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NoSnowyBiome
Removes the snow accumulation visual effect from vegetation-like world objects and whitened minimaps in selected biomes, mainly for custom biomes added by Expand World Data
| Last updated | 2 weeks ago |
| Total downloads | 125 |
| Total rating | 0 |
| Categories | Mods Client-side World Generation AI Generated |
| Dependency string | sighsorry-NoSnowyBiome-1.0.2 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333JereKuusela-Expand_World_Data
Allows adding new biomes and changing most of the world generation.
Preferred version: 1.63.0README
NoSnowyBiome
In Valheim, snowy visuals on pieces, vegetation and minimap is hardcoded. Thid mod removes the snow accumulation visual effect from vegetation-like world objects in selected biomes, mainly for custom biomes added by Expand World Data.
The active build handles two things:
- Vegetation-oriented world object snow visuals
- Minimap high-altitude whitening
Expand World Data is the intended setup because this mod reads custom biome rules from expand_biomes.yaml.
Snowy visuals of vegetations and pieces over altitude > 50
After installing this mod and configuring to not have snowy visuals
(Can't remove snowy visuals on pieces for now unfortunately)
Minimap color is like mountains for zones that is higher than altitude 50 although it is not mountain
After installing this mod and configuring those biomes to not have whitened minimaps
Now the minimap color somewhat fits the custom biome
What It Reads
This mod supports extra fields inside Expand World Data's expand_biomes.yaml biome entries:
noSnownoSnowMinAltitudenoSnowWhiteningnoSnowWhiteningMinAltitude
These are not official Expand World Data fields. NoSnowyBiome reads them from the same synced YAML and applies its own behavior.
expand_biomes.yaml Example
- biome: MyCustomBiome
terrain: Plains
nature: Plains
noSnow: true
noSnowMinAltitude: 50
noSnowWhitening: true
noSnowWhiteningMinAltitude: 50
Meaning:
noSnow: trueEnables snow visual removal for supported vegetation-like objects in that biome.noSnowMinAltitude: 50Starts removing supported object snow visuals at altitude50and above.noSnowWhitening: trueDisables minimap whitening for that biome only.noSnowWhiteningMinAltitude: 50Starts suppressing minimap whitening at altitude50and above for that biome.
Behavior Priority
For world object snow removal, priority is:
expand_biomes.yamlrule for that biome
If a biome does not have a noSnow YAML rule, the active build leaves that biome unchanged.
For minimap whitening, only YAML rules are used:
noSnowWhitening: trueenables biome-specific minimap whitening suppressionnoSnowWhitening: falseleaves that biome unchanged- If the field is missing, that biome is unchanged
If noSnowMinAltitude is missing but noSnow: true exists, the active build uses the internal default altitude 50.
If noSnowWhiteningMinAltitude is missing but noSnowWhitening: true exists, the active build uses:
noSnowMinAltitude- internal default
50
Installation
- Server doesn't need NoSnowyBiome.dll but if server's expand_biomes.yaml have those 4fields it can sync to clients.
- Clients should have NoSnowyBiome.dll for those fields to work on them. But they don't need expand_biomes.yaml entries because server sync those fields to them.
Supported Active Object Types
The active build attaches suppression to vegetation-oriented runtime objects such as:
StaticPhysicsPickablePickableItemPlantTreeBaseTreeLog
How Vegetation Suppression Works
The vegetation patch is simple:
- When a supported vegetation-like object wakes up, the mod checks its biome and altitude.
- If that biome has
noSnow: trueand the object is above the configured minimum altitude, the mod forces the material snow value_AddSnowto0. - If the shader uses the
_ADDSNOW_ONkeyword, that snow path is disabled as well.
In practice, this means the mod is not repainting the whole world every frame. It attaches to supported vegetation-style objects when they load, applies the no-snow material state, and then stops.
How Minimap Whitening Suppression Works
The minimap patch is separate from vegetation.
- Valheim stores a height texture that the minimap uses to brighten high-altitude areas.
- When the minimap is generated or loaded, the mod checks pixels that belong to biomes with
noSnowWhitening: true. - For those pixels, if the world height is above the configured threshold, the mod clamps the whitening contribution so the biome does not get forced to white just because it is high up.
This only changes the minimap's high-altitude whitening overlay. It does not change terrain textures in the world.
Why Pieces Are Not Patched In The Active Build
Vegetation and pieces do not expose the same controls.
- Vegetation shaders expose
_AddSnow, so the active mod can disable snow accumulation directly and cleanly. - Many build pieces use
Custom/Piece, and that shader path does not expose a matching_AddSnowcontrol in the same way.
That made piece handling much less reliable:
- direct suppress paths did not consistently remove the visual
- replacement-material experiments changed the look of the piece and could drift away from the original material appearance