
DogHausTweaks
The DogHaus server's own plugin: winter freezing, fuel and warmth for modded lights, building balance, terrain health, craters, smooth tools, build grid, stack splitting, faster loading. Numbers come from the server.DogHausTweaks
The DogHaus Valheim server's own plugin. One DLL, several small parts, each patching only its own code. It is made for the DogHaus Valheim modpack and is meant to be installed through it, on the server and every player.
Every gameplay number lives in BepInEx/config/DogHausTweaks.balance.txt. The server's copy is sent to every player
when they join, so the server owner tunes the game by editing that file and restarting the server - no pack update.
What it does
Winter and warmth (needs Seasons)
- Deep winter can freeze you: long stretches of Cold, being wet, and the middle of the night turn into Freezing. Frost gear or a frost-resist mead, a fire under a roof, or a lit placed torch keep you safe. When wet, frost gear does not help - a frost-resist mead, a fire under a roof or a placed torch still do.
- Snow is dry, rain is wet: falling snow (including the winter "rain") never makes you Wet and never puts a torch out. Real rain and thunderstorms do both. The Mountains and Deep North freeze you at once, as in the plain game; the Ashlands and dungeons are never touched by the winter rules.
- In winter you only get Rested with a roof and a fire.
- Lit torches give a small warm zone, never Rested. A torch in your hand on a summer day makes you overheat.
- Modded always-lit lights get a real fuel system; fireplaces smoke; ship lamps are capped and warm-only on small ships.
- Snow on buildings follows the winter: it builds up through early winter, peaks late in winter, then thaws a step
each day so spring arrives on bare roofs (needs Seasons; days set in the balance file's
[snow]section). - Sweep a roof: the hammer's repair swing on a snowy piece knocks its snow off (costs a swing of stamina). Pieces built in winter start clean.
Ships and sea
- A heavy hold slows a ship and its steering: load is the cargo, everything the crew carries, installed Shipyard upgrades and anything loose on deck. Normal load = full speed, the ship's limit = 40%, never below a third. Heavy ships lean more under sail, roll more and take more damage. The helm shows "Load N kg / limit - N% speed"; the tiller hover shows the normal load.
- Rowing gets faster with more crew; the Oars upgrade helps only while rowing, Ropes only under sail.
- Storm waves pound a crewed ship (worst side-on). An empty boat in deep water takes storm damage and drifts unless anchored; the shallows and the beach are safe. Running into rock, ice or shore hurts the hull - faster and heavier is worse.
- Serpents hunt at night and in storms, far from land. Nights on deck make you Wet and cold even in clear weather (only Cold while snow falls).
- Winter sea: icebergs early and late in winter, frozen sea in the middle; more and bigger icebergs in the open ocean.
Fire
- Only enemies can set your buildings alight, and only once the Elder is dead: fire thrown or swung by Surtlings, Fulings, cultists, Charred and the like spreads slowly (one new piece about every minute), a few pieces per attack - 4 after the Elder, 2 more for each further boss.
- Rain on an unroofed fire, a hammer repair swing, or the piece falling puts it out. Chests, crafting stations, smelters and fermenters never burn. Your own torches, fires, fire arrows and bombs spread nothing. The Ashlands keep the game's own rules.
Creatures and bosses
- Starred creatures drop trophies and rare items more often (a 2-star has 5x the chance of a 0-star), not more hide, meat or bone. Common drops are a quarter lower. Bosses, boss-progression and quest items, and tamed animals are untouched.
- Meat follows the seasons: less in spring and summer, more in fall and winter.
- Bosses have 25% more health and hit 25% harder, with 30% more health for every extra player nearby. Same drops.
- Big creatures leave craters when their attacks hit the ground (wards respected).
Building
- Costs, health, support and comfort of Balrond, Odin, CoreWood, FineWood and Missing Pieces building pieces brought in line
with vanilla; the server can hide any piece from every build menu (
[hidden_pieces]in the balance file - built ones stay). - Hammer out: look at a piece to see its health bar and support.
- The build menu shows each piece's health, structure, weaknesses and comfort; crops show their growth speed.
- Armor-stand swaps (Runic Display Stands) take the normal equip time.
- Crafting stations reach 25% farther, and their upgrades may stand 25% farther away (
[stations]in the balance file). - Press J for a world grid; pieces, seeds and saplings snap to it (controller: LT + X with a hammer, hoe or cultivator out).
Terrain
- Ground has health: a pickaxe digs less in hard ground; bedrock 12 m down is marked with a deep thud and icy ground. The deeper you dig, the more stone.
- Hoe tools, grouped by job: Level ground, Level (2x2 / 4x4 / 8x8), Raise ground, Smooth (round), Smooth (square, 1 m grid), paths and paved roads, Reset ground (square), Restore ground (square), Lower ground, Water (2x2 / 4x4 / 8x8). Size and strength of the round tools use AdvancedTerrainModifiers' scroll keys.
- The square hoe tools (Pathen, Paved road and Paved road (path) square, Smooth, Reset, Restore ground) come in 1x1 / 2x2 / 4x4 / 8x8: hold Shift and scroll. Edges sit on the 1 m world grid; cost and tool wear grow with the area. Every sized hoe tool starts at its smallest size (squares 1x1, Level and Water 2x2) and keeps your last size until you quit.
- Hoe strength / sharpness (Ctrl + scroll) starts at 50% for every hoe terrain tool and each tool remembers yours.
- Levelling uses and gives stone: raising ground more than 0.25 m uses stone at the pickaxe rate (more the deeper); cutting more than 0.25 m into the world's own ground gives back a quarter of what a pickaxe would. Not enough stone = the level is refused. Ground built up above its original height gives no stone back when cut away (Level, Restore or Reset).
- Reset ground: 1x1 is free; 2x2 and bigger settle stone exactly like Restore ground (filling dug holes uses stone, filled by the share you can pay).
- Level and Water are one tool each: Shift + scroll picks the size, plain scroll the height (Level: 0.25 m steps up to 2 m above or below your feet, back to your feet each time you pick it; Water: how deep the pool sits). A short message shows the size, its cost and the height. The camera does not zoom while they are out.
- Lower ground and Water are admin tools: they are only on the Bronze hoe, which can't be crafted (F5:
spawn HoeBronze; Bronze hoes made before 3.1.0 keep working). The Water tool places a pool of real water 4 m deep, lined with tar (2 / 8 / 32 Tar by size; the hammer removes it). - Terrain tools cost by brush size: Raise ground costs stone, Lower ground flint and stamina (refused without enough stamina), paved roads flint, cultivated grass dandelions; dirt paths are free. Bigger brushes wear the tool faster.
- Controller (the game's Default controller layout): LT + right stick left/right = the size of every sized hoe tool and the round tools' brush (stick right = bigger), LT + right stick up/down = the Level / Water height, LT + D-pad left/right = sharpness, 5% a press (with a smooth or raise tool out; otherwise LT + D-pad still zooms the minimap), hold LB while placing = Level / Paved road (square) to the spot you point at. The camera stays still while LT is held.
- The scythe picks berry bushes and reaches farther as your Farming skill grows.
Quality of life
- Inventory: optional Minecraft-style stack splitting (Ctrl + right-click takes half, right-click while holding puts one down; controller RT + X). Off in the DogHaus pack - the server's [qol] right_click_split switches it.
- Higher breeding limit, crafting stations repair your gear, named chests, loading-screen tips.
- Every key the pack adds is listed in game, with the controller buttons next to it: Compendium (inventory screen) > DogHaus: Controls (with a controller in use it shows your controller's own button pictures).
- Controller: LB + A at an armor stand swaps your armor (Y on the keyboard), at an item stand takes one item, and at a smelter, kiln or fire pulls all fuel / ore from nearby chests (AzuCraftyBoxes' Left Shift). Balrond Lightkeeper and Hearth Marks, while you look at one: LT + A / LT + X / LT + D-pad left/right do their Alt + E / Ctrl + E / + and -; LT + A on a fire = obey / ignore its Lightkeeper. Their prompts show the controller buttons.
- A sundial next to the season icon: its shadow tells the time, sunrise and sunset move with the season, and the 24-hour time (HH:MM) shows under it.
- One capped sleep per night; mining can drop flint.
- Large Custom Raids files load in seconds instead of minutes (faster world start).
- Faster game start (up to about 20 s): the big building mods' art loads from a quick-loading copy kept in BepInEx\cache (about
300 MB, made once in the background). Turn it off with
Enabled = falsein_doghaus.bundlecache.cfg.
Server-owned settings for other mods
The balance file's [mod_settings] section sets settings of a fixed list of mods that do not sync themselves
(BetterArchery, PersistentRaids, Odin's Kingdom, Odin's Food Barrels, Balrond Shipyard, ExtraSlots, ZenUI, Zen ModLib,
Quick Stack Store, AutoFeedRedux): <plugin GUID> | <section> | <key> = <value>. The values are saved into each player's
own config files for those mods. Settings a mod only reads at game start take effect from the player's next launch (on a
dedicated server, after the restart that follows the one that wrote them).
Server commands
Typed by an admin in the in-game console (F5) - the game sends them to the server - or, on a dedicated server, typed straight into the server's own console window (for example a hosting panel's console):
announce <text>- a message in the middle of everyone's screengive <player> <item> [amount]- items at a player's feet (prefab names:Wood,SwordIron...)summon <player> <creature> [amount] [level]- creatures next to a player (level 2 = one star, 3 = two)skipseason [count]- jump to day 1 of the next season. Only the Seasons calendar moves: everything seasonal (crops, freezing, night length, snow) follows the new season at once, but the world clock does not, so fires, smelters and growth timers are not fast-forwardedseasonoffset [days]- show how far the calendar has been moved, or set it (0= back to the real calendar)
Any other console command the server knows (vanilla, Server Devcommands) also works from the server console; for
cheat commands type devcommands there first.
Version check
The server refuses players whose DogHausTweaks version differs from its own (Valheim's "Incompatible version" screen). It also checks every other mod the pack installs: if one differs from the server's version, the server refuses you and names the mods. The fix is the same every time - in r2modman, update only the DogHaus Valheim row, never "Update all".
Troubleshooting
To switch parts off, create BepInEx/config/DogHausTweaks.disable.txt and list the parts' IDs, one per line
(for example doghaus.winterfreeze or doghaus.qualityoflife; each part logs its ID when it loads). Delete the file to
switch them back on.