CommunityPatchExtras

v0.5.0·Updated 2026-10-05

Opt-in world and performance tunables built on top of the Valheim Community Patch.

About this mod Author’s original text

Community Patch Extras

Opt-in world and performance tunables built on top of the

Valheim Community Patch. Where the

Community Patch promises no gameplay changes, this companion is where the knobs live that

deliberately step past that line — each one off (or at a stated default) until an admin turns it.

Requires the Valheim Community Patch (hard dependency): the features here are designed

against its fixes and will not load without it. All settings are admin-only and server-synced:

the server's values win for everyone, and a client whose server does not run this mod is held at

vanilla behaviour automatically.

Features

Zone Loading

Valheim now ships its own Simulation Distance setting (graphics menu, levels 0–6) with a

proper client/server handshake: each player picks their own value and the server caps it. These

two settings fill the gaps that setting leaves rather than competing with it — the near ring is

the player's choice, as vanilla intends.

  • Server Simulation Distance Cap (default 2 = vanilla) — the highest Simulation Distance

this server will grant a client, in 64 m zone rings. Vanilla caps every client at whatever the

server is set to, which on a dedicated server is 2 unless it was launched with

-simulationdistance — so without this, a player who picks 5 in the menu silently gets 2.

Raising it also gives the Community Patch's throttled spawn stream ("Spawn Burst Divisor") more

approach runway into heavily built-up areas, so pop-in finishes before you arrive. Costs are

real and land on the client that opts in: loaded objects scale as roughly (2n+1)², and

creatures/spawners actively simulate in a wider ring — which is why the default changes nothing.

This only ever raises the ceiling; a client asking for less still gets less. A server launched

with -simulationdistance uses that as its starting point, and this cap and the distant radius

below still apply on top of it from the moment the server starts.

  • Distant Zone Load Radius (default 4, vanilla 2) — how many further rings of

distant-flagged objects (lightweight landmark props) load beyond the simulated ring. Vanilla

ships 2 at every Simulation Distance and offers no way to change it. Cheap per zone, so the

default is raised for better long-range silhouettes.

Safety: vanilla's own handshake arbitrates the near ring, and the server is authoritative for

it. The distant ring it cannot arbitrate — Valheim only compares two simulation distances whose

far rings already match — so that value is held at vanilla until the server's config sync

confirms it is running this mod too. A client on a server without this mod stays at vanilla.

Grass

  • Grass Distance (default 40 m = vanilla) — how far from you grass and other ground clutter

is grown. Valheim has never offered this: the graphics menu's Vegetation slider only changes how

much clutter goes into a patch, never how far out patches are placed, so grass has always

stopped dead at 40 m while the terrain under it ran to the horizon.

The ceiling is the loaded world, not an arbitrary number. Clutter can only be placed where a

zone is actually loaded, so this is clamped live to what your Simulation Distance covers —

128 m at its default of 2, rising to 320 m at its maximum of 6. Raise Simulation Distance and

the grass ceiling rises with it; a server capping it lower lowers it back, with no restart

needed either way. Set a value above the ceiling and you simply get the ceiling.

Cost grows with the square of the distance, and it is memory that bites first, not framerate:

every instanced clutter type in every patch allocates a fixed 64 KB buffer regardless of how much

grass it holds, so the ~25 MB vanilla spends at 40 m becomes a few hundred MB at 128 m and can

approach a gigabyte at 256 m. That is why the default is exactly vanilla — raise it a little at a

time and watch RAM, not FPS. Lowering it below 40 is a legitimate way to buy performance back on

a weak machine.

Two things come along for the rid

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:

ValheimModding-YamlDotNetdenikson-BepInExPack_ValheimValheimModding-JotunnMidnightMods-ValheimCommunityPatch

File & checksum

Filename
CommunityPatchExtras-0.5.0.zip
File size
98.1 KiB