AllHandsOnboard RowingRework

v1.2.0·Updated 2026-09-26

Unofficial rowing rework: optional Balrond Shipyard support, tuned timpani and audio recovery, calibrated vanilla oars and normal flotation.

About this mod Author’s original text

AllHandsOnboard - Rowing Rework 1.2.0

Unofficial local test fork of SomeName / PajakKamil's AllHandsOnboard.

Optional Balrond Shipyard support (1.2.0)

Inspected against Balrond Shipyard 1.7.3. It is NOT a required dependency; the rework continues to work without it. Existing vanilla ship counts and calibrated mount values remain unchanged.

| Added ship | Default rower capacity | Oar pairs |

|---|---:|---:|

| Knarr | 2 | 1 |

| Snekke | 4 | 2 |

| Holk | 6 | 3 |

These are gameplay starting points, not historical crew claims or verified seat counts. Rowing still uses the ship's existing attachable seats; this integration does not add seat furniture. Native-seat availability, precise hull placement, shields/tent clearance and multiplayer need in-game testing.

Detection uses Shipyard's plugin ID and its known ship prefab names/aliases. With Shipyard absent or support disabled, these custom ships receive no rowing slots from this integration.

[Compatibility.BalrondShipyard] Enabled = true activates support when installed. Set false and restart to disable it. No hard dependency or Balrond binary/assets are included in the package.

New sections [Oars.Knarr], [Oars.Snekke], [Oars.Holk] have:

  • RowerCount: choose 0, 2, 4 or 6 (0 disables that ship).
  • WidthScale, HeightOffset, ForeAftOffset: independent mount tuning; initial defaults are 1, 0, 0. These new hulls are not yet calibrated in-game.

Match slot count/config settings across clients and server; restart after changes. This mod does not add config synchronization.

Existing Shipyard upgrades

The inspected 1.7.3 RefreshOarRudderSpeed method changes rudder speed, not the paddle-drive force used by this fork. We preserve that upgrade and its saved state. No Shipyard method is patched or disabled.

HideNativeOarsWhileRowing = true hides only Shipyard's oar renderers while our generated oars are visible. Their original enabled states are restored when leaving rowing mode or unloading our visuals. The upgrade GameObject stays active, preserving its behavior and state. This also applies to Shipyard-upgraded vanilla ships. Set false to retain both sets of visuals. If a future Shipyard version changes its oar API, a warning is logged and visibility integration is skipped.

Source of ship list:

Retained audio and vanilla-ship features

  • Alternating tuned timpani-style C2/G2 cues, with a defined mallet strike and reverberant tail. Original synthesis, no soundtrack samples. The linked video could not be auditioned directly.
  • 120 BPM remains the default (one left/right input every 0.5 seconds).
  • Default cue volume rises from 0.25 to 0.65. Only untouched 0.25 settings migrate; mute and custom volume settings remain unchanged.
  • Audio test, mod-source recovery, optional manual engine reset, device-change handling and diagnostic logging.
  • Oar geometry and calibrated positions are unchanged from 1.1.2; the user confirmed all three ships now fit well. Raft has no oars.
  • The earlier flotation fix remains: rowing modifies paddle drive only, never upward flotation.

Install / update

Close Valheim. Replace the previous rework DLL with BepInEx/plugins/AllHandsOnboardRework/AllHandsOnboard.dll from this ZIP, inside your active profile. If this is your first rework installation, disable the original AllHandsOnboard package and copy that plugin folder into the profile's BepInEx/plugins folder. Keep BepInEx enabled.

Only one AllHandsOnboard DLL should be active. All participating players should use this build. Replace any original/rework copy on a dedicated server too. Your config does not need deleting. The log should show All hands onboard v1.2.0.

Sound controls and recovery

| Default shortcut | Action |

|---|---|

| F8 | Four alternating timpani test hits, independent of boat state, HUD visibility or cue mute. Uses audition volume 0.65. Still respects game master volume/pause. |

| F9 | Rebuild this mod's audio source

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
AllHandsOnboard_RowingRework-1.2.0.zip
File size
43.8 KiB