Multiplayer Vegetation Reducer
Reworks vegetation of each biome to use 60-80% fewer instances. Already explored areas are not affected. Pair with Multiplayer Location Rework for best results
| Last updated | 12 hours ago |
| Total downloads | 15 |
| Total rating | 0 |
| Categories | Modpacks |
| Dependency string | HivemindVWE-Multiplayer_Vegetation_Reducer-1.0.2 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
ValheimModding-YamlDotNet
Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 16.3.1JereKuusela-Expand_World_Data
Allows adding new biomes and changing most of the world generation.
Preferred version: 1.54.0denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
🪨🌲 Multiplayer Vegetation Reducer 🌲🪨
A performance-focused vegetation profile built using Expand World Data
What This Modpack Is
Multiplayer Vegetation Reducer is a preconfigured vegetation profile built using Expand World Data (EWD).
It does not add new gameplay systems or custom assets.
Instead, it uses Expand World Data’s vegetation controls to redesign how trees, rocks, cliffs, and environmental assets generate in your world.
The goal is simple:
- Reduce excessive vegetation instances
- Improve performance, especially in multiplayer
- Preserve biome identity and sandbox freedom
How It Works
Valheim struggles when thousands of objects go through its networking. Particularly in multiplayer with clients from different countries or long-running worlds. Reducing MonsterAI is effective but boring. This modpack aims to reduce vegetation to make combat and building perform better.
Using Expand World Data, this modpack reshapes vegetation generation to:
- Greatly reduce total instance counts
- Scale up remaining assets to retain visual presence
- Group vegetation intentionally instead of scatter spam
- Occasionally mix assets to prevent biome repetition
The result is a world that is lighter, cleaner, and more stable, without feeling empty.
Vanilla Compatibility (Client-Side)
All changes are applied to your world’s generation, not to client behavior.
- Players joining your world will see the changes automatically
- No client-side configuration is required to experience the results
- No custom assets or visual hacks are introduced
From the player’s perspective, the world simply feels different.
Design Philosophy: Emptiness Has Value
Valheim is a sandbox building game, not a densely scripted environment.
That means:
- Open space matters
- Flat, readable terrain matters
- Not every area needs clutter
In many cases, emptiness is intentional:
- It gives players room to build
- It improves combat readability
- It reduces visual and network noise
- It allows large structures to breathe
This modpack embraces that philosophy when shaping your world.
Why Vegetation Density Matters
Certain biomes such as Meadows and Black Forest can reach extreme vegetation densities.
It is not uncommon for:
- Dense forest areas to reach 5,000–7,000 vegetation instances
- Frac objects, build pieces, and player tamed animals to crowd networking updates
- Performance to degrade as your world ages
Reducing instance count at generation time is one of the more effective optimizations available.
Biome-Specific Notes
🌫️ Mistlands — Mist Is the Bottleneck
The main performance issue in the Mistlands is the quantity of mist volumes combined with high instance counts.
This configuration:
- Reduces mist significantly
- Preserves Mistlands identity via cliffs and Ygga trees
- Makes the Demister largely unnecessary
- Improves visibility and performance on many PCs
Most players find the Mistlands more enjoyable, not less.
🌋 Ashlands — Let the Heat VFX Carry the Biome
Ashlands performance is heavily affected by expensive heat distortion effects. The effect is beautiful and can be used to remove a lot of instances without losing its vibe.
Instead of layering dense geometry on top of those effects, this profile:
- Aggressively reduces clutter
- Uses large silhouettes instead of dense detail
- Opens space for combat and movement
- Makes sailing near Ashlands coasts less frustrating
The biome remains harsh and dramatic while staying performant.
🏔️ Mountains — Fewer, Larger Forms
Mountains are redesigned to:
- Remove many small rocks
- Replace them with fewer, much larger formations
- Preserve sharp “pointiness” through scale variation
- Introduce rare unused visual assets for observant players
This often looks more striking while being cheaper to run.
🌾 Plains, Swamp, Meadows, Black Forest
Other biomes follow the same approach:
- Lower total instance counts
- Larger trees and bushes
- Grouped vegetation instead of scatter spam
- Occasional cross-biome assets for visual variety
The result is a cleaner, more build-friendly world.
Installation & World Generation Notes
- Install normally via Thunderstore
- Built using Expand World Data
- Best used on new worlds
- Existing terrain will not retroactively change
Once installed, all changes apply naturally as your world generates.
Who This Modpack Is For
✔ Multiplayer groups
✔ Server owners
✔ Builders who want open terrain
✔ Players sensitive to lag or stutter
✔ Anyone who feels Valheim is overly cluttered by default
What This Modpack Is Not
❌ Not a gameplay rebalance
❌ Not a biome overhaul
❌ Not a content mod
❌ Not official Valheim content
It is a performance-oriented world-generation configuration.
Vegetation Is Only Half the Problem
This modpack focuses exclusively on vegetation.
While vegetation is a major contributor to instance count, it is not the only source of performance issues in Valheim.
Many of the most instance-heavy areas in the game are locations, not terrain:
- Stone tower ruins
- Large stone buildings
- Charred Fortresses
- Dungeons and crypts
A key issue is that dungeons are fully loaded before a player enters them.
They may not be rendered, but they still exist in memory and contribute to instance load as soon as they are within a loaded zone.
The same applies when multiple large stone structures generate close together.
Recommended Companion Modpack: Multiplayer Location Overhaul
For maximum performance gains, consider combining this modpack with:
Multiplayer Location Overhaul
This is a complementary Expand World Data configuration that focuses on expand_locations.yaml instead of vegetation.
Its core idea is simple and very effective:
- All high-instance and combat-heavy locations are classified as HighLag
- Expand World Data then ensures that only one HighLag location can exist per loaded zone
This prevents situations such as:
- 3–4 dungeons loaded at the same time
- 5–6 stone towers clustered together
- Multiple Charred Fortresses affecting the same area
In vanilla Valheim, any of these scenarios can cause noticeable performance degradation — especially in multiplayer.
Why Locations Matter So Much
In many cases, location density is a larger performance problem than vegetation density.
Even with reduced vegetation:
- Multiple dungeons in one zone will still cause lag
- Dense stone structures will still increase instance counts
- Combat-heavy areas stacked together amplify the problem
Location control often provides equal or greater performance gains compared to vegetation reworks alone.
Best Results: Use Both
For the strongest performance improvements in your world, use both modpacks together:
-
Multiplayer Vegetation Reducer
→ Reduces terrain-level instance noise -
Multiplayer Location Overhaul
→ Prevents high-instance locations from stacking
Together, they address both major sources of instance load in Valheim and provide the most consistent results for:
- Multiplayer servers
- Long-running worlds
- Combat-heavy playthroughs
- Performance-sensitive PCs
Final Notes
Valheim scales better with fewer, larger objects.
By leaning on Expand World Data’s strengths, this modpack helps your world:
- Perform better
- Look more intentional
- Support large builds
- Hold up in long-running multiplayer games
If you already use Expand World Data, this provides a ready-to-use vegetation philosophy without tuning thousands of values yourself.