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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

  1. Close Valheim.
  2. Extract this archive into the Valheim game directory. Verify that the DLL is at Valheim/BepInEx/plugins/FastLoading.dll.
  3. 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.

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