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Render Limits
Allows changing how distant areas are rendered, loaded and generated.
| Date uploaded | 2 weeks ago |
| Version | 1.15.0 |
| Download link | JereKuusela-Render_Limits-1.15.0.zip |
| Downloads | 2295 |
| Dependency string | JereKuusela-Render_Limits-1.15.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2200README
Render Limits
Allows changing how far away zones are rendered, loaded and generated.
Install on the server and optionally on clients (modding guide).
Possible uses
- If you have a powerful computer, you can increase the limits for a higher draw distance (at the cost of performance).
- If you want to take pretty picture of your entire base, you can temporarily increase the loaded area.
- If you have performance issues, you can try reducing distant areas.
Configuration
The config can be found in the <GameDirectory>\BepInEx\config\ folder after the first start up. Or changed with the render_config command.
Each zone is a 64x64 meter area.
On multiplayer, the mod must be installed on the server. Clients can optionally install the mod to change the setting. Clients without the mod will use the default game settings.
1. Zones
- Active zones (default:
1): Amounts of zones that are active around the player. Creatures are active in this area. - Loaded zones (default:
2): Amounts of zones loaded around the player. Structures are visible in this area. - Generated zones (default:
4): Amounts of zones generated around the player. Large static objects like trees are visible in this area. - Real terrain visibility (default:
0): Visibility in meters. If 0, automatically calculated from loaded area. - Force active (default: none): Zones that are always active. Use the
force_activecommand to modify this.- Note: When using this near buildings, make sure to include the whole building.
- Otherwise it might collapse because only a part of it is loaded.
2. Quality
- Clutter visibility (default:
45): Visibility in meters. - Lod bias (default: none): Level of detail limit (increase to show smaller objects, vanilla is from 1 to 5 but even 100 works).
- Pixel light count (default: none): Light detail (bigger the better, vanilla is from 2 to 8).
- Shadow cascades (default: none): Improves shadows near the camera (bigger the better, vanilla is from 2 to 4).
- Shadow quality (default: none): 0: off, 1: hard only, 2: all.
- Shadow distance (default: none): Max distance for shadows in meters (vanilla is from 80 to 150).
- Shadow resolution (default: none): Shadow quality. From 0 to 3.
3. Server limits
- Maximum generated zones (default:
10): Maximum generated zones that can be received from clients.- This prevents players from freezing the server by requesting too high generated area.
- Allow force active (default:
false): Whether clients can have force active areas.- Disabled by default because the implementation has some issues.
- Currently force active is not server specific. Players can accidentally have wrong settings for different servers.
- Force active can be used to collapse buildings by only loading a part of them.
Credits
Thanks for Azumatt for creating the mod icon!
Sources: GitHub
Donations: Buy me a computer
CHANGELOG
-
v1.15
- Improves compatibility with other mods.
-
v1.14
- Major update!
- Adds multiplayer support. All settings now only affect your client.
- Adds automatic calculation to setting "Real terrain visibility" (when set to 0).
- Changes the name of zone based settings and changes the numbering system (from 1..n to 0..n).
- Fixed for the new update.
- Fixes spawners not working on forced active zones (not tested).
- Removes the setting "Spawn limit" as confusing. It's now automatically determined.
-
v1.13
- Fixes Force active not working on single player (multiplayer of course doesn't work).
-
v1.12
- Fixed for the new game version.
-
v1.11
- Fixes some settings being reset on game restart.