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DreamWraith-WispTorchHeeler-1.1.0 icon

WispTorchHeeler

Tiered Mistlands wisp torches and lamps with expanded mist clearance, interactive torch painting, and multiplayer color synchronization.

Date uploaded 2 days ago
Version 1.1.0
Download link DreamWraith-WispTorchHeeler-1.1.0.zip
Downloads 67
Dependency string DreamWraith-WispTorchHeeler-1.1.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2
shudnal-ConditionalConfigSync-1.0.9 icon
shudnal-ConditionalConfigSync

Shared config synchronization and server policy library for Valheim mods. Installed as a dependency and compatible with Jotunn and ServerSync.

Preferred version: 1.0.9

README

WispTorchHeeler

Tiered Mistlands wisp torches and demister lamps with expanded mist clearance, interactive torch painting, and multiplayer color synchronization.

[!NOTE] Client & Server Compatibility: This mod is safe to install on local clients and runs cleanly on dedicated servers with zero desyncs and server-enforced policies. For custom pieces in multiplayer, both client and server require the mod.


The Problem

In native Valheim, clearing the thick mist of the Mistlands requires placing dozens of small, fragile native wisp torches in close proximity. This creates:

  • Severe Visual Clutter & Construction Fatigue: Expansive Mistlands bases, farms, and transit paths quickly devolve into chaotic thickets of sticks.
  • Performance Overhead: Dozens of overlapping particle system force fields, dynamic point lights, and particle emitters ticking simultaneously cause noticeable framerate drops.
  • Rigid Aesthetics: Builders are locked into a single fixed cyan/white color palette that cannot be customized to fit different build themes, architectural styles, or interior moods.
  • Fragility: Native torches possess only 100 HP, breaking easily from collateral combat damage, seeker attacks, or stray dvergr fire.

The Solution

WispTorchHeeler introduces four tiered, late-game Mistlands lighting installations with progressively larger mist-clearance radii alongside an interactive, crosshair-driven "Torch Painter" system and multiplayer color synchronization via Valheim's native Zero Data Object (ZDO) architecture:

  • Tiered Mist Clearance: Four distinct lighting fixtures ranging from reinforced large torches to colossal dwarven monuments, clearing up to 3.75× the fog radius (~14× coverage area) to drastically reduce piece density and visual clutter.
  • Interactive Torch Painter: Aim at any placed torch or lamp and press P to instantly paint its light and particle effects with your chosen color, or LeftShift + P to reset it.
  • Auto-Paint on Placement: Newly placed torches and lamps can automatically inherit your active painter color the instant you build them.
  • Multiplayer & Server-Synchronized: Stamped directly into each piece's ZDO at creation with zero desync. Unpainted pieces can inherit client-chosen defaults or server-enforced color themes, with ward-protection permissions and admin overrides.
  • Zero Asset Bundles: Cloned cleanly from native Valheim prefabs at runtime using Jötunn, ensuring instant load times and lightweight installation.

Features

Tiered Lighting Installations

  1. Tier 1 — Large Wisp Torch (piece_wisptorch_heeler_lg):

    • Cloned from the native wooden wisp torch and scaled physically by 1.25x.
    • Mist Clearance: 1.50× radius (relative to 24.0m baseline: 36.0m radius, ~2.25× coverage area).
    • Light: 1.33× intensity and 1.25× range (12.5m light radius).
    • PlayerBase: 20.0m base spawn suppression (scales with PlayerBaseMistRadiusBonus).
    • Durability: 200 HP and immune to weather decay.
    • Crafting: Placed freeform with the building hammer (Wisp:8,YggdrasilWood:5,Sap:1).
  2. Tier 2 — Small Lamp (piece_wisplamp_heeler):

    • In-game Name: Dvergr Wisp Lamp
    • Adapts the native Dvergr Demister prop at natural 1.0x scale.
    • Mist Clearance: 2.25× radius (relative to 24.0m baseline: 54.0m radius, ~5.0× coverage area).
    • Light: 1.50× intensity and 1.50× range (15.0m light radius).
    • PlayerBase: 20.0m base spawn suppression (scales with PlayerBaseMistRadiusBonus).
    • Durability: 250 HP and immune to weather decay.
    • Crafting: Requires a Forge (Wisp:15,Copper:5,Iron:2,BlackMarble:2,Sap:2).
  3. Tier 3 — Large Lamp (piece_wisplamp_heeler_lg):

    • In-game Name: Large Dvergr Wisp Lamp
    • Cloned from the large Dvergr demister model and scaled up by 1.1x.
    • Mist Clearance: 3.00× radius (relative to 24.0m baseline: 72.0m radius, 9.0× coverage area).
    • Light: 2.25× intensity and 1.75× range (17.5m light radius).
    • PlayerBase: 20.0m base spawn suppression (scales with PlayerBaseMistRadiusBonus).
    • Durability: 500 HP and immune to weather decay.
    • Crafting: Requires a Black Forge (Wisp:22,Copper:8,Iron:3,Eitr:2,BlackMarble:5).
  4. Tier 4 — Grand Lamp (piece_wisplamp_heeler_grand):

    • In-game Name: Grand Dvergr Wisp Lamp
    • Cloned from the large Dvergr demister model and scaled up by 1.5x.
    • Mist Clearance: 3.75× radius (relative to 24.0m baseline: 90.0m radius, ~14.0× coverage area).
    • Light: Tuned 2.50× intensity and 2.00× range (20.0m light radius).
    • PlayerBase: 20.0m base spawn suppression (scales with PlayerBaseMistRadiusBonus).
    • Durability: Colossal 750 HP and immune to weather decay.
    • Crafting: Requires a Black Forge (Wisp:30,Copper:10,Iron:4,Eitr:4,BlackMarble:10).

Interactive "Torch Painter" System

  • Choose Color: Select your desired paintbrush color (PainterColor) using the in-game Configuration Manager UI (F1) color picker or config file.
  • Auto-Paint on Placement: Enable AutoPaintOnPlacement in config to automatically paint newly placed torches and lamps with your active color upon hammer placement.
  • Paint in World: Aim your crosshair at any wisp torch or lamp within reach and press P (configurable via PaintTorchHotkey). An on-screen prompt displays when in range.
  • Reset Piece: Aim at a painted piece and press LeftShift + P (configurable via ResetTorchHotkey) to revert to default color.
  • Ward Protection & Security: Non-permitted players cannot paint pieces inside active wards unless permitted by server policy (AllowPaintingInProtectedWards) or admin status (AdminBypassesWardCheck).
  • Multiplayer Synchronization: Painted colors synchronize across all clients via ZDO and persistent world storage without requiring external asset bundles.
  • Visual Mist Boundary: Enable ShowMistSuppressionRadius in debug config to project a real-time ground ring showing the active mist suppression radius of all wisp pieces.

Configuration

Settings can be customized directly in-game using the BepInEx Configuration Manager (F1) or by editing BepInEx/config/dreamwraith.WispTorchHeeler.cfg:

Section Key Type Default Description
1 - General EnableMod (Requires Restart) bool true Master switch to enable or disable the functionality of this mod. (Requires Restart)
1 - General AffectNativeMistTorches bool true Allows painting and color defaults on standard native wisp torches.
1 - General PlayerBaseMistRadiusBonus float 0.0 Additive bonus percentage (0.0 to 1.0) scaling PlayerBase spawn suppression from a baseline of 20.0m toward active mist clearance radius. At 0.0, all custom pieces use the 20.0m baseline. At 1.0, the suppression radius matches the active mist reveal boundary.
2 - Large Torch Torch_MistClearRangeMultiplier float 1.5 Large torch mist clearance radius multiplier (relative to 24.0m baseline, range: 1.0 - 10.0).
2 - Large Torch Torch_LightIntensityMultiplier float 1.33 Large torch light emission intensity multiplier (relative to 1.0 baseline, range: 0.5 - 5.0).
2 - Large Torch Torch_LightRangeMultiplier float 1.25 Large torch light emission range radius multiplier (relative to 10.0m baseline, range: 0.5 - 5.0).
2 - Large Torch Torch_Health float 200.0 Large torch structural health points (1.0 - 5000.0).
2 - Large Torch Torch_CraftingStation string "" Required station formatted as StationPrefab (e.g. piece_workbench, piece_forge, or "" for freeform hammer placement).
2 - Large Torch Torch_Recipe string Wisp:8,YggdrasilWood:5,Sap:1 Crafting recipe string formatted as ItemPrefab:Amount,... parsed against ObjectDB.
3 - Small Lamp SmallLamp_MistClearRangeMultiplier float 2.25 Tier 2 small lamp mist clearance radius multiplier (relative to 24.0m baseline, range: 1.0 - 10.0).
3 - Small Lamp SmallLamp_LightIntensityMultiplier float 1.5 Tier 2 small lamp light emission intensity multiplier (relative to 1.0 baseline, range: 0.5 - 5.0).
3 - Small Lamp SmallLamp_LightRangeMultiplier float 1.5 Tier 2 small lamp light emission range radius multiplier (relative to 10.0m baseline, range: 0.5 - 5.0).
3 - Small Lamp SmallLamp_Health float 250.0 Tier 2 small lamp structural health points (1.0 - 5000.0).
3 - Small Lamp SmallLamp_CraftingStation string forge Required station formatted as StationPrefab or Jotunn name (defaults to 'forge').
3 - Small Lamp SmallLamp_Recipe string Wisp:15,Copper:5,Iron:2,BlackMarble:2,Sap:2 Crafting recipe string formatted as ItemPrefab:Amount,... parsed against ObjectDB.
4 - Large Lamp LargeLamp_MistClearRangeMultiplier float 3.0 Tier 3 lamp mist clearance radius multiplier (relative to 24.0m baseline, range: 1.0 - 15.0).
4 - Large Lamp LargeLamp_LightIntensityMultiplier float 2.25 Tier 3 lamp light emission intensity multiplier (relative to 1.0 baseline, range: 0.5 - 8.0).
4 - Large Lamp LargeLamp_LightRangeMultiplier float 1.75 Tier 3 lamp light emission range radius multiplier (relative to 10.0m baseline, range: 0.5 - 5.0).
4 - Large Lamp LargeLamp_Health float 500.0 Tier 3 lamp structural health points (1.0 - 5000.0).
4 - Large Lamp LargeLamp_CraftingStation string blackforge Required station formatted as StationPrefab or Jotunn name (defaults to 'blackforge').
4 - Large Lamp LargeLamp_Recipe string Wisp:22,Copper:8,Iron:3,Eitr:2,BlackMarble:5 Crafting recipe string formatted as ItemPrefab:Amount,... parsed against ObjectDB.
5 - Grand Lamp GrandLamp_MistClearRangeMultiplier float 3.75 Tier 4 grand lamp mist clearance radius multiplier (relative to 24.0m baseline, range: 1.0 - 15.0).
5 - Grand Lamp GrandLamp_LightIntensityMultiplier float 2.5 Tier 4 grand lamp light emission intensity multiplier (relative to 1.0 baseline, range: 0.5 - 8.0).
5 - Grand Lamp GrandLamp_LightRangeMultiplier float 2.0 Tier 4 grand lamp light emission range radius multiplier (relative to 10.0m baseline, range: 0.5 - 8.0).
5 - Grand Lamp GrandLamp_Health float 750.0 Tier 4 grand lamp structural health points (1.0 - 5000.0).
5 - Grand Lamp GrandLamp_CraftingStation string blackforge Required station formatted as StationPrefab or Jotunn name (defaults to 'blackforge').
5 - Grand Lamp GrandLamp_Recipe string Wisp:30,Copper:10,Iron:4,Eitr:4,BlackMarble:10 Crafting recipe string formatted as ItemPrefab:Amount,... parsed against ObjectDB.
6 - Lighting Policy EnforceServerDefaultColor bool false If true, all clients must render unpainted pieces with the server's default color.
6 - Lighting Policy ServerDefaultLightColor Color #B4F0FF Server-wide default color for unpainted pieces when enforced.
6 - Lighting Policy AllowTorchPainting bool true Server master toggle allowing players to paint individual pieces.
6 - Lighting Policy AllowPaintingInProtectedWards bool false If false, players cannot paint pieces inside wards they lack access to.
6 - Lighting Policy AdminBypassesWardCheck bool true If true, verified server admins bypass ward restrictions when painting.
6 - Lighting Policy EnableAlphaCustomization bool false Allows customizing light and particle transparency using the alpha slider in the color picker (clamped to min 15%).
7 - Client Lighting DefaultLightColor Color #B4F0FF Client's personal default color for unpainted pieces (active when server does not enforce).
8 - Torch Painter PainterColor Color #FF8800 Active paint color selected by player via UI color picker drawer.
8 - Torch Painter PaintTorchHotkey KeyboardShortcut KeyCode.P Hotkey pressed while aiming at a torch/lamp to apply PainterColor.
8 - Torch Painter ResetTorchHotkey KeyboardShortcut KeyCode.P + LeftShift Hotkey pressed while aiming at a torch/lamp to clear custom color.
8 - Torch Painter PainterRaycastDistance float 10.0 Maximum distance in meters to aim and paint a piece (2.0 - 25.0).
8 - Torch Painter ShowPainterFeedback bool true Shows on-screen HUD text confirmations upon painting/resetting.
8 - Torch Painter AutoPaintOnPlacement bool false If true, newly placed torches and lamps are automatically painted with your active PainterColor upon placement.
9 - Debug EnableDebugLogs bool false Enables verbose diagnostic logging in the BepInEx console.
9 - Debug ShowMistSuppressionRadius bool false Projects a ground boundary ring around wisp torches and lamps showing their active mist suppression radius.

Compatibility

  • Dedicated Servers: Fully compatible with dedicated servers and singleplayer worlds. Server-synced balance and policy settings are enforced on connecting clients via ConditionalConfigSync.
  • Native Wisp Torches: Works with native Mistlands wisp torches (piece_wisptorch) when AffectNativeMistTorches is enabled.
  • Ward Protection: Integrates with native Valheim wards (PrivateArea) to prevent unauthorized painting within protected territories.
  • Zero Asset Bundles: Requires no external Unity assets or bundle files, eliminating bundle desyncs and memory bloat.
  • Mod Managers: Fully compatible with Gale, Thunderstore Mod Manager, and r2modman.

Installation

[!TIP] Mod Manager Recommended: Using a modern mod manager like Gale or Thunderstore makes installation and automatic dependency updates effortless.

Mod Manager (Recommended)

  1. Install via Gale, Thunderstore Mod Manager, or r2modman.
  2. Launch Valheim and enjoy!

Manual Installation

  1. Ensure BepInExPack Valheim and Jötunn (the Valheim Modding Library) are installed.
  2. Download and extract the latest release archive.
  3. Place WispTorchHeeler.dll into your Valheim/BepInEx/plugins/ directory.
  4. Launch Valheim.

Building from Source

The project uses a portable MSBuild configuration that auto-detects standard Steam paths.

dotnet build -c Release

The compiled assembly will be placed in bin/Release/net48/WispTorchHeeler.dll. Building in Release configuration also automatically packages the distribution ZIP to bin/Publish/WispTorchHeeler-<Version>.zip.

Custom & CI Paths

For non-standard Steam library locations or mod manager profiles, copy WispTorchHeeler.csproj.user.example to WispTorchHeeler.csproj.user in the project root (this file is git-ignored and automatically loaded by MSBuild):

<?xml version="1.0" encoding="utf-8"?>
<Project>
  <PropertyGroup>
    <GamePath>D:\SteamLibrary\steamapps\common\Valheim</GamePath>
    <BepInExCorePath>$(UserProfile)\AppData\Roaming\com.kesomannen.gale\valheim\profiles\<ProfileName>\BepInEx\core</BepInExCorePath>
  </PropertyGroup>
</Project>

License

This project is licensed under the GNU General Public License v3.0 - see the LICENSE.md file for details.

CHANGELOG

Changelog

All notable changes to WispTorchHeeler will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[1.1.0] - 2026-09-29

Added

  • PlayerBase Support on Lamps: Added PlayerBase components and trigger colliders to all custom Dvergr lamps on the character_trigger layer so they suppress enemy spawns and count toward player base structure recognition.
    • note: I managed to release custom lamps that didn't actually count as base structures. You can now build them without enemies spawning all up in your base.
  • Dynamic Spawn Suppression Slider: Added the PlayerBaseMistRadiusBonus server-synced config setting, allowing spawn suppression to scale from the native 20m base up to matching the full mist clearance radius.
    • note: If you want your safe zone to match your clear view, now it can. If you leave it at 0, it stays at the native 20m default so the game balance still balances... mostly.
  • Normalized Native Baselines: Standardized internal base values across all tiers to 24m mist clearance, 10m light range, 1.0 light intensity, and 20m PlayerBase suppression radius.
    • note: Each fixture originally inherited whatever numbers Iron Gate gave its donor prefab. I should have looked way closer at the default values on the prefabs I was using, as this made the configuration confusing as all hell. Now everything is normalized on the same base values, so the math can math much mathier.

Changed

  • Linear Tier Scaling Toward Grand Demister: Re-adjusted default mist clearance multipliers to scale in clean +0.75x (+18m) steps up to the 90m Grand Demister default:
    • Tier 1 (Large Torch): 1.50x (36m)
    • Tier 2 (Small Lamp): 2.25x (54m)
    • Tier 3 (Large Lamp): 3.00x (72m)
    • Tier 4 (Grand Lamp): 3.75x (90m)
    • note: The earlier progression was uneven because I was eyeballing multiplier jumps. It now steps by an even 18 meters per tier.
  • Normalized Light Scaling: Light ranges and intensities now scale off common 10m and 1.0 baselines across all tiers.
    • note: The large demister prop had a native 20m light range that doubled on top of my multipliers and created a miniature sun. It now scales from 10m like everything else.
  • Clean Config Descriptions: Rewrote config descriptions to state final numbers relative to stated baselines instead of referencing internal prefab mechanics.
    • note: All my homies reading config files didn't have a clue what I was rambling about. It now just tells you what baseline number you are multiplying.
  • Terminology Cleanup: Replaced occurrences of "vanilla" with "native" across code comments and documentation.
    • note: I know the community loves the term vanilla, but I differ, and prefer native. Nonetheless... I went against my own principles in a few places originally, and have now cleaned those up.

Fixed

  • Crop Growth Blocked by Lamps (Commit 39add34): Fixed piece collider setup in WispPieceManager to skip trigger colliders when assigning objects to the piece layer. Triggers remain on character_trigger (Layer 14).
    • note: Yes, my torches were accidentally suffocating your cheesy poofs. Unity triggers placed on physical layers make the crop spacing check think there's a solid rock in the dirt (or above the cheesy poofs knob). This was just me using a blunt instrument to solve a collider problem for the build hammer. No more!

[1.0.0] - 2026-09-24

Added

  • Initial Release of WispTorchHeeler.
  • Tiered Mistlands Lighting Installations:
    • Tier 1 — Large Wisp Torch (piece_wisptorch_heeler_lg): Cloned from native wooden wisp torch and scaled physically by 1.25x. Clears 1.5× mist radius (9m, ~2.25× coverage area), 200 HP (double native torch), weather decay immune, placed freeform with building hammer.
    • Tier 2 — Small Lamp / Dvergr Wisp Lamp (piece_wisplamp_heeler): Adapts native Dvergr Demister prop at 1.0x scale. Clears 2.0× mist radius (12m, 4× coverage area), 250 HP, weather decay immune, crafted at Forge.
    • Tier 3 — Large Lamp (piece_wisplamp_heeler_lg): Cloned from large Dvergr demister model and scaled up by 1.1x. Clears 2.5× mist radius (15m, ~6.25× coverage area), 500 HP, weather decay immune, crafted at Black Forge.
    • Tier 4 — Grand Lamp (piece_wisplamp_heeler_grand): Cloned from large Dvergr demister model and scaled up by 1.5x as a colossal monument. Clears 3.0× mist radius (18m, 9× coverage area), 750 HP, weather decay immune, crafted at Black Forge.
  • Interactive "Torch Painter" System:
    • Real-time in-world piece painting (P) and color reset (LeftShift + P) hotkeys via native ZInput buttons registered with Jötunn.
    • In-game Configuration Manager GUI drawer with RGB/Hex color picker and optional alpha transparency customization (safely clamped to minimum 15% opacity to prevent invisible pieces).
    • Auto-Paint on Placement: Automatically stamps newly placed torches and lamps with your active PainterColor upon placement via native IPlaced.OnPlaced().
    • In-game HUD text feedback confirmations and crosshair hover prompts (Paint Light, Reset Color).
  • Multiplayer & Server Synchronization:
    • Native ZDO persistence (WTH_Color) synchronizing colors across all clients and saving cleanly with world data with zero desync.
    • Server-enforced lighting policy synchronization via ConditionalConfigSync (EnforceServerDefaultColor, ServerDefaultLightColor, AllowTorchPainting).
    • Native Valheim ward (PrivateArea) integration preventing unauthorized painting within protected territories, with server admin overrides (AdminBypassesWardCheck).
  • Native Wisp Torch Support:
    • Configurable support (AffectNativeMistTorches) allowing painting and custom color defaults on standard native wooden wisp torches (piece_wisptorch).
  • Visual Mist Boundary Debugger:
    • Optional ShowMistSuppressionRadius debug setting projecting a real-time ground ring indicator showing the active mist suppression radius of all wisp pieces.
  • Zero Asset Bundles:
    • Clones and configures native Valheim game prefabs at runtime using Jötunn, ensuring instant loading, zero asset bloat, and full compatibility.
  • Build & Distribution Automation:
    • Portable MSBuild configuration with automated Thunderstore/Hexium release ZIP packaging.