ValheimRelay
Share a live map of your world with anyone in a browser. No logins, nothing to configure.
About this mod Author’s original text
ValheimRelay
A live web map of your Valheim world. Load a world, a code appears in-game,
paste it into the map, and everyone shows up moving in real time.
How it works
- Install the mod, load a world, and a code appears in chat and in the panel.
- Other modded players in that world join automatically. Nobody types
anything — the code travels over the game's own network.
- Press Shift+F8. The map link is already on your clipboard — paste it into a
browser. Or point your phone at the QR code in the panel, which opens the same
link without typing anything. Or read the code aloud; it is deliberately made
of characters that do not sound alike over voice chat.
- A crash, a restart, or an alt-tab resumes the same session and the same code.
Press Shift+F8 for the panel: the code, connection state, player count, a copy
button, and a QR code of the map link. Opening it copies the link for you, so
the button is there for when you have copied something else since. The key is
rebindable in the config, and the Shift requirement can be turned off there too.
F8 with Shift was picked because neither half is a stock Valheim bind.
The QR is generated inside the game — the code never goes to a QR service, for
the same reason it rides in the link's #fragment: anyone holding it can watch
everyone in the session move. Worth remembering before leaving the panel open on
stream, since a camera reads the square rather faster than a person reads the
code.
Do other players need the mod?
Only players who want to appear on the map. The mod is safe to run with unmodded
players present, and it does not change anything they can see.
Whether the dedicated server needs it is not settled yet. The mod tries a
custom network message first and falls back to the chat channel automatically if
the server does not forward it, so it works either way — but on the fallback path
unmodded players in the world will see one short [vrelay] line when the code is
shared. This note will be replaced with a definite answer once it is measured on
a vanilla server.
Privacy — worth thirty seconds
The code is the credential. Anyone holding it can watch every player in the
session move, live, for as long as the session lasts. Treat it like a share link,
not like a room name. Don't post it anywhere public unless you mean to.
The copy button gives you
The part after the # is never sent to the web server, so your code stays out of
its logs — but it is still in the link, so anyone you send the link to can watch
your session.
Your world's seed is in the link too, before the #, which does mean the map's
server sees it. That is on purpose: it is what lets the map draw your world's
terrain before it has connected to anything. A seed names a world, not a player —
it is the same string anyone can read on your world-select screen, it grants no
access to your session, and it is not tied to your account.
What the mod sends: your display name, your position, your heading, your biome,
and (if ShareHealth is on) your health. What it does not send: your Steam ID or
any other account identifier. The identifier the map sees is a random,
per-install value that cannot be traced back to your account.
ShareMyPosition = false keeps you in the session and still shows you everyone
else — you just do not appear on the map yourself. It is not all-or-nothing.
Streaming, or sharing the code widely? StreamerMode = true makes the
session one-way: viewers see you exactly as before, and nothing they do reaches
your game — no pings, no pins on your minimap. It overrides AcceptMapPings and
AcceptMapMarkers without changing them, so turning it back off restores the
settings you had, and the relay indicator reads one-way while it is on. It does
not change what you send, because being watched is the point.
The relay keeps nothing on disk. The only thing the mod stores is the code and
reclaim token for worlds where it created the session, in
BepInEx/config/V
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: