ValheimEffectListCompat
Compatibility bridge for Valheim 1.0 (Unity 6): restores EffectList.Create 5-arg forwarder, Character.Message 4-arg forwarder (fixes OdinStorage), and fixes ZNetScene.RemoveObjects NRE cascade.Valheim Compatibility Bridges
A lightweight, robust two-component compatibility mod designed to restore legacy mod compatibility and eliminate game-breaking NullReferenceException cascades in Valheim 1.0 (Unity 6).
The Problems This Mod Solves
When Iron Gate upgraded Valheim to 1.0 (Unity 6000), two critical breaking changes broke dozens of existing mods and destabilized sector unloading:
1. MissingMethodException on EffectList.Create
In Valheim 1.0, Iron Gate added a 6th parameter (ZDOID targetZDO) to EffectList.Create:
// Legacy signature (used by dozens of existing mods):
EffectList.Create(Vector3 pos, Quaternion rot, Transform baseChild, float scale, int itemVariant)
// Valheim 1.0 signature:
EffectList.Create(Vector3 pos, Quaternion rot, Transform baseChild, float scale, int itemVariant, ZDOID targetZDO)
Any mod compiled against older versions of Valheim throws:
System.MissingMethodException: Method not found: EffectList.Create
2. AmbiguousMatchException in Harmony
When multiple overloads exist without proper parameter discrimination, Harmony lookups by method name fail with:
System.Reflection.AmbiguousMatchException: Ambiguous match found for EffectList.Create
3. Unity 6 ZNetScene.RemoveObjects NRE Cascade (5,000+ Errors per Session)
In Unity 6, native C++ object destruction and managed reference lifetime behavior changed. When objects leave player sectors, ZNetScene.RemoveObjects iterates m_instances.Values. If an external mod destroyed a ZNetView or its associated GameObject during gameplay, vanilla code dereferences the dead object:
NullReferenceException: Object reference not set to an instance of an object
at ZNetScene.RemoveObjects (System.Collections.Generic.List`1[ZDO] currentNearObjects, System.Collections.Generic.List`1[ZDO] currentDistantObjects)
at ZNetScene.CreateDestroyObjects ()
at ZNetScene.Update ()
This causes an infinite loop of thousands of NREs every frame, severe stuttering, memory leaks, and broken entity despawning.
How It Works
This package provides a clean, two-layer architecture:
Valheim Game Launch
│
├──► 1. Preloader Patcher (ValheimEffectListCompat.dll)
│ ├─ Injected via Mono.Cecil before game assemblies load
│ ├─ Adds legacy 5-argument EffectList.Create forwarder
│ └─ Installs Harmony resolver hook for by-name patches
│
└──► 2. Runtime Scene Plugin (ValheimSceneCompat.dll)
├─ Intercepts ZNetScene.RemoveObjects
├─ Phase 1: Cleans dead/corrupted keys from m_instances
├─ Phase 2: Safely unloads entities leaving active sector
├─ Phase 3: Cleans up non-persistent owned ZDOs in ZDOMan
└─ Installs safety Finalizers on CreateDestroyObjects & RemoveObjects
Component 1: Cecil Preloader (ValheimEffectListCompat.dll)
- Location:
BepInEx/patchers/Ntxfloy-ValheimEffectListCompat/ValheimEffectListCompat.dll - Target:
netstandard2.0with zero dependencies on game assemblies. - EffectList Forwarder: Injects a lightweight IL wrapper that forwards 5-argument calls to the native 6-argument method with a default
ZDOID.None. - Harmony Resolver: Automatically directs ambiguous Harmony
EffectList.Createpatches to the primary game implementation by metadata token order.
Component 2: Runtime Scene Plugin (ValheimSceneCompat.dll)
- Location:
BepInEx/plugins/Ntxfloy-ValheimSceneCompat/ValheimSceneCompat.dll - Target:
netstandard2.1standardBaseUnityPlugin. - Safe Dictionary Sanitization: Sweeps and removes null/destroyed keys and dead references before iterating.
- Guaranteed Removal:
m_instances.Remove(zdo)is guaranteed in afinallyblock, ensuring clean sector transitions. - Vanilla Parity for Non-Persistent ZDOs: Correctly unregisters temporary owned entities (arrows, projectiles, transient VFX) via
ZDOMan.DestroyZDOinside an isolated block, preventing world database leaks. - Safety Finalizers: Catches and suppresses any rogue exceptions in
CreateDestroyObjectsandRemoveObjects, ensuring the game's main loop never aborts. - Smart Error Throttling: Logs the first occurrence of each unique exception signature immediately with full stack trace, then throttles subsequent occurrences to once per 10 seconds.
Configuration
Settings are saved in BepInEx/config/ntxfloy.valheimscenecompat.cfg:
| Category | Option | Default | Description |
|---|---|---|---|
ZNetScene |
EnableSafeRemoveObjects |
true |
Enables dictionary sanitization and guaranteed removal in ZNetScene.RemoveObjects. |
ZNetScene |
EnableCreateDestroyFinalizer |
true |
Installs a safety finalizer on ZNetScene.CreateDestroyObjects to catch unhandled third-party exceptions. |
ZNetScene |
PreventDoubleZNetViewGhostZDO |
false |
Experimental: Destroys duplicate ZNetView components on prefabs rather than creating unmanaged ghost ZDOs. |
Installation
Via r2modman / Thunderstore Mod Manager (Recommended)
- Install r2modman or Thunderstore App.
- Search for
ValheimEffectListCompatbyNtxfloyand click Download.
Manual Installation
- Ensure BepInExPack Valheim is installed.
- Download and extract the latest release archive (e.g.
Ntxfloy-ValheimEffectListCompat-0.1.7.zip). - Copy the
BepInExfolder from the archive directly into your Valheim game directory:- Patcher goes to:
Valheim/BepInEx/patchers/Ntxfloy-ValheimEffectListCompat/ValheimEffectListCompat.dll - Plugin goes to:
Valheim/BepInEx/plugins/Ntxfloy-ValheimSceneCompat/ValheimSceneCompat.dll
- Patcher goes to:
Building from Source
Requires .NET SDK and Valheim game references.
# Clone the repository
git clone https://github.com/Ntxfloy/valheim-effect-list-compat.git
cd valheim-effect-list-compat
# Build the solution
dotnet build -c Release
# Or package for Thunderstore
powershell -ExecutionPolicy Bypass -File .\package.ps1
License
This project is licensed under the MIT License.


