DoorDirector
Automatically closes Valheim doors with synchronized prefab rules and per-door controls for player-built doors and gates.
About this mod Author’s original text
DoorDirector
DoorDirector automatically closes Valheim doors after a configurable delay. It works with ordinary doors and modded Door components such as gates and drawbridges.
Compatible with Valheim 1.0. Tested against Valheim 1.0.7 and BepInExPack Valheim 5.4.2350.
Features
- Automatic closing using Valheim's native networked Door state.
- Normal, inverted, and ignored behavior for individual prefabs.
- Default and per-prefab closing delays.
- Separate shortcuts for toggling and setting the delay on individual player-built doors and gates.
- Server-synchronized gameplay settings with configuration locking.
- Automatic cancellation when a player or linked switch operates the Door again.
- Exact prefab-name diagnostics for configuring modded doors.
- Dedicated-server and BepInEx ConfigurationManager support.
Installation
Install DoorDirector Mod Manager or r2modman and enable it in the profile used to launch Valheim.
The mod must be installed on the server and every connecting client. Manual installations require BepInEx 5; place DoorDirector.dll in BepInEx/plugins/DoorDirector.
Configuration
Configuration is stored in BepInEx/config/com.tomtom.doordirector.cfg. ConfigurationManager users can edit it from the F1 menu.
Gameplay settings come from the server. When Lock Configuration is enabled, non-admin clients cannot change synchronized settings. Diagnostic settings and hotkey bindings remain local to each client.
Player-built doors
Look at a door or gate you built and press Left Shift + G to toggle auto-close for that individual object. Press Left Shift + T to enter a custom delay for it; setting a delay also enables auto-close. The enabled state and custom delay are stored on the networked object and persist with the world.
Allow Owned Door Controls lets the server enable or disable these controls. Owned Door Auto Close Delay sets the synchronized default for individually enabled doors. Global disable and ignored-prefab rules always take precedence. Both shortcuts can be reassigned in ConfigurationManager or the config file.
Prefab rules
- Included Prefabs: comma-separated prefab names using normal behavior.
- Inverted Prefabs: comma-separated prefab names whose physical state is opposite Valheim's logical Door state.
- Ignored Prefabs: comma-separated prefab names DoorDirector never changes.
- Custom Delays: comma-separated prefab_name=seconds overrides.
- Only Affect Configured Prefabs: limits automatic closing to explicitly configured prefabs.
Example:
Included Prefabs = wood_door,iron_grate
Inverted Prefabs = my_drawbridge
Ignored Prefabs = boss_gate
Custom Delays = wood_door=3,my_drawbridge=12
Ignored takes precedence over inverted, and inverted takes precedence over normal. Prefab matching is case-insensitive.
Finding prefab names
Look at a Door, gate, or bridge and press F7. DoorDirector prints its exact prefab name on the HUD and in the BepInEx log. This diagnostic hotkey is separate from the owned-door controls.
You can also run this command in the Valheim console:
doordirector_prefab
Enable Debug Logging to log the prefab name whenever you interact with a Door.
License
DoorDirector is available under the MIT License.
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: