EarthWright
Terraforming for the hoe and cultivator: brush size and shapes, exact heights, ramps and roads, undo, costs, height limits, wards. Server synced. Required on the server too.
About this mod Author’s original text
EarthWright
Terraforming for Valheim's hoe and cultivator, inside the game's build menu.
Features
- Brush: size (Alt + mouse wheel), five shapes (circle, square, rectangle, ring, frame), rotation, soft or hard edge,
grid snapping.
- Exact target heights and three level styles for flat ground (below).
- New hoe and cultivator entries (below); the game's own gain the brush, and each entry's description lists its keys.
- Ramps and curved roads, coloured by slope for carts.
- Undo and redo (Ctrl + Z / Ctrl + Y) and named area snapshots.
- A preview of every changed point, the cost on the HUD, a world grid and an exact-values panel (F6).
- Server rules: costs, height limits per biome (past the game's 8 m too), terrain lock, admin zones; wards cover the
whole brush.
- Custom entries: server admins add menu entries that run console commands.
- Tools: longer reach, a light, a left-hand torch, levels up to 6; faster sprinting on roads; a seed grid.
Hoe entries
- Level ground: levels toward the target height in the chosen level style.
- Raise ground / Lower ground: raises or digs by an exact amount, up to the height limits.
- Pathen / Paved road: paints a dirt path, or levels and paves a road.
- Smooth ground: evens out bumps and ridges, keeping the slope.
- Paint ground: paints only: dirt, paved, tilled, grass, original, vegetation and more.
- Reset ground: returns the ground to the world's original height and texture.
- Ramp: three clicks build a ramp: straight, soft joins, soft ends or S-curve.
- Road: click waypoints, then carve a curved road through them.
- Groundbreaker: levels and paves in one swing, clearing trees and rocks first when allowed.
- Clear objects: removes trees, stumps, logs, shrubs, rocks and pickables (when the server allows).
- Terraform (admins): sets the whole brush to the target height in one swing.
Cultivator entries
- Cultivate / Replant: tills while levelling, or brings the grass back.
- Till: tills without changing the height.
- Uproot: pulls up wild berries, mushrooms, flowers and stones; crops are left alone.
Level styles
- Ease: moves gently toward the target, as the unmodded game does.
- Step: moves straight toward the target, at most one step per click.
- Instant: sets every point to the target at once: a flat plateau.
Target heights
- Feet: the ground under you, as the game does.
- Aimed: the ground under the crosshair.
- Continued: the height of earlier flat ground next to the crosshair.
- Locked: one fixed height for every click until released.
- Exact: a typed or stepped height.
- Floor: the top of the building piece under the crosshair.
Install
Needed on the server and every client. Install with r2modman or the app, or put EarthWright.dll in
BepInEx/plugins. Keep it installed once you have raised or dug past 8 m, or that ground is drawn clamped to the
game's limits.
Configuration
BepInEx/config/milkyteam.earthwright.cfg and YAML files (brushes, costs, entries, limits, zones). Every setting is
described in the file and applies without a restart; the server's values bind every player, keys and display options
stay your own. Console: ew help; all commands with arguments:
Links
Discord:
Bugs and ideas: (name the mod and version). Licence: GPL-3.0.
Shout outs
- The BepInEx and Harmony teams, for the tools every Valheim mod stands on.
- Iron Gate Studio, for Valheim.
-, for hosting this page.
- The Valheim modding community, for the hard work and dedication that keeps enhancing an already great game.
- Every modder who keeps their mods open source so others can collaborate, learn and build on them.
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: