this was a thing
Literally 1:1
https://www.nexusmods.com/valheim/mods/526
What About now
Fast travel progress, very smooth ride now, need to fix landing. Plan is to allow players to fast travel to discovered runestones.
@solar shuttle BUT CAN YOU DO THIS
jk we friends here
im not even gonna watch that and say yeah i can... how about you try this?
wip... tool kinda doesnt work the way i intended... mesh redraw is a lil laggy... but ill work that out
ahhh im just kidding were all having fun here, thats a neat mod, can you explain to me in great detail like im 5 how this works? what did you have to patch to use the valkyrie like that? in your own words tho, i dont want the ai summary
Once again pasted in chatgpt to make this make sense, as we know I don't make sense :3
"We grab the game's Valkyrie model, strip out all its original scripts so it's just a visual puppet, then fly it to the player, stick the player on its back with a sitting animation, and fly it across the map to whichever runestone pin you clicked. When you land, we fast-forward your food and buff timers based on how long walking would've taken, give you a few seconds of damage immunity, and the Valkyrie flies away. If the Companions mod is installed, we grab your nearby companions too, freeze them in place behind you for the ride, and drop them off with you."
Please use AI responsibly. Let it generate slop if you must, but constantly challenge it, use it to learn and develop your skills, then push back on the solutions it offers, because most of them are wrong and misguided.
The concept is great, reminds me of WoW and this is perfect for no portal playthrough.
Thank you, it took me only a few hours of work, most of that was realizing I had to stop using the existing valkyrie and just clone it's assets recreate it, without doing that it was very buggy π
Talking to both of you because I'm sensing a lot of passive aggressive hostility. My understanding is that you're both using AI assistance, and contrary to the current popular mindset, I don't think there's anything wrong with that. I've been chatting with a few models recently, and while they all claim they don't track identity of who is using them, they can outright tell you that they speak with a lot of Valheim modders and will even spill the beans on what types of features they help with most.
Oops I wasnβt trying to come off hostile at all. If it sounded that way that wasnβt my intention. Iβm autistic and I donβt always read social cues or tone very well, so a lot of what I say is meant in a joking or lighthearted way. Nothing I said was meant to be taken seriously. I was just messing around and having fun with @solar shuttle
It might have sounded like I was trying to challenge you or act like I was better or something, but that wasnβt it at all. I was just posting some cool videos I took because I thought we were having a funny little back and forth contest going on. Nothing serious, just having fun with it.
Also just to be transparent I use Claude AI openly for a lot of my commits and bug fixes. About 20% of it is honest vibe coding. Iβm pretty open about it because it honestly just makes development a lot faster overall.
Working on a altar for the raven
i don't wanna describe how annoying it was to make this work without custom animations, but i managed to add hugin completely using his flyout animation from 0.3 to 0.4 with a pingpong effect to loop the animation
Yeah why not?
FYI your AI generated mod descriptions need some proofreading. It lists a version of BepInEx from 2023 as a dependency, credits BIE and Harmony but BIE uses HarmonyX not Harmony, and links to a non existent issues page on github for your repo either doesnt exist or is private (for FastTravel and OfflineCompanions)
@stone temple ban him 
done
this games so beautiful sometimes...
i mean what a view....
thats the muts nuts that is Ssammy though i would be terrified of pressing the wrong button and jumping to my doom after forgetting to eat lol and as i have a habit of breaking my bed and moving it without claiming it, it could be interesting finding my way back lol
Looks like you could use some custom terrain π
LOL That's why I put up the guard rails. π
I posted those 2 screenshots to show some friends what's possible. They took me a day and a half in game to create that.
I just copied in the buildings from other of my servers after setting up the platforms and walkways. The walkways are wide enough for carts, by the way.
The whole idea was to just show a simple, quick example of what could be done by following along this sky builds path. Possibilities are endless here.
Yeah, terrain was never my strong suit... π
looks awesome up at the world tree tho. if you find the right spots you can make some really cool builds... other spots get a little wonky as you get close haha
still have some logic to work out to make it a lil more "realistic" as realistic as you can make sloped lakes.... but i might be cookin here...
guess ill also have to have some logic to relocate the plant life XD... global warming i guess amirite?
Madness
THE ASYLUM
Tower of Pisa
Server: Joumheim
Mods used: Gizmo
β
I only used the stone circles as ambience but...what an ambience!
Oh thatβs gorgeous, how did you get the texture in roof of the tower there?
Ashwood planks and doors to get extra snapping points.
https://youtu.be/OTbnUaRPHrQ?si=WaaMAILX0Vzk_OFC Here's the tutorial I based the house on. Made some changes along the way, but it will still get you where you need on the tower
πβ
Support the channel: PatreonβΊhttps://www.patreon.com/versaugh
πMerch https://versaugh-merch-store.myspreadshop.com/
Showing how to build Cozy Viking house step by step. The Valheim building guide uses only Valheim vanilla build pieces. inspiration for your Valheim builds
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THANK YOU ALL FOR ...
issue happened with plant easily have uninstalled the mod deleted cfg reloaded world. issue started while planting barley
Jotun Puffs actually will not grow in Meadows. That just for your info.
was using them as a visual the other plants didnt show up as well
but i figured out the issue it was impactful skills mod
I faced something similar lately and plant easily started planting everything in a batch of 3 instead of a single item starting from turnips
can you please clarify what've you done in regard to impactful skills unless you just deleted it that plant easily started working properly again?
just removed mod and deleted cfg for it and all good
you just need to disable the multiplant feature in impactfulskills
If Impactful skills used your defined Plant Easily layout, but scaled the number by your skill level (when enabled) would that be preferred for any of you in this situation?
being uncertain of the number of what exactly will be scaled (I presume, planted crops per the amount of seeds?), this would've been better indeed
It's the only function of ImpactfulSkills I am not using, exclusively due to the overlapping layouts with PlantEasily
tysm for everything else in it, surely
Excellent, yes that would be the most likely thing to be scaled. I'll work with Advize for that π
is there a way to make the spellbook from magic revamp and megingjord work together? i cant seem to have both equipt
issue i was having is when the multi plant feature kicked in was it was not on the same grid as plant easily , it was starting about 3 spaces to the right and sometimes 2 spaces forward from PE grid and at a random angle sometimes it would be at same start point but at 90* off and i would have to unequip and re-equip cultivator to get ghost plants to be visible on top of it double planting first plant
That makes sense since both grids are not designed to be active at the same time
the 5 minute time out per message makes it hard to have a conversation now!
do magic staves even do anything in magic revamp/magic plugin? They have these stats but you cant use them to melee and the "use eitr" doesnt seem to do anything either. Im i missing something outside of using them to cast spells?
you are in a screenshot channel....
this just makes me so happy ^.^
gotta add more dbz stuff!
HUUUUUGE thanks to cookiemilk for help with all sorts of stuff to get this workin! More to come! There is stamina drain while using flight controls i was just in god mode so you didnt get to see that in the clip.
hold space to ascend (shift space to fast ascend)
hold left ctrl to descend
hold left alt to hover in place (very tiny passive de...
Stocked Kitchen
Why's it look like I'm taking radiation damage
hah! that's cool! just need a cooler floating animation than the vanilla fall anim super sick idea!
still haven't worked out how to add custom animations yet, but definitely will be adding as soon as I do π
There's a few ways to replace animations but all are simple.
You can override animations in the original controller or outright replace the controller with a custom one.
I like replacing the controller as it gives you 100% control.
so i have a mod installed thats lets me have more starred creatures. Is there any conditions that have to be met for the wolf farm to work?
assuming CLLC: afaik stars add +10% to scale for each star, so do the math + build accordingly
also i micro-cut myself on your screen sharpening
but do yourself a favor; use petPantry
Coziest spot in the base.
looks so chill and fully stocked bar! ++
@dull spindle im putting this in here coz its technically modded but here are some of my recent builds (the bridge is my favourite in-game screenshot i've ever taken)
oooh, I love how you did those crenellations, the roofs have a bit too many beams imo but looks very nice!
Im gonna add the seasons mod to my server cuz that looks amazing
yeah Seasonality is one of my all time fav mods, its so immersive, and you can customise weather and growth time (e.g., crops grow faster in spring and slower in winter, always cold status in winter etc)
That castle of yours is so good! Been holding off on my castle build looking for some good inspo and yours is just what I needed. Really cool, and I totally get you on the bridge, thats a great screenshot.
tried building a small Chinese temple.
Guess I should spawn the preview prefabs with static physics off π still a very rough wip but mini unity editor in the game π€π§π
May or may not also include some rough runtime UI editing tools... Can capture and re position basically any UI elements... But that's also a rough wip
Basically replaces a bunch of mods + Unity Explorer.
Being able to edit and make UIs right in game and then it exports it as UI code?
People are not ready.
Lol well I wouldn't quite say replaces. If you're really good with unity UI it's still probably faster than this, but if you're like me and tired of spending hours making a UI that looks beautiful in unity only to have to look like crap in game it might be useful π
It's revolutionary
Haha well thank you π
Willybach's finally works
So i am running a server and i have the mod in the Bepinex folder which means i cant change the +10% scale to 0 ingame. Is there any way around that like can i change that in the files somehow?
Also what do you mean by micro cut yourself on my screen sharpening? ;D
Still a work in progress.. but damn this is getting good... Don't mind the screen flicker my crappy capture doesn't have the same refresh as my monitor
Currently has 4 different save functions...
Can edit a single prefab and save it to your Hammer for easy placement later
Can override data for all prefabs of that name
Can clone and save the prefab as a new prefab all together
Can edit all vanilla field data for the prefab and save it to the data yaml for expand world to use
Thats pretty heckin sweet
Tyvm... Figured I had already made the editor for the UI so why stop at UI lol
@empty bonewath mod is that?
Reforged, its an extremely large overhaul that Krumpac is working on. I believe his discord profile has a link to it if you are interested
ok ty
need a way to bring this structure more to life
Landscaping and clutter. It will feel more alive if it looks lived in. Barrels, carts, etc. As well as bushes annd grass to make it look like it's been there a while
Honestly, adding vegetation, plants and all that will make it go from 0 to 100% in an instance.
Grow some ivy or vineberries on the walls.
Gonna do that after the main building is done.
The balcony in my recently completed home, featuring the quality 4 fish I caught π
Quick one... Made a mod for some content creator friends... They just wanted to be able to lock camera rotation while seated so they could do podcasts while moving their heads independently of the camera but of course I wasn't gonna just stop there... So
Orbital cam, free cam, camera pathing
(this one's my favorite. You can start recording, run, and move your camera however you want. Stop recording and when you hit the playback button it spawns a camera that goes over your movements for you...)
So basically for producing introductions etc.. just wish clutter spawned further from the player lol the path looks funny with no grass
UI can be hidden as well with a quick keybind but I had it on for the quick clip
One of these days I'll get around to actually publishing some of the mods that I show off hereπ
I think I'm just going to finish them all and publish like a dozen at a time. And really irritate everyone over at TS
Reminds me of the Timelapse mod I made that I forgot about!
Similar... Mine doesn't save anything anywhere, it's just realtime camera tricks so you still have to clip yourself
Do i go for black marble towers or stick with stone?
is there any way i can change the size increase per star level to 0 in the files of this mod? I cant find anything...
if you go into BepInEx\config\org.bepinex.plugins.creaturelevelcontrol.cfg you should be able to change the value for Creature size increase per star (percentage) to 0
bridge designing is rough, idk if i want more wood or less
thank you, i found it. I tried changing the size increase value from 10 to 0 but it can only be at 01. Means that every star level adds that certain 01. Is there a way to make it so that it can only increase to the size of 2 stars? Because i got it set to 4 stars which mean the creatures get bigger than in the vanilla game...
sorry for bad quality I just use snipping tool lol
Some screenshots from my (WIP)castle I'm building for me and friend on are modded world over 20k stone, 500 iron and 300 copper and I haven't finished the exterior and have yet to really start on the interior... haven't kept track of the hours I've spent building but I've enjoyed it all, Valheim has a really fun build system and I plan to post more screenshots when I'm done.
copper-clad shingles
is that my wackydb yml or a buildpiece mod?
also you might want to disable the hud (F3 in windows) for build-pimp screenshots
furniture/clutter mods make such a huge difference
First set of HD screenshots (Willybach's + Badger's).
More to come...
You put mp4, webm, mov or avi inside a video folder.
When you teleport, it will pick a random video each time.
If you don't have any videos in the folder, it will use images and they work the same way.
Might actually add this feature to my PortalPlane mod 
Some more screenshots, mostly interior work
that outside screenshot does look awesome, nice job.
Another Daily Update + some before and after images
the end game spells for blacks7ars "MagicRevamp" are a tiny bit strong
and yes, the seeker summon did that much damage at the end
https://cdn.discordapp.com/attachments/369491013791645696/1494272104726663218/Valheim_2026-04-16_04-41-15.mp4?ex=69e200d8&is=69e0af58&hm=6e8dab97cc561baa10c793c307ac7b8dbc352a2456ccebcacde218e4b6ef2d24&
@dusk harbor please post screenshots here when you run the game with mods
oh, sorry about that
or crop it enough to not include modded content π
smort
All my screenshots are modded. But i crop them all
often times i have questions related to vanilla content but it has a modded hotbar or something π
its very stupid
WIP canal has some issues
the locals dont want my canal completed (now what does that sound like??????????)
More screenshots
tell them that it is your manifest destiny to have a canal thru their land
Verdant's Ascent
Made a mod for a guy that runs a Lord of The Rings server.
He wanted something that works like the Palantir.
Here's a video he took (there's audio).
Want to see my duck ? I duck you! π¦
It has 3 heads, shader/reflection issue with water?
Anyone know what mod changes the UI to look like this?
Thats Auga, it does not work right now. I know there are some "Auga-lite" mods out there, but not sure if any of them work either.
Ah gotcha. Thanks! Looks like the Lite version was updated 3 weeks ago but it's just a couple of the original features
working on new deep north boss altar - Surtr XD
just having fun testing mods!! taking surtr boss from infinite multiverse mod and putting it in divine armaments for somewhat of an end game experience - still trying to think of what should happen when you beat surtr... Thanks to cookimilk for help getting everything together in the right places!
Beautiful
this is still WIP right?? gonna actually make 7 crystal balls??????? this is sick! love the stamina drain connection loss
Yeah
Willybach's new portals look cool
I like Willybach's HD along with Badger's texture files.
ohhhhh very cool!!!!!!!!! rootshelter will be great for vampire class! and i really ike the visual spear returning to you not just poof* back in your hands very nice!
new stamina/eitr bars π
Yeah, a magic mod
Looks great!
Turning the iron chests sideways to use as cabinets is genius!
Wolf cape looks a lot better doesn't it?
That is AWESOME!
Great work!
Thank you π
Implemented a lore friendly way to change the aura color
Love your stuff π§ββοΈππΌ
@signal falcon
duuuuuudee a small screenshake and a sick sfx on attack animation start would give this ability the gravitas it deserves XD so sick
Here are a few impressions.
I miss Opulence π one time my bf and I did a playthrough where our base was in an OdinsBasement and she just lived there, unable to leave lol
π§ Even a troll canβt hold it forever!
Doing a LoTR mod where we have this Palantir that you use and look through.
I showed a video of it in action but at that time I didn't have a piece, here's here pieces π
Video of the mechanic. #mods-screenshots message
need 4 more prefabs!!!!!!!! these 3 look crazy cool so far!!!
made a valheim mod launcher for mac
doesn't require steam running for the game to work anymore
easy access to folders, mod logs, and manage ur mods the way you want
I dont know how it works on mac but not running through steam on windows and linux can cause bepinex to break
that's not rly the case because the OS runs bepinex before ever having steam to start
on windows linux and mac there's a bit of a misconception as you typically wire bepinex to steam launch option
but if you instead ran bepinex directly it would load the mods the same way i did
so obv if you have bepinex on launch option it also would break on mac and any other OS as it's hooked to steam
no the issue im talking about that happens mostly on windows but afaik sometimes on linux is that when you launch the game directly it might not load the steamworks libraries and then the game relaunches itself through steam to make them load. bepinex does not load when the game restarts because unitydoorstop has a safeguard from injecting bepinex into subprocesses started by the game
Should I extend the roof all the way across the bridge or leave it as is?
Went and tried bringing the bridge all the way across, and not sure if I like it or not
Deer God what happened here
Wtf is that??
No idea, I'm assuming some kind of abomination caused by star level mod and All tameable or something? I killed a greydwarf and my game suddenly lagged like crazy and left this on the ground.
I've seen this before. When something dies it spawns a million copies of the thing and it becomes a snake.
WaterBending anyone? πͺπ§π»π
WHEN DOWNLOAD
isnt he a cutie patutieπ
and ppl say FGN is trash.... smooth 6fps at 140k instances right there π
shoutout to @ebon dome for making the greatest stress test for a network mod i could ever hope for lmfao.... "unplayable in a group" π guess you just needed to fight yag around 30k instances instead
granted i know that he was unkillable... i wasnt aware of the settings from the rest of the modpack i was testing against just to prove it ran well for me, but it still worked for player movement and attacks in a group around high instances lol
new ice sword in the works coming out niiiiiice XD
Your assets are always so sexy
I see a lot of his stuff and i like the way it looks, but for me it looks a little too fantastical for Valheim
Ahhh I could see that. After 4k hours I tend to see valheim as a beautiful sandbox these days more than anything.
I respect vanilla and the vision, but also when using mods I'm not too worried about sticking true to the valheim feel.
That being said some playthroughs I do more on the vanilla side and choose mods that compliment that nicely... Other times I just wanna do fun obnoxious things that aren't normally allowed on the game π
If it weren't for mods and the freedom they bring to this beautiful sandbox I'm not sure id have nearly the playtime I do lol
thanks man!! I use a lot of the vanilla assets the devs made and so true after a couple hundred hours playing the game vanilla style, I Def wanted to add that extra layer of end game god tier magical stuff which I figure should indeed be fantastical and a little over the top. with divine armaments mod you ascend from mortal to god. feels so good to aura farm in asgardian gear XD
Im not trying to discredit any of your work btw, it all looks great.
That model for the dragon in the vamp mod looks freaking sick
i got so lucky finding that model with its animations and it was free!!!! XD and the homing fireball(s)
just wrapped up the Deep north surtr boss addition! surtr will spawn new global event when defeated! Blizzards(Fimbulwinter) will spawn like raids in any biome the player is in! - also drops 3 new items Surtr sword, Surtrs Crown Bow and Surtrs core
Some console errors or why it seems laggy?
a slowly reworked player model into Elf and Dverger so far work as prototypes for NPC/monster next stage implementing with interface to character creation as new playable races. they work with all items that player can use π
Will make a test thread for it on my Discord.
I want to add cool bubble effects and stuff.
Suggestions?
Let me know.
Suggestion: add a way in the mod to remove water damaging structures so you can build an underwater base
Another user on my Discord wanted me to allow you to create a bubble underwater to simulate an underwater village.
So when you're in this bubble, you can freely build etc like the water didn't exist but you're still under the water.
Slightly different from what I showed but still fits the concept of the mod I guess.
So you can equip an item to be able to just walk and run into the water.
Is that what you want too?
no errors π just a crapy recording software lol
Suggestion: just like the water at the end of the world falling off, the water could be falling down the sides of the βpushed aside waterβ instead of it just hanging out there. However with the idea of the sea rising and falling, that might get super complicated on how it attaches and traces.
someone take unity away from me π
I see no issues here, great custom cape textures! just make it possible for people to upload their own pics to be on the capes somehow would be a really neat idea
Hahah I have no idea how Id do that, plus just uploading a picture wouldnt look very neat, I blended the photos onto the basegame textures to make them fit nicely
Project a render texture onto the cape and let people play videos on their capes 
just a lil glimpse of the brand new Train and Signal system for Valheim ! right now uploaded to Thunderstore under Rune-Rails π go test it out and have some fun. There is plenty of diffrent parts ramps turns signal lights gates bridges etc... for all sorts of interactions and builidng evne wild rollercosters(if you be using gizmo )
bruhhhh no video with this post?!?!?! i know a bunch of people will have their wishes granted with this haha super sick! great work!
@crisp sky hahah yeah thats where i seek out the help of great coding mages
make dhak send you a clip of him doing loopty loops and stuff with them lol
me a mere worm "make" the best builder in valheim do anything is outrageous heresy! lol
I don't do video but might post some I got from testing with Dhak
please sir ive heard you have done epic jumps and loops with these trians and alreay have a backlog of script ideas to mess with them may i see some?
Is anyone else thinking that with containers mod that makes them pickup materials, a train that goes from goods start to full crafting end is getting closerβ¦.
you are not mistaken this mod offers special type of track for unloading and loading items into the train π you also can connect it with sensor and signal emitter to do even mroe crayz stuff π
I mean, nooooo one is gonna now have tracks in BF taking copper back to base etcβ¦. π
Here ya go a lil presentation of all the build pieces added in my Rune Rails mod π 3 type of wagons , 1 building station , 2 sensors , 3 types of signal recivers , And a whole bunch of tracks π
This may change the whole scape of build videos of bases where they have moving parts.
Like Valheim raft, is the mine cart βcustomisableβ ?
nope mine carts are non customizable there are 3 type of carts : power cart , cargo cart, crafting table cart and that's it . power cart needs to be leading one if power cart build in middle of train it turns into passenger cart engine swaps for small container and thats pretty much it you don't build on them like you do with raft etc this was made as new form of locomotion/logistics tool other then we have right now with normal pull cart or ships or a portal. i love trains and i always loved using those in minecraft or satisfactory so i tried my best to rebuild that system π
I applaud you on your efforts.
it took me over 200 hours to make this mod and all this possible. sure its not perfect , there probably is a bunch of bugs still and i do have some pieces to make. but i am very proud of this one and i hope enough people hear and see it and they all be having fun making those trains around valheim π with this and some upcoming additions people be able to build all kinds of things. Can't wait to see eople showing here screenshots of crazy rollercoster they build or whole public transportation systems around world map π
how many people can sit in 1 cart?
1 person per cart. either last cart or first cart decided the movement, there is barley space for 1 person as those take bit less then 2x2 space. so it might be hard to make like 2 player cart at best as a variant
peep the instance count
amazing!
forgive the bit of lag, i have my debugger running counting every per frame op so it adds a little draw... think im getting this working pretty okay? π€·ββοΈ
Now when you view through a Palantir, there will be an "eye" and SFX playing.
Added a 2 person transport cart and some there suggestions made by people more to come soon π I need to find a way to make building carts on rails easier right now it only works if you use a cart item on the track directly
nice! I'm sure this will push someone to make like a big train system. ohhhh I have a suggestion! a tunnel track build piece!!!! so people can make it seem somewhat like the tracks can tunnel into a mountain side or something
or I guess people can place large rocks and other terrain pieces around the tracks
exactly i don't want to make environment pieces i just want to give people as many different tracks as i can so they can build what they want. i still have few more receivers to make and few more track types π so there is definitely space to improve. right now working on function so you can actually build the cart on the rails and it gonna connect instead of using 1-8 to spawn it on track as it seems most confusing. other is adding receiver signal to switch track so they can be turned on by signals remotely not just remote by leading cart with driver or manual.
don't mask links mate π
yeah i realized that on the second attempt xd sowwy
used Plant Everything to make things pretty ;3
Giant Dvergrs inspired statue in Valheim. I tried to make it look like something you would stumble across in the game.
Decoupled look+aim flatscreen 6dof head tracking
Thatβs ^^ on nexus mods now
https://www.nexusmods.com/valheim/mods/3356
(Iβm making a lot of these: https://github.com/itsloopyo#the-mods)
I realized a couple hrs into this bridge build that i didn't want to finish it so I ended up making it a construction site lol
crane looks very satisfying
@balmy violet
@balmy violet I do have the braziers covered. Just not the exact same way that was show in the video I watched
π€£
π©
What mod are you using to run through water like that????
Itβs not a building mod, but rather a fully prebuilt structure , a complete dungeon.
What is it?
always log responsibly
Sacred Cavern heading into an underground pool area.
π runtime blueprint combination is here boys... what a time to be alive
so game reads all your blueprints on start then you can just build em instantly like any other build piece? amazing
lol i dont think i did a proper job explaining whats actually going on here
yes. i can read all your blueprints and place them as a blueprint.. thats pretty cool
whats really cool is i can take that blueprint, convert it into a single prefab, strip all unwanted components, bake the mesh on a 36 million triangle object AND create its own asset bundle and manifest thats saved into the cfgs to be properly loaded on next launch as a real injected new prefab
that can also be synced to all other clients properly
basically all the work that i used to have to do in unity with blueprint to prefab and then stripping components baking meshes and bundling into its own mod can now be done in ~ 2 min by anyone with the mod installed
so what youre seeing is Dhakhars phalanx getting turned into a single placeable game object in real time.... your gpu will still hate you. but ive stripped away a SIGNIFICANT portion of the per frame ops on the object and roughly doubled the fps thats usually seen when near that thing... (not that going from 10-20fps is a lot, but this is as extreme a case as you could try it on i think)
got networking to the point where its no longer a bottneck then turned my sights on cpu being the next bottleneck around these big builds, significantly lighted the load there as well.. not much i can do for vram usage around a mesh with 36mill triangles tho XD
im sure hd textures probably didnt help the situation but damn is it sexy
psyche im the greatest to ever live
Iβm amazed this has been built. Must have taken so long π³
Lol the blueprint itself I did not make. I do not have that kind of talent, I just use it for testing mesh baking and optimization
π€·πΌββοΈ whomever lot of builders did that I mean π amazing
I mean... Lord, I would do anything just to make a huge city in this game someday where 100 players would walk around and nothing would cut... xd
Is this something where you convert a blueprint into 1 object and it takes 1 instance, or is there some other way to convert? Sorry, I know a little about programming, but I'm curious about this.
This takes the blueprint and converts it to a single game object but it can be many instances depending on the blueprint. All interactables need to be stripped and added back after the mesh baking etc in order to maintain function. So the phalanx there goes from 113k pieces down to about 7500 because it has a lot of interactables/signs etc that are skipped from the main combine
It's a process that I used to do in unity and then bundle the assets and create a piece mod for them but now it can be done by anyone from within the game with a click of a button. Bundles the new prefab as an asset and loads it to the game properly on the next launch π
I wrote about this a long time ago on OdinPlus's Wish channel. I generally thought about building something from scratch and converting it into a single object. This would significantly reduce the game's optimization load.
Of course they laughed at me for this post xD
But it would not reduce the polygon counts (triangles, faces, vertices) which are also a big killer. If you slap an lod on it I bet the count would be around 5M ? π but nice work ofc! 1 step further to increase the fps
The previous version still dropped the game to ~10fps when placed.
Welding inner verts, combining mesh by zone and applying all proper lod levels significantly increases the performance around them
God bless o+ and all they stand forπ
Most wholesome valheim community out there amirite?
When I first started modding I was told not to write my own code and just use their templates.... Kind of glad I ignored that statement π
Heard from several people who massively praise your ghettonet mod.
big shoutout to @grizzled drum for creating the runerails mod, we're having lots of fun with it π
Nice Rollercoaster Mod π Thanks @grizzled drum
Love it guys keep the work on those and i try to get you more track parts to work with π
Does the loop actually work lmao? Might have to give this mod a look
This really gave me motivation to release my own rail mod I started a year ago.
But mine will be different of course, instead of using an item, the cart will be a physical object you build on the rails.
yes it works π
I'm getting this error @mellow talon
@mellow talon
@mellow talon
@mellow talon this is launching it on the other computer
It's a mixed bag π some updates have been better than others. In a great spot at the moment tho
https://klipy.com/gifs/star-wars-jxd
I will never get tired of modded valheim XD (thank you Devs for continuing modding capabilities!)
yea it works . i also added the funciton that allows for building the carts on the rails and seems to work just fine. in case some people dont read the description π still planting it direclty thru spanwing on control rails is better
I have a dad joke sidekick now. Pointless but fun. Kids love it.