TooManyLags Standalone
Keep nearby interactions local and share crowded areas with better-connected players. Camera-directed ownership and Hostile Mob target handoffs for multiplayer without FiresGhettoNetworking.
Screenshots 2 screenshots
About this mod Author’s original text
TooManyLags - Standalone
Keep nearby interactions local whenever possible. Share crowded areas with the better-connected player instead of inheriting an arbitrary distant owner's lag. This lightweight edition suits locally hosted multiplayer and low-powered servers, without requiring Server-Side Simulation.
For dedicated servers using FiresGhettoNetworking, TooManyLags - FiresGhettoNetworking Addon is highly recommended instead of this mod. Enable its Server-Side Simulation for a strong CPU, or disable it for a weak CPU.
Install on the host/server. Players can join multiplayer sessions without the client mod, but functionality is further limited. Only BepInEx is required.
| Your setup | Recommended edition and mode |
|---|---|
| Dedicated server, strong CPU | TooManyLags - FiresGhettoNetworking Addon with Server-Side Simulation. |
| Dedicated server, weak CPU, with FiresGhettoNetworking | TooManyLags - FiresGhettoNetworking Addon with NoServerSideSimulation=true. |
| Dedicated server, weak CPU, without FiresGhettoNetworking | This mod. |
| Locally hosted multiplayer | This mod. |
Why it helps
Valheim processes many interactions and creature updates on the object's owner. A slow owner can delay doors, stations and creatures for everyone else.
TooManyLags gives nearby interactive objects to nearby players. Your own objects process interactions locally; shared objects choose a suitable player with a lower measured host/server ping. This reduces avoidable delays, but shared client-owned objects can still depend on that player's connection.
Help find problems
Real-world testing is still limited. Please share bugs and ideas through GitHub Issues.
Before reporting a bug, test on a separate copy of your host/server and world:
- Run only Valheim and BepInEx, without this mod or other mods. Repeat the steps that caused the problem. If it still happens, please report it to the relevant project rather than here.
- Add only this mod and repeat the same steps. If the problem appears only with this mod, open an issue with a detailed description, steps to reproduce, mod versions, relevant settings and logs. Mention which clients have the mod installed.
Thanks for helping improve the mod. Have fun, and enjoy smoother adventures together!
How it works
- A directional grid claims nearby interactions. With the client mod: camera direction. Without it: character rotation. Overlapping coverage chooses the eligible player with the better smoothed ping; a small margin prevents frequent transfers from ping jitter.
- Defaults: 4-metre cells, Rounded7x7, six inner cells with no delay, three extra forward cells with 0.2 seconds, outer cells with 3 seconds. Rear cells make no request. Full-grid mode is also available.
- Standing still creates no new field requests. Moving to another cell or turning into another 45-degree camera sector updates coverage. Active timers and necessary handoffs continue. Ownership remains after empty-cell exits until another relevant request or vanilla area release.
- Hostile Mobs prefer their current player target as owner. Above 200 ms, a sufficiently better-connected player within 6 metres can take over simulation. The attack target stays the same. Bosses and friendly magic summons keep vanilla ownership.
- With modded owner clients, the current owner checks active use before transferring and the receiver confirms its object and area are loaded. Open inventories and pending opening requests block transfers. Observed refilling protects stations for 10 seconds. Riding, following, driving, ongoing attacks and fighting tamed animals block relevant transfers.
The host/server coordinates decisions; simulation remains on players. It does not enable server-side simulation, manage static walls/floors or manage loose item drops. Incinerators keep vanilla ownership because their burning action cannot safely transfer with this protocol.
Without the client mod, the safe fallback covers standard doors, seats, beds, workbenc
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: