FastLoading
Faster portal travel and dungeon entrances: destination terrain prepared early, loading sped up and fixed delays removed, with the game's arrival checks kept. Optional short fade into dungeons.FastLoading
FastLoading speeds up Valheim portal travel and dungeon entrances. Between two heavily built bases a portal trip went from 7-15 seconds to 2.5-4 on a large single-player world. The game's own area and floor checks are kept.
What it does
- Prepares the destination's terrain as you walk up to a portal, and puts it at the front of the game's terrain queue during the transition.
- Creates the destination's zones and objects faster while the loading screen is up, starting with what the arrival actually waits for; distant trees and bushes fill in over the first seconds after you arrive.
- Removes fixed minimum waits (the 8-second floor on portal travel, 2 seconds between teleports becomes 0.5).
- Keeps you safe on arrival: waits for a floor under a built destination and lifts you out if raised ground loads after you.
- Optional: a short fade to black into and out of dungeons (
Dungeon fade, off by default). - Multiplayer: with FastLoading on the host too, the destination's objects are sent while you walk to the portal.
Requirements
- Valheim with BepInEx 5 on Windows.
Install
- Close Valheim.
- Extract this archive into the Valheim game directory. Verify that the DLL is at
Valheim/BepInEx/plugins/FastLoading.dll. - If upgrading from Valheim Frame Budget, delete the old
Valheim/BepInEx/plugins/ValheimFrameBudget.dll.
Settings
Valheim/BepInEx/config/ru.ivest.valheimframebudget.cfg (the old plugin GUID keeps existing settings), all
changeable with Configuration Manager:
- 1 - General: Enabled.
- 2 - Transitions: Dungeon fade, Teleport cooldown, Narrow range while loading, Defer distant nature.
- 3 - Multiplayer: Early object delivery, Send boost (both need FastLoading on the host).
Only errors are logged: a game hook that could not be installed, usually after a game update.
What's new in 0.6.0
- Fixed: buildings could collapse after a teleport when they stood on ruins (such as the Black Forest towers) or rocks that 0.5.0 created too late. Nothing solid is held back any more, and a streamed-in piece is never judged for support while the objects around it are still appearing.
Dungeon fade, the settings down to the seven a player may want, the terrain cache sized from system memory, cheaper terrain rebuilds under built pieces, and a log that only shows errors.
See also
PortalPreview, a separate mod, shows where a portal leads inside its frame.
Problems and feedback
Write to me on Discord: https://discord.com/users/683075123816824940. Attach BepInEx/LogOutput.log from the game folder, or from the profile folder with a mod manager (r2modman: Settings → Browse profile folder), and say what you did when it happened.


