BeanheimNet
Bigger send window, higher Steam send rate, fairer send order, throttled fauna and fewer redundant updates for Valheim 1.0 servers and clients, with per-player telemetry. No version lock.BeanheimNet
Networking fixes for Valheim 1.0 dedicated servers and clients, with built-in telemetry. One DLL, installed on the server and on every client. No version lock: a player without it still connects and plays vanilla.
The problem
Valheim keeps at most 10 KB of object updates in flight per player and pins Steam's send rate at 150 KB/s. A player 150 ms away can receive at most about 68 KB/s, and the same limit caps what each player uploads. Building pieces are always sent before creatures, carts and dropped items. Fish and ambient animals write an update every frame they move. On a busy server this shows up as creatures that stutter or teleport, carts that freeze and snap, drops that appear seconds late and hits that land late.
What it does
Everything players cannot see ships on. The two features that change what players see, Cleanup
and ItemMerge, ship off.
| Feature | Effect | Default |
|---|---|---|
| SendWindow | Sizes each player's in-flight window from their measured ping instead of the fixed 10 KB | on |
| SteamTransport | Raises Steam's per-connection send rate from 150 KB/s to 1 MB/s | on |
| Scheduler | Sends to every connected player each interval instead of one player per frame; can raise the server's 30 fps cap | on |
| RelayThrottle | Limits how often fish, far creatures, far items, floating logs and sound effects are re-sent. Nothing near a player is slowed | on |
| Priority | Creatures, carts and drops next to a player no longer wait behind a distant building backlog | on |
| Deadband | Owners skip updates for movement under a centimetre or a degree; a moored ship gets a wider band | on |
| Telemetry | Per-player stats every 10 s in the BepInEx log and in BepInEx/BeanheimNet-stats.log |
on |
| Items | Periodic report of dropped items on the server; optional cleanup of old floating junk | report on, cleanup off |
| ItemMerge | Merges nearby plain stacks on the client that owns them | off |
Before and after
Two players in one session, one on LAN and one at 48 ms ping, fighting and moving through the same areas. Features were switched off for ten minutes and back on, live, with telemetry running throughout.
| Features off | Features on | |
|---|---|---|
| Server frame time | 47 ms | 28 ms (ServerTargetFrameRate 60) |
| 10 s intervals with updates left waiting | 90 % | 46 % |
| Largest backlog in one interval, remote player | 437,280 updates | 96,026 updates |
| Remote player, receive rate | 65–69 KB/s in almost every interval (the vanilla ceiling) | 44 KB/s at rest, up to 145 KB/s entering an area |
| LAN player, receive rate | up to 73 KB/s | up to 124 KB/s |
| Intervals with no backlog at all | 6 | 67, with 0 refused rounds and 0 waiting updates for both players |
One player's upload, measured on a separate day: 130 KB/s pinned at the Steam cap with thousands of updates deferred per ten seconds before, 44–52 KB/s with none deferred after.
Ping under load is the one number vanilla wins: during area arrivals the remote player's in-game ping was 104 ms with features off and 123 ms with them on, because a larger window queues more. At rest it was 86 ms and 93 ms.
Setup
- Install on the server and on every client (BepInEx 5).
- Config:
BepInEx/config/helix.beanheim.net.cfg. Edits are picked up within 5 s. No restart. - Dedicated servers do not read console input. Use the one-shot keys under
[11 Triggers](Census,ItemReport,ItemCleanupOnce,Stats): set one to true, it runs and resets itself. - Clients: console command
bnet stats | census | items | cleanup dryrun|run | reload | config. - Rollback:
[01 General] Enabled = false, live, makes every patch behave like vanilla. Delete the plugin folder to uninstall. Nothing persists in the world exceptCleanupdeletions, and only if it was enabled.
Advanced
Settings
02 SendWindow: window = ping ×TargetRateKBps(300) ×BdpFactor(1.25), clamped betweenMinWindowBytes(32768) andMaxWindowBytes(65536); vanilla 10240 when there is no ping reading. Includes queue-drain compatibility for mods that wait on the socket queue (ServerSync, Jotunn, ConditionalConfigSync) and raises Jotunn'sMaximumSendQueueSizewhile on. Refuses to install ifZDOMan.SendZDOsdoes not have the expected shape.03 Scheduler:SendIntervalSeconds(0.05) caps send rounds per player per second;FrameBudgetMs(4) bounds the time spent per frame.ServerTargetFrameRate(0 = vanilla 30): on a server that idled at 47 ms per frame, 60 gave 28 ms at the same CPU use.04 SteamTransport: SendRateMin and SendRateMax set toSendRateKBps(1024). Steam requires them equal. Applied globally and to live connections, and read back.05 RelayThrottle: rates in updates per second as near/far/beyond: fish 6/3/2, creature ∞/10/5, item ∞/5/3, floating ∞/5/3, effect 10/5/3, other ∞/∞/∞. Bands atNearMeters(40) andFarMeters(100). Distance is measured from the receiving player on the server and from the nearest loaded player on the client upload. Never throttled: never-sent objects, ownership changes, force-sends, players, ships, carts and non-Default object types. Nothing is dropped; a held update goes in the next round.06 Priority: score = distance −AgeWeight(1.5) × seconds since the last sync −SolidBiasMeters(64) for building pieces −NewNearBonusMeters(200) for never-sent objects insideNearMeters. Foreign-owned Prioritized objects and terrain keep their top tiers. Uses the live character position instead of the one the client reports every 2 s.07 Deadband: item 0.02 m / 2°, creature 0.01 m / 1°, other 0.01 m / 1°, velocity 0.05 m/s, moored ship 0.05 m / 2°. Measured against the last written value, not the last frame. One exact zero velocity is written when an object comes to rest. Never players, carts, Prioritized objects or a ship with anyone aboard.09 Items:Cleanupdeletes items older thanMaxAgeHours(6) of played time, farther thanProtectRadiusMeters(200) from every player, not withinBaseProxyRadiusMetersof aBaseProxyPrefabspiece, in water whenOnlyInWateris set, and not matchingProtectedPatterns. An item with custom data (every EpicLoot enchantment), a quality above 1, a max stack of 1 (all gear) or unreadable item data is never deleted. Every deletion is logged.10 ItemMerge: same name, quality 1, variant 0, no custom data, withinMergeRadiusMeters(5), checked everyMergeIntervalSeconds(30). Vanilla auto-stacks at 4 m, once per item and only while more than 200 drops are loaded.
Reading the stats line
deferred: updates that did not fit the window this round. Sustained non-zero with two or more players means the window is the limit. With one player it is always 0.refused: rounds that sent nothing because the queue was above the window.rttis Steam's ping;appis a ping through the game's own send queue.appincludes one server frame and one client frame (about 16 ms with the server at 60 fps, 33–76 ms at 30), so the queueing delay isapp − rtt − floor.throttled: updates held back by RelayThrottle this interval. They are sent later, not dropped.frame avgon a server line is the server's frame time;frames >50ms N >100ms Ncounts long frames in the interval.sched frames/served/budget-breaksappear when Scheduler is on.gc N heap N MB cpu N%: gen-0 collections in the interval, managed heap size, and process-wide CPU as a share of one core. A long frame with lowcpuis waiting, not working.steam-status ok N not-ok N last <EResult>appears when Steam's connection-status call fails; that player's window stays vanilla until it works.- Vanilla's own
Connections N ZDOS:X sent:Y recv:Zline is the cross-check. Both counters are 0 with one player. - To measure a change: turn one toggle off in the cfg, play ten minutes, compare the lines, turn it back on.
Compatibility
Every private game member is bound once at startup. A missing member disables only the features
that need it, with a logged reason. Every patch body is wrapped: an exception logs once per minute
and that call falls back to vanilla. If Smoothbrain Network, ValheimTune, NetworkPerformanceSystem,
ReturnToSender, BetterNetworking or VBNetTweaks is loaded, only telemetry is installed. At boot the
plugin lists every other Harmony patch owner of the methods it touches ([owners] lines).


