ValheimPlus Temporary
Unofficial Iceskull Temporary fork of ValheimPlus with a camera-shake fix, shared map pins, adrenaline controls, configurable oats, Moose support, expanded gathering/storage and armor mould drop chances.ValheimPlus (Iceskull Temporary)
An unofficial temporary fork of ValheimPlus, packaged by Iceskull, with configurable oat processing, automatic windmill deposits, Moose support, additional gathering modifiers, more storage settings, separate armor mould drop chances, shared map pins, adrenaline controls and a camera-shake fix.
This package contains the complete ValheimPlus plugin. It replaces other ValheimPlus packages; it is not an add-on to install alongside them. This fork is not an official release from the ValheimPlus or Grantapher maintainers.
| Component | Version |
|---|---|
| Thunderstore package | 1.3.1 |
| ValheimPlus plugin | 1.3.1 |
| Valheim build used for validation | 1.0.20 |
| BepInExPack Valheim dependency | 5.4.2351 |
Installation
- Stop the game or dedicated server.
- Back up your existing ValheimPlus configuration. Disable or remove other ValheimPlus packages and any manually installed duplicate ValheimPlus DLLs. Only one ValheimPlus plugin should be loaded.
- Install Iceskull-ValheimPlus_Temporary with r2modman or another compatible Thunderstore mod manager. BepInEx is installed through the declared dependency.
- Keep your existing
BepInEx/config/org.bepinex.plugins.valheim_plus.cfg. The package does not ship a replacement configuration. If using a new mod-manager profile, copy your existing configuration into that profile before launching. - Update the dedicated server and every client to plugin version 1.3.1. For a manually managed server, install the matching DLL from the GitHub release.
- Start the game using the mod manager's Start modded option. Check the BepInEx log for
Loading [Valheim Plus (Iceskull Temporary) 1.3.1].
If a modpack also installs another ValheimPlus package, keep that other package disabled when using this fork.
Version and identification
Starting with 1.3.1, the plugin, main-menu label, GitHub release and Thunderstore package use the same Major.Minor.Patch version. This continues the existing package version sequence. The main menu identifies this fork as ValheimPlus 1.3.1 (Iceskull Temporary).
The Thunderstore package remains Iceskull-ValheimPlus_Temporary, so existing installations receive this release as an update. Keep using the existing ValheimPlus configuration file.
Disable camera shake
[Player]
enabled = true
disableCameraShake = true
The existing disableCameraShake setting now covers native camera shake from hits, effects and world events. Both the [Player] section and this setting must be enabled. Existing configurations continue to use the same setting; no new camera-shake option is required.
Upstream updates and existing configurations
This fork includes map pin sharing, adrenaline controls, Deep North additions and fixes from upstream 10.4.0.0, while retaining this fork's existing configuration names and behavior:
- Armor mould settings remain in
[Moulds]withcallerDropChanceMultiplier,vanguardDropChanceMultiplierandprotectorDropChanceMultiplier. - Timberwood and Petrified Tissue continue to use
[Gathering] frostwoodandgoldOre. oatProcessing, protected oat quantities, the shared windmill queue and complete-stack return behavior remain available.- Drakkar, Grausten Chest, Wardrobe and Barrel settings retain occupied inventory slots when dimensions are reduced.
On upgrade, the new [Pickable] seeds setting is initialized from the effective flowersAndIngredients value only if seeds is absent from both the current configuration and any imported legacy configuration. This preserves an existing seed boost once and saves the new setting. An explicitly configured seeds value, including 0, is kept under the normal configuration import rules. Fresh installations default to 0. After migration, seeds and flowers/ingredients can be adjusted independently.
Shared map pins
[Map]
enabled = true
syncPins = true
syncPins shares supported map pins through the server and defaults to false. The server saves the world's shared pins so players can receive them after reconnecting or joining later. Pins from other players appear faded until adopted by clicking them on the large map. Deleting a shared pin removes it for everyone. Death, spawn and ping markers stay local.
Install the same plugin version on the server and clients, and keep the game's shared map data enabled to see shared pins. displayCartsAndBoats now also displays the Drakkar.
Adrenaline and trinkets
Enable [Adrenaline] to use these percentage modifiers, which all default to 0:
| Setting | Changes |
|---|---|
gainMultiplier |
Adrenaline gained |
decayMultiplier |
How quickly adrenaline drains after gains stop |
trinketCostMultiplier |
Adrenaline required to activate equipped trinkets |
surgeDurationMultiplier |
How long activated trinket effects last |
100 doubles the selected value. -100 stops adrenaline gain or decay for those settings. Trinket cost and effect duration treat values below -99 as -99. Item tooltips show the adjusted cost and duration.
More resources and pickables
[Gathering] now includes obsidian, ice and softTissue; each defaults to 0 and uses the existing percentage modifier convention. dropChance now applies to chance-based resource drops as described, while guaranteed resource drops retain their guaranteed chance.
[Pickable] adds separate seeds, moltenCores and frostCores modifiers, and covers newer edible, material and valuable pickables such as Lingonberries, Kale, Poteitr, ore and gemstones. Each section still needs enabled = true to apply its modifiers.
General fixes prevent duplicate output during partial auto-deposits, reliably disable low-chance loot when lootDropChanceMultiplier = -100, restore free placement rotation after settings are reapplied, and guard breeding/taming code on objects without creature components.
Caller, Vanguard and Protector armor moulds
Enable [Moulds] to adjust the drop chance of each armor set independently:
[Moulds]
enabled = true
callerDropChanceMultiplier = 100
vanguardDropChanceMultiplier = 100
protectorDropChanceMultiplier = 100
Each setting applies to the set's helmet, chest and leg moulds. The section defaults to disabled and all three modifiers default to 0, preserving the existing behavior.
100doubles the existing chance;200triples it.-50halves the chance;-100disables the selected set's armor mould drops.0keeps the existing chance. These settings change chances, not drop quantities.
Native Valheim 1.0.20 chances per armor piece, before these modifiers:
| Armor set | Source | No stars | One star | Two stars |
|---|---|---|---|---|
| Caller | Hexen | 5% | 5% | 5% |
| Vanguard | Either Krigen variant | 3% | 6% | 12% |
| Protector | Either Krigen variant | 3% | 6% | 12% |
These are individual chances for each helmet, chest or leg mould, not a chance to receive the complete set. For example, callerDropChanceMultiplier = 100 changes each Caller mould's base chance from 5% to 10%.
When [LootDrop] is enabled, its lootDropChanceMultiplier is applied first and the selected armor-set modifier multiplies that result. Two 100 modifiers therefore give four times the original chance, up to the game's guaranteed-drop limit. Native star and world-resource behavior remain in place.
Only the nine armor mould prefabs are affected. Weapon, shield and key moulds keep their existing behavior.
Timberwood and Petrified Tissue
Enable [Gathering] and choose percentage modifiers for the two resources:
[Gathering]
enabled = true
frostwood = 100
goldOre = 100
frostwoodmodifies Timberwood (Frostwood) produced through the existing Gathering drop-table path, including northern tree logs.goldOremodifies Petrified Tissue (GoldOre) released when petrified rotten troll parts are broken. The normal killing, petrification and destruction sequence remains intact.- Both default to
0, which preserves the normal amount.100doubles the quantity;-100removes that resource's drops. Other resources in the same table retain their own Gathering settings.
Drakkar, Grausten Chest, Wardrobe and Barrel storage
Each container has independent column and row settings. These defaults preserve its native size:
[Inventory]
enabled = true
drakkarInventoryColumns = 8
drakkarInventoryRows = 4
graustenChestColumns = 8
graustenChestRows = 5
wardrobeColumns = 5
wardrobeRows = 10
barrelColumns = 6
barrelRows = 2
| Container | Columns | Rows |
|---|---|---|
| Drakkar | 6–8 | 3–30 |
| Grausten Chest | 3–8 | 3–20 |
| Wardrobe | 3–8 | 3–20 |
| Barrel | 3–8 | 2–20 |
The Drakkar uses its own settings independently of the longboat. Restart after changing these settings so containers load with the configured dimensions.
When reducing a container's size, occupied columns and rows remain accessible after loading. This also preserves items saved in the older inventory format. Once those positions are empty, a later load can use the smaller configured size.
Choose oats or oat flour
To produce oats for recipes such as oat milk, set the following in your existing configuration:
[Windmill]
enabled = true
autoFuel = true
autoDeposit = true
oatProcessing = Oat
Oat: oat seeds become oats, which are automatically deposited into nearby chests and retained for other uses.OatFlour(default): automatic processing continues through both native steps,OatSeeds -> Oat -> OatFlour.
In Oat mode, move an entire oat stack from a chest into your player inventory and return it to allow milling into flour. If the windmill is full, the returned oats wait in the chest until there is room.
Taking and returning only part of a stack does not release those oats for further processing. A transfer that only partly succeeds because the player's inventory is full also keeps both portions protected. Merging stacks and saving/loading preserve the separate protected and processable quantities.
One shared input queue
The windmill processes queued inputs in insertion order. For example, with maximumBarley = 50, adding 5 Oat Seeds followed by 5 Oat displays 10/50 items.
Each input keeps its own recipe: the seeds produce 5 Oat, and the oats produce 5 Oat Flour. In Oat mode, the newly produced oats stay in the chest until the entire stack is taken into your inventory and returned for another pass through the queue.
maximumBarley controls the shared capacity for all windmill inputs. When filling free slots automatically, processable intermediate oats take priority over new raw seeds so a continuous seed supply does not prevent flour production.
Oat flour stock threshold
[Windmill] stopAutoFuelOatThreshold stops automatically pulling oats when nearby chests hold at least the configured amount of oat flour. It defaults to 0, which disables the threshold. For example, 100 stops automatic oat intake once nearby flour reaches 100.
Barley and oat seeds can still be pulled, and already queued inputs continue processing. This threshold works alongside oatProcessing; it does not release protected oats in Oat mode or change manual insertion.
Automatic deposits
Processed output, including partial batches, is automatically placed into nearby chests when autoDeposit is enabled. Existing stacks are preferred; only the quantity that cannot fit drops normally. Barley continues to use its native recipe.
Moose support
Moose and All recognize adult Moose and calves in [Procreation] and [Tameable]. Enable the section whose settings you want to use; the two sections work independently.
For example:
[Procreation]
enabled = true
animalTypes = All
partnerCheckRangeMultiplier = 200
creatureLimitMultiplier = 200
For the validated Valheim build, these multipliers increase the Moose partner range from 3 to 9 meters and the nearby creature limit from 5 to 15. The separate population check radius remains 10 meters. Calf growth settings and the breeding/growth information options also recognize Moose.
Validation
The packaged DLL passed 2,850 runtime assertions on a local Valheim 1.0.20 dedicated server. The matching GitHub release notes describe the checked features and validation limits.
Shared map pin logic was separately covered by 78 automated checks for the preceding release.
The earlier oat, Moose, Gathering and storage features have also been manually tested in-game. Automated checks cover the other changes as described in the release notes; this does not claim a full rendered-client or connected-multiplayer test.
Source, credits, and license
Based on ValheimPlus and Grantapher's maintained fork. Credit belongs to the original authors, Grantapher, and all contributors. The additional changes and this temporary package are maintained by Iceskull7.
Distributed under the GNU Affero General Public License v3.0. The full license is included as LICENSE.md.
To switch to a different ValheimPlus package, replace the installed package on both the server and clients and keep only one ValheimPlus DLL installed.
