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Botaniclas-TooManyLags_Standalone-1.1.3 icon

TooManyLags Standalone

Leave avoidable connection lag behind: local interactions, smarter Hostile Mob ownership and better-connected owners in shared areas. Lightweight multiplayer without FiresGhettoNetworking. Clients optional; full features with matching clients.

Date uploaded 3 weeks ago
Version 1.1.3
Download link Botaniclas-TooManyLags_Standalone-1.1.3.zip
Downloads 159
Dependency string Botaniclas-TooManyLags_Standalone-1.1.3

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

TooManyLags - Standalone

Keep nearby interactions local and stop an arbitrary distant owner from slowing down your adventures. TooManyLags prepares nearby ownership before you interact and gives Hostile Mobs smarter ownership, without requiring FiresGhettoNetworking or Server-Side Simulation. This lightweight edition suits locally hosted multiplayer and servers with little spare CPU.

Choose your version

Your setup Recommended edition and mode
Dedicated server, strong CPU TooManyLags - FiresGhettoNetworking Addon with Server-Side Simulation. Most-tested mode.
Dedicated server, weak CPU, with FiresGhettoNetworking TooManyLags - FiresGhettoNetworking Addon with NoServerSideSimulation=true.
Dedicated server, weak CPU, without FiresGhettoNetworking This mod.
Locally hosted multiplayer This mod.

For dedicated servers, the FiresGhettoNetworking Addon is highly recommended instead of this edition.

Quick install

  1. Install BepInExPack Valheim and put TooManyLagsStandalone.dll in BepInEx/plugins/TooManyLagsStandalone/ on the host/server.
  2. Install the same version on clients for camera direction and full supported handoffs, then restart and play.

Clients are optional: players without the mod can still join, using character direction and a restricted set of simple interactions. Inventories, refill stations, signs/portals, vehicles, tamed animals and Hostile Mob target handoffs need compatible modded clients on both sides of the transfer. Only BepInEx is required.

For the full supported feature set, install the same version on the host/server and all players. On a local host, the host installation also supplies its own client safeguards. A dedicated server coordinates ownership between players without simulating their objects.

See it in action

These FiresGhettoNetworking Addon recordings show the shared directional grid using the optional BotanicOwnerDebug overlay. Standalone uses the same grid, but keeps simulation on players rather than moving shared objects to the server.

Ownership from above

Ownership from above

Ownership while moving

Ownership while moving

How it works

Player-owned simulation — CPU: clients

With KeepOwnershipOnCellExit=true (default), vacated cells keep their last owner. Shared fields favour a suitable player with a better connection. Here, Player 2 has 25 ms ping versus 80 / 140 ms for the others. Simulation stays on players; a dedicated server does not take over shared fields.

Standalone ownership: players retain their routes; shared fields favour the better-connected player.

Colours identify players. This example illustrates the full grid with compatible client installations; click the preview for the full-size animation.

Configuration

Start with the defaults. Configure gameplay on the host/server; modded clients follow its settings. Find configuration, admin commands and compatibility details in the Thunderstore Wiki.

How it works and what to expect

Your nearby grid prepares interactive objects for local use. Where players' fields overlap, a suitable player with a better measured connection takes ownership; a small margin and overlap hold avoid needless switching. Hostile Mobs normally follow their current player target's ownership. A high-ping target can use a better-connected player near the mob instead, without changing the attack target.

Locally owned interactions avoid another player's connection delay. Shared objects and shared combat can still depend on the selected player's connection: this edition never moves simulation to a dedicated server. Open inventories, refilling, burning and other supported active use protect ongoing actions before a handoff.

Queued fermenter output and boss summons also retain their source owner until the native delayed action finishes.

Native sign and portal-name editing keeps the edited object's owner until the player moves. Ownership is confirmed before the text window opens; other objects keep their normal grid behavior.

Friendly magic summons and bosses retain vanilla ownership. Static walls/floors and loose item drops also remain outside the grid. This edition has no PUP FPS integration. Do not combine it with TooManyLags - FiresGhettoNetworking Addon.

Report bugs and ideas

Real-world testing is still limited. Please share bugs and ideas through GitHub Issues.

CHANGELOG

Changelog

1.1.3

- Prioritises red grid handoffs before forward and outer fields, with vacated-field returns last. All due jobs still run in the same pass; existing handoff safeguards remain active.
- Reduces repeated field calculations when several objects share a cell, without changing transition timers.

1.1.2

- Fixes a listen-host reply cancelling a replacement ownership request. Source consent, final-state receipts and receiving-client readiness remain required.
- Protects pending cart attachment, attacks before animation startup, charging, fermenter tapping and queued boss summons. Occupied ships reject grid transfers to players on shore, avoiding competing vanilla owner changes. Update modded owner clients for these additional checks.
- Reduces repeated work while handoffs wait for use events or action deadlines, and reuses refill guards during repeated inserts without shortening protection.

1.1.0

- Rebuilds Standalone with the current directional grid: host-controlled camera overlap and turn prediction, 6.4-metre cells, and a short hold only for overlapping player fields. Unmodified clients retain character direction and restricted simple-object handoffs.
- Fixes unresolved interaction handoffs and stale-receiver delivery. Refills renew a 1-second guard; incinerators protect inventory use and burning. Native signs/portals confirm ownership before editing and protect only that object until movement; discarded takeovers require fresh grid activity. Update host/server and clients for full guards; older clients keep native sign/portal ownership.
- Adds host/admin live configuration and reorganizes old configs automatically while preserving values and an original backup. The host controls gameplay/camera settings; only logging stays local. Fresh movement checks default to 0.1 seconds; existing values stay unchanged. No FiresGhettoNetworking dependency or Server-Side Simulation is added.

1.0.2

- Speeds up camera-driven ownership: adjacent directions overlap by 30 degrees, changed coverage gets native send priority, and the next host/server pass reacts without another interval wait. Includes immediate local-host camera notification while preserving usage safeguards and optional-client character rotation.
- Camera and movement checks default to 0.05 seconds; both allow 0.05–5 seconds. Existing configs retain their saved intervals. Update modded clients to use the new camera coverage.

1.0.1

- Makes client installation optional: clients with the mod use camera direction; unmodified clients use character rotation.
- Allows ownership transfers for supported simple interactions with unmodified clients. Inventories, refill stations, vehicles and animals retain vanilla ownership unless both owner clients have the mod.
- Uses existing connection latency measurements for unmodified clients.

1.0.0

- Adds player-owned interaction and creature simulation for local multiplayer and dedicated servers without FiresGhettoNetworking. Requires installation on the host/server and participating clients.
- Adds a camera-directed ownership grid that selects better-connected players in overlapping fields.
- Adds Hostile Mob target ownership and grid management for idle tamed animals. Friendly summons and bosses keep vanilla ownership.
- Protects open inventories, active use and refill stations during ownership transfers, including ten seconds after refilling.