You are viewing a potentially older version of this package. View all versions.
Cartur-Carturs_Flooring-1.1.0 icon

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.

Date uploaded 2 weeks ago
Version 1.1.0
Download link Cartur-Carturs_Flooring-1.1.0.zip
Downloads 1014
Dependency string Cartur-Carturs_Flooring-1.1.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333

README

Cartur's Flooring

A floor overhead keeps the rain off, and a fire sits on the floor you built for it.

Cartur's Flooring

A fire on a wooden floor, under a floor

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.

More from Cartur: HD Blood · Map Pins · Compass and Clock · Safe Stamina · Follow Command · UI HUD · Waste Management

CHANGELOG

Changelog

1.1.1

  • Listing only, no code change. The README now says that every player on a server needs the mod (floor wear runs on whoever owns the piece), corrects which pieces the smelter rule covers, and links the Discord.

1.1.0

  • Smelters, kilns and blast furnaces place on floors. Same three placement flags as the fire pieces, on a different set of prefabs; the Smelter component is the selector. Freeing the flags alone was not enough - WearNTear.UpdateWear deals damage = 100f when m_noSupportWear is set and support is short, which is a full health bar in one tick, and a stone piece needs 100 support where wood tops out at 100 and loses a share per link. m_noSupportWear is cleared on those prefabs too, so the game stops demolishing a smelter the moment it stands on a plank. New SmeltersOnFloors setting.
  • Floors take no rain damage. A deck, a jetty or a bridge has nothing overhead, fails the roof check forever and rots forever. The rain branch of WearNTear.UpdateWear only bites when sixty seconds have passed on m_rainTimer, so that timer is held at now for floor pieces and the branch never reaches its damage line. Clearing the prefab's m_noRoofWear would have been simpler and wrong: the same flag drives the wet sheen, and a floor that cannot rot should still darken when it rains. Support collapse, snow, ash and fire wetness all behave as before. New FloorsDontDecay setting, and this one is read live - no restart.

1.0.1

  • Hearths and braziers now place on floors. 1.0.0 picked fire pieces by the Fireplace component and cleared notOnWood and groundOnly; those two carry groundPiece instead, which fails the same heightmap test and returns before the other checks are even reached. All three flags are cleared now, and a piece counts as a fire if it has a Fireplace or its comfort group is Fire.
  • iron_grate was listed as sheltering the room below. It never did — grates do not carry the game's Floor usage flag, so the mod does not touch them. Documentation fix only, no behaviour change.

1.0.0

First release.

Floor pieces no longer count as leaky, so a floor overhead shelters the room below — rain damage, fire wetness and the shelter status all follow. Fireplace pieces have notOnWood and groundOnly cleared, so fires place on floor tiles instead of only bare terrain. Each feature has its own config switch.