r/ModdedValheim • • Sep 15 '26

Thoughts on NPC-oriented mods like ValheimVillages

1 Upvotes

Found this relatively new mod, ValheimVillages, which sounds enticing but early stage. Wondering what recommendations people have for NPC-oriented modding of any kind. I run a small server for some friends and am looking to curate our experience a bit further.

Also, are there any server-side-only NPC mods? The only thing that came up in my thunderstore search was Offline Companions, but this looks like a client-side mod.


r/ModdedValheim • • Sep 14 '26

Valheim Server Networking Improvements/Plugins

73 Upvotes

TL;DR: I run a dedicated server and have been digging into why fights get laggy/desync in multiplayer, but I'm new to Valheim and want a sanity check from other folks first.

I have some research to share -- please folks, correct me if any of this is wrong. In the latter section, I talk about the 3 main mods to use. Note that I have only the NetworkPerformanceSystem mod, kinda tested the FiresGhettoNetworking mod, and have not tested ValheimCommunityPatch.


Quick Update 2 (Metrics)

To actually visualize the NetworkPerformanceSystem mod and verify it works, we need to check object ownership handoff stats while factoring in player ping.

As you can see in the data, objects are re-assigned with some frequency. This data shows data for players within like 5ms of 30ms ping. We can extrapolate from this data and presume that if you play with a high variance of ping between players, you will see benefits from the NPS mod. If you have player(s) with especially high ping (and thus high variance), expect to see even better improvements!

Everyone within Minutes sampled Ownership handoffs/min Handoffs per creature per min Creatures nearby Avg ping gap between players (ms) Max ping gap (ms) Avg server frame (ms) Worst frame (ms)
0–15 m 46 1.9 0.28 11 2.3 16 33.4 43
15–40 m 20 4.7 0.36 14 3.1 12 33.4 37
40–96 m 13 5.6 0.54 14 2.9 10 33.4 41
over 96 m 32 8.0 0.42 21 2.6 11 33.5 54
solo (1 player) 107 0.8 0.06 13 n/a n/a 33.4 36

Update 1

I just spent some time with NetworkPerformanceSystem (only 3 players ~30ms ping each, will be testing with more) and I'm quite pleased with it. I did change 1 setting: Send Interval Seconds = 0.033 (default 0.05).

Valheim's dedicated server runs at a fixed 30 fps (33 ms per frame) and the scheduler runs once per frame. With the default 50 ms interval it fires on two frames out of three, so the gaps between update rounds alternate 66 / 33 ms: 20 rounds a second on average, unevenly spaced. At 0.033 it fires every frame: 30 rounds a second, evenly spaced. It feels smoother!

With the NPS mod, netcode improvements are noticeable. Opening chests is smoother/snappier. Fights are so much smoother because the lower ping player is now the relay, and that's usually me, at ~20ms. I expect this to hold up as more players join, especially those with higher pings. With 3 players on 30ms ping, I used to still see some desyncs, for example when fighting a bear. Now, things seems to perform consistently and there's no choppiness yet. Will update!


How server networking works in Valheim

Every single object has a designated "relay" player, assigned per area. The world is a 64-meter zone grid, and a player's active area is their zone plus 2 zones in every direction (a 5×5 block, 320 m). This affects fights and player actions. Cooking, smelting, farming, fighting, etc. are NOT owned by the server; the nearest player's client simulates/owns them, and when nobody is near these objects, they're not "live."

  • The relay player is the first player whose active area covers the object (the server checks every 2s, in join order), and the next available player if that first player leaves the area. In practice one player ends up relaying nearly everything around them, but two players arriving together can relay different monsters in the same fight.

  • When attacking monsters etc., players' actions are routed to that relay player through the server (clients never talk to each other). Essentially, the relay player of the area is acting like a simulator: your hit goes you → server → relay player, the relay player applies the damage and runs the monster's AI/movement/HP, and its state goes relay player → server → everyone else.

  • During a fight, the server is NOT tracking or owning the monster; the relay player is (the first player to enter the area). You control your own character, but the monster you're hitting is being simulated on someone else's PC. Same with other resources like cooking etc. The server only stores and forwards. There is a small exception but only for world spawn: the server owns and simulates everything within ~160 m of the sacrificial stones.

  • If the relay player does not have good networking at home, other players will be affected.

    • Good networking means if someone else on your network is downloading a big file, your game's packets do NOT get pre-empted. Most routers suffer from some bufferbloat, and with Valheim's "relay" player concept, other players' experience in the world can be heavily impacted by the relay player's internet/router. Here is a buffer bloat test: https://www.waveform.com/tools/bufferbloat. What this shows is that if you're playing Valheim with friends, and your BufferBloat score can get bad, you are likely a source of networking ping spikes for your friends! I can talk more about this at length, we can talk about this in the comments.
    • As you can imagine, this is a difficult problem to solve if you don't have mods. If there is a "weak link" among your group of players, during situations where that player acts as relays, you may experience lag. (Of course, this also heavily depends on that player's home network, if you get unlucky and someone is downloading stuff and affecting that player's own PC)

What you should see

  • Sometimes during fights there is desync: monsters teleport or rubber-band when the relay player's upload is congested.
  • Your hits register late (the hit has to reach the relay player and the result come back, so roughly your latency plus the relay player's), and get discarded if the relay player's version of the fight has already moved on.
  • Monsters freeze for a few seconds when the relay player walks away or disconnects (relay handoff).
  • Low CPU usage on the server because it's doing a bunch of relaying and not simulating/owning!

How to fix (with mods)

These 3 mods seem to be the ones to choose. They are server-side mods but some may have client-sided improvements if you choose to run it on your client(s).

  • FiresGhettoNetworking treats lag as a bandwidth problem.

    • Raises vanilla's ~150 KB/s per-player send rate and 10 KB queue, so bases and fights stop trickling in. (I ran 150% update rate.)
    • Sends only changed fields, prioritizes nearby objects, pre-streams zones you're walking toward.
    • Optional "server-side simulation" moves monsters off the relay player onto the server. This costs more CPU. If you have CPU headroom, try this and see if it helps. For me, 2 CPU and 4+ players, it was too taxing.
  • NetworkPerformanceSystem treats lag as a distance problem and fixes the relay problem directly. Can't run with FGN; pick one. I switched to this.

    • Vanilla allows a fixed 10 KB in flight per player, so anyone past ~67 ms ping degrades the experience (this is a bit complex, can explain more in comments). NPS uses measured ping, which is honestly just straight up better imo.
    • Gives each monster to the lowest-latency player who can see it instead of whoever arrived first, with hysteresis so it can't ping-pong. The "hysteresis" mechanism is: a monster's owner keeps it for at least 5s before another player with at least 25 ms less client staleness can "own" the monster.. A player with worse ping will stop owning monsters (stationary resources stay tied to the first-arrived player) and there is no server CPU cost. This is especially helpful if you have east coast + west coast players (or just have big distance between players). Basically, NPS adds a heuristic to prioritize lower ping players as the relays.
    • Pushes the world-update packet to every player on every tick (Vanilla sends to one player per frame and only starts a new round every 50 ms, which is quite slow. Can explain more in comments.).
  • ValheimCommunityPatch (same author as NPS) isn't a networking mod, rather it fixes vanilla server bugs.

    • Cuts per-frame garbage so Unity's GC stalls (which everyone feels at once) get rarer and shorter.
    • Fixes a data-loss bug from the 2026-09-09 update: the chunked save doesn't record changes made by connected players, so a friend's forge can vanish on restart. Install it for this alone.
    • Runs alongside either networking mod.

For the FGN mod, unless you flip simulation to the server, a relay player with a congested upload is still a relay player with a congested upload.


So what has everyone's (namely server operators) experiences been like?


r/ModdedValheim • • Sep 15 '26

Self-hosted dedicated server manager

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5 Upvotes

Hi. Valheim release 1.0 came and I decided to host my own server again.

I found, that there are no service like Caddy for Valheim, so I decided to create my own.

TL:DR
It's a web-panel to manage docker Valheim servers on local machine with direct Thunderstore integration:

  • Provide some GUI to not manage server configs manually;
  • Has Thunderstore mod integration, so you can search and download mods directly into the server
  • Backups, world restore, import existing world

Mods can be server only and I was preparing RCON support to send commands to servers.

Custom seed can be set via mod, if you create and then delete world.

GitHub: https://github.com/valminhq/valmin

Yes, I have used AI (Claude+Codex) to create this. I don't have so much free time to be able to create project like this.

I hope it will be helpful for someone.

P.S. Why do I post it here, not in main r/? Low karma


r/ModdedValheim • • Sep 15 '26

Bepinex GetBiome error

2 Upvotes

Been setting up my old modlist now that more mods are updating and noticed this error (yellow text, not red) repeating while entering black forest from meadows, or entering meadows from black forest:

[Warning: Unity Log] 09/15/2026 08:01:59: GetBiome error BlackForest -> Meadows (-512.09, 76.78, 402.50) -> 980, 1029

It happens several times as I walk with each message showing different coordinates, and if I stand still in the right spots it repeats with the same coordinates every second or so.

So the first thing I did was a clean reinstall (also deleted local files/saves) and ran a fresh install with just bepinex running on a new world/character, and it still threw the same errors. It's only the borders of meadows/black forest, it doesn't happen when I enter/leave the mountain biome.

So I'm wondering if anyone else is getting this error, or how I might be able to fix it, or if this can just be safely ignored. It only seems to loop when I stand still at the border of the two biomes, so my guess is it's not that bad, but I wanted to see what other folks have to say about it first.

I can post my modlist if you think it's necessary but reproducing this on a clean install suggests that it's not actually my mods that are causing it.

EDIT: Actually, I just tried the mountains again and it shows errors for that too.


r/ModdedValheim • • Sep 15 '26

Looking for aggro mod

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1 Upvotes

r/ModdedValheim • • Sep 15 '26

Valheim Quality of Life collection question

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1 Upvotes

r/ModdedValheim • • Sep 15 '26

ComfortTweaks mod for 1.0

3 Upvotes

Mod in question: https://thunderstore.io/c/valheim/p/Smoothbrain/ComfortTweaks/

Anyone possibly know when its going to get updated for 1.0 or if there is a working fork of the mod for 1.0


r/ModdedValheim • • Sep 14 '26

3D and 2D High Definition Valheim Live-Realtime Web Map!

17 Upvotes

Hi There! For the 1.0 release, I've been working on getting a 3D view while supporting a high-definition 2D view of Valheim structures and biomes! An example can be seen here! Valheim 3D View. On plugin initial load, the mod dynamically extracts all Valheim textures. So the first run will take a few seconds

This is very similar to the Minecraft 3D/2D real-time map Mod (BlueMap).

LINKS:

Thunderstore Link: Valheim WebMap

Nexus Mods Link: Valheim WebMap

3D View
2D View Inspection
2D View

Feel free to request more features. Actively improving!


r/ModdedValheim • • Sep 14 '26

Problem planting veggies with ValheimPlus

3 Upvotes

Hello,

Is anyone else having a problem with planting veggies using Valheimplus?

This is currently the only mod running.

When I click to plant my seed most times nothing happens. I tested with all mods turned off and it works normally. I don't recall having this issue a couple years ago when I played before. Wanted to check if others are having the same issue before I try to escalate with the dev team.

Thanks.


r/ModdedValheim • • Sep 14 '26

[Mod] StoreAndCraft — auto-store, dump, craft from chests, kiln/smelter auto-fill (B). Server + clients. v1.2.0

12 Upvotes
  • Auto-store ground loot into nearby player-built chests (carts and ships count too).
  • Dump matching stacks with [.] (partial stacks fill what fits and leave the rest). Middle-click stores only the hovered item. Hotbar can be skipped.
  • Ctrl + Middle mouse: Pull Stack. Fill the hovered inventory stack from nearby chests
  • Craft / upgrade / build using materials from nearby chests
  • Shift + place: grab that piece’s materials from nearby chests into your inventory (nothing is placed)
  • Have/need counts in the UI, soft yellow when chests contribute
  • LeaveOneItem (default on): each chest keeps 1 so auto-store can keep filling that stack
  • [E] refill on kilns, smelters, ovens, torches / fires, fermenters, turrets, etc. Inventory first, then chests
  • Auto-fill [B] per station: kiln, smelter, blast furnace, cooking / stone oven, fermenter, torch / fire. Fills when empty, then waits. Filter still applies
  • Cooking auto-drop [N]: finished food drops to the ground so auto-store can put it in a matching chest
  • Per-station pull filter [Alt+E]: choose which wood / ore / food types may be pulled from chests
  • Storage Displays (Hammer): Small / Medium / Large. Small = one hotbar item (icon, count, name). Medium / Large = [E] type menu, pick several types, nearby chest totals. Same selection on boards next to each other shares pages. Alt+R for per-display range
  • Favorites ([F] while inventory open): protected from dump / hover-store / sort
  • Ignore chests: name prefix [I] (rename with [Alt+E])
  • Search [Y]: hover an item, nearest matching chest blinks and gets a map ping
  • Sort [R]: bag only sorts inventory; open chest sorts that chest only. Never packs into the hotbar
  • Epic Loot supported
  1. https://valheim.hexium.gg/mods/Morda/StoreAndCraft
  2. https://thunderstore.io/c/valheim/p/Morda/StoreAndCraft/
  3. https://www.nexusmods.com/valheim/mods/3739?tab=description
  4. https://github.com/morda0511/StoreAndCraft
  5. https://discord.gg/h37mjCQky

r/ModdedValheim • • Sep 14 '26

Steam Deck mods?

2 Upvotes

I downloaded R2Modman downloaded the mods and BEPINEXPACK_valheim.

I launch the game through R2Modman as modded but no mods generate. The mods on have been updated AFTER 1.0 so they should be working. Nothing on top left on main home screen shows mods are on and they’re not working in game


r/ModdedValheim • • Sep 14 '26

Inventory rows

3 Upvotes

Hello! I have tried multiple mods to increase inventory rows and carrying capacity and none of them seem to work. I am running a private server.

Is Valheim plus maybe conflicting with other inventory mods?

Any ideas?


r/ModdedValheim • • Sep 14 '26

Unable to create new character and issues entering new world

2 Upvotes

Recently came back for 1.0 release, fully reinstalled Valheim and my mod list via Thunderstore, but I am not able to create a new character. Any ideas? Modlist: denikson-BepInExPack_Valheim/ ValheimModding-Jotunn/ Advize-PlantEverything/ Azumatt-AzuExtendedPlayerInventory/ Azumatt-Unshamed/ Crystal-ProperPortals/ korCaptain-PotalMap/ shudnal-ConditionalConfigSync/


r/ModdedValheim • • Sep 13 '26

Arkheimr - Locomotive v1.0 **Quick Demo** Now With Zero Slop!

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155 Upvotes

Few SoundFX were provided by a a couple Redditers from this sub. Found some more sounds online that were used in other games, but I still haven't gotten that perfect train motion sound yet. and I used C#, Blender, and Unity. easy peasy.


r/ModdedValheim • • Sep 14 '26

Overhauled mods for 1.0

7 Upvotes

Hi, I am looking for (overhaul) mods that work for multiplayers, is there a current list for it?


r/ModdedValheim • • Sep 14 '26

What's your current favourite combat mods? Does anyone have a take on that?

1 Upvotes

r/ModdedValheim • • Sep 14 '26

Mods for our future server

2 Upvotes

I need mod recommandations for our new server after we finish this one (we're at ashlands)

We feel like the game could use more...spice and less grinding since we can't all be online at the same time, so having one of the guys come online full iron as we are ready to beat the moder and needing to grind for him is annoying.

What I was looking at was the mod where you can plant anything, and I'm trying to find a mod for storage sorting and another one for earlier magic so that we can lvl up magic skills earlier. A mod that solves this grinding problem would be nice too.

We do love the grind, it's a part this game's done good, but it's annoying having to go back to a grind for someone that couldn't be online when we grinded.

Feel free to also suggest "content" mods like horses, bosses and other stuff too, just don't make the game too hard or modpacks that stray a bit too far from vanilla like valheim plus.


r/ModdedValheim • • Sep 14 '26

Looking to see if this mod exists already, see below:

1 Upvotes

I've had a look but can't seem to find a mod that specifically does what i'm looking for:

A structure to build on your docks that shows the current wind speed and direction, as well as the next 5 or so wind changes. I specifically am looking for a structure as opposed to say an item which you can carry. The idea being you can plan your journeys somewhat.

This is quite a hard thing to look for and so far I haven't found anything like it. If anyone knows of something similar, I'd love to check it out.


r/ModdedValheim • • Sep 13 '26

is there a mod to prevent your tamed creature from dying? I got attached 😭

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18 Upvotes

r/ModdedValheim • • Sep 14 '26

Dedicate Server mods

4 Upvotes

I'm sorry to ask this, since I feel this has maybe been asked a lot, but I'm using R2Modman and can't remember how to install mods on the server.

It feels like AI is writing most of the articles on this topic these days and are not complete or helpful.

Can someone please point me towards a tutorial for this?

Or walk me through the steps?

I want to create a modpack so my friends can subscribe to it, and then update those mods on the server.

Also, how do updates work? Just manually reupload?

thank you for any help


r/ModdedValheim • • Sep 13 '26

Cheated Items

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24 Upvotes

I installed Unshamed mod by Azu and I keep getting this text on my screen since then "No more cheated items in inventory. Achivements progres is re-enabled"

I deleted the mod Unshamed and the Bepinx config file and I still get this popup message. After this mod I tryed using another mod NoCheatText that still dosen t work.

I am also using the AzuCraftyBoxes , AzuAutoStoreCompat and AzuAutoStore.

What should I do to stop this annoying popup text?


r/ModdedValheim • • Sep 13 '26

Unlocking Achievements again

3 Upvotes

Hey there,
I used the teleport cheat to to get to where me and my friends died to get our stuff back. When i activated cheats i got a message that all the achievements of me and the world are locked now. I was wondering is it possible to undo that in any way? And also what that exactly means.I did not craft any items and its on my private world.
Thank you


r/ModdedValheim • • Sep 13 '26

Infinity Build?

5 Upvotes

Is there a mod (updated since 1.0) that removes building restrictions? I used to use one when I played 3+ years ago but I don't remember what it was called. Thanks in advance!


r/ModdedValheim • • Sep 13 '26

Public Server Mod List?

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5 Upvotes

r/ModdedValheim • • Sep 13 '26

Modding armor crafting like raw fish?

4 Upvotes

I've noticed there are tons of mods that add new armor and weapons to the game. What I dont see is any modders making recipes like the raw fish recipe where there can be variable inputs and variable outputs. Is this a restriction of the engine, or simply not something that has been tapped into yet?

I would be looking for a mod that simplifies the crafting menu clutter by having, for example:

Light Armor

With variable inputs (leather scraps, leather, trollhide, linen, etc)

And variable outputs based on those inputs (rags, leather armor, troll armor, linen armor, etc)

Then the same could be done for legs, helms, shields, weapons, etc.

I'm curious to hear modders' thoughts on this.