Fleyta
Shove a beached boat back into the water.
About this mod Author’s original text
Fleyta
Fleyta lets you shove a beached boat back into the water. Stand beside a boat that is aground,
press the shove key (B by default), and it slides toward the nearest water until it floats.
Then the boat is the game's again. It does nothing to a boat that is already afloat, and
nothing to the raft.
Why
Vanilla gives a player on foot no way to move a boat at all. A hull run onto a beach is
recoverable only by climbing aboard and rowing against the sand, or by waiting for waves that
may never come. That is the whole annoyance, and this is the whole fix. It is deliberately
narrower than the things it could have been: it does not push you off a dock while aboard, it
does not nudge a boat along open water, and it does not drag a boat across land. One
gesture, for the one situation the game has no answer to.
Two design calls follow from that.
The direction comes from the terrain, not from you. The mod finds the nearest direction in
which the ground drops to floating depth, without first climbing a ridge, and pushes that way.
Standing on the sea side and pressing the key still sends the boat to the sea, because "which
way is the water" is a fact about the boat's position and not about yours. If no water is
within 30 metres, nothing moves and you are told so. A boat left halfway up a beach is worse
than one that stayed put.
The key is a key, not hold-E. A hull has nothing to hover over: the only thing the crosshair
can land on is the helm, where E already means "take the wheel", and holding it would fight
the tap that boards. The helm's hover text names the shove key when pressing it would do
something.
How it feels
- One press, 20 stamina, and the boat slides at a walking pace until it is over water deep
enough to float. Nothing to hold, no need to stay.
- A heavier hull is slower. The speed scales with the square root of the hull's mass, so a
longship is slower than a karve by seconds and not by minutes.
- It refuses, and says why, when the boat is already afloat, when someone is aboard, when
you are out of reach, or when the water is too far.
Installing
Needs BepInEx. Nothing else. Through a mod manager it is one install. By hand, put
Fleyta.dll in BepInEx/plugins/Fleyta.
Then start the game once and quit. That first run writes the config file. It does not exist
before the mod has loaded, which is the usual reason people think it is broken.
Settings
The file is BepInEx/config/ezomic.valheim.fleyta.cfg. Open it in any text editor. Every
setting has a comment above it, so the file explains itself. The two worth knowing first are
FloatDepth, how deep the sea floor must be before a boat counts as afloat, and BaseSpeed.
Neither was measured against the real hulls when the mod was written, so they are the numbers
to tune if a boat stops in the shallows or the slide feels wrong. Turning Verbose on writes
each decision, including the hull's real mass, to the log.
Note that changing a default in a new version does nothing on a machine that has already run
the mod. BepInEx writes every entry on first run and the saved value wins.
Needs a play test
Not run in game yet, and never in a world with other players, so the hand-over to the boat's
owner described under Multiplayer is unproven. Two settings depend on a vanilla behaviour that could only be read
from the code. An unattended hull is damped hard in the water: the game multiplies its
horizontal speed by 0.1 every physics step while nobody is aboard and the hull's centre is
0.5 m or more under the water line. A shove therefore does not coast into the sea, and where
the hull is already in that regime but not yet over FloatDepth the push crawls. Tune
FloatDepth and Acceleration together: a FloatDepth that is too deep makes the last
metres crawl, an Acceleration that is too low makes them stall. Verbose logs where a
shove ends.
Multiplayer
Everyone needs it. A boat is moved by whichever player's game owns it, and force applied
from any other machine is silently thrown away.
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: