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NoStumpLeftBehind

Felled trees leave no stump behind. Out of the box this happens only on cultivated ground, the soil you prepare with the Cultivator, so your tree farm stays clean while the wild keeps its stumps. One line in the config file removes every stump everywhere instead, and each tree type can follow its own rule.

Only new stumps are affected. Stumps already standing in your world stay where they are.

Installation

With a mod manager (Thunderstore Mod Manager, r2modman, Gale): install it from the mod list, or click Install with App on this page. BepInExPack is installed alongside it.

By hand: install BepInExPack_Valheim first. Then unzip this package and put NoStumpLeftBehind.dll in Valheim\BepInEx\plugins\NoStumpLeftBehind\.

Start the game once, wait for the main menu and quit. The config file now exists.

Configuration

The config file is BepInEx\config\rhenn.nostumpleftbehind.cfg. Edit it with the game closed; the values are read at the next start.

  • Mod manager: open your profile, click Config editor and open rhenn.nostumpleftbehind. You can change the values right there.
  • By hand: open the file with Notepad. In Thunderstore Mod Manager it is at %APPDATA%\Thunderstore Mod Manager\DataFolder\Valheim\profiles\<profile>\BepInEx\config\, in r2modman at %APPDATA%\r2modmanPlus-local\Valheim\profiles\<profile>\BepInEx\config\, and for a hand install in Valheim\BepInEx\config\.

[General]

Key Default What it does
Enabled true Master switch. false makes the mod do nothing, whatever the other settings say.
RemoveStumps PerTree One rule for every tree type at once. See the table below.
RemoveStumps value What happens
PerTree The default. Each tree type follows its own line in [Trees]. Those all start as CultivatedOnly.
Always No tree ever leaves a stump, anywhere.
CultivatedOnly A stump is removed only if the tree stood on cultivated ground. Same as the default, but the [Trees] section is ignored.
Never Every tree leaves a stump, as in the unmodded game.

To get rid of every stump, change one line:

RemoveStumps = Always

Type values exactly as shown, capital letters included. A misspelled value is ignored and the default is used.

[Trees]

One line per tree type, used only while RemoveStumps is PerTree. Each can be Always, CultivatedOnly (the default) or Never. For example, to keep stumps in the wild but never leave an oak stump anywhere:

[General]
RemoveStumps = PerTree

[Trees]
Oak1 = Always

Tree types are named after the game's prefabs:

Line in the file Tree
Beech1 Beech
Birch1, Birch2 Birch
Birch1_aut, Birch2_aut Birch with autumn leaves (Plains)
Oak1 Oak
FirTree Fir
Pinetree_01 Pine
SwampTree1 Ancient tree (Swamp)
YggaShoot1, YggaShoot2, YggaShoot3 Yggdrasil shoot (Mistlands)
AshlandsTree1, AshlandsTree3, AshlandsTree4, AshlandsTree5, AshlandsTree6, AshlandsTree6_big Charred tree (Ashlands)
SnowFirTree, SnowFirTree 2 Snow-covered fir (Deep North). The second one really has a space in its name.
Pinetree_Snow, Pinetree_Snow_dead Snow-covered pine, living and dead (Deep North)
FirTree_big Big fir grown from a Deep North sapling

Any other tree that leaves a stump, from a game update or from another mod, gets its own line the first time you load a world.

Good to know about cultivated ground

  • The mod checks the ground at the base of the trunk. Make sure the patch the tree stands on is cultivated, not just the ground around it.
  • In the Deep North the game uses the cultivated marker for snow depth instead, so no tree there counts as standing on cultivated ground. For a Deep North tree farm, set its tree types to Always.

Turning the mod off without uninstalling it

Enabled = false

Every tree then leaves its stump, whatever the other settings say. Deleting the config file restores the defaults at the next start.

Multiplayer

Client-side. Whoever is closest to a tree decides what happens to its stump, using their own copy of the mod and their own config file. Every player who wants stumps gone needs the mod installed, and everyone should use the same settings for the same result all over the world. A player without the mod still leaves stumps behind the trees they fell. Nothing is sent from the server, the config is not synced, and a dedicated server does not need the mod.

Compatibility

No known conflicts. Trees added by other mods are picked up automatically if they leave a stump. The mod changes one thing only: whether the stump object is created when a tree falls. Logs, wood drops, and existing stumps are untouched. Only a mod that replaces the game's own stump-spawning code outright could interfere.

Something not working?

  • There is no config file. The mod did not load. Open BepInEx\LogOutput.log in the same profile and search for NoStumpLeftBehind. If the name is not there, the mod is not installed in that profile.
  • A stump still appears on cultivated ground. Check the value for typos, check that the ground under the trunk is cultivated, and remember that the Deep North never counts.
  • A tree line has no effect. RemoveStumps in [General] must be PerTree. Any other value overrides every tree line.
  • You want to see what the mod decided. Every felled tree writes one line at the Debug log level. BepInEx hides those by default; add Debug to LogLevels under [Logging.Disk] in BepInEx\config\BepInEx.cfg to see them in LogOutput.log.

Bugs and feedback

Include the mod version and your BepInEx\LogOutput.log in any report. Source code and a bug tracker are not published yet; a link will be added here when they are.

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