Comprehensive networking + server-authority mod with ZDO delta compression, WearNTear server/client CPU skips for invulnerable pieces, AoI-filtered RPC broadcasts, and a built-in per-client config auto-tuner.
Crossplay servers could fail to connect after installing FGN. "Force Crossplay" now defaults to "vanilla"
Per-peer adaptive send rate — each client now ramps from the auto-tune baseline up toward its own real link capacity
Auto-tune HIGH send ceiling raised (~8 -> ~32 MB/s) with a larger send buffer and queue, so a healthy link isn't artificially throttled.
HYPERBOOST toggle — one-switch max-throughput override (Steam send/recv rates + buffers) for benchmarking or high-bandwidth links. Default off; pinning everything wide open really isn't a great idea, but if you really want to, have at it (requires fires steamworks patcher on client as well as server)
Patcher-dependent settings (the recv-buffer tuning, including HyperBoost's recv side)
Crops should now grow correctly under server-side simulation
Clients no longer choke on default Steam bandwidth limits during big transfers.
The bandwidth lift now applies through other mods' socket wrappers instead of getting lost.
Fixed a compression bug that caused "Disconnected" drops on busy servers.
Items and graves stay put until the floor under them finishes loading instead of falling through.
Fall-through diagnostic logging is now off by default behind a toggle.
v1.3.6 tombstone/tames fix
graves and tames should stop dropping through structures on zone reload
v1.3.5 auto-tune adjustment
a strong PC on a high-ping connection no longer gets dropped to low settings. your hardware sets the ceiling, a bad connection only nudges it down a step
player smoothing/prediction are left to the clients preferences again, auto-tune doesn't force them on
v1.3.4 stability pass for big/busy servers
smoother on rented/shared hosts, now TRYING to read the actual server box specs not the hosts specs
"Update Rate" renamed to "ZDO Send Rate"
better disconnect logging to track down any hiccups
v1.3.3 multi-player area fixes + permission-mod compat
players flying / hits from across the map fixed. BulkTransferGuard was the cause, replaced with BulkTransferGate (raises ServerSync send queue gate at the source instead of suppressing ZDOMan.SendZDOs)
delta compression self-heals now — full vanilla keyframe every 5s per peer/zdo so a dropped packet doesn't desync fields forever
RPC router stopped wasting cycles forwarding server-targeted RPCs to itself
IsActiveAreaLoaded gate uses vanilla active-area only, megabases stop choking on it
CreateDestroyObjects NRE prune. fires when permission mods like TargetPortalProtection block portal destroy on the dedi and leave m_instances out of sync
broad server ownership auto-skips portals when TargetPortalProtection is installed
misc log + diagnostic tidy
v1.3.2 realized the error of my ways
compat with serversync send limits
added experimental server ownership toggles... basically ports the rest of server simulations. off by default
v1.3.1 fixes for compression conflicts with SC
v1.3.0 server + bandwidth performance pass:
ZDO delta compression — server only re-sends ZDO fields that changed (wire-compatible with vanilla)
Client-side support skip — invulnerable pieces stop running UpdateSupport, max-support pinned at Awake
Shared invulnerability classifier — Immune + Ignore both treated as zero-damage
AoI-filtered SpawnedZone rebroadcast — server-side rebroadcast bound by AoI radius instead of all-peers
Public-test build gating — ready for live valheim updates
Internal reorg —
v1.2.1 per-client Auto-Tune system added:
Network/hardware probe runs on first login (latency, jitter, frame time, bandwidth, hardware fingerprint), picks a LOW/MED/HIGH tier, applies tier-appropriate settings automatically
Two-axis tier scoring (machine vs link) — strong client on a clean-latency link no longer dragged down by server-bottlenecked bandwidth measurements
Rolling monitor re-probes every 5 minutes after initial probe; tier auto-corrects if conditions change mid-session or initial probe was contaminated by startup traffic
Server self-tune scores host CPU/RAM and applies tier presets to ZDO throttle / AI LOD / RPC AoI / queue size / extended zone radius / Steam buffers (default ON)
Per-server cache (7-day TTL, hardware-fingerprint-aware) so reconnecting picks up the established tier
Steam SendBufferSize wired up (per-connection outbound buffer, up to 2MB) — addresses k_EResultLimitExceeded errors during initial-sync floods
Asymmetric send-rate pattern (Min stays at safe baseline, Max scales with tier) — no risk of pushing a slow client harder than they can handle
ZoneLoadBatchSize (formerly stubbed) now wired into ZNetScene's per-frame creation cap via runtime helper; HIGH-tier clients consume zone backlog 4x faster
ZPackage Receive Buffer config bound and applied (no-op on Valheim's bundled Steamworks build but ready when SDK updates)
Default Enable Server Auto-Tune flipped ON (was OFF in 1.2.0)
Default Enable Client-Side Interpolation flipped OFF (was ON before — the rest of the networking improvements deliver smooth positions on their own; turn back ON if you still see snap/teleport)
README rewritten with proper documentation of features, auto-tune, server-authority patches, and the four client-side knobs that are the only settings users should ever touch
v1.2.0 removed log snapshots beta, will have to become its own mod someday soon
v1.1.9 adjustments to player positioning patches as well as default config settings, added a new beta feature for login snapshots as well
v1.1.8 better client position handling for players with higher ping differences (only works when installed on server and client)
v1.1.7 various tweaks and a bug fix for accidentally hiding the player-player poistion sync in configs
v1.1.6 better server checking for renamed assemblys
v1.1.5 fixes to server authority ai patches. improved performance, stopped causing issues with interactions and monsters...
v1.1.1 fixed single player running logic as dedicated server and spamming errors finally
v1.1.0 compatibility updates
v1.0.2 update for not playing well with wackies db