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Coeur
BETA - Multiplayer fix for BlightedWorldHeart 1.1.2: the Heart keeps its biome, waves, sub-bosses and loot when another player takes it over, and an altar refuses a second offering. Server and all clients.
| Last updated | a day ago |
| Total downloads | 27 |
| Total rating | 0 |
| Categories | AI Generated |
| Dependency string | 6Vikings-Coeur-1.0.1 |
| 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: 5.4.2351ValheimModding-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: 2.30.2Wubarrk-BlightedWorldHeart
A massive raid-boss mod for Valheim using TheHive prefab. Spawns the Blighted World Heart, summoning endless waves of enemies, unique Sub-Bosses, and dropping dozens of new custom weapons and armors with Poison, Spirit, and Defense affixes.
Preferred version: 1.1.2README
Coeur
A multiplayer fix for BlightedWorldHeart 1.1.2 (by Wubarrk, MIT licence), the raid mod where an offering at a boss altar awakens a Blighted World Heart.
Required on the server and on every client, same major.minor version, next to BlightedWorldHeart 1.1.2 — like BlightedWorldHeart itself.
What goes wrong without it
BlightedWorldHeart only gives the Heart its biome on the machine of the player who made the offering. The game hands every object to a single machine — a nearby player, or the server — moves it to another one when that machine leaves or disconnects, and rebuilds it when an area reloads. As soon as the Heart is taken over by another machine — the offering player walks away, disconnects, dies, or the server restarts — it has no biome left:
- no more waves, no more sub-bosses, and it keeps the original model's look (its biome colour is only set at awakening);
- when it dies, no loot at all, although "purified" is shown.
Sub-bosses and wave enemies also lose, on everyone else's machine, what the mod did to them (×1.5 size, magic resistance, normal loot removed). And when the area of an unharmed sub-boss reloads, the game resets its health to the base health of its creature times its level: a 500 HP Neck drops to 10, a Boar to 20, while a Black Forest Troll's maximum goes from 1,000 up to 1,200 (its health staying at 1,000). And two offerings in quick succession awaken two Hearts, taking the item twice.
What it does
- Stores the Heart's biome on the networked object at awakening, and gives it back wherever it is missing (a Heart awakened before this fix gets the biome of its location).
- On the new owner's machine, reads back every second what the previous owner only kept in memory: sub-bosses already summoned (no second one), wave enemies still alive (the per-wave cap stays right).
- Gives each raid a number, stored on the Heart, and tags sub-bosses (with their size and max health) and wave enemies with it; re-applies what the mod did to them on every machine, including the sub-boss health after a reload, whether the game lowered or raised it (both played: six Black Forest raids reloaded at once, Trolls given back 1,000 from 1,200, Greydwarf Elites from 300), and never as a heal: a wounded sub-boss keeps its health. A number rather than the Heart's network id, because the game gives every object a new id when the world reloads.
- At an altar, refuses a Heart offering when a Heart is already within 60 m, or when an awakening started at that altar less than 15 s ago, by any player: the start of an awakening is announced over the network to everyone. The item is not taken. Limit: two offerings made on two machines within the fraction of a second the announcement takes to cross the network both go through. Vanilla boss offerings are untouched.
- On the dedicated server too: the server itself runs the objects near the world centre (within a few hundred metres), and keeps a Heart there once every player has walked away; it gets its biome back there as anywhere else. Farther out, a Heart nobody is near simply freezes, like any object in the game, until a player comes back.
It patches BlightedWorldHeart's own code, so it only applies to version 1.1.2; on any other version it says so in the log and does nothing.
In game
Its messages and console answers follow your game language: English, or French when your game is in French.
Console (F5): coeur shows the state (patches applied, Hearts in range: biome, raid number, health, owner, sub-bosses, tracked enemies), or why the fix does nothing; coeur off / coeur on turn the fix off and on on this machine only (saved in its config file) — for comparisons, not for playing.
Tested
In single player (14.10.2026, final code), by walking 900 m away and back, which rebuilds the Heart from the network object exactly as on another player's machine:
- Fix off: the Heart comes back without a biome, no tracked wave, the sub-boss back to normal size and 20 HP (a Boar), without resistance and with its normal loot; 0 loot at death.
- Fix on: "Heart taken over: biome Meadows", 6 wave enemies found again, still one sub-boss with its size, resistance and 500 HP (given back after the reload reset it to 20), 3 Blighted items at death.
- Quitting the game and coming back (the world reloads and every object gets a new network id): same result, thanks to the raid number.
- A sub-boss whose reset was not undone (fix off on the machine holding it) and was wounded since is not healed, with a "health NOT given back" log line.
- At the altar: the awakening announcement goes through the network (it comes back to its sender in single player), the second of two quick offerings and a later one next to the Heart are refused, and the item is kept.
Not yet tested: anything that needs two machines (a real owner change between players, a Heart held by the dedicated server, an announcement received by another player's game), and living alongside our group's other mods in a real game.
Made by San Tiépi (team 6Vikings). Feedback and bug reports: Discord 6Vikings Mods, forum #bugs: give the mod's version, what happened, and your BepInEx\LogOutput.log file.
En français
Correctif multijoueur pour BlightedWorldHeart 1.1.2. Sans lui, le Cœur ne garde son biome que chez le joueur qui a fait l'offrande : dès qu'il passe à un autre (joueur qui s'éloigne, se déconnecte, serveur redémarré), il n'appelle plus ni vagues ni sous-boss et ne laisse aucun butin. Le correctif lui rend son biome partout (serveur dédié compris), évite un second sous-boss, rend aux sous-boss et aux vagues leurs propriétés chez chacun, et refuse une seconde offrande pendant un éveil, quel que soit le joueur qui la fait. Il doit être chez tous les joueurs et sur le serveur, comme BlightedWorldHeart.
Retours et bugs : Discord 6Vikings Mods, forum #bugs : la version du mod, ce qui s'est passé, et le fichier BepInEx\LogOutput.log.