


This modpack uses EWD to improve performance by reducing location density. Specifically, it focuses on restructuring how locations and combat areas are placed in the world.
In vanilla Valheim, many high-instance locations can generate very close to each other. This includes dungeons, large stone structures, Goblin Camps, Dvergr Towers, Charred Fortresses, and other combat-heavy areas. When several of these exist within the same loaded area, performance issues can occur, even if nothing is rendered on screen.
A key detail is that locations and dungeon interiors load as soon as an area becomes active, not when a player enters them. This means several nearby locations can impact performance simply by being present.
This mod addresses that issue by reorganizing location placement rules using Expand World Data.
This mod uses Expand World Data to do the rework using the expand_locations.yaml file.
Location entries are ordered by priority, and order matters. Locations near the top of the file are generated first, and locations lower in the file must respect the rules established by earlier entries.
High-instance and combat-heavy locations are spaced so that they are less likely to overlap within the same active area. This reduces the likelihood of multiple heavy locations being loaded at once.
The result is a more evenly distributed world where large locations are present, but not clustered.
The file is intentionally divided into clearly labeled sections, with comments explaining purpose and tradeoffs. The most important configurable sections are near the top of the file.
Boss altars are configured with a higher quantity than vanilla.
This increases the likelihood that players will encounter boss altars naturally during exploration instead of having to search far from established areas.
If you prefer a distribution closer to vanilla behavior:
This retains improved spacing while restoring a more traditional boss progression feel.
In vanilla Valheim, merchants are unique, meaning only one of each can exist in the world.
By default, this rework sets unique: false for vendors. This allows multiple instances of traders to appear, improving accessibility and reducing long-distance travel requirements.
If you want to restore vanilla merchant behavior:
unique: true on vendor entriesThis will limit the world back to one of each trader.
This section adds additional fragments of Drynwynn to the world.
The goal is to support multiplayer environments where multiple players may want access to Drynwynn without conflict or long delays.
By default:
If you prefer the original behavior:
Doing so restores the default single Drynwynn fragment behavior limited to Ashlands.
This modpack is the Tame version of Multiplayer Location Overhaul.
The Tame version stays mostly within vanilla biome expectations, with limited and clearly labeled exceptions. The focus is on spacing, accessibility, and performance while preserving familiar world structure.
This version is well suited for:
A separate Mixed version of Multiplayer Location Overhaul exists as a different modpack.
The Mixed version allows more aggressive biome mixing and redistribution and prioritizes spacing and variety over vanilla placement patterns.
If you are looking for a more diverse world layout, consider the Mixed version instead.
By spacing high-instance and combat-heavy locations apart, this mod reduces the likelihood that multiple heavy locations are loaded at once.
This helps keep performance more consistent as exploration expands and more of the world becomes active.
For best results, this mod is recommended alongside:
Multiplayer Vegetation Reducer
Vegetation reduction lowers baseline instance counts
Location spacing reduces clustered instance load
Together, these mods address both background load and location-based spikes without removing content or changing progression.
Multiplayer Location Overhaul reorganizes where and how locations spawn using Expand World Data.
The Tame version preserves the feel of vanilla Valheim while reducing location clustering, improving accessibility, and supporting long-term shared worlds.