AsyncSave
Moves Valheim's world and character saves off the main thread, so saving no longer freezes the game.AsyncSave
AsyncSave moves Valheim's world and character saves off the main thread, so a save no longer freezes the game. Nothing about the save format changes — the bytes it writes are the bytes vanilla would have written.
The two halves are independent and neither syncs anything over the network, so the same DLL runs unmodified on a dedicated server, a client, or a host, any mix is supported.
How it works
World save (server or host)
Vanilla's ZNet.SaveWorld clones every ZDO in the world into a fresh list, on one frame, and only
then hands it to the writer thread. AsyncSave replaces that with a coroutine that walks
ZDOMan's sectors across many frames, serializing each ZDO straight into a reusable buffer, while
the writer thread waits on it.
Character save (anywhere there is a local player)
Vanilla's minimap save writes 8.4 million individual booleans through a BinaryWriter, then
gzips the result and writes the .fch synchronously. AsyncSave bulk-copies the explored arrays
(two memcpys producing the identical byte sequence), then hands compression, hashing and the
file write to a background worker. The parts that touch Unity-owned or gameplay-mutated state stay
on the main thread.
The character save made on quit, logout and shutdown always uses the untouched vanilla path, so the last save before the scene goes away is never in flight.
Automatic stand-downs
If the mod cannot safely run — it fails to patch ZNet.SaveWorld, the .fch layout is not the one
this build was written against, the revision hooks are missing, or the host is big-endian — it
disables the affected half or falls back to FullScan for that session only and logs why. Your
config file is never rewritten, so the setting you chose is still there next launch.
Requirements
BepInEx. No dependencies on other mods. Incompatible with SmoothSave (they patch the same paths); BepInEx will refuse to load both.


