TradeWind
Place a trade dock and send its chest across shared water. E opens routes on the DFG board. Shift+E opens outgoing storage.
About this mod Author’s original text
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Trade Wind
Send a dock chest to another harbor that shares water. A small skiff clips along the route while you watch the time remaining. The crossing has a coin cost based on distance and how many stacks you send.
A Valheim BepInEx 5 plugin built on Jotunn.
Features
- Trade Dock (Hammer > Misc, 30 Wood + 10 Iron). A chest with a moored skiff. Press E on the skiff to name the harbor and see every other dock.
- A dock is only offered when the two harbors share a water path (a straight channel, or a bend around a peninsula).
- Each route shows distance, travel time (distance / TravelSpeed), and a coin cost (BaseCoins + 1 per 100 m + 1 per stack).
- Send takes the coins and the chest, and launches a small skiff. The skiff is for show: it has no collision and clips through the world.
- Alt+T opens the DFG board (DFGHub). The TradeWind tab lists every crossing, a progress bar, and the time remaining. Recall puts the goods back and returns the coins when the origin dock is loaded.
- Press E on a dock for routes. Press Shift+E for the outgoing chest.
Requirements
- BepInEx 5 (denikson-BepInExPack_Valheim)
- Jotunn 2.30.x (ValheimModding-Jotunn)
- DFGHub (DFG-DFGHub-1.4.2)
Installation
- Install through your mod manager (recommended).
- Manual: drop TradeWind.dll into BepInEx\plugins\.
How to use
- Restart the game after installing (build pieces register at startup).
- Build two Trade Docks on the water.
- Press E on a dock's skiff. Rename it. The other dock appears if a water path exists, with the time and the coin cost.
- Press E on the dock deck and put goods in the chest.
- Press Send. Coins leave your pocket, and a small skiff heads for the other harbor.
- Press Alt+T and open the TradeWind tab to see how long is left, or Recall to undo the shipment.
Configuration
Generated on first launch at BepInEx\config\com.tradewind.tradewind.cfg:
| Section | Key | Default | Description |
|---------|-----|---------|-------------|
| General | Enabled | true | Master toggle. |
| General | AddBuildPieces | true | Register the pieces (restart). |
| General | DebugLogging | true | Log trade activity. |
| General | ShowMessages | true | Departure/arrival messages. |
| General | EnableWebGui | true | Serve the web GUI. |
| General | WebPort | 8780 | Web GUI port. |
| Trade | TravelSpeed | 5 | Skiff speed (m/s); time = path length / speed. |
| Trade | MinWaterDepth | 1.5 | Min water depth along the route (m). |
| Trade | WaterSampleStep | 20 | Spacing between water samples (m). |
| Trade | BaseCoins | 5 | Coins charged before distance and stack fees. |
| Trade | CoinsPer100m | 1 | Extra coins per 100 m. |
| Trade | CoinsPerStack | 1 | Extra coins per stack in the chest. |
| Trade | BoatScale | 0.4 | Size of the show skiff. |
| Controls | MenuKey | Alt+T | Open the shipment board. |
Notes
- Shipment state lives on the skiff's ZDO and is mirrored to tradewind_routes.json + tradewind_harbors.json under BepInEx\config\.
- Goods wait to unload until the destination dock is loaded in the world.
- Requires Jotunn on both server and clients.
Changelog
See CHANGELOG.md.
Support
If this mod has made your journey through the Tenth World a little better, consider tossing a coin into my Ko-fi jar: Your support keeps the forge hot and the mead flowing! Skål!
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: