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FiresGhettoNetworking
BetterNetworking and Serverside Simulations had a baby... Features extended zone pre-loading, ZSTD compression, higher Steam send rates, server-side AI/events, ZDO throttling, AI LOD, and more for smoother, more stable multiplayer on dedicated servers.
| Date uploaded | 2 weeks ago |
| Version | 1.2.0 |
| Download link | VerdantsAscent-FiresGhettoNetworking-1.2.0.zip |
| Downloads | 520 |
| Dependency string | VerdantsAscent-FiresGhettoNetworking-1.2.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
# FiresGhettoNetworkMod
**Duct-taped networking wizardry for Valheim**
Look, let's be real: Valheim's vanilla multiplayer is... *fine*. It's P2P, it's janky when you have more than a handful of friends, and zone crossing can feel like waiting for dial-up in 2025.
So we said "screw it" and Frankenstein'd together the best parts of server-side authority mods, slapped on some compression, cranked the Steam send rates, and called it a day.
This mod is basically BetterNetworking and Serverside Simulations had a baby, with a few extra bells we thought were cool (extended zone pre-loading, AI LOD, ZDO throttling, player interpolation, etc.).
It's designed for beefy dedicated servers that can handle the extra load while making clients feel like they're playing single-player (hopefully).
## Is It Better Than The Originals?
Probably not!
Those other mods were made by talented people who know what they're doing... We just duct-taped them together, added some spicy extras, and hoped for the best. If you want pure server authority — go use Serverside Simulations. If you want compression done right, better networking or something of the sort there are plenty of dedicated mods for that.
This is the "I want ALL the things but don't want 17 mods" option. It works great on our overkill server, your mileage may vary.
## Features (The Duct Tape List)
- **Server pre-loads extra zones** — less stutter when running around like a maniac (hopefully)
- **ZSTD compression** — because who doesn't love smaller packets?
- **Higher Steam send rates + bigger queues** — less "waiting for server" in big fights.
- **Server-side AI & events** — monsters spawn even if you're exploring solo (balanced with player proximity).
- **ZDO & AI throttling** — distant stuff updates slower (saves CPU/bandwidth, combat stays crisp).
- **Client interpolation** — other players don't rubber-band as much.
- **Configurable everything** — including a big red warning not to enable server features on clients (infinite loading = bad times).
## Installation
1. Install BepInEx.
2. Drop this into BepInEx/plugins/.
3. Pray the duct tape holds.
## Warning
**SERVER-ONLY FEATURES ARE SERVER-ONLY.**
The mod auto-disables them on clients, but if you somehow force it... enjoy your infinite loading screen.
## Credits
- Shout out to better networking and serverside simulations... theyre the real heros
- Compression tricks borrowed from anywhere I could find (I have no shame)
- Tested on our my own Dedicated server, it didn't blow up yet
If it breaks, you get to keep both pieces. Feel free to fork it, fix it, make it better... on a good day I barely know what I'm doing. I just made this for me and only published it for easier sharing on our server
Enjoy smoother(ish) Valheim! 🔥🩹
CHANGELOG
- v1.0.2 update for not playing well with wackies db
- v1.1.0 compatibility updates
- v1.1.1 fixed single player running logic as dedicated server and spamming errors finally
- v1.1.5 fixes to server authority ai patches. improved performance, stopped causing issues with interactions and monsters...
- v1.1.6 better server checking for renamed assemblys
- v1.1.7 various tweaks and a bug fix for accidentally hiding the player-player poistion sync in configs
- v1.1.8 better client position handling for players with higher ping differences (only works when installed on server and client)
- v1.1.9 adjustments to player positioning patches as well as default config settings, added a new beta feature for login snapshots as well
- v1.2.0 removed log snapshots beta, will have to become its own mod someday soon
- 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-Tuneflipped ON (was OFF in 1.2.0) - Default
Enable Client-Side Interpolationflipped 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
- v1.3.0 server + bandwidth performance pass:
- ZDO delta compression — server only re-sends ZDO fields that changed (wire-compatible with vanilla)
- Server-side WearNTear skip — UpdateWear short-circuits for stable / invulnerable pieces
- 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 —
- v1.3.1 fixes for compression conflicts with SC