Render Limits Fix
Valheim 1.0.14 compatibility and hardening build of JereKuusela Render Limits.
About this mod Author’s original text
Render Limits Fix
Maintained Valheim 1.0.14 compatibility fork of JereKuusela's Render Limits, preserving the original render_limits plugin GUID and configuration keys.
What changed in 1.16.0
- Rebuilt and smoke-tested against Valheim 1.0.14 / network version 40.
- Fixed a server-side limit bypass where a client could request an excessive loaded radius and effectively exceed Maximum generated zones.
- Added malformed client-settings handling.
- Added Maximum force active zones (default 256) to bound client force-active payloads when that feature is enabled.
- Invalid Force active coordinates are ignored instead of silently resolving to world zone 0,0.
- Retains the 1.15.1 ports for Vector2s, SimulationDistance, current Terminal.ConsoleCommand, and current ZDO sector APIs.
Credit
Original mod/source: JereKuusela, valheim-render_limits. Upstream is released under the Unlicense/public domain. This compatibility fork includes the upstream license unchanged.
Render Limits
Allows changing how far away zones are rendered, loaded and generated.
Install on the server and optionally on clients (modding guide).
Possible uses
- If you have a powerful computer, you can increase the limits for a higher draw distance (at the cost of performance).
- If you want to take pretty picture of your entire base, you can temporarily increase the loaded area.
- If you have performance issues, you can try reducing distant areas.
Configuration
The config can be found in the \\BepInEx\config\ folder after the first start up. Or changed with the render_config command.
Each zone is a 64x64 meter area.
On multiplayer, the mod must be installed on the server. Clients can optionally install the mod to change the setting. Clients without the mod will use the default game settings.
- Zones
- Active zones (default: 1): Amounts of zones that are active around the player. Creatures are active in this area.
- Loaded zones (default: 2): Amounts of zones loaded around the player. Structures are visible in this area.
- Generated zones (default: 4): Amounts of zones generated around the player. Large static objects like trees are visible in this area.
- Real terrain visibility (default: 0): Visibility in meters. If 0, automatically calculated from loaded area.
- Force active (default: none): Zones that are always active. Use the force_active command to modify this.
- Note: When using this near buildings, make sure to include the whole building.
- Otherwise it might collapse because only a part of it is loaded.
- Quality
- Clutter visibility (default: 45): Visibility in meters.
- Lod bias (default: none): Level of detail limit (increase to show smaller objects, vanilla is from 1 to 5 but even 100 works).
- Pixel light count (default: none): Light detail (bigger the better, vanilla is from 2 to 8).
- Shadow cascades (default: none): Improves shadows near the camera (bigger the better, vanilla is from 2 to 4).
- Shadow quality (default: none): 0: off, 1: hard only, 2: all.
- Shadow distance (default: none): Max distance for shadows in meters (vanilla is from 80 to 150).
- Shadow resolution (default: none): Shadow quality. From 0 to 3.
- Server limits
- Maximum generated zones (default: 10): Maximum generated zones that can be received from clients.
- This prevents players from freezing the server by requesting too high generated area.
- Allow force active (default: false): Whether clients can have force active areas.
- Maximum force active zones (default: 256): Hard limit on force-active zones accepted from a client.
- Disabled by default because the implementation has some issues.
- Currently force active is not server specific. Players can accidentally have wrong settings for different servers.
- Force active can be used to collapse buildings by only loading a part of them.
Commands
force_active [add/remove/toggle] [around=0]
- force_active: Toggles the force active of the current zone.
- force_active add: Adds force active to the current zone.
- f
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: