NaturalDisasters
Ten server-authoritative natural disasters: earthquake, ocean tsunami, tornado that lifts you, sandstorm, blizzard, meteor shower, volcanic ash, blood moon, supercell lightning, wildfire. Forecast HUD, lightning rod, water bucket.Natural Disasters
Ten localized natural disasters for Valheim, run by the server, felt by everyone nearby. An earthquake cracks the ground under your base, the ocean itself rises into a tsunami that floods the beach, a tornado lifts you off the ground and drops you, sandstorms blind and slow you while sand-coloured undead hunt you in the dust, blizzards freeze you unless you find shelter or a fire, meteors burn the forest, volcanic ash brings Twitchers, a blood moon calls Fenrings and bats, supercells throw bursts of lightning at your rooftops, and wildfires spread with the wind and leave black scars behind.
Every event is announced on screen ("Dark clouds gather... a tornado is forming", in the same style as the new-day message), shown as a coloured circle on the map, forecast under the minimap, approaches gradually, plays its own sound bed with random impacts, and cleans up after itself. Events start around you — or between you and your base — with a radius of 220–380 m, some only by day or by night, and harder ones unlock as you defeat bosses. The disasters themselves never take a building below 30 % durability and wards protect against them — but the creatures they bring fight your walls like any other monster. Every rule is a config value synced from the server.
Testing build. This is an early public version. Please report anything odd on Discord: https://discord.gg/qBJh7Bn2k7 — type
ntldstr reportin the console, then attach the file it writes (see Reporting bugs below).
Requirements
- Valheim 1.0 (Steam, current version)
- BepInExPack_Valheim 5.4.2350 or newer
- Jötunn 2.30.1 or newer
Install the mod on the server and on every client, same version. Disasters are decided and simulated by the server (or the host in a hosted game); clients render what the server tells them. A client without the mod will not see events, will not be affected, and will desync ownership of pushed objects.
Installation
r2modman / Thunderstore Mod Manager (recommended)
- Install BepInExPack_Valheim and Jötunn (they are pulled in automatically as dependencies).
- Install Natural Disasters.
- Start the game with Start modded. The config file
BepInEx/config/wallachianvikings.WVDWS.cfgis created on first launch.
Manual
- Install BepInEx and Jötunn.
- Copy
WVDWS.dlland the wholeassetsfolder from this package intoBepInEx/plugins/NaturalDisasters/(theassetsfolder must stay next to the DLL). - Launch the game once to generate the config.
Dedicated server
Install exactly as above in the server's BepInEx/plugins. Edit the server's wallachianvikings.WVDWS.cfg to tune gameplay; those values are pushed to every client on connect (client-side copies of gameplay values are ignored). Audio, VFX quality, forecast HUD and language stay local to each player.
The events
| Event | What happens |
|---|---|
| Earthquake | Camera shakes in pulses, dust and pebbles jump off the ground, the sea churns, structures take capped damage. Deep rumble with random rock cracks and booms. Rubble Trolls — and sometimes a Rubble Golem — come out of the shaking ground. |
| Tsunami | Only after a recent earthquake and only on a low, broad coast. The sea draws back, then a ~28 m wall of the game's own water rises offshore and rolls onto the beach. It lifts swimmers and ships, carries you inland, hits buildings once, then recedes. |
| Tornado | (day) A dark condensation funnel under a wide rotating storm deck — hundreds of clouds, scud racing in low, lightning flashing inside the deck, rain near the funnel — travels across the zone. Inside the suction radius you are pulled in, spun, lifted into the air and dropped — with normal fall damage. Debris and dust everywhere. |
| Sandstorm | (day) Visibility drops to ~18 m, sand streaks past the camera. Running into the wind is very slow and drains stamina, running with it is faster, jumps are pushed downwind and you drift while airborne. Sand Skeletons and the occasional Sand Wraith come out of the dust. Shelter protects. |
| Blizzard | Horizontal snow, howling wind. Standing exposed engages the game's own Freezing status (icon, health drain, frosted screen) plus frost ticks. A roof or a nearby fire protects — but any fire that is not inside a shelter (roof and walls) is put out by the storm. Frost Fenrings, Wolves and Ulv roam. |
| Meteor shower | (night) Clusters of burning meteors with trails and shooting stars; impacts start fires. Ember Surtlings and Charred warriors spawn near the impacts. |
| Volcanic ash | Grey ash and glowing embers fill the air, the sky goes dark, the ground rumbles and booms. Breathing it outside a shelter gives you Ash lungs: 0.5 health per second (configurable) and slower stamina regeneration. Ash Twitchers swarm you, with Charred warriors among them (melee only). |
| Blood moon | (night) Night falls, the moon turns red, the land is bathed in red light. Blood Fenrings and bats hunt. |
| Supercell | Heavy rain, wind, and bursts of several lightning bolts at once — some aimed near (rarely at) exposed players. Near strikes crack instantly, distant thunder arrives later. Storm Draugr Elites and Abominations walk in. |
| Wildfire | (day) Dozens of ground fires spread with the wind, ignite trees and wooden buildings, char what they touch and leave black burn marks on the ground for half a day. Blaze Surtlings and Charred warriors guard the flames. Burnt trees and buildings turn grey-black, leaves included. |
Where and when. A natural event picks a player, centres itself between that player and their nearby buildings (or on the player when there is no base), and takes a random radius of 220–380 m. Tornado, sandstorm and wildfire happen by day; blizzard, meteor shower and blood moon by night. Earthquakes and sandstorms can happen from day one; supercells and wildfires need one boss defeated, tornadoes and blizzards two, tsunamis and meteor showers three, blood moons four, volcanic ash five (Scheduler.ProgressGating = 0 turns this off). Forced console events ignore all of that. Only players close to each other share an event; groups far apart may get different events. Structures hit by the disasters themselves always keep at least 30 % of their maximum health; event creatures damage buildings normally and drop nothing.
Items
- Lightning Rod — Hammer → Crafting, forge level 2 (Iron 8, Copper 4, Wood 2). Attracts lightning within 40 m, takes repairable durability damage and conducts a little damage around its base. Place it away from where you stand.
- Water Bucket — workbench level 1 (Wood 10, Bronze 2). Equip it, press its hotbar key again to fill it near water, then use it next to a wildfire to put out fires in a 7 m radius (5 uses, 2 s cooldown). It does not extinguish your own hearths.
Commands (console with -console, host or server admin)
ntldstr help
ntldstr status
ntldstr report writes a bug-report file (see below)
ntldstr event list
ntldstr event force <event> [seconds] [radius]
ntldstr event clear
wvdws works as an alias for ntldstr.
Events: earthquake tsunami tornado sandstorm blizzard meteor volcanicash bloodmoon supercell wildfire.
Example: ntldstr event force tornado 90 160. Forced events start at your position immediately. A forced tsunami still needs a coast; set Tsunami.BypassEarthquakeForConsole = 1 to skip the earthquake requirement while testing.
Configuration
BepInEx/config/wallachianvikings.WVDWS.cfg. Gameplay sections are server-synced; [Audio], [VFX], [Forecast] and General.Language (en / ro) are local. Highlights:
[Scheduler]— in game days and percent: roll everyRollEveryMinDays–RollEveryMaxDays,ChancePercentper roll,CalmDaysAfterEventafter any event,SameEventCalmDaysper type, plusRadiusMin/RadiusMax,PreferBases,ProgressGating. Example — one 5 % roll per game month and two calm months after an event:RollEveryMinDays = 30,RollEveryMaxDays = 30,ChancePercent = 5,CalmDaysAfterEvent = 60.[<Event>]—Enabled,Weight,DurationGameHours,Radius, damage values,MobSpawns,MobLimit,MobSpawnInterval,MobPrefabs,MobName,MobTint(r,g,b) andMeleeOnlyfor the event's creatures,TimeOfDay(0 any / 1 day / 2 night),RequiredBossesandRequiredKeys(any global keys, e.g. from a season mod).[StructureDamage]— durability floor (never below 0.3), wards respected, material toggles.[Audio]— master / ambience / wind / impact / creature volume, audio distance, impact interval scaling.[VFX]—AnnouncementsandMapAreaon/off (local),Quality0 = Auto (default, adapts to your frame rate), 1 = Low, 2 = Medium, 3 = High; particle budget, cloud density, render distance, camera shake scale.[Sandstorm]— headwind slow, tailwind boost, jump push, airborne drift.[Blizzard]— frost damage, shelter/fire protection,ExtinguishFires+ExtinguishInterval.[VolcanicAsh]—AirPoisonDamageper second,ShelterProtection, Twitcher limit.[Tsunami]— wave height, length, speed, push, surge.[Tornado]— suction radius/force, lift force, lift height, funnel density.
Every key is described inside the config file itself; docs/CONFIGURATION.md in the package has the full table, the time units and scheduling recipes.
Performance
Tested on a GTX 1650-class machine. Leave VFX.Quality on 0 (Auto): it lowers decorative particle density when frames get slow and recovers slowly. Gameplay never changes with quality. If the tornado or wildfire still costs too much, set VFX.Quality = 1 and VFX.ParticleDensity = 0.6.
Reporting bugs
- Reproduce the problem, then in the console type
ntldstr report. - The mod writes
BepInEx/config/WVDWS/reports/report-<date>.txtwith your versions, the active events, the effective settings and the last part of the BepInEx log. - Post it on Discord together with what you did and what you expected: https://discord.gg/qBJh7Bn2k7
Please include whether you were host, client or on a dedicated server, and whether other mods are installed.
Known limitations (1.1.0)
- Charred looks and burn marks are local presentation; players who join after a wildfire do not see old burns.
- Event cooldown history resets when the server restarts.
- The water bucket's water belongs to your session, not to the item.
- Tsunami needs a real coastline with deep water in front of it; narrow inlets do not qualify.
Credits
Code, sound synthesis, funnel/burn textures and icons: FLmOds (Wallachian Vikings). Particle textures by Kenney (CC0). Wind, rain and fire recordings from OpenGameArt (CC0 / CC-BY 3.0, see assets/licenses/ATTRIBUTION.md). Built with BepInEx, Harmony and Jötunn. Native meteor, lightning, snow and creature effects are Valheim's own and are not redistributed.


