DvergrAstrolabe
Day length, daylight and night in real minutes, with production as its own dial: vanilla pace or faster at any cycle length. Server-synced and version-locked, required on clients too; the full maths i
About this mod Author’s original text
🔭 Dvergr Astrolabe
Daylight and night, in real minutes, set once on the server. No client install, ever.
A vanilla Valheim day is 30 real minutes: 21 of daylight and 9 of night. Dvergr Astrolabe lets the server
decide those two numbers - a lazy hour of daylight with a 5-minute night, or a 10-minute day and a 20-minute
night for a horror server - and every player sees it with nothing installed on their side. Steam, Xbox,
PlayFab and crossplay parties alike, because the server is the only machine that owns the world clock.
⚙️ Settings
BepInEx/config/wubarrk.dvergrastrolabe.cfg on the server. Edits are picked up within 5 seconds, no restart.
The defaults are vanilla, so installing the mod changes nothing until you set them.
| Setting | Default | What it does |
|:--|:--|:--|
| [2 - Day And Night] DayMinutes | 21 | Real minutes from sunrise to sunset: the whole stretch in which the sun is above the horizon and the game counts as day (the Day N banner fires at its start). 0.5 to 180. |
| [2 - Day And Night] NightMinutes | 9 | Real minutes from sunset to sunrise: dusk, the midnight day-counter tick and dawn. 0.5 to 180. |
| [2 - Day And Night] HoldSchedule | true | Hold every sunrise and sunset to its scheduled time: after a stretch at vanilla speed (boats), a server hitch or a mid-day config edit, the rest of the segment runs faster or slower to land the boundary on time anyway. Off = each segment runs at its nominal rate and a pause shifts the schedule. |
| [2 - Day And Night] CatchUpLimit | 4 | How far from the nominal rate the catch-up may go, as a ratio either side (a 0.525x day may run between 0.131x and 2.1x). Higher absorbs longer pauses at the cost of a visibly faster or slower sun afterwards. 1 = never deviate. |
| [3 - Client Sync] ClockPushInterval | 0.5 | Seconds between extra pushes of the clock to clients (vanilla pushes every 2 s). Keeps the sun moving smoothly when the rate is far from 1x. 2 adds no extra traffic. |
| [4 - Boats] PauseFor | Ships | Ships = the whole server's clock runs at vanilla speed while any player is near a boat. Water = also while any player is over water. Off = never pause; boats take damage under sail while the schedule is active. Read Boats below before changing it. |
| [4 - Boats] PauseRadius | 64 | Metres around each player in which a boat under way pauses the schedule. A sailing player's reported position trails the hull by a couple of seconds, so keep it generous. 8 to 256. |
| [4 - Boats] MooredRadius | 24 | The same for a boat at rest. Only someone aboard takes the hits, so this just covers the deck, and a boat docked beside your base does not pause the schedule whenever anyone is home. 4 to 256. |
| [4 - Boats] UnderWaySpeed | 2 | Metres per second a boat must be moving, between two checks, to count as under way. A moored hull drifts far slower; a rowed Karve is faster. 0.1 to 20. |
| [4 - Boats] CheckInterval | 0.5 | Seconds between boat checks (one cheap sector query per connected player each). The schedule reacts to a boat within this delay. 0.1 to 5. |
| [5 - Compatibility] BandDetection | Auto | Where sunrise and sunset fall in the game day. Auto reads them from the running game, so a mod that moves them (Gamma of Night Lights' day/night cycle) is followed and DayMinutes / NightMinutes mean its daylight and night. Vanilla assumes the vanilla knees whatever other mods do. Read Pairing with Gamma of Night Lights below. |
| [5 - Compatibility] BandProbeSteps | 1000 | How finely the day is sampled to find that band: sunrise and sunset are located to within 1/steps of a day, and a mod that sets the night in whole percent lands exactly on the grid at 1000. 100 to 10000. |
| [1 - General] Enabled | true | Master switch. Off = vanilla 21 + 9. |
| [1 - General] VerboseLogging | false | Log every sunrise and sunset with the day number, how long the segment that just ended really ran, and the rate that just took effect; also every pause and resume near boats. |
A few starting points:
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: