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Procedural Roads
Adds procedurally generated roads to your Valheim world.
| Date uploaded | a day ago |
| Version | 1.4.0 |
| Download link | warpalicious-Procedural_Roads-1.4.0.zip |
| Downloads | 356 |
| Dependency string | warpalicious-Procedural_Roads-1.4.0 |
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: 5.4.2333ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.27.1README

Procedural Roads
Generates a network of roads throughout the Valheim world. Increases world generation time.
Features
- Adds road networks throughout the world.
- Configurable road amount and width.
- Roads are generate per island. To increase the amount of roads in the world increase the percentage of total islands you would like to generate roads.
- API for mod developers to register their locations for road network connection.
- Support for custom locations from Expand World Data or other mods.
- Required on both client and server.
Road generation process
- Road generation starts after all locations have been placed.
- First we detect all the islands in the world.
- Get the users island percentage config, i.e if 50% islands then we select 50% of total islands to give roads.
- For each selected island, we select generate a road network within the island locations.
- Within the island, we find locations and build a network of roads between them. Some locations are prioritized over others, such as bosses and dungeons. Some locations are excluded entirely.
- Once we have locations, pathfind between the locations using A* pathfinding, avoiding rivers, steep slopes, and water.
- Once road is defined, paint the road as stone path or dirt path. Then smooth each point of the road to fit the surrounding terrain.
Instructions
- Roads will automatically generate for new worlds.
- Please make a backup before adding roads to an existing world!
- To add roads to an existing world, use the road_generate command shown below. You can validate using the road_pins command to see where roads were placed. Then you can use road_clearpins to remove the road_pins on your map.
- Please note, I have not done extensive testing on how roads impact terrain within or around player builds. Roads could potentially generate directly through an existing build.
Console Commands
All commands require cheats enabled (devcommands).
| Command | Description |
|---|---|
road_generate |
Generate roads for an existing world. Use after adding mod to an existing save. |
road_pins |
Place map pins at road start points for visualization. |
road_islands |
Detect islands and place pins at their centers. Optional args: [cellSize] [minCells] |
road_clearpins |
Remove all map pins added by ProceduralRoads. |
road_debug |
Show road point info near player position (for troubleshooting terrain issues). |
Donations/Tips
I make mods because I enjoy it and want to make Valheim more enjoyable for everyone. If you feel like saying thanks you can tip me here.
| My Ko-fi: |
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Source Code
Source code is available on Github.
| Github Repository: |
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CHANGELOG
Version |
Update Notes |
|---|---|
| 1.4.0 | - Fixed an issue that caused roads to regenerate every time openning a world. |
| 1.3.1 | - Fixed and issue causing custom locations to not be registered to the road network. |
| 1.3.0 | - Fixed the infinite world generation bug. |
| 1.2.0 | - Fixed road point peristence between world loads, road_pins should work after world reload now. |
| 1.1.0 | - Added ability for road points to persist to world zdo so that road_pins works after world reload. |
| 1.0.0 | - Initial Release |