Carturs Flooring
Floor tiles count as roof, so a floor overhead shelters the room below from rain. Fires, smelters and kilns place on floor tiles instead of only bare ground. Floors take no rain damage, so an open dec
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About this mod Author’s original text
Cartur's Flooring
A floor overhead keeps the rain off, and a fire sits on the floor you built for it.
Floors count as roof. Build a second storey and the room underneath still
soaks — your fire goes out, your walls take rain damage, and you stand indoors
with the wet debuff on. Wooden, ashwood and iron floors ship tagged leaky;
stone and grausten don't, which is why those always sheltered you. This clears
the tag, so rain damage, fire wetness and shelter status all follow at once.
Fires go on floors. Campfires, hearths, bonfires and braziers refuse to leave
bare earth. Three prefab flags do that, and all three are cleared on anything the
game counts as a fire. Smelters, kilns and blast furnaces get the same treatment.
Everything else about placement is untouched — it still needs support, it still
can't overlap, and smoke still has to get out.
Floors stop rotting. A floor with open sky above it is wet forever, and wet is
what the game charges rent for - a deck, a jetty or a bridge loses health to rain it
can never get out of. Floor pieces are now exempt from that rain damage. They still
darken when it rains, they still collapse without support, and they still refuse to
catch fire while wet; only the rot is gone.
Existing buildings get it too. The change is made to the prefabs before
anything spawns from them, so floors already standing behave the same. No
rebuilding.
Settings
BepInEx/config/com.jekkle.valheim.carturflooring.cfg.
| Setting | Default | What it does |
| --- | --- | --- |
| FloorsAreRoofs | true | Floor tiles shelter the room below. |
| FiresOnFloors | true | Fireplace pieces place on floors, not just bare ground. |
| SmeltersOnFloors | true | Smelters, kilns and blast furnaces place on floors. |
| FloorsDontDecay | true | Floor tiles take no rain damage. |
The first three are made once to the shared prefabs at world load, so those toggles
take effect after a game restart - turning one off mid-session cannot put the prefab
back. FloorsDontDecay is read as the game runs and takes effect immediately.
ConfigurationManager
makes the file easier to edit from the F1 menu. Optional.
Worth knowing
Smoke still matters. A fire indoors with no outlet will still choke you.
Multiplayer: every player on the server needs the mod. Each client edits its own
copy of the prefabs, and wear is calculated by whoever owns the piece. A smelter, kiln or
windmill on a floor owned by a player without the mod still takes wear and breaks, and
that player still sees rain through their floors.
The smelter rule covers every piece with a Smelter component, including the bathtub and
spinning wheel, and modded pieces built on it.
Mods that add their own floors or fireplaces are covered automatically, as long as
they use the game's own floor flag or Fireplace component.
Install
Use a mod manager (r2modman / Gale) and it pulls in BepInEx for you.
Manually: drop CarturFlooring.dll into BepInEx/plugins.
Free, and always will be. If it improved your game you can tip me on Patreon.
Discord — bug reports, install help, and mod requests.
Bug reports get their own thread so nothing is lost in a chat scroll, and requests are voted on.
More from Cartur:
HD Blood ·
Map Pins ·
Compass and Clock ·
Safe Stamina ·
Follow Command ·
UI HUD ·
Waste Management ·
Feeding Trough ·
Build Camera ·
Combat Text
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: