Multiplayer Location Rework Mixed
New Game+ Variant with locations outside of their standard biome. Spreads locations out to increase performance. Pair with Multiplayer Vegetation Reducer and make a new world for best results. Use Jer
About this mod Author’s original text
Multiplayer Location Rework (Mixed Version)
Core philosophy
The Mixed version assumes players are comfortable with:
- Locations appearing outside their traditional biomes
- Higher density of dangerous or unexpected encounters
- Reduced predictability in world layout
This version is intended to produce drastic changes in the gameplay experience.
Players looking for easier adjustment or stricter biome logic should use the MLO – Tame Version instead.
Best Performance
Use this with the Multiplayer Vegetation Reducer for best results.
How this version changes the world
The Mixed version introduces widespread biome crossover, especially toward the outer regions of the world.
Notable changes include:
- Combat and high-instance locations are spaced to reduce clustering
- Many locations appear outside standard biome expectations
- The variety increases as the player approaches world's edge
- The world is generally more dangerous
- The World generation becomes less predictable to nurture feelings of exploration
These changes are intentional and designed to keep long-term worlds engaging.
Major location changes
This file includes extensive alterations, including but not limited to:
- Dvergr Harbors can appear along all coastlines, not just Mistlands
- Charred Fortresses appear in Plains, Mountains, and Ashlands
- Ashlands ruins appear in Mountain regions
- Start Temples are non central and feature high biome diversity
- Drynwynn Fragment locations appear throughout the world
- Volture Nests appear across many biomes
- Morgen Caves appear outside Ashlands
- Boss temples are far more common to reduce friction in nomap and noportal play
These placements intentionally blur biome boundaries and increase encounter variety.
Performance considerations
High-instance locations are still spaced to reduce heavy overlap within active areas.
However, due to the increased variety and placement flexibility, the Mixed version may result in more frequent combat and exploration pressure compared to the Tame version.
This tradeoff is intentional.
Recommended use cases
Nomap or noportal challenges
Experienced players
You enjoy Enigma Mode and want to customize your own version of it
Long running shared worlds seeking variety
Players who prefer discovery over predictability
Summary
Mixed Version is a more challenging and less predictable rework of Valheim location placement.
It maintains spacing rules to reduce clustering, but embraces biome crossover and exploration variety to create worlds that feel dangerous, surprising, and alive.
For a more restrained and configurable experience, use the Tame version instead.
This modpack uses EWD to improve performance by reducing location density. Specifically, it focuses on restructuring how locations and combat areas are placed in the world.
In vanilla Valheim, many high-instance locations can generate very close to each other. This includes dungeons, large stone structures, Goblin Camps, Dvergr Towers, Charred Fortresses, and other combat-heavy areas. When several of these exist within the same loaded area, performance issues can occur, even if nothing is rendered on screen.
A key detail is that locations and dungeon interiors load as soon as an area becomes active, not when a player enters them. This means several nearby locations can impact performance simply by being present.
Mixed is a more aggressive version of the location spacing system designed for players who want greater challenge, higher variety, and less predictable worlds.
While performance improvement remains a goal, the Mixed version prioritizes variety and difficulty over vanilla biome purity.
This is the version used in Enigma Mode without Enigma Mode's custom locations.
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: