WorldEditorBridge
Edit your world while it runs, with Valheim World Editor: sculpt and pave terrain (past ±8 m too), paste buildings, place or remove anything, undo it all. Install where the world is hosted; players wh
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About this mod Author’s original text
WorldEditorBridge
The live-editing plugin for Valheim World Editor,
a world editor for Valheim in the spirit of Minecraft's MCEdit and WorldPainter. With this plugin
in the game that hosts a world, the editor changes that world while it runs, and you (and the
players on your server) see the changes as soon as they are applied.
This plugin is only the bridge. The editor itself is a program for Windows and Linux, not a
mod: download it from the
GitHub releases page
(ValheimWorldEditor--win-x64.zip or -linux-x64.tar.gz), unpack it anywhere and start
it. Use the same version of the editor and of this plugin.
What the editor does
- Shape the ground: raise, lower, flatten, smooth, naturalize or restore it, and paint dirt,
cultivated soil or paved stone.
- Build roads and ramps along a line you draw.
- Work on whole areas: level, paint, clear, copy and paste, or have the game generate zones
again.
- Place anything the game has: trees, rocks, bushes, crops, building pieces, with brush, line,
grid and zone patterns that respect the game's growing rules.
- Select, move, turn, copy and delete objects, including whole buildings.
- Undo anything, with a history panel.
Where to install it
Install it where the world is hosted:
- Your own game (single player, or when you host): install it with your mod manager, like any
other mod.
- A dedicated server: install it on the server (with a mod manager's server profile, or by
copying WorldEditorBridge.dll into the server's BepInEx/plugins).
Players who join a server need neither this plugin nor BepInEx. Editing a saved world with the
game closed does not need it either.
Connecting the editor
Start the game or server once with the plugin: it writes
BepInEx/config/local.worldeditorbridge.cfg with a random Token. Keep the token secret: anyone
with it and access to the port can change the world.
- Your own game: in the editor, choose My game on the start page. Load your world in
Valheim: the editor finds the plugin and its token by itself (it also looks in r2modman and
Mod Manager profiles) and shows Edit live.
- A dedicated server: choose A dedicated server, enter the server address, your SSH login,
and the Token from the server's config file, then Connect. The editor makes its own
encrypted tunnel to the server and saves it for one-click access next time.
Settings in local.worldeditorbridge.cfg:
| Setting | Default | Meaning |
|---|---|---|
| BindAddress | 127.0.0.1 | Only this computer can connect (a server is reached through the editor's SSH tunnel). |
| Port | 5182 | Change it if something else uses 5182. |
| Token | random | Leave it empty to get a new one at the next start. |
The BepInEx log shows WorldEditorBridge listening on once the
plugin runs.
More
- Full guide, with screenshots of every tool:
github.com/Shuiei/valheim-world-editor
- Live mode in detail, and what each connection error means:
docs/live-mode.md
- Problems and ideas:
issues
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: