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| Date uploaded | 2 hours ago |
| Version | 1.1.0 |
| Download link | Chazman-RunicWorldEngine-1.1.0.zip |
| Downloads | 7 |
| Dependency string | Chazman-RunicWorldEngine-1.1.0 |
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
Runic World Engine 1.1.0
Runic World Engine is a standalone, conservative world-state observatory and save smoother for Valheim 0.221.12. It measures aggregate ZDO population, peer count, create/destroy intervals, send/receive rates, and save/load call duration at a hard maximum of one aggregate sample per second. Its only runtime requirement is BepInExPack Valheim 5.4.2333.
Authority and performance bounds
World-data handling remains conservative:
- it never deletes, rewrites, compacts, quarantines, reprioritizes, or force-sends a ZDO;
- unknown third-party data is always preserved;
- it creates no persistent world keys of its own;
- it publishes no registry, capability, protocol, ownership declaration, or cross-mod service;
- it has no client UI or asset load, so dedicated servers use the same small runtime;
- optional summaries are off by default and rate-limited to 5–600 seconds.
The observatory uses constant-time collection counts and event counters. It does not perform a base scan, sector walk, prefab enumeration, heat-map build, or save clone on the game thread. Save/load completion cannot force an extra sample through the one-second ceiling. A failed sample is discarded without changing world state or blocking any gameplay mod.
Save smoothing
Asynchronous periodic saves are coalesced while an earlier save is still active and their main-thread preparation is deferred briefly when the previous frame exceeded the configured frame budget. The deferral is bounded (five seconds by default), so a persistently busy server still saves. Synchronous shutdown saves are never deferred. The smoother never touches Unity objects from a worker thread; Valheim retains ownership of both snapshot preparation and its normal disk writer. This reduces avoidable save-time spikes, but no mod can promise a literally zero-frame hitch for every world size and storage device.
Configuration
| Setting | Default | Meaning |
|---|---|---|
General.Enabled |
true |
Enables aggregate observation; false creates no patches or observatory state. |
Diagnostics.LogPeriodicSummary |
false |
Writes bounded aggregate summaries. |
Diagnostics.SummaryIntervalSeconds |
30 |
Summary cadence, clamped to 5–600 seconds. |
Save Smoothing.Enabled |
true |
Coalesces overlapping asynchronous save requests and waits for a stable frame. |
Save Smoothing.FrameBudgetMilliseconds |
24 |
Preferred maximum previous-frame duration before save preparation starts. |
Save Smoothing.MaximumDeferralSeconds |
5 |
Hard maximum delay before a pending save must start. |
Planned later work—world heat maps, compaction, and synchronization scheduling experiments—is not claimed by 1.1.0 and remains disabled until separately designed and tested.
CHANGELOG
Changelog
1.1.0 - 2026-08-31
- Added bounded main-thread save preparation smoothing for asynchronous periodic saves.
- Coalesces overlapping requests, never defers synchronous shutdown saves, and never accesses Unity objects from a background worker.
1.0.0
- Kept constant-time aggregate ZDO observability and interval event counters.
- Kept installed-Valheim-verified save/load timing hooks with exception-preserving finalizers.
- Made
Enabled = falsestartup-inert and deferred Harmony construction until after the setting gate. - Verified exact installed field shapes and kept load completion within the one-second sample ceiling.
- Removed the Core registry, capability, protocol, service, and world-data ownership declaration architecture; BepInExPack Valheim is the only runtime dependency.
- Preserved all unknown data and retained no deletion, compaction, or sync-scheduling path.