Valheim
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Render Limits

Allows changing how far away zones are rendered, loaded and generated.

Install on the server and optionally on clients (modding guide).

Possible uses

  • If you have a powerful computer, you can increase the limits for a higher draw distance (at the cost of performance).
  • If you want to take pretty picture of your entire base, you can temporarily increase the loaded area.
  • If you have performance issues, you can try reducing distant areas.

Configuration

The config can be found in the <GameDirectory>\BepInEx\config\ folder after the first start up. Or changed with the render_config command. The mod reloads the file when it changes. On a server, joined players get the new values at once.

Each zone is a 64x64 meter area.

On multiplayer, the mod must be installed on the server. The mod replaces the game simulation distance setting and the -simulationdistance server option. If a client has higher values than the server, the client gets the server values. If a client has lower values, the client keeps its own. Clients without the mod use the game setting, limited by the server.

1. Zones

  • Active zones (default: 1): Amounts of zones that are active around the player. Creatures are active in this area.
    • The client sends its value to the server. The server limits it to Loaded zones minus one and uses it for that player.
  • Loaded zones (default: 2): Amounts of zones loaded around the player. Structures are visible in this area.
  • Generated zones (default: 4): Amounts of zones generated around the player. Large static objects like trees are visible in this area.
  • Real terrain visibility (default: 0): Visibility in meters. If 0, the game decides from loaded area.
  • Force active (default: none): Zones that are always active. Use the force_active command to modify this.
    • The list is saved for each world. Lists from older versions are ignored and must be added again.
    • Note: When using this near buildings, make sure to include the whole building.
    • Otherwise it might collapse because only a part of it is loaded.

2. Quality

  • Clutter visibility (default: 45): Visibility in meters.
  • Lod bias (default: none): Level of detail limit (increase to show smaller objects, vanilla is from 1 to 5 but even 100 works).
  • Pixel light count (default: none): Light detail (bigger the better, vanilla is from 2 to 8).
  • Shadow cascades (default: none): Improves shadows near the camera (bigger the better, vanilla is from 2 to 4).
  • Shadow quality (default: none): 0: off, 1: hard only, 2: all.
  • Shadow distance (default: none): Max distance for shadows in meters (vanilla is from 80 to 150).
  • Shadow resolution (default: none): Shadow quality. From 0 to 3.

3. Server limits

  • Maximum generated zones (default: 10): Maximum generated zones. Loaded zones and active zones are also limited by it.
    • This prevents a typo from freezing the game or the server. Increase it only if your computer can handle it.
  • Allow force active (default: false): Whether clients can have force active zones.
    • The client sends its zones to the server. The server keeps them active and gives the client the objects in them.
    • The server can refuse the list. Then the client does not use force active.
    • Force active can be used to collapse buildings by only loading a part of them.
  • Maximum force active zones (default: 64): Maximum force active zones for each client.

Credits

Thanks for Azumatt for creating the mod icon!

Sources: GitHub

Donations: Buy me a computer

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