NoStumpLeftBehind
Felled trees leave no stump: only on cultivated ground by default, or everywhere, with a rule per tree type. Client-side and configurable.
About this mod Author’s original text
NoStumpLeftBehind
Felled trees leave no stump behind. Out of the box this happens only on cultivated ground, the soil you prepare with the Cultivator, so your tree farm stays clean while the wild keeps its stumps. One line in the config file removes every stump everywhere instead, and each tree type can follow its own rule.
Only new stumps are affected. Stumps already standing in your world stay where they are.
Installation
With a mod manager ( Mod Manager, r2modman, Gale): install it from the mod list, or click Install with App on this page. BepInExPack is installed alongside it.
By hand: install BepInExPack_Valheim first. Then unzip this package and put NoStumpLeftBehind.dll in Valheim\BepInEx\plugins\NoStumpLeftBehind\.
Start the game once, wait for the main menu and quit. The config file now exists.
Configuration
The config file is BepInEx\config\rhenn.nostumpleftbehind.cfg. Edit it with the game closed; the values are read at the next start.
- Mod manager: open your profile, click Config editor and open rhenn.nostumpleftbehind. You can change the values right there.
- By hand: open the file with Notepad. Mod Manager it is at %APPDATA%\ Mod Manager\DataFolder\Valheim\profiles\\BepInEx\config\, in r2modman at %APPDATA%\r2modmanPlus-local\Valheim\profiles\\BepInEx\config\, and for a hand install in Valheim\BepInEx\config\.
[General]
| Key | Default | What it does |
|---|---|---|
| Enabled | true | Master switch. false makes the mod do nothing, whatever the other settings say. |
| RemoveStumps | PerTree | One rule for every tree type at once. See the table below. |
| RemoveStumps value | What happens |
|---|---|
| PerTree | The default. Each tree type follows its own line in [Trees]. Those all start as CultivatedOnly. |
| Always | No tree ever leaves a stump, anywhere. |
| CultivatedOnly | A stump is removed only if the tree stood on cultivated ground. Same as the default, but the [Trees] section is ignored. |
| Never | Every tree leaves a stump, as in the unmodded game. |
To get rid of every stump, change one line:
RemoveStumps = Always
Type values exactly as shown, capital letters included. A misspelled value is ignored and the default is used.
[Trees]
One line per tree type, used only while RemoveStumps is PerTree. Each can be Always, CultivatedOnly (the default) or Never. For example, to keep stumps in the wild but never leave an oak stump anywhere:
[General]
RemoveStumps = PerTree
[Trees]
Oak1 = Always
Tree types are named after the game's prefabs:
| Line in the file | Tree |
|---|---|
| Beech1 | Beech |
| Birch1, Birch2 | Birch |
| Birch1_aut, Birch2_aut | Birch with autumn leaves (Plains) |
| Oak1 | Oak |
| FirTree | Fir |
| Pinetree_01 | Pine |
| SwampTree1 | Ancient tree (Swamp) |
| YggaShoot1, YggaShoot2, YggaShoot3 | Yggdrasil shoot (Mistlands) |
| AshlandsTree1, AshlandsTree3, AshlandsTree4, AshlandsTree5, AshlandsTree6, AshlandsTree6_big | Charred tree (Ashlands) |
| SnowFirTree, SnowFirTree 2 | Snow-covered fir (Deep North). The second one really has a space in its name. |
| Pinetree_Snow, Pinetree_Snow_dead | Snow-covered pine, living and dead (Deep North) |
| FirTree_big | Big fir grown from a Deep North sapling |
Any other tree that leaves a stump, from a game update or from another mod, gets its own line the first time you load a world.
Good to know about cultivated ground
- The mod checks the ground at the base of the trunk. Make sure the patch the tree stands on is cultivated, not just the ground around it.
- In the Deep North the game uses the cultivated marker for snow depth instead, so no tree there counts as standing on cultivated ground. For a Deep North tree farm, set its tree types to Always.
Turning the mod off without uninstalling it
Enabled = false
Every tree then leaves its stump, whatever the other settings say. Deleting the config file restores the defaults at the next start.
Multiplayer
Client-side. Whoever is closest to a tree dec
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: