MaterialsBoost

v1.2.1·Updated 2026-09-25

Per-resource yield AND drop-frequency multipliers for mining nodes and trees, with server-to-client config sync. Scale individual ores and woods without blanket loot scaling.

About this mod Author’s original text

MaterialsBoost

Fine-grained, per-resource controls for mining nodes and trees in Valheim.

Two independent levers per item — yield (how much you get per drop) and

drop frequency (how often it drops) — with no blanket loot scaling and no

changes to creature drops, chests, or pickables.

Built for Valheim 1.0 and BepInEx.

What it does

  • Discovers every mineable and choppable resource drop at world load
  • Generates config entries per discovered item for both yield and frequency
  • Only touches drops from mining nodes and trees — nothing else in the loot

system is affected

  • Multiplayer: install on the server and each client; the server syncs its

settings to clients automatically (see Multiplayer below)

Yield vs. frequency

These are two different things, and MaterialsBoost controls them separately:

  • Yield = the stack size when an item drops. Wood yield ×4 → when wood

drops, you get 4× as much.

  • Frequency = how often an item drops, i.e. its relative weight in the

drop table. Some drops (birch seeds, for example) are rare, so many trees give

none. Raising frequency makes the item land on more trees/nodes; it does not

change the stack size.

Example: if only some birch trees drop seeds and you want more of them to,

raise BirchSeeds frequency, not (only) its yield. An item that never drops

in vanilla (weight 0) cannot be forced to drop by frequency alone.

Configuration

Config file:

BepInEx/config/jaredcavanagh.materialsboost.cfg

Every discovered drop appears automatically after the first load. Yield entries

are integers (1 = vanilla amount); frequency entries are decimals (1 =

vanilla chance).

[MiningYieldMultipliers]

Yield multiplier for 'CopperOre' when mining ore/rock nodes.

CopperOre = 2

[ChoppingYieldMultipliers]

Yield multiplier for 'Wood' when chopping trees.

Wood = 4

[MiningDropFrequency]

Drop frequency multiplier for 'CopperOre' when mining ore/rock nodes.

CopperOre = 1

[ChoppingDropFrequency]

Drop frequency multiplier for 'BirchSeeds' when chopping trees.

BirchSeeds = 4

Values are applied against the captured vanilla numbers, so editing the config

live (via an in-game config manager, as a server admin) re-applies cleanly

without compounding. No world restart required.

Sources covered

Drops from MineRock, MineRock5, TreeBase, and TreeLog — e.g. CopperOre,

TinOre, IronScrap, SilverOre, Stone, Wood, FineWood, RoundLog (core wood),

Resin, and any other item those sources drop.

Multiplayer

The mod must be installed on the server and on every client that should get

boosted drops. This is a Valheim limitation, not a choice: when a player mines

or chops, that player's own game spawns the drops from its local drop tables, so

the boost only applies if that client is running the mod. A player on a vanilla

client can still connect, but their mining and chopping will yield vanilla

amounts.

What clients do not need to do is configure anything. As of v1.1.0,

MaterialsBoost uses ServerSync:

  • The server pushes its multipliers to every connected client that has the mod —

clients use the server's values, with no manual config matching.

  • Clients without the mod can still connect (ModRequired = false); they

simply won't receive boosted drops from their own harvesting.

  • General > LockConfiguration (default on) means only server admins can

change the synced multipliers; other players can't override them.

So the recommended setup is to distribute the mod to your players (a shared

modpack makes this one click) and configure everything on the server. Edit

multipliers in the server's config and restart the server, or change them live

in-game as an admin (requires an in-game config editor such as

ConfigurationManager). Single-player works normally.

Note: Valheim 1.0 disables crossplay when mods are present — this applies to

all BepInEx mods, not just this one.

Changelog

1.2.1 — Fix: multipliers now apply on every peer (server and clients),

not just the server. Because a player's own game spawns th

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
MaterialsBoost-1.2.1.zip
File size
36.4 KiB