DryPits
Lightweight water physics: dig below sea level and pits stay dry until you open a channel to the sea or another flooded area. Dams, dry polders, docks and cellars.Dry Pits
Lightweight water physics for Valheim. Dig below sea level and keep pits dry until they connect to the ocean or another flooded area.
In vanilla Valheim the sea is a flat plane at 30 m in every zone, so any hole dug below it fills with water at once, even with no way for the water to get in. With Dry Pits a pit dug into what was dry land stays dry until you open a way to water.
- No connection to water - the pit stays dry.
- Dig a channel to the sea or another flooded area - water flows in over the lowest point and fills the pit up to its level.
Features
- Dry pits, cellars and docks below sea level.
- Water only enters areas connected to existing water, through trenches and passages you open.
- Raised sea floor becomes land for good: build a dam and dig a dry polder behind it.
- Swimming, boats, floating items, fish, fires, wear on buildings and the camera all use the local water level.
- Water levels are saved in the world and shared in multiplayer.
- Dungeons and caves placed in the world (for example by Open Dungeons) stay dry inside.
- A lightweight system, not a full fluid simulation: it only decides whether water has a way in.
- Does nothing in PlanetPrototype worlds, so both mods can be installed together.
Installation
Install with a mod manager, or put DryPits.dll into Valheim/BepInEx/plugins/. In multiplayer every player needs the mod.
Settings
BepInEx/config/local.valheim.drypits.cfg (or F1 / Configuration Manager):
General.Enabled- switching it off returns vanilla water at once.Water.FillSpeedMultiplier- how fast pits fill: 1 normal, 0 paused, up to 10; the final level is the same.Debug.VerboseLog- log zone switches and water records.
Credits
Made by Chistix: idea, design, direction and testing. Code written with Claude Code (Anthropic) as an AI coding assistant, under Chistix's direction.
