EilifPaths
Eilif community server, Valheim 1.0. +40% speed and a quarter of the movement stamina drain on paths, roads and built floors. Wider map discovery, stamina in deep water, longer bed and station reach,
About this mod Author’s original text
Eilif Paths
Custom plugin for the Eilif community Valheim server (dashboard).
Roads that matter: while you stand on a recognised surface, movement speed is multiplied and stamina drain is scaled, and it reverts the instant you step off.
| Surface | Speed | Movement stamina | Tools & weapons |
|---|---|---|---|
| Dirt paths (hoe) | ×1.4 | ×0.25 | ×1 |
| Paved roads | ×1.4 | ×0.25 | ×1 |
| Built floors (wood, stone, iron, hardwood) | ×1.4 | ×0.25 | ×0 |
All values configurable in net.eilif.paths.cfg (per surface: movement, staminadrain, actionstamina).
Tools & weapons
The cheap stamina is for getting somewhere, not for working or fighting. Running, jumping, swimming, dodging and hauling a heavy load cost a quarter of the usual stamina on any recognised surface. Swinging a weapon or a tool does not: on a dirt path or a paved road an attack, a block, a drawn bow, a hammer, a hoe, a repair or a fishing line costs exactly what it costs anywhere else. On a floor you built yourself, all of that is free.
Map discovery (1.6.0, widened in 1.7.1)
The map uncovers itself in a circle around you as you travel, and vanilla makes that circle the same size whether you are walking a forest track or crossing open water at sail. This widens it: twice as far on foot, and five times as far while you are on a ship. Standing on the deck counts, not just holding the rudder, so a whole crew charts the coast at the wider radius on one trip out.
Set [Exploration] onFootMultiplier and sailingMultiplier to retune it, or enabled = false for the vanilla radius. It scales whatever radius the game has in hand rather than setting a fixed number, so it stacks cleanly with anything else that touches the map. It is a client-side check: it fills in your own map, and nobody else's.
Retune it in whole steps, not tenths. The game uncovers the map in 64 metre squares and rounds up to a whole one, so the vanilla circle is 2 squares, the 2.0 on-foot default is 4 and the 5.0 sailing default is 8. Anything between 1 and roughly 1.28 rounds back to the same 2 squares and does nothing you can see. If a small increase looks like it had no effect, that is because it had none.
Stamina in deep water (1.6.0)
Vanilla does not regenerate any stamina at all while you are swimming, which is why a long crossing is a countdown rather than a swim. Now it does: the normal rate while you are treading water, and half the normal rate while you are actively swimming. Float for a moment and the bar comes back the way it does on a beach; keep stroking and it comes back slowly against the drain.
The cost of swimming is left exactly as it was. This only changes what you get back, never what a stroke takes, so the server's own swim drain setting stays the lever for how hard the water is. Set [Swim] regenWhileTreading and regenWhileSwimming to retune it, or enabled = false for vanilla.
Beds
Vanilla makes you park a bed almost on top of the fire before it will let you claim it or sleep in it. This mod adds 8 metres of extra reach to that check, so a bed anywhere in a normal hall counts as having a fire nearby. Set [Bed] extraFireRange to 0 for vanilla behaviour, or raise it if you want more. It is a client-side check, so it only affects your own beds.
Crafting stations
Vanilla gives a station upgrade about 5 metres to reach its station, which means chests, anvils, tanning racks and the rest end up crammed against the bench. This mod adds 10 metres to that reach, for every station in the game: workbench, forge, black forge, galdr table, artisan table, and whatever a future update brings. Both halves of the rule move together, so anywhere the game lets you place the piece is somewhere the station actually counts it towards its level. Set [Workstation] extraAttachmentRange to 0 for vanilla, or raise it if you want more. It is a client-side check.
Detects terrain the way current Valheim stores it (the Heightmap paint mask), replacing the abandoned Useful Paths mod whose detection broke year
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: