OrbLights
Emissive orb torches with configurable colors, no flame effects, and a nearest-light performance budget. See validation notes before deployment.
About this mod Author’s original text
OrbLights 1.0.0
Orb Torch is a separate Hammer piece: a wooden standing torch with a smooth white emissive orb and a budgeted point light. Vanilla torches are unchanged. No custom asset bundle is required.
Validation status: see VALIDATION.md for completed tests and remaining checks. Do not infer multiplayer or visual verification from a successful build.
Install
Install these dependencies in your Valheim mod-manager profile, then import OrbLights-1.0.0.zip as a local mod:
- BepInExPack Valheim 5.4.2351
- Jotunn 2.30.2
For a manual installation, install those dependencies first, then copy the archive's BepInEx/plugins/OrbLights directory to the matching location in the game directory. Do not put the entire ZIP inside plugins. Launch the modded game once to generate BepInEx/config/org.orblights.valheim.cfg.
The ZIP has its manifest, README and 256×256 PNG icon at the root and can be submitted directly. Choose your own uploader/team account; no account or fictional repository URL is embedded. Dependencies are declared, not bundled.
Build and use
Find Orb Torch in the Hammer's Furniture/Lighting selection. Default cost: 2 Wood, 1 Resin, 1 Surtling Core. Build, repair and dismantle with the normal Hammer controls. The cloned Piece, WearNTear, colliders, snap points and ZNetView retain normal placement, structural damage and resource-return behavior. Normal build wards apply. Orb torches do not emit fire damage, heat, smoke or sound.
This version intentionally uses global settings. It has no Shift/Alt per-torch color or brightness controls, and stores no per-torch color overrides. Global choices include WarmWhite, NeutralWhite, CoolWhite, Red, Orange, Yellow, Green, Cyan, Blue, Purple, Pink and Custom. Custom reads RGB values. Standard piece persistence and optional vanilla fuel ZDO storage are retained.
Configuration
The generated CFG includes descriptions and acceptable ranges. A reference copy is included under examples; it is not installed automatically or allowed to overwrite an existing configuration.
| Section | Options |
|---|---|
| 1. General | EnableLight, PieceCategory |
| 2. Recipe | Wood, Resin, SurtlingCore, CraftingStationRequirement |
| 3. Light Color | ColorPreset, Red, Green, Blue |
| 4. Light Appearance | Intensity, LightRadius, OrbSize, OrbEmissionStrength, OrbMatchesLightColor, EnableFlicker, FlickerAmount, FlickerSpeed |
| 5. Performance | PerformancePreset, EmissionOnlyMode, EnableShadows, MaximumRenderDistance, MaximumActiveLights |
| 6. Fuel | RequireFuel, FuelBurnRate, ExtinguishInRain |
| 7. Multiplayer | LockConfiguration |
| 8. Debugging | EnableDebugLogging |
Defaults are warm light RGB 255,225,185, intensity 1.2, orb diameter 0.22m, white orb material, emission strength 2, no flicker, no shadows, no fuel and no rain extinction. RGB accepts 0–255; intensity 0–4; radius 1–25m; orb diameter 0.05–0.6m; emission 0–5; distance 5–100m; maximum lights 0–128. Non-finite floats fall back to safe defaults. Recipe amounts accept 0–100; zero omits the material. All-zero cost makes the piece free.
Edit the CFG while the game runs: changes are detected every two seconds and applied by the next half-second scheduler pass. Existing orbs update. Fuel/rain state is sampled every two seconds. Changing build category, recipe or station is best done before starting the session, then restarting all peers so the build-menu cache and requirements agree. Light settings do not require rebuilding pieces.
Choose Custom to use your individual radius, distance, count, shadow and flicker settings. Other presets override those fields. RGB, intensity, orb size and emission still apply with every preset. EnableLight=false or EmissionOnlyMode=true disables every point light regardless of preset.
| Preset | Radius | Point-light distance | Maximum lights | Shadows/flicker |
|---|---:|---:|---:|---|
| Potato | — | — | 0 | Off |
| Performance | 8m | 25m | 16 | Off |
| Balanced (default) | 12m | 40m | 32 | Off |
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: