FiresUnifiedCore
Shared core library for the Fires mod family: NPC engine, config sync + admin gating, networking helpers, storage (LiteDB vault), UI framework, input capture. Required by the other Fires mods.
About this mod Author’s original text
FiresUnifiedCore
Updated for Valheim 1.0.
The shared foundation of the Fires mod family. Every Fires mod (FiresAdminPrefabs, FiresAdminTerrain,
FiresEasyBakeMeshes, FiresRPGmaker, FiresCompanions and the rest) runs on it, so install it wherever you install
one of them: on every client and on the dedicated server.
Most of it is plumbing you never see: config sync and admin gating, networking helpers, the companion/NPC
engine, a LiteDB storage vault, and the UI and input framework. A few pieces you use directly.
What you get
- Config window (F1, or F8 when another configuration manager is installed). Every installed mod's settings in
one window. Search across all mods, edit live, reset any entry to its default, and see changed values tinted gold.
Server-synced settings show the server's value, and on a locked server only admins can change them. It also finds
keybind conflicts. va_config opens it from the console, and Settings has a "Mod Settings" entry.
- In-game help. A "? Help" button on the pause menu. Each Fires mod documents its own features there.
- Context menu. Hold Alt+Shift and right-click companions, chests and other objects for their actions.
Rebind the modifiers under [ContextMenu].
- Group HUD. Companions and party members listed under the minimap with health, stamina and eitr bars.
- Environment Box. A build piece that forces its own weather, skybox and mood inside a volume you size.
- Live config reloads. Edit a Fires mod's.cfg on disk and the change applies without a restart.
- The companion brain (used by FiresCompanions). Companions pick their fights, keep their weapon's range,
block, dodge, use their class skills, back off when hurt, and help you when you're hit. They walk round
obstacles and hills, use doors, jump steps, and do chores: gathering, filling chests, repairing and eating.
- World memory. Core remembers where resources were found and which enemies were met in each world, under
BepInEx/config/FiresCore/WorldMemory.
- Quieter logs. Fires mods write only warnings and errors by default. Set [Logging] Log Level = Info in Core's config
to see what they are doing, or Verbose for everything.
- HD textures. With HDValheimTextures installed, textures load behind a loading screen instead of freezing the
menu, at half size by default to save memory. Set [HD Textures] Size = Full for full size.
For server admins
- Move config files without FTP. pushconfigs sends config files from your machine to the
dedicated server, pullconfigs fetches the server's copies, and deleteconfig confirm
removes them (with a backup). Patterns match an exact file, a folder or a * wildcard..cfg files are merged
entry by entry, so server-only keys survive a push. Admin only, and.dll/bundle files can never be sent.
- Recipe and creature overrides. Recipe and creature edits made with a Fires editor are stored on the server
and sent to every player as they join, so everyone crafts and fights with the same numbers.
- Orphaned objects. zdo_scan_orphans lists saved objects whose prefab no longer exists (for example after
removing a mod); zdo_clean_orphans deletes them. Back up the world first.
- The item vault rolls back with the world. After a crash, the vault (bank, mail, marketplace, guilds) goes
back to the copy taken at the world save the server loaded, so items can't be duplicated or lost. The vault as
it was is kept beside it. [Vault] Roll back with the world turns it off.
Installation
- Client and dedicated server.
- Keep LiteDB.dll and System.Buffers.dll in the same folder as FiresUnifiedCore.dll. A mod manager does
this for you.
- Update Core together with the Fires mods that depend on it; each one lists the Core version it needs.
Issues / questions
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: