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Carturs Flooring
Floor tiles count as roof, so a floor overhead shelters the room below from rain. Fires, smelters and kilns place on floor tiles instead of only bare ground. Floors take no rain damage, so an open deck stops rotting. Each part toggleable.
| Last updated | 11 hours ago |
| Total downloads | 879 |
| Total rating | 2 |
| Categories | Tweaks Client-side Building AI Generated |
| Dependency string | Cartur-Carturs_Flooring-1.1.0 |
| Dependants | 0 other packages depend 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: 5.4.2333README
Cartur's Flooring
A floor overhead keeps the rain off, and a fire sits on the floor you built for it.


Floors count as roof. Build a second storey and the room underneath still
soaks — your fire goes out, your walls take rain damage, and you stand indoors
with the wet debuff on. Wooden, ashwood and iron floors ship tagged leaky;
stone and grausten don't, which is why those always sheltered you. This clears
the tag, so rain damage, fire wetness and shelter status all follow at once.
Fires go on floors. Campfires, hearths, bonfires and braziers refuse to leave bare earth. Three prefab flags do that, and all three are cleared on anything the game counts as a fire. Smelters, kilns and blast furnaces get the same treatment.
Everything else about placement is untouched — it still needs support, it still can't overlap, and smoke still has to get out.
Floors stop rotting. A floor with open sky above it is wet forever, and wet is what the game charges rent for - a deck, a jetty or a bridge loses health to rain it can never get out of. Floor pieces are now exempt from that rain damage. They still darken when it rains, they still collapse without support, and they still refuse to catch fire while wet; only the rot is gone.
Existing buildings get it too. The change is made to the prefabs before anything spawns from them, so floors already standing behave the same. No rebuilding.
Settings
BepInEx/config/com.jekkle.valheim.carturflooring.cfg.
| Setting | Default | What it does |
|---|---|---|
FloorsAreRoofs |
true | Floor tiles shelter the room below. |
FiresOnFloors |
true | Fireplace pieces place on floors, not just bare ground. |
SmeltersOnFloors |
true | Smelters, kilns and blast furnaces place on floors. |
FloorsDontDecay |
true | Floor tiles take no rain damage. |
The first three are made once to the shared prefabs at world load, so those toggles
take effect after a game restart - turning one off mid-session cannot put the prefab
back. FloorsDontDecay is read as the game runs and takes effect immediately.
ConfigurationManager makes the file easier to edit from the F1 menu. Optional.
Worth knowing
Smoke still matters. A fire indoors with no outlet will still choke you.
Multiplayer: install it on every client. Each client edits its own copy of the prefabs. Nothing is synced and nothing conflicts — a player without the mod simply still sees rain through their floors.
Mods that add their own floors or fireplaces are covered automatically, as long as
they use the game's own floor flag or Fireplace component.
Install
Use a mod manager (r2modman / Thunderstore / Gale) and it pulls in BepInEx for you.
Manually: drop CarturFlooring.dll into BepInEx/plugins.
Free, and always will be. If it improved your game you can tip me on Patreon.
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