SuperHoe
A hoe blessed (or cursed) with too much power. Free to use, flattens hills to whatever height you point it at, and eats the trees, rocks, and shrubs in its way. Pave a road in one pass.
About this mod Author’s original text
🌾 Super Hoe
It's not a phase, Mom, it's a lifestyle.
Somewhere between "farming tool" and "small siege engine" lies Super Hoe — a
hoe that has seen some things and come back different. It doesn't cost
stamina. It doesn't cost resources. It doesn't care about your local flora.
Point it at a hillside, click, and watch civilization appear where a forest used
to be.
What it does
- Free to swing. No stamina, no resource cost, by default — a server
admin can dial either back up if they want some balance instead of "free."
- Never needs repair. No durability bar at all.
- Paves in one hit. A single swing clears trees, rocks, and small
destructible scenery in its radius, aggressively levels the terrain toward
a height you choose, and lays down cobblestone — all in one motion.
- You choose the target height. Hold the lock key (default Left Shift)
and click to set the height it levels toward — click again later to pick a
new one. Don't bother setting one and it just uses whatever's under your
feet the first time you swing.
- A warm little glow, and enough light to see by — no more fumbling for
a torch while you carve out your new road.
- Respects wards. It will not let you (or anyone else) grief a warded
build, same as a normal hammer or hoe.
Controls
| Input | Action |
|---|---|
| Left-click | Pave: destroy → level → pave, toward the locked height |
| Lock key (default Left Shift) + Left-click | Set/reset the height it paves toward |
Config
Everything below is server-synced by default (an admin's values apply to
everyone connected), except the keybind and cosmetic glow, which are yours to
set however you like locally.
| Setting | Default | Notes |
|---|---|---|
| Paving Radius | 3m | Terrain level + cobblestone area |
| Destroy Radius | 3m | Tree/rock/scenery clear area (independent of paving radius) |
| Destroy Trees And Rocks | On | Master on/off switch for the destroy pass |
| Stamina Cost Per Use | 0 | Raise it if you want some cost instead of free |
| Resource Item / Amount | (none) | Optionally require an item per swing |
| Light Range / Intensity | ~1.5x a torch | Tune to taste |
| Glow Color / Intensity | Gold | Cosmetic, local only |
| Height Lock Modifier Key | Left Shift | Personal preference, local only |
Terrain changes never exceed vanilla's own 8m-per-swing limit for raising or
lowering ground — this uses the game's real leveling system under the hood,
so it stays visible correctly to anyone without the mod too.
Requirements
Requires Jotunn.
For developers / building from source
Source lives under SuperHoe. To build:
- Put Jotunn.dll, BepInEx.dll, and 0Harmony.dll directly in the same
folder as SuperHoe.csproj, or edit their HintPaths in the.csproj if
you keep them elsewhere.
- Set the VALHEIM_INSTALL environment variable to your Valheim install
folder (the one containing valheim.exe), or edit the hardcoded fallback
path near the top of SuperHoe.csproj. Used only for the game/Unity
assembly references and the optional post-build copy-to-plugins step.
- Open in Visual Studio and build.
Disclaimer/License
- I did use AI to help me with some of the coding and harmony interactions but I was involved in all of the steps.
- Feel free to use the files however you want, I mostly made this for a buddy and dont really care about credit if you use anything included.
- THIS BREAKS A TON OF INTENDED GAMEPLAY. Like seriously, do not use this if you want a vanilla experience. One shotting trees and rocks bypasses a ton of normal gameplay.
Known limitations
- The light settings will not update in real time if you are using any live edit/debug tools. You will have to unequip/equip
the item in order to have the changes reflect.
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: