Valquake

v1.0.0·Updated 2026-09-11

Loki is writhing, causing earthquakes all over Valheim! Add random, localized earthquakes that shake and rumble, damage pieces, fell trees, heave and crack the ground and scatter creatures.

About this mod Author’s original text

Valquake

Loki is thrashing, causing earthquakes all over Valheim!

Loki, bound in chains, is writhing in torment. His thrashings are causing small earthquakes all over Valheim.

Add random, localized earthquakes that shake and rumble, damage pieces, fell trees, heave and crack the ground and scatter creatures.

The quake area, amount of damage, effects of the quake, affected biomes and other behaviors are configurable.

IMPORTANT: See notes on _Tuning Valquake_ below.

Read the WARNING before adding Valquake to an existing world. By default _Allow Piece Destruction_ is disabled.

New

  • Updated for Valheim 1.0
  • Added more realistic shake effects
  • Moved resources and extra configuration to BepInEx/config/Neobotics

Configuration

Biomes

Meadows: Earthquakes trigger in the Meadows.@

Swamp: Earthquakes trigger in the Swamp.@

Black Forest: Earthquakes trigger in the Black Forest.@

Mountains: Earthquakes trigger in the Mountains.@

Plains: Earthquakes trigger in the Plains.@

Mistlands: Earthquakes trigger in the Mistlands.@

Ashlands: Earthquakes trigger in the Ashlands.@

Deep North: Earthquakes trigger in the Deep North.@

Camera

Camera Sway Override: If enabled, will override Valheim's camera shake setting (just for quakes) and 'sway' camera. If disabled, will use Valheim's setting.

Camera Sway Intensity: Sets how _much_ the camera 'sways'. Lower values will reduce the amount of camera movement.

Camera Sway Frequency: Sets how _fast_ the camera 'sways'. Lower values will reduce how quickly the camera moves.

Control

A. Quake Radius: Radius (in meters) of the earthquake damage zone. Effects will diminish farther from the epicenter.@

B. Min Interval: Minimum possible time (in minutes) between earthquakes. Minimum value is 1.@

C. Max Interval: Maximum possible time (in minutes) between earthquakes. Value must be equal to or greater than Min Interval.@

D. Fault Zone Chance: The percent chance of a zone having a 'fault line'. Quakes will only create a fissure in a zone with a fault line. A value of 0% will prevent any fissures from forming.@

E. Max Piece Damage: The maximum damage that can be applied to pieces in the quake zone. A value of 0 will not apply any damage. Damage is attenuated by distance from the epicenter and degree of support.@

F. Max Tree Damage: The maximum damage that can be applied to trees in the quake zone. A value of 0 will not apply any damage. Damage is attenuated by distance from the epicenter.@

G. Max Fissure Depth: The maximum depth (in meters) of the fissure for the first quake along a fault line. Subsequent quakes along the same fault line are controlled by _Successive Quake Depth_ as a percentage of this value.@

H. Successive Quake Depth: Sets the percent of the _Max Fissure Depth_ to apply to each successive quake along the same fault line. A value of 0% will not deepen the fissure.@

I. Active Wards Reduce Damage: If enabled, an active ward will reduce damage to pieces if the quake epicenter is within the ward's area of protection.@

J. Active Shields Reduce Damage: If enabled, a fueled Shield Generator will reduce damage to pieces if the quake epicenter is within the shield's area of protection.@

Effects

A. Show Dust: If enabled, will display a cloud of dust along the fault line during a quake. Only meaningful if _Fault Zone Chance_ is > 0%.@

B. Creatures Scatter: If enabled, creatures close enough to quake zone will scatter for a short time.@

C. Staggering: If enabled, players and creatures may stagger during the quake while inside the quake zone.@

D. Allow Piece Destruction: If enabled, allows the full destruction of pieces during the quake (dropping materials). If disabled, pieces can only be reduced to 1 health.@

E. Piece Displacement Chance: The percent chance pieces are displaced in the horizontal plane during a quake. A value of 0 never displaces pieces.@

F. Items Can Fall: If enabled, things mounted on items stands can be shaken loose and fall during a quake.@

G. Things Can

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Valquake-1.0.0.zip
File size
580.5 KiB