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TooManyLags - Standalone

Keep nearby interactions local and stop an arbitrary distant owner from slowing down your adventures. TooManyLags prepares nearby ownership before you interact and gives Hostile Mobs smarter ownership, without requiring FiresGhettoNetworking or Server-Side Simulation. This lightweight edition suits locally hosted multiplayer and servers with little spare CPU.

Choose your version

Your setup Recommended edition and mode
Dedicated server, strong CPU TooManyLags - FiresGhettoNetworking Addon with Server-Side Simulation. Most-tested mode.
Dedicated server, weak CPU, with FiresGhettoNetworking TooManyLags - FiresGhettoNetworking Addon with NoServerSideSimulation=true.
Dedicated server, weak CPU, without FiresGhettoNetworking This mod.
Locally hosted multiplayer This mod.

For dedicated servers, the FiresGhettoNetworking Addon is highly recommended instead of this edition.

Quick install

  1. Install BepInExPack Valheim and put TooManyLagsStandalone.dll in BepInEx/plugins/TooManyLagsStandalone/ on the host/server.
  2. Install the same version on clients for camera direction and full supported handoffs, then restart and play.

Clients are optional: players without the mod can still join, using character direction and a restricted set of simple interactions. Inventories, refill stations, signs/portals, vehicles, tamed animals and Hostile Mob target handoffs need compatible modded clients on both sides of the transfer. Only BepInEx is required.

For the full supported feature set, install the same version on the host/server and all players. On a local host, the host installation also supplies its own client safeguards. A dedicated server coordinates ownership between players without simulating their objects.

See it in action

These FiresGhettoNetworking Addon recordings show the shared directional grid using the optional BotanicOwnerDebug overlay. Standalone uses the same grid, but keeps simulation on players rather than moving shared objects to the server.

Ownership from above

Ownership from above

Ownership while moving

Ownership while moving

How it works

Player-owned simulation — CPU: clients

With KeepOwnershipOnCellExit=true (default), vacated cells keep their last owner. Shared fields favour a suitable player with a better connection. Here, Player 2 has 25 ms ping versus 80 / 140 ms for the others. Simulation stays on players; a dedicated server does not take over shared fields.

Standalone ownership: players retain their routes; shared fields favour the better-connected player.

Colours identify players. This example illustrates the full grid with compatible client installations; click the preview for the full-size animation.

Configuration

Start with the defaults. Configure gameplay on the host/server; modded clients follow its settings. Find configuration, admin commands and compatibility details in the Thunderstore Wiki.

How it works and what to expect

Your nearby grid prepares interactive objects for local use. Where players' fields overlap, a suitable player with a better measured connection takes ownership; a small margin and overlap hold avoid needless switching. Hostile Mobs normally follow their current player target's ownership. A high-ping target can use a better-connected player near the mob instead, without changing the attack target.

Locally owned interactions avoid another player's connection delay. Shared objects and shared combat can still depend on the selected player's connection: this edition never moves simulation to a dedicated server. Open inventories, refilling, burning and other supported active use protect ongoing actions before a handoff.

Queued fermenter output and boss summons also retain their source owner until the native delayed action finishes.

Native sign and portal-name editing keeps the edited object's owner until the player moves. Ownership is confirmed before the text window opens; other objects keep their normal grid behavior.

Friendly magic summons and bosses retain vanilla ownership. Static walls/floors and loose item drops also remain outside the grid. This edition has no PUP FPS integration. Do not combine it with TooManyLags - FiresGhettoNetworking Addon.

Report bugs and ideas

Real-world testing is still limited. Please share bugs and ideas through GitHub Issues.

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