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FiresGhettoNetworking
Comprehensive networking + server-authority mod with ZDO delta compression, WearNTear server/client CPU skips for invulnerable pieces, AoI-filtered RPC broadcasts, and a built-in per-client config auto-tuner.
| Date uploaded | 2 weeks ago |
| Version | 1.4.23 |
| Download link | VerdantsAscent-FiresGhettoNetworking-1.4.23.zip |
| Downloads | 2075 |
| Dependency string | VerdantsAscent-FiresGhettoNetworking-1.4.23 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
FiresGhettoNetworkMod
Updated for Valheim 1.0.
A comprehensive networking and server-authority mod for Valheim dedicated servers. Combines compression, send-rate tuning, queue management, server-side simulation, RPC filtering, and a per-client auto-tuner into a single drop-in plugin.
What this mod actually does
Valheim's vanilla networking is built around small, friend-group sessions. It works fine for 4 people and starts visibly straining around 8+. This mod replaces the bottlenecks:
- Server pushes harder and smarter, and with more headroom — bigger Steam send/recv buffers, higher max send rates, larger send queues, etc
- Server can run the world — with Server-Side Simulation on, the server loads the world around every player, drives spawns and raids, and manages zones
- Server sends less garbage and does less busywork — filtering on broadcast RPCs, closest-first ZDO sending when a connection backs up, AI LOD, WearNTear skips for unbreakable pieces.
- Client configs are tuned automatically — built-in auto-tuner sends test on first login, picks a performance tier, and applies the right values per machine. No more having to read and understand config values
You don't need to be a networking engineer to run a heavily-modded server with this. That's the point... I'd rather you not touch your configs at all if you dont understand what they do.
What runs in each configuration
The mod is layered. Installing it does not turn everything on — most of the heavy server-authority work sits behind one master switch, and mob simulation sits behind another. Here is exactly what you get.
Server only (vanilla clients)
Everything here is server-side and needs nothing installed on your players' machines:
- Player limit + advertised player limit, crossplay backend selection
- Steam send rate / send buffer, send queue size, ZDO send rate
- Per-peer adaptive send rate (each client ramps toward its own real link capacity)
- Bulk-transfer gate — raises the 20 KB queue limit inside every loaded ServerSync / ServerCharacters copy, so large config syncs on join stop stalling and dropping peers. This is one of the biggest real-world wins and it is entirely server-side
- Server-side auto-tune, plus all diagnostics and admin commands (
fgn_headroom,fgn_flood,fgn_socketramp,fgn_comptest,fgn_zdoflood) - Everything under Server-Side Simulation, if you enable it (see below)
Server + client
Installing on both adds the client-side half:
- Deflate packet compression — negotiated per peer, so it only engages when both ends have the mod. A vanilla client simply never negotiates and stays uncompressed
- Client-side interpolation and prediction — smooths other players' movement
- Client auto-tune: zone-load batching, instantiation budget, receive-buffer sizing, destroy throttling
- HyperBoost receive side (also needs FiresSteamworksPatcher)
- Boat damage fix — every 2 seconds the server corrects each player's clock, and vanilla jumps the waves to match, which a boat with players aboard takes as slamming into the water. The mod eases those corrections in so the water never jumps. A ship is damaged by the game of whoever owns it (normally someone aboard), so every player who sails needs the mod
Default settings
Out of the box you get compression, all the send-rate / queue / buffer tuning, adaptive send rate, the bulk-transfer gate, auto-tune, and player-position priority. A dedicated server also gets these traffic features, each behind its own toggle:
- RPC router + area-of-interest filtering — damage numbers, health bars and similar stop being broadcast to everyone and only go to players near the action. This is the big one for large fights
- ZDO delta compression and distance-based ZDO throttling
- AI LOD throttling and WearNTear server CPU skips. These only act on objects the server itself has loaded, so they have little to do unless Server-Side Simulation is on
Enable Server-Side Simulation is OFF by default. It only controls the server simulating the world. The traffic features above follow their own toggles whether it is on or off.
Server-Side Simulation ON
Turning on the master switch activates:
- Server-driven spawning and raids / random events
- Extended zone radius and predictive zone streaming, zone create/destroy authority
- Ship steering fixes
Note that mobs are still simulated by the nearest client at this point. The server decides when and where they spawn, and filters the traffic, but it is not running their brains.
With ValheimCommunityPatch on the server, Server-Side Simulation stays off for that session and the server log says why. VCP replaces the server's object create/destroy pass with its own, built around the world origin, and removes everything the server creates for players, so the two would fight endlessly. The traffic features above keep working either way.
ZDO ownership transfer — not recommended
This is the switch that moves creature simulation itself onto the server. Ownership is simulation: whoever owns a creature runs its AI, pathing, attacks, movement physics and death checks. There is a broad variant and a Selective one (creatures, plus ships only if you have also enabled server-side ship physics).
We do not recommend enabling this. It is the least-tested path in the mod, and handing rigidbody simulation to a headless server has knock-on effects — vehicles are the usual casualty. Every other server-authority feature above works without it. If you do want to experiment, use Selective rather than broad, and expect to keep an eye on your boats and carts.
Auto-Tune (the new feature in 1.2.1)
The mod now ships with an auto-tuner that handles config adjustments. Most users should never need to touch a config setting again. (only settings that a client should ever touch will be player sync settings per prefernce)
How the client probe works
When a client connects to a server for the first time, the mod runs a brief network/hardware probe:
- 30-second delay after spawn — lets Valheim's initial-sync flood drain
- Hardware fingerprint — CPU cores, RAM, GPU. Scored into a CPU tier.
- Latency probe — 10 ping RPCs, 200ms apart. performance computed over the trimmed samples (worst outlier dropped). Scores into a network tier.
- Frame-time sample — 5 seconds of testing afer the world settles. Scores into an FPS tier.
- Bandwidth probe — 3 × 128KB echo samples, peak wins. Only runs if latency tier is MED or HIGH (this is to keep clients on lower end machines from being effected by the tests).
The result is one of three tiers — LOW, MED, or HIGH — combining hardware capability and link quality. The tier is cached per-server for 7 days; reconnecting picks up where you left off.
How the rolling monitor works
After the initial probe, the mod periodically re-probes latency every 5 minutes. Each result goes into a rolling buffer. This catches:
- Initial probe got unlucky (server happened to be busy) — re-probes will see the truth and promote the tier within 15-20 minutes.
- Mid-session weather changes (ISP route flap, server load) — tier auto-adjusts down or back up as conditions change.
The cache is updated whenever consensus changes, so the next reconnect starts with the corrected tier.
How the server self-tune works
When the mod runs on a dedicated server with Enable Server Auto-Tune = true (the default), the server scores its own CPU/RAM at startup and applies a server-tier preset to:
- Steam send rate (min and max) and ZDO send rate
- Send queue size
- Steam send buffer size (per-connection outbound during initial sync)
- ZDO update throttle distance
- AI LOD near/far distances
- RPC Area-of-Interest radius
- Extended zone pre-load radius
| Server tier | Send rate | Send buffer | Send queue | ZDO send rate | Throttle distance | AI LOD near / far | RPC AoI | Extended zones |
|---|---|---|---|---|---|---|---|---|
| LOW | 512 KB/s – 2 MB/s | 2 MB | vanilla (10 KB) | 100% | 350 m | 80 / 200 m | 192 m | +0 |
| MED | 768 KB/s – 16 MB/s | 8 MB | 48 KB | 100% | 500 m | 100 / 300 m | 256 m | +1 |
| HIGH | 1 MB/s – 32 MB/s | 32 MB | 80 KB | 150% | 700 m | 150 / 500 m | 384 m | +2 |
Every tier stays at or above vanilla's values; the startup log confirms it with AutoTune VanillaFloor self-check passed.
The server also collects tier reports from connected clients and periodically logs the median client tier with suggestions, so an admin can see at a glance whether the server's settings actually match the audience joining.
Server-side networking improvements
These run on the dedicated server (the mod auto-detects). Effects are visible to all connected clients regardless of whether they have the mod installed.
| Feature | What it does |
|---|---|
| Deflate compression | Compresses traffic with each player who also has the mod (negotiated per player). Significant bandwidth saving on busy servers, especially with large modded worlds. |
| Higher Steam send rates | Vanilla sends at a fixed ~150 KB/s. Auto-tune opens it up per server tier (table above); with auto-tune off the config default is 512 KB/s – 2 MB/s. Less waiting during big fights or zone bursts. |
| Larger send queue | Vanilla stops queueing ZDO updates at ~10 KB. Auto-tune uses 10 / 48 / 80 KB by tier; the config default is 32 KB. Fewer delayed updates under burst load. |
| Steam SendBufferSize tuning | Per-connection outbound buffer of 2 / 8 / 32 MB by tier. Directly addresses errors during initial-sync floods with heavy modpacks. |
| ZDO delta compression | On resyncs, only the fields that changed are sent — not the whole ZDO. Big savings on creatures/players where 1-2 fields change per tick. Text and byte-array fields (chest contents, for example) are still sent whole. |
| Distance-based ZDO throttling | While a player's connection is backing up, player positions are sent first and loose objects beyond the throttle distance (350 / 500 / 700 m by tier) go last. Buildings and terrain keep their place, and a healthy connection is left exactly as vanilla. |
| AI LOD throttling | While a player's connection is backing up, creatures the server has loaded that are beyond the far distance (200 / 300 / 500 m by tier) from every player update at half speed (AI LOD Throttle Factor). Tames are never throttled, and a healthy server runs every creature at full rate. |
| WearNTear server optimization | Skips the wear and support update for pieces that cannot be damaged at all (Infinity Hammer / admin-flagged pieces). Every other piece wears, takes weather damage and collapses exactly like vanilla. |
Server-authority patches
Vanilla Valheim relies on whichever client is "near" an object to simulate it. With Server-Side Simulation on, the server takes over more of that work:
- Server loads the world around every player — objects exist on the server wherever players are, including a configurable extended radius (default +1 zone layer).
- Spawning and raids run server-side — the server decides when and where creatures and random events spawn, so raids fire and end properly with players spread out.
- Creatures are still simulated by the nearest player unless ZDO ownership transfer is also enabled (see "What runs in each configuration").
The RPC Router with area based filtering does not need Server-Side Simulation: broadcast RPCs targeting a specific position only forward to peers within range. Massive bandwidth saving on busy servers (DamageText, HealthChanged, SetTarget, etc. don't get broadcast worldwide).
All of this is server-side; players don't need anything extra installed for it.
Client-side settings (the only ones you should touch you heathens)
If you're a player joining someone else's server, your config has dozens of settings...
but the ONLY section relevant to you is Player Sync.
Everything else is either server-driven or auto-tuned.
If you believe you know best, feel free to adjust, but adjusting settings incorrectly
can easily make the mod have the opposite effect from intended...
The Player Sync section has four options:
-
Enable Client-Side Interpolation (default: off) Smooths other players' movement on your screen by interpolating between received network positions, eliminating the small snapping that comes from discrete network ticks. Most players don't need this — the rest of the mod's improvements deliver positions smoothly enough on their own, and interpolation adds a small render-lag. Turn ON if you still see other players snap/teleport on a healthy connection.
-
Enable Client-Side Prediction (default: off) Extrapolates other players forward using their last known velocity. Helps on high-latency (>100ms) connections where interpolation alone can't cover the gap. Auto-tune may flip this on automatically if your measured ping warrants it. Leave it off otherwise — it can overshoot at low ping.
-
Smoothing Min Interval (default: 0.0s) Below this inter-packet arrival rate, smoothing is disabled and vanilla movement renders directly. 0 means "always smooth"; raise it only on LAN/very low-latency servers if you want fast packets to bypass smoothing.
-
Smoothing Max Interval (default: 0.20s) Above this inter-packet arrival rate, smoothing runs at full strength. Between Min and Max the strength fades in linearly. Raise for a more aggressive fade (less smoothing on borderline connections); lower for a snappier ramp to full smoothing.
Everything else in the config is either server-only or auto-tuned.
The mod automatically disables server-only features on clients regardless of what you set.
so that you can't manually toggle Enable Server-Side Simulation on your client,
but im not smart enough to know how to hide the config to only clients while allowing admins and servers to see it.
Installation
- Install BepInEx (a recent BepInExPack_Valheim from Thunderstore is recommended).
- Drop
VAGhettoNetworking.dllintoBepInEx/plugins/on every machine that should have it. - Start Valheim or your dedicated server. The mod auto-detects which side it's running on and enables the appropriate features.
Compatibility
- Designed to coexist with many mods, I use it on my own server with 60 other mods, and have tested it with many others
- Works alongside any content mods that don't touch ZNetScene/ZDOMan internals. (doesn't work with most other networking mods, besides better z log and timeout limits, both highly recommended to go with this)
- If you also run BetterNetworking, Serverside Simulations, or another networking mod — disable one. Running two networking mods at once will produce conflicting patches. This mod covers what those two do.
- ValheimCommunityPatch works alongside it: where both do the same job, this mod stands down and lets VCP handle it (see Server-Side Simulation ON above).
Credits
Built on the shoulders of BetterNetworking and Serverside Simulations. The general approach to ZDO throttling, RPC routing/AoI filtering, and wire compression took inspiration from those mods and from the Comfy Valheim BetterZeeRouter pattern. The auto-tuner, rolling monitor, server self-tune, and Steam send-buffer tuning are original to this mod as far as I know... but theres only so many different ways to do networking mods in valheim
License: see LICENSE in the repo.
Issues / questions
CHANGELOG
-
v1.4.31 - fairer sending, station fixes and lighter servers
- the server sizes each player's connection to what it actually carries, and opens it back up once the line clears
- chat, effects and damage numbers only go to the players who can see them, instead of everyone on the server
- monsters are handed to the player with the best connection, so they stop rubber-banding for everyone else, and whoever is fighting one keeps it
- slow server frames are broken down in the log, so a stall can be traced to what actually caused it
-
v1.4.23 - optimization fixes
-
v1.4.22 - compression rebuild and server fixes
- compression rebuilt: less CPU for the same or better savings, and damaged packets are caught instead of loaded
- terrain edits no longer go missing when an area's ground loads late
- dedicated servers print their join address (IP:port) once they finish starting
- smoother zone loading with "Enable Time-Slice Instantiation" on, and distant objects no longer wait behind nearby ones
- crops keep growing on servers that take ownership of them
- removed the "Max Active ZDOs" setting (it no longer did anything)
- clearer compression stats in the log
-
v1.4.15 - boats, sleeping and server fixes
- boats no longer take constant damage while players are aboard
- sleeping on a busy server no longer takes a minute or more (hopefully, not confirmed with crossplay and cross system clients yet)
- RPC filtering, ZDO throttling and AI LOD now work on servers with Server-Side Simulation off, each on its own toggle (shout out Safwan for that suggestion)
- Server-Side Simulation stays off when ValheimCommunityPatch is on the server, since the two fight over the same objects
- with Server-Side Simulation on, the server keeps up with terrain edits again and stops loading areas without their ground
- buildings the server looks after wear down and collapse normally again
- the auto-tune queue sizes now properly apply, and compression uses less CPU
-
v1.4.12 - hotfix updates
- graves, dropped items and tames no longer sink through floors when an area loads
- waking up after sleeping on a dedicated server is quick again
- crossplay servers show the correct player limit in the server list
- less error spam on dedicated servers
-
v1.4.2 - fixed players staying frozen on other players' screens after going through a portal (a Valheim 1.0 bug)
-
v1.4.1 - fixed a compatibility issue with ValheimCommunityPatch
-
v1.4.0 - updated for Valheim 1.0
-
v1.3.16 - pens, boats, and an honest toggle
- Tamed and trapped creatures stay put. Leaving an area tore the world down over several frames, so a creature could outlive the walls around it, wander out through the gap, and have that escaped position saved. Anything that can move is now removed in the same frame vanilla removes it, and containment is destroyed last.
- Boats no longer take damage on calm water. A server that owned a hull applied no buoyancy until that zone's water finished loading but left gravity running, so empty ships sank into the seabed and damaged themselves on landing. Server-owned hulls now hold still until their surroundings actually exist.
- "Server-Side Ship Simulation" now does what it says. It was never wired to anything, so switching on ZDO ownership quietly handed ship physics to the server even with that setting off. Ships stay client-simulated unless you deliberately opt in.
- Creatures are placed where the world says they are before the server's first physics step after it takes ownership, rather than one step afterwards.
- Added diagnostics so the fixes report what they actually did: teardown now logs how many moving objects it removed in-frame, and a parked ship logs how long it waited for its surroundings to load.
-
v1.3.11 - maintenance and fixes
-
v1.3.10 dedicated-server terrain fix (world pre-gen, Upgrade World resets, crops)
- Fixed a null-reference error flood on dedicated servers during bulk world pre-generation when using server authority
-
v1.3.9 stuck-raid fix for dedicated servers
- Fixed raids / random events that could run forever on a dedicated server — mobs chasing players "for days," only stopping if FGN was removed. With no local player standing at the event origin, vanilla pauses the event timer the moment every player leaves the area, so the raid never reaches its end time — while FGN keeps spawning its event mobs around whoever is online. The timer now runs on wall-clock regardless of who is in the area, so raids end at their authored duration, with a 1-hour hard failsafe that force-ends any event that somehow outlives it.
- Internal networking pass (per-packet compression negotiation, bulk-transfer gate, auto-tune probe). No config changes.
-
v1.3.8 crossplay default fix + per-peer adaptive send rate
- Crossplay servers could fail to connect after installing FGN. "Force Crossplay" now defaults to "vanilla"
- Per-peer adaptive send rate — each client now ramps from the auto-tune baseline up toward its own real link capacity
- Auto-tune HIGH send ceiling raised (~8 -> ~32 MB/s) with a larger send buffer and queue, so a healthy link isn't artificially throttled.
- HYPERBOOST toggle — one-switch max-throughput override (Steam send/recv rates + buffers) for benchmarking or high-bandwidth links. Default off; pinning everything wide open really isn't a great idea, but if you really want to, have at it (requires fires steamworks patcher on client as well as server)
- Patcher-dependent settings (the recv-buffer tuning, including HyperBoost's recv side)
- Crops should now grow correctly under server-side simulation
- Plays nice with Render Limits now — if Jere's Render Limits is installed, FGN stops stacking its extended zone radius on top and lets Render Limits own the zone load distances (server authority stays intact)
-
v1.3.7 disconnect + fall-through + steamworks-limit fixes
- Clients no longer choke on default Steam bandwidth limits during big transfers.
- The bandwidth lift now applies through other mods' socket wrappers instead of getting lost.
- Fixed a compression bug that caused "Disconnected" drops on busy servers.
- Items and graves stay put until the floor under them finishes loading instead of falling through.
- Fall-through diagnostic logging is now off by default behind a toggle.
-
v1.3.6 tombstone/tames fix
- graves and tames should stop dropping through structures on zone reload
-
v1.3.5 auto-tune adjustment
- a strong PC on a high-ping connection no longer gets dropped to low settings. your hardware sets the ceiling, a bad connection only nudges it down a step
- player smoothing/prediction are left to the clients preferences again, auto-tune doesn't force them on
-
v1.3.4 stability pass for big/busy servers
- smoother on rented/shared hosts, now TRYING to read the actual server box specs not the hosts specs
- "Update Rate" renamed to "ZDO Send Rate"
- better disconnect logging to track down any hiccups
-
v1.3.3 multi-player area fixes + permission-mod compat
- players flying / hits from across the map fixed. BulkTransferGuard was the cause, replaced with BulkTransferGate (raises ServerSync send queue gate at the source instead of suppressing ZDOMan.SendZDOs)
- delta compression self-heals now — full vanilla keyframe every 5s per peer/zdo so a dropped packet doesn't desync fields forever
- RPC router stopped wasting cycles forwarding server-targeted RPCs to itself
- IsActiveAreaLoaded gate uses vanilla active-area only, megabases stop choking on it
- ported SSS defensive trio (humanoid null guard, WNT collider re-init, ship request-handoff)
- CreateDestroyObjects NRE prune. fires when permission mods like TargetPortalProtection block portal destroy on the dedi and leave m_instances out of sync
- broad server ownership auto-skips portals when TargetPortalProtection is installed
- misc log + diagnostic tidy
-
v1.3.2 realized the error of my ways
- compat with serversync send limits
- added experimental server ownership toggles... basically ports the rest of server simulations. off by default
-
v1.3.1 fixes for compression conflicts with SC
-
v1.3.0 server + bandwidth performance pass:
- ZDO delta compression — server only re-sends ZDO fields that changed (wire-compatible with vanilla)
- Server-side WearNTear skip — UpdateWear short-circuits for stable / invulnerable pieces
- Client-side support skip — invulnerable pieces stop running UpdateSupport, max-support pinned at Awake
- Shared invulnerability classifier — Immune + Ignore both treated as zero-damage
- AoI-filtered SpawnedZone rebroadcast — server-side rebroadcast bound by AoI radius instead of all-peers
- Public-test build gating — ready for live valheim updates
- Internal reorg —
-
v1.2.1 per-client Auto-Tune system added:
- Network/hardware probe runs on first login (latency, jitter, frame time, bandwidth, hardware fingerprint), picks a LOW/MED/HIGH tier, applies tier-appropriate settings automatically
- Two-axis tier scoring (machine vs link) — strong client on a clean-latency link no longer dragged down by server-bottlenecked bandwidth measurements
- Rolling monitor re-probes every 5 minutes after initial probe; tier auto-corrects if conditions change mid-session or initial probe was contaminated by startup traffic
- Server self-tune scores host CPU/RAM and applies tier presets to ZDO throttle / AI LOD / RPC AoI / queue size / extended zone radius / Steam buffers (default ON)
- Per-server cache (7-day TTL, hardware-fingerprint-aware) so reconnecting picks up the established tier
- Steam SendBufferSize wired up (per-connection outbound buffer, up to 2MB) — addresses k_EResultLimitExceeded errors during initial-sync floods
- Asymmetric send-rate pattern (Min stays at safe baseline, Max scales with tier) — no risk of pushing a slow client harder than they can handle
- ZoneLoadBatchSize (formerly stubbed) now wired into ZNetScene's per-frame creation cap via runtime helper; HIGH-tier clients consume zone backlog 4x faster
- ZPackage Receive Buffer config bound and applied (no-op on Valheim's bundled Steamworks build but ready when SDK updates)
- Default
Enable Server Auto-Tuneflipped ON (was OFF in 1.2.0) - Default
Enable Client-Side Interpolationflipped OFF (was ON before — the rest of the networking improvements deliver smooth positions on their own; turn back ON if you still see snap/teleport) - README rewritten with proper documentation of features, auto-tune, server-authority patches, and the four client-side knobs that are the only settings users should ever touch
-
v1.2.0 removed log snapshots beta, will have to become its own mod someday soon
-
v1.1.9 adjustments to player positioning patches as well as default config settings, added a new beta feature for login snapshots as well
-
v1.1.8 better client position handling for players with higher ping differences (only works when installed on server and client)
-
v1.1.7 various tweaks and a bug fix for accidentally hiding the player-player poistion sync in configs
-
v1.1.6 better server checking for renamed assemblys
-
v1.1.5 fixes to server authority ai patches. improved performance, stopped causing issues with interactions and monsters...
-
v1.1.1 fixed single player running logic as dedicated server and spamming errors finally
-
v1.1.0 compatibility updates
-
v1.0.2 update for not playing well with wackies db