ValheimCommunityPatch
Vanilla bug fixes and performance fixes for Valheim. No gameplay changes.
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模組介紹 作者原文
Valheim Community Patch
Vanilla bug fixes and performance fixes. No gameplay changes.
This mod exists to fix things that are broken or pathologically slow in Valheim itself — crashes,
exceptions that silently kill a system, item loss, quadratic hot paths, per-frame allocations, log
spam. It deliberately ships no quality-of-life features, no balance changes, and no content, so you
can install it on a server without anyone having to agree about how the game should play.
Performance fixes are always on; the config holds only their tuning values and the admin-only Verify
diagnostics. Correctness and terrain fixes each have their own toggle. Server memory fixes are the
exception: they are off by default and opt-in, see Server memory. The
dedicated-server garbage collector settings moved to a separate plugin, see
Server garbage collector. Config values are admin-only and
server-synced.
Each fix is tagged with the side it is worth installing on. (server) fixes only do something on
the machine hosting the world — a dedicated server or a listen host. (client) fixes need a local
player, and are not even applied on a dedicated server, which is why the startup log there
reports a smaller number. (both) fixes do work wherever they are installed. A one-sided install is
safe; it just gets you a subset. See Installation.
Why so many fixes are client-side
A Valheim dedicated server is not a simulation host. It only creates game objects inside its own
active area, and a dedicated server never has a player to anchor that area to, so the game parks it
far outside the world for the whole run. Creatures, fires, chests, tar pits and everything else near
a player are created, owned and simulated on that player's client; the server holds the data and
relays it.
So the fixes a server gains from are the data-and-network ones — ZDO handling, world load, packet
allocation, socket logging — and almost everything else is worth having on the client.
Performance Side by Side
Terrain Fix comparison
| Terrain Tears | Terrain Fixed |
|---|---|
| | |
| Shore Shade Tears | Shore Shade Fixed |
|---|---|
| | |
Shore tears are much more subtle as it is a shading issue. On the right side of the first image directly above the head you can see the shading issue.
Fixes in this release
Where a fix was sourced from, or corroborated against, another modder's work, that is recorded per
fix under Credit and sources.
Performance
- Fix Portal Connection Scan (server) — pairs portals through a tag index instead of rescanning
every portal for each unconnected one every five seconds.
- Fix World Load Connection Scan (server) — indexes the world-load pairing of portals, spawners
and sync transforms with their targets instead of comparing every pair.
- Fix Disconnect ZDO Sweep (server) — indexes non-persistent objects by owner, so a disconnect
sweeps only the departing player's objects instead of every ZDO in the world.
- Fix Tar Pit Buffer Disposal (client) — disposes tar pit raycast buffers only when they were
allocated, so a tar pit whose load failed cannot throw out of scene teardown.
- Fix ZDO Packet Allocation (both) — writes one network package into another straight from its
buffer instead of copying the whole payload onto the heap first.
- Fix Mist Query Overhead (client) — answers mist volume queries from a zone-bucketed snapshot
and heightmap data instead of scanning every mist volume with native reads and physics rays per
particle.
- Fix Heightmap Lookup Scan (both) — finds the terrain tile under a point with a zone-keyed
lookup instead of scanning every loaded tile.
- Fix Static Object Ground Checks (both) — reads a tree or rock's position once per ground check
instead of about six times.
- Fix Grass Rebuild Burst (client) — spreads a whole-area grass rebuild over a few frames,
nearest patches first, instead of regenerating every patch in one frame.
- Fix Terrain Builder Throughput (both) — makes the terrain build thread sleep only when idle
and hol
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: