CommunityPatchExtras
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
- 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: