Valheim

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CW_Jesse

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CWJesse

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  1. CWJesse
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    Better Networking v2.3.2 released!

    Thank you to William Seligmann (jsza) for the compatibility update. :D
  2. SHORTY2311
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    I know it says server performance is better with crossplay disabled, but will this mod help improve the performance of a server running with crossplay? also will it be updated to the latest version?
  3. Marshyman69
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    Hey, does anyone know if this would work with Scenic?

    https://valheim.thunderstore.io/package/ComfyMods/Scenic/
  4. Rowr21
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    Hey, 

    Thanks for this mod! 

    I have a few questions:

    1. Does adding it to the server and not the clients cause any benefits? Or pointless
    2. Does adding it to half of the clients but not all help much?
    3. Does this work with serverside simulations?

    Thanks a lot!

  5. d12squall
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    deleted my question :)
  6. Oosquai
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    Hi there!  I don't know if this is related to Better Networking, but I wanted to ask your advice.  I'm renting a dedicated Valheim server from Valhost.  It's been stable for weeks.  Just tonight all my players are getting disconnected, and my log is streaming:  "Failed to send data k_EResultNoConnection".
    It could just be the server hiccupping this evening.  I did just switch the server and all players from Networking to BetterNetworking yesterday though.  I'm using default settings.  Is there anything I'm potentially failing to configure with your mod?  Or any suggestions please?  Thanks!
    1. Oosquai
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      Follow-up question - I see your note on the Description page of this mod about increasing queue size to 80kB if my server's bandwidth is fantastic.  I'm using Valhost.  How would I determine whether it could handle this upgraded setting vs. default?  I have a dozen+ players playing around the clock, so my ability to freely experiment is limited.  Any guidance would be appreciated please.  Thank you!
  7. GormFrode
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    I was too verbose in my first try.

    This is NOT on a dedicated server.

    On initial log in it takes well over 30 seconds for all the nearby things to appear.  If we (guests) log in "upstairs" the bottom of the base loads last and the top falls down, so we have to remember to log out from the basement.
    We don't have significant lag during play, just that first login.

    It falls down even when the game owner is standing right there as if the client logging in overrides the owner physics.

    I could not find a config option in the mod to saturate the network on first login - did I just miss it?
    1. CWJesse
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      Is that something that happens both with and without the mod?
    2. GormFrode
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      Yes, both with and without.  Also, the recent patches have made it worse, not better.
      The recent changes in the game have the fps better in our big build base - even when we have a lot of hens running around.  It used to be like 4 FPS, but now is in the 30s.

      But...  When signing in it's now well over 40 seconds before all the build elements show up on screen (our work around is that I exile myself far away from main base when I log out).  It used to be that things like wisp lights loaded last (and were in fact my indicator that asset loading was finished) but now they load very early in the process and it takes much longer to appear.

      If the initial load could saturate my network I'd love it! 

      I've even posted on X about this to the devs suggesting a local cache of the world with some kind of really fast checksum to see if anything has been built so that the local cache of the world need not even be updated at all if the world is unchanged from last visit.  I think that is too much to ask of a MOD dev though, it needs to be in the base game.
    3. jayessza
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      EDIT: It's now in the main release.

      There is a fix on the Public Test branch for some objects loading before terrain, might fix your issue with falling through the base at least: https://store.steampowered.com/news/app/892970/view/3820802745611348918

      Check the top of this post for how to activate the Public Test branch: https://www.valheimgame.com/news/patch-0-217-4-hildir-s-request-public-test/
    4. GormFrode
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      Yes, I was looking forward to that PTB patch hitting the main branch.  Since my friend is the host for that world, we won't be able to test anything until after the holidays are over. (Valheim needs feast food!  the honey glazed chicken looks pretty good on a table)

      Thanks for your updates and have a happy Thanksgiving!
    5. GormFrode
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      OK, it's in the main game now and both I and the game owner are back from Thanksgiving trips (I'm more stuffed than was the turkey!) and have tested the patch.  It fixes the newly introduced problem, now it's just back to our large build taking over 40 seconds to load at initial log in and bits sometimes falling off before its done.
  8. cre8ived1
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    Amazing mod! Suffering without it! Pls fix, it's completely broken after patch 0.217.28 (November 7 2023) doesn't work on dedicated server and client. 
    1. CWJesse
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      Thank you for letting me know! I'll look into it!
    2. S970X
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      yes, in SP it works, but in MP Unity crashs... no Errors in Log.
    3. CWJesse
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      It should work now. Thanks for letting me know!
  9. xzahalko
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    We are experiencing this error on server:
    Failed to send data k_EResultLimitExceeded error

    Sometimes it went into repeating cycle and stopped server responding and we have to restart it.

    Especially when plkayers with lower net speed is connecting into the game.
    Please, is it possible, that the problem is connected with BetterNetworking ?

    Thank you very much
    1. xzahalko
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      Or is it possible to correct this problem with some setting in CW_Jesse.BetterNetworking.cfg ?
    2. xzahalko
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      Sorry, looks like the problem is in communication system of Valheim it self and slow internet of some players.
      We have put Better networking back after some testing and we are just living with it :)
  10. GormFrode
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    .
  11. Daxolion
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    Does this mod fix the connection lost of playfab that is used with crossplay activated?