
GuakRogueWaves
Multiplayer-synced rogue ocean waves for Valheim sailing.GuakRogueWaves
Multiplayer-synced native ocean surges for Valheim.
GuakRogueWaves makes ocean travel feel heavier and more alive without spawning a fake water wall. By default, synced surge events temporarily boost Valheim's own WaterVolume.CalcWave waveFactor, so the visible water and boat buoyancy come from the game's native ocean. A safe foam/spray cue marks incoming surges so you can actually see the "oh no" moment before the boat reacts.
The creepy ocean creature / roar idea is not included yet.
Stability (2.7.0 public pass)
This release went through a dedicated public stability pass: conservative default pacing and heights, a fail-closed land-safety mask (dry land and ankle-deep water get zero wave effect, even over player-terraformed ground), beached ships fully protected from giga damage, all Harmony patches exception-contained, and surge magnitude synced from the event spawner so every modded client computes the same water. A Debug/DebugForceGigaNow config exists purely for testing giga waves on demand.
Feel Pass (2.7.2)
The 2.7.1 safety tune was too gentle. 2.7.2 raises native surge strength, open-ocean chop, normal wave height cues, and boat pressure/yaw forces so normal waves feel like something you actively sail through again while keeping the no-fake-wall and land-safety rules.
Rough Ocean Mode (2.8.0)
2.8.0 pivots away from chasing one perfect giant wave. RoughOceanMode makes open-ocean transportation itself hostile: higher native waveFactor, higher wind floors, constant speed loss, cross-current shove, yaw/broach pressure, and pitch chop. Normal rogue waves are smaller again and act as extra weather events on top of an already unpleasant sea.
What It Does
- Uses native Valheim water deformation for the wave physics and visible water.
- Makes open-ocean sailing persistently choppy and challenging with rough-ocean mode.
- Temporarily spikes Valheim's own wave factor during synced ocean-surge windows.
- Keeps the older additive long-swell profile as an opt-in legacy setting only.
- Adds a safe non-physics foam/spray warning line for incoming native surges.
- Keeps risky crest surface meshes disabled in native mode unless you explicitly opt in.
- Adds storm surge sets: lead swell, main surge, aftermath swell.
- Adds shore/base spectacle surges that start offshore and roll toward the coast.
- Fades normal and shore waves shortly after the crest passes so they do not carry boats far past the moment.
- Makes shore-crossing waves harmless on dry land and ankle-deep shoreline so players are not lifted into the air.
- Keeps placed structures safe. Buildings, docks, lights, chests, portals, crops, and other player-built pieces are not targeted or damaged.
- Adds boat-class-aware handling: rafts get shoved most, karves sit in the middle, longships punch through normal waves best.
- Models a full boat crossing arc: dip, climb, crest, drop, recover.
- Normal waves challenge steering and speed without constantly flipping boats.
- Giga waves are rare, storm/open-ocean events that can damage ships near the crest.
- Boosts open-ocean chop and storm chaos through Valheim's own wind/wave system.
- Syncs surge events through Valheim RPC so modded friends get the same ocean timing.
Boat Feel
Normal waves are meant to be rideable. A longship should shoulder through most storm swells when you keep the bow managed. A karve should feel more nervous. A raft can get pushed off course and slowed hard, but regular waves should not be instant capsizes.
Giga waves are the exception. They can carry and overpower boats, but a healthy longship aimed well into the wave should still have a chance.
Shore/Base Rule
If you are far inland, rogue waves stop. If you are near the ocean or a large water source, the ocean can still show wave activity so shore bases get the view.
Shore-mode surges are capped smaller than open-ocean surges, start from deep water, travel toward shore, and use native ocean intensity instead of damaging or moving buildings.
Useful Config
After first launch, edit:
BepInEx/config/eden.valheim.roguewaves.cfg
Preset Tuning
Want the mod calmer? Start with the Rough Ocean section. These are the main feel knobs.
Chill ocean:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 2.0
RoughOceanStormExtraMultiplier = 1.15
RoughOceanMinWindIntensity = 0.72
RoughOceanStormMinWindIntensity = 0.90
RoughOceanBoatDifficulty = 0.85
[Storm]
OpenOceanChopMultiplier = 1.8
StormWindChaosMultiplier = 1.25
Default rough ocean:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 3.15
RoughOceanStormExtraMultiplier = 1.35
RoughOceanMinWindIntensity = 0.88
RoughOceanStormMinWindIntensity = 0.98
RoughOceanBoatDifficulty = 1.45
[Storm]
OpenOceanChopMultiplier = 2.75
StormWindChaosMultiplier = 1.65
Spicy ocean:
[Rough Ocean]
RoughOceanWaveFactorMultiplier = 4.2
RoughOceanStormExtraMultiplier = 1.55
RoughOceanMinWindIntensity = 0.94
RoughOceanStormMinWindIntensity = 1.0
RoughOceanBoatDifficulty = 2.1
[Storm]
OpenOceanChopMultiplier = 2.75
StormWindChaosMultiplier = 2.0
Mostly vanilla ocean:
[Rough Ocean]
RoughOceanMode = false
[Storm]
OpenOceanChopMultiplier = 1.0
StormWindChaosMultiplier = 1.0
Key settings:
NativeOceanSurgeModeLegacyAdditiveHeightProfileNativeSurgeFoamCueEnabledAllowExperimentalSurfaceInNativeModeNormalWaveFactorSpikeGigaWaveFactorSpikeSurgeRadiusMultiplierNormalMinHeightFeetNormalMaxHeightFeetWaveHeightOverdriveSwellLengthMultiplierPreTroughDepthScaleTrailingChopScaleRoutePredictionStrengthHeadSeaChancePercentCrossSeaChancePercentNormalWaveBoatStabilizerNormalWaveBoatStabilityWaveRideSurgeForceWaveRidePitchForceWaveRideHeaveForceWaveRideRollForceWaveRideYawForceAllowNearVerticalPitchShoreSpectacleDistanceFeetShoreWaveFrequencyMultiplierShoreBreakDepthMetersShoreBreakHeightBoostShoreCrashEnabledShoreMaxHeightFeetShoreSearchRadiusMetersMinOffshoreDepthMetersWaveSetsEnabledNormalPostPassFadeSecondsGigaPostPassFadeSecondsStormWaveSetMinCountStormWaveSetMaxCountWaveSetSpacingSecondsGigaMinHeightFeetGigaMaxHeightFeetGigaChancePercentPerAttemptGigaDamageEnabledStormWindChaosMultiplierThunderstormWeightMultiplierOpenOceanChopMultiplierRoughOceanModeRoughOceanWaveFactorMultiplierRoughOceanStormExtraMultiplierRoughOceanMinWindIntensityRoughOceanStormMinWindIntensityRoughOceanBoatDifficultyOpenOceanWaveFrequencyMultiplierVisualWavesEnableddefault offVisualParticleSprayEnabledVisualCrestSurfaceEnabledexperimental, default offVisualSurfaceAlphaexperimental, default0VisualFoamAlphaVisualSprayRateVisualMaxDistanceMeters