
WildGlow
Model-attached collectible motes and soft light spill with day/night variants. Sparse columns, brighter mushrooms and subdued ore/bush glow. Per-effect controls. Common items, trees, structures, dropped items and greydwarf nests excluded.WildGlow
Client-side collectible effects for Valheim. Each collectible keeps a sparse vertical column alongside motion suited to its material: pollen, spores, berry glints, mineral flecks, hive loops, chest seam dust or orbiting fragments. Includes 58 styles and four detailed mote silhouettes per style.
Version 0.4.4
Lighting changes.
Features
- Mushroom spores now rise through the full column at a consistent upward pace, avoiding a dense slow cluster at the base. Their flecks are smaller and translucent with shorter tails. Dandelion motion is unchanged.
- Every effect retains the doubled-height column. Default density is 0.6: 38 main motes instead of 64, plus fine dust, glints and short trails.
- Daytime uses quieter material emission. Nighttime emphasizes trails, sparkle and soft model emission. Automatic transitions follow the game clock;
Appearance.VariantModecan beAuto,DayorNight. - Ore surface textures, fracture lines and added crystal geometry are removed. The original node appearance is preserved; the working surface motes and sparse columns remain.
- Plants, hives, chests and other world collectibles sample their visible readable model triangles, with physical-surface fallback. Effects follow those model transforms. Large deposits retain their six-sided collider sampling.
- Whole-model glow uses the original shader, albedo, texture tiling and leaf transparency. Ore self-emission is reduced by about 92% and berry bushes by about 94% from 0.4.3; mushroom self-emission is increased 25%. These are shader settings, not measurements of perceived brightness.
- Actual surrounding illumination now accompanies every eligible model. Broad overlapping point lights sit above the visible bounds, with shared intensity and coverage extending beyond the model. Small models request one source, large ones up to four; the nearest groups share a 24-light budget. Buried deposit samples do not inflate lighting bounds. Original materials restore and lights are removed when an effect ends.
- Structures and greydwarf nests are excluded before drop/style classification. Building components, doors, Fuling village parts and bone rib props receive no WildGlow effects. World chests and collectible hives remain eligible under their existing ownership rules. All mote movement and artwork are unchanged from 0.4.3.
- Dropped
ItemDropobjects are always excluded, including with an oldIncludeLooseItems = trueconfiguration. Vanilla dropped-item effects remain. - Close ordinary pickups share an effect within a 2.5 m maximum group diameter. Mixed groups use the most common style. Deposits retain an independent effect covering their whole node, so nearby plants cannot shift their origin.
- Beech, pine and fir trees, saplings, small/shrub variants and generic shrubs are excluded, along with flint, Surtling cores, common wood/stone and wildlife. Loose Fir cones remain collectible. Player-built objects stay excluded by default.
The labels magic and treasure are artistic behavior choices, not official rarity tiers or drop-rate estimates. Magic covers black/molten/frost cores and Dyrnwyn fragments. Treasure covers amber, ruby, crystal and dragon eggs. Ore deposits keep geological effects, and Surtling cores remain excluded. All categories keep columns.
Installation
Install WildGlow through r2modman or Thunderstore Mod Manager in your Valheim profile. BepInExPack_Valheim is required. Start the game once to generate the configuration.
For a local build, use Import local mod and select Local-WildGlow-0.4.4.zip. The local package uses Local as its author label. Copying a DLL directly into the game folder does not create an entry in the manager. Manual installation is also supported: extract the included BepInEx directory into Valheim's installation directory.
Use one installation method per launch setup. Avoid an extra manual WildGlow DLL in a profile that already contains the managed copy.
Settings and previews
BepInEx creates BepInEx/config/local.valheim.wildglow.cfg. Existing config values remain in effect on upgrade. For an existing config, set Appearance.Density = 0.6 and Appearance.VariantMode = Auto to use the new default look; preserve your other preferences. The package intentionally does not overwrite your config.
Other defaults: Height = 2, Speed = 0.9, Dust = 1, TrailLength = 2, Twist = 1.45, AreaGlow = 1.2. Appearance.AreaGlow controls model emission globally; zero restores the original materials. Lighting.SpillIntensity = 0.6 controls actual surrounding light, and Lighting.SpillRange = 3 adds reach beyond model coverage. Performance.MaxSpillLights = 24 caps total sources; zero disables spill. Mote Brightness is independent of lighting. Legacy LightRange, LightIntensity and MaxAreaLights values are ignored.
Each [Style.<id>] has SurfaceGlow and LightSpill controls. Defaults for SurfaceGlow: mushrooms 1.25, berry bushes 0.065, geological styles 0.085, other styles/fallback 0.15. LightSpill = 1 is the multiplier for that style. These work alongside the existing Enabled switch; no effect is shown when disabled. For mixed pickup groups, surrounding light uses the group's majority style, while surface emission follows each member's style.
With the game console enabled, run wildglow_preview carrot, wildglow_preview mushroom, wildglow_preview honey, wildglow_preview copper or wildglow_preview blackcore. Each creates a local demonstration for 30 seconds. Console previews have no real collectible mesh; ore surface attachments must be checked on an actual deposit. wildglow_preview stop clears the demonstration. wildglow_reload reloads configuration. wildglow_status reports the loaded version, nearby model anchors, emissive material counts and active spill lights to the console and BepInEx log.
Validation and limitations
Compiled against the locally installed Valheim/Unity/BepInEx assemblies. Build, binary linkage, coverage geometry and material/light lifecycle checks pass. Tests cover outside-model source placement, whole-bounds reach, shared brightness, budgets and cleanup. They do not simulate Unity rendering. Actual brightness, hotspot visibility and performance need an in-game playtest.
The light spill approximates a diffuse source with broad, shadowless real lights; it is not true emissive-mesh global illumination. It can light nearby grass, terrain and characters, but may also spill through nearby thin walls. The nearest-group budget can leave more distant models with motes and self-glow only.
Local asset inspection confirmed that Valheim's vegetation and static-rock shaders expose _EmissiveTex and _EmissionColor. The plugin also supports standard _EmissionMap materials. Unsupported custom shaders retain their original appearance. Readable static meshes provide mote attachments, with physical-surface fallback. Shader-only foliage movement is preserved for the model's emission; particle anchors follow the underlying mesh/transforms.
No save, loot, networking or original game textures are modified. Remove the package through the manager to disable it in that profile.
Individual effect switches
In BepInEx/config/local.valheim.wildglow.cfg, set Enabled = false within the desired [Style.copper], [Style.mushroom], [Style.honey], or other style section. All 58 switches default to true and are listed in WildGlow-effects.cfg. [Style.fallback] controls unlisted/modded collectibles. Reload using wildglow_reload, or edit while Valheim is closed. The preview also exports your on/off selections.
Feedback and support
Join Vassteels workshop for bug reports, suggestions, config help and screenshots. Include your mod version, game version and steps to reproduce when reporting a problem.