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EilifPaths
Eilif community server, Valheim 1.0. +40% speed and a quarter of the movement stamina drain on paths, roads and built floors. Wider map discovery, stamina in deep water, longer bed and station reach, plus the ValheimPlus comforts now V+ is gone.
| Date uploaded | 2 weeks ago |
| Version | 1.7.0 |
| Download link | Eilif-EilifPaths-1.7.0.zip |
| Downloads | 61 |
| Dependency string | Eilif-EilifPaths-1.7.0 |
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
Eilif Paths
Custom plugin for the Eilif community Valheim server (dashboard).
Roads that matter: while you stand on a recognised surface, movement speed is multiplied and stamina drain is scaled, and it reverts the instant you step off.
| Surface | Speed | Movement stamina | Tools & weapons |
|---|---|---|---|
| Dirt paths (hoe) | ×1.4 | ×0.25 | ×1 |
| Paved roads | ×1.4 | ×0.25 | ×1 |
| Built floors (wood, stone, iron, hardwood) | ×1.4 | ×0.25 | ×0 |
All values configurable in net.eilif.paths.cfg (per surface: movement, staminadrain, actionstamina).
Tools & weapons
The cheap stamina is for getting somewhere, not for working or fighting. Running, jumping, swimming, dodging and hauling a heavy load cost a quarter of the usual stamina on any recognised surface. Swinging a weapon or a tool does not: on a dirt path or a paved road an attack, a block, a drawn bow, a hammer, a hoe, a repair or a fishing line costs exactly what it costs anywhere else. On a floor you built yourself, all of that is free.
Map discovery (1.6.0)
The map uncovers itself in a circle around you as you travel, and vanilla makes that circle the same size whether you are walking a forest track or crossing open water at sail. This widens it: half again as far on foot, and twice as far while you are on a ship. Standing on the deck counts, not just holding the rudder, so a whole crew charts the coast at the wider radius on one trip out.
Set [Exploration] onFootMultiplier and sailingMultiplier to retune it, or enabled = false for the vanilla radius. It scales whatever radius the game has in hand rather than setting a fixed number, so it stacks cleanly with anything else that touches the map. It is a client-side check: it fills in your own map, and nobody else's.
Retune it in whole steps, not tenths. The game uncovers the map in 64 metre squares and rounds up to a whole one, so the vanilla circle is 2 squares, the 1.5 default is 3 and the 2.0 default is 4. Anything between 1 and roughly 1.28 rounds back to the same 2 squares and does nothing you can see. If a small increase looks like it had no effect, that is because it had none.
Stamina in deep water (1.6.0)
Vanilla does not regenerate any stamina at all while you are swimming, which is why a long crossing is a countdown rather than a swim. Now it does: the normal rate while you are treading water, and half the normal rate while you are actively swimming. Float for a moment and the bar comes back the way it does on a beach; keep stroking and it comes back slowly against the drain.
The cost of swimming is left exactly as it was. This only changes what you get back, never what a stroke takes, so the server's own swim drain setting stays the lever for how hard the water is. Set [Swim] regenWhileTreading and regenWhileSwimming to retune it, or enabled = false for vanilla.
Beds
Vanilla makes you park a bed almost on top of the fire before it will let you claim it or sleep in it. This mod adds 8 metres of extra reach to that check, so a bed anywhere in a normal hall counts as having a fire nearby. Set [Bed] extraFireRange to 0 for vanilla behaviour, or raise it if you want more. It is a client-side check, so it only affects your own beds.
Crafting stations
Vanilla gives a station upgrade about 5 metres to reach its station, which means chests, anvils, tanning racks and the rest end up crammed against the bench. This mod adds 10 metres to that reach, for every station in the game: workbench, forge, black forge, galdr table, artisan table, and whatever a future update brings. Both halves of the rule move together, so anywhere the game lets you place the piece is somewhere the station actually counts it towards its level. Set [Workstation] extraAttachmentRange to 0 for vanilla, or raise it if you want more. It is a client-side check.
Detects terrain the way current Valheim stores it (the Heightmap paint mask), replacing the abandoned Useful Paths mod whose detection broke years ago. Ships in the Eilif modpack. Nothing to configure.
The ValheimPlus comforts
ValheimPlus has no Valheim 1.0 build, so the [VPlusFallback] section is what keeps the comforts the crew is used to. It is off by default and the server tells you when to turn it on; while ValheimPlus is loaded every one of these stands down on its own, even with the key on, so the two can never double up.
With Enabled = true and no V+ present you get: fuel that never runs out in fireplaces, ovens, hot tubs and shield generators; longer crafting-station reach with the roof check off; a gathering, pickable and loot bonus; shared map exploration; and, from 1.7.0, the four below.
No weather damage. Rain and water erosion stop wearing your buildings down. Everything else about wear is untouched: a piece still collapses when its supports go, still takes Deep North snow load, still takes event damage, and still takes every point of combat damage. This is the rain, and only the rain.
Area repair. One hammer click repairs every damaged piece within 7.5 metres, not just the one under your crosshair. Each extra piece pays its own stamina and its own hammer durability, and passes the same ward and crafting-station checks a single repair does, so the sweep stops the moment you run out of either. Intact pieces are skipped. Set AreaRepairRadius to 0 for ordinary single-piece repair.
Dropped items float. Anything that lands in water stays on the surface instead of sinking out of reach. It applies to items that spawn while you are nearby; something already resting on a lake bed stays there.
Shout range. Mirrors what ValheimPlus set, and it is worth being straight about what that buys on 1.0: the game already sends every /s shout to every player on the server, so the chat window is world-wide whether this is on or off. What the setting still covers is the older per-character range gate, which anything speaking through the game's Talker path is subject to. Normal and whispered chat are left exactly as vanilla has them.
One caveat that applies to all of them, and to the older comforts too. Valheim works an object out on whichever machine owns it, and that machine is a player's game, never the dedicated server: the server does not run this plugin. So a building only stops eroding while a viking who has this switched on is the nearest one to it, and an item only floats if it spawned while you were near it. With the whole crew on the same modpack that is invisible in practice, which is why it ships in the pack rather than as an optional extra.
Shared map exploration follows the [Exploration] on-foot multiplier, so a crew mate's part of the map fills in by exactly as much as your own does.
Checking it loaded
The boot line in BepInEx/LogOutput.log reads:
[EilifPaths] Eilif Paths v1.7.0 loaded. ... Core patch classes: 8/8 applied.
[EilifPaths] tool/weapon stamina hooks: 9/9 applied.
8/8 and 9/9 are the numbers to look for after any Valheim update. With [VPlusFallback] Enabled = true there is a third, VPlusFallback patch classes: 16/16 applied., printed just above them. Anything less than any of those three prints a MISSING patch class error naming the feature that stopped working.
CHANGELOG
Changelog
1.7.1
- The ValheimPlus camera is back.
[VPlusFallback]now restores the third-person camera the crew ran under V+: it pulls back to 100 metres instead of the vanilla 6, on foot and while steering a ship alike, and the field of view opens from 65 to 75. New keys, on onceEnabled = true:CameraMaxZoom(100),CameraMaxZoomBoat(100) andCameraFov(75). Set any one to 0 to leave that number vanilla, which is what to do if the wider view makes you queasy. The zoom knobs are accepted between 1 and 100 metres and the field of view between 1 and 140, the same windows ValheimPlus enforced, so a typo cannot put the camera in orbit; a number outside the window is refused in the log and that one knob stays vanilla. Mirrors ValheimPlus[Camera] cameraMaximumZoomDistance/cameraBoatMaximumZoomDistance/cameraFOV. - The fallback health line moves again. With
[VPlusFallback] Enabled = truethe boot line now readsVPlusFallback patch classes: 17/17 applied, not16/16. The always-on count is unchanged atCore patch classes: 8/8and the tool and weapon count is unchanged at9/9. - Map discovery is wider. The
[Exploration]defaults go from x1.5 to x2 on foot and from x2 to x5 while sailing, so a coastal run now charts a wide band of sea in a single pass. Both are still config keys (onFootMultiplier,sailingMultiplier), andenabled = falseis still the vanilla radius. Because the game uncovers the map in whole 64 metre squares, the new defaults are 4 squares on foot and 8 at sea against vanilla's 2. If you had set[VPlusFallback] ShareExplorationRadiusto an explicit number, it is scaled by the on-foot multiplier as before, so that number now reveals twice what it did rather than half again.
1.7.0
- Four more ValheimPlus comforts in
[VPlusFallback], and that section is now the one keeping them. ValheimPlus has no Valheim 1.0 build and is not coming back to this pack, so the fallback carries the load. New keys, all on by default onceEnabled = true:NoWeatherDamage,AreaRepairwithAreaRepairRadius(7.5, the radius the crew ran),ItemsFloatandServerWideShouts. - No weather damage on buildings. Rain and water erosion stop wearing structures down. Nothing else about wear changes: a piece still collapses when its supports go, still takes Deep North snow load and event damage, and still takes every point of combat damage. Mirrors ValheimPlus
[Building] noWeatherDamage. - Area repair. One hammer click repairs every damaged piece within 7.5 metres instead of only the one under your crosshair. Each extra piece pays its own stamina and hammer durability and passes the same ward and crafting-station checks a single repair does, and the sweep stops the moment you run out of either. Intact neighbours are skipped, so there is no wall of "does not need repair". Mirrors ValheimPlus
[Building] enableAreaRepair/areaRepairRadius. - Dropped items float. Anything that hits the water stays on the surface instead of sinking out of reach. It applies to items that spawn while you are the nearest viking; something already resting on a lake bed stays there. Mirrors ValheimPlus
[Items] itemsFloatInWater. - Shout range lifted. Mirrors ValheimPlus
[Chat] defaultShoutDistance. Read the note in the package page before you grade this one: Valheim 1.0 already sends every/sshout to every player on the server, so the chat window is world-wide with or without it. What this still covers is the older per-character range gate anything speaking throughTalker.Sayis subject to. It is parity with what the crew had, not a new trick. - The fallback health line moves. With
[VPlusFallback] Enabled = truethe boot line now readsVPlusFallback patch classes: 16/16 applied, not12/12. The always-on count is unchanged atCore patch classes: 8/8and the tool and weapon count is unchanged at9/9. - All four run on whichever client owns the object, the same ownership rule every other comfort in this section follows. The dedicated server does not run this plugin.
1.6.0
- Wider map discovery. The circle of fog you lift as you travel is half again as wide on foot and twice as wide while you are on a ship, at the helm or standing on the deck, so a coastal run charts twice the water for the same sailing. Configurable as
[Exploration] onFootMultiplier(1.5) andsailingMultiplier(2.0), withenabled = falsefor vanilla. It multiplies whatever radius the game has in hand at that moment rather than setting a number of its own, so it composes with ValheimPlus instead of fighting it, and the radius is restored in a finalizer so an exception thrown inside the map code can never leave it inflated and compounding. The[VPlusFallback]shared-exploration pass uses the on-foot multiplier too, so the map fills in around a crew mate by exactly as much as it does around you. Note that the radius moves in whole steps rather than smoothly, because the game uncovers 64 metre fog squares: the two defaults land on clean separate steps, but any multiplier between 1 and about 1.28 rounds back to the vanilla circle and does nothing at all. Go up a whole step rather than a tenth. - One behaviour change to an existing setting. If you had set
[VPlusFallback] ShareExplorationRadiusto an explicit number, that number is now scaled by[Exploration] onFootMultiplieras well, so 150 with the default 1.5 reveals 225. That is what keeps a crew mate's circle the same size as your own, and the two settings compose rather than one quietly overriding the other. SetonFootMultiplierto 1 if you want your explicit radius taken literally. Nobody is affected by default:[VPlusFallback]ships switched off. - Stamina recovers in deep water. Vanilla flatly refuses to regenerate stamina while you are swimming, which turns a long crossing into a countdown to drowning damage. Now it recovers at the normal rate while you are treading water and at half rate while you are actively swimming. Configurable as
[Swim] regenWhileTreading(1.0),regenWhileSwimming(0.5) andtreadingSpeedThreshold(0.5 m/s), withenabled = falsefor vanilla. The cost of swimming is deliberately untouched: the drain stays whatever ValheimPlus[Stamina] swimStaminaDrainsays. The treading half honours the usual one second pause after spending stamina, exactly as standing still on land does. The swimming half does not, and cannot: the swim drain re-arms that pause every tick, so honouring it there would mean the setting could never fire once. - Two more patch classes, so the health line moves. The boot line now reads
Core patch classes: 8/8 applied, not6/6. Anything less names the missing class and the feature that went with it on an ERROR line above it. The tool and weapon count is unchanged at9/9.
1.5.0
- New
[VPlusFallback]section, off by default (Enabled = false). It exists for one day: if a Valheim update leaves ValheimPlus behind and the server has to run without it, the admin flips this on and the crew keeps the comforts V+ was providing. When enabled and ValheimPlus is NOT loaded it provides: fuel that never runs out in fireplaces, ovens, hot tubs and shield generators (InfiniteFireplaceFuel,InfiniteOvenFuel,InfiniteHotTubFuel,InfiniteShieldGeneratorFuel); longer crafting-station build and attachment reach with the roof check off (StationBuildRange30,StationAttachmentRange20,DisableStationRoofCheck); a gathering, pickable and loot bonus (GatheringBonusPercent,PickableBonusPercent,LootDropBonusPercent, all 30); and shared map exploration (ShareExploration,ShareExplorationRadius). While ValheimPlus is loaded every one of these stands down automatically, even withEnabled = true, so the two never double up. - Rebuild hardening. Movement patches now restore the walk-speed field in a finalizer, so an exception thrown inside the game's own movement code can no longer leave a player permanently sped up. Each tool-stamina hook is applied on its own so one changed game type costs one hook, not all nine. Patch bodies that run several times a frame are guarded so they can never throw into the game loop. The startup
patch classes applied: N/Mline counts against a fixed roster, so a patch the runtime could not load reads as a shortfall plus aMISSING patch class <name>error naming what stopped working, instead of a false all-clear.
1.4.0
- The stamina discount now covers movement only. Running, jumping, swimming, dodging and being encumbered still drain a quarter of vanilla on every recognised surface, but tools and weapons no longer ride along: attacks, blocking and parries, drawn bows and crossbows, reloads, building and piece removal, hoe and cultivator work, repairs, fishing and harpooning cost full vanilla stamina on dirt paths and paved roads, and nothing at all on built floors. Configurable per surface as
actionstamina(1 = vanilla cost, 0 = free) alongside the existingstaminadrain, which is now the movement multiplier. Every hook is applied on its own and logged at startup, and any that cannot be applied falls back to the safer multiplier: vanilla cost on paths and roads, a quarter on floors.
1.3.0
- Crafting stations: upgrades and attachments now connect from 10 metres further away, on every station in the game (workbench, forge, black forge, galdr table, artisan table, and anything a future update adds). Vanilla gives most attachment pieces 5 metres, so the default works out to about 15. The extra reach applies to both halves of the rule at once, where the game lets you place the piece and whether the station counts it towards its level, so a placement the game accepts is always one that actually upgrades the station. Configurable as
[Workstation] extraAttachmentRange(0 restores vanilla), and any failure falls back to vanilla behaviour.
1.2.1
- Stamina drain on every surface is now a quarter of vanilla (x0.25) instead of zero. Zero drain also removed the stamina cost of fighting while standing on a floor, which the crew found too generous.
1.2.0
- Beds: the "you need a fire nearby" check now reaches 8 metres further than vanilla, so a bed no longer has to sit almost inside the hearth. Configurable as
[Bed] extraFireRange(0 restores vanilla). The check is wrapped so any failure falls back to vanilla bed behaviour.
1.1.0
- One speed tier across every surface: x1.4 movement and zero stamina drain on dirt paths, paved roads, and all built floors.
1.0.0
- Initial release: a working replacement for the abandoned Useful Paths. Detects dirt paths and paved roads through the Heightmap paint mask, which is how current Valheim actually stores terrain paint, plus built floors through WearNTear.