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RemoteChunk
Keep chosen zones loaded and running while you are away: animals keep breeding, spawner farms keep spawning. Client-only, works on vanilla servers. Hotkeys N/K and a zone list in Configuration Manager (F1).
By semikss1805
| Last updated | 11 hours ago |
| Total downloads | 27 |
| Total rating | 0 |
| Categories | NPCs Utility Mods AI Generated Client-side |
| Dependency string | semikss1805-RemoteChunk-1.0.2 |
| Dependants | 0 other packages depend on this package |
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: 5.4.2351README
RemoteChunk
Keep chosen zones loaded and running while you are away: animals keep breeding and growing tame, and spawner farms keep spawning. RemoteChunk is client-only: it works on vanilla dedicated servers, and nothing needs to be installed on the server.
Why
In Valheim, the players' games run the world, not the server. Every animal, smelter and spawner is run by the game of a player who is near it, and the server only passes the results along. When everybody leaves an area, it freezes. Your pen of boars stops breeding the moment you sail away.
RemoteChunk lets you anchor zones (the game's 64 × 64 m chunks). Your game keeps loading and running them wherever you are.
Features
- Anchor any zone with one key (
N). Press it again in the same zone to release it. - Breeding and taming continue in far-away pens.
- Enemy spawns per zone (optional): fixed spawners and nests in a zone keep spawning while you are away, for mob farms.
- No walking back after you join. Anchored zones are fetched from the server a few seconds after you join.
- Multiplayer-aware. If another player is in one of your zones, it pauses so the two games don't fight. It resumes once they leave, even if they teleported away.
- Zone list in the Configuration Manager window (F1). It shows each zone's status, distance, enemies spawned, animals born, and Spawns / Sleep / Wake / Rename / Release buttons.
- "Why aren't they breeding?" Under each zone, one line per kind of tamed animal: Breeding, or the main reason it stopped (Pen full, Hungry, Alarmed, No partner). The line also shows how full the pen is against the game's limit (
4/5 in 10 m, young included), the young, and what each adult is doing. A tip below the list explains the limit, with the numbers for each kind you have. It uses the game's own checks. - Zone borders on the ground (
K), so you can see where zones begin and end. - Sleep a zone to pause it without losing its name and settings.
Quick start
- Stand in your animal pen and press
N. A message shows the zone, and its borders are drawn on the ground. PressKto keep the borders on; if the pen crosses a border, anchor both zones. - Walk, sail or teleport away. In F1 → RemoteChunk → 4. Zones, the zone goes Starting → Simulating.
- Come back later: the animals have kept living.
- To stop, press
Nin the zone again, or Release in the zone list.
Controls
| Key / button | What it does |
|---|---|
N |
Anchor the zone you are standing in; press again in the same zone to release it. |
K |
Show the zone borders on the ground until you press it again. Green = anchored, orange = anchored with enemy spawns, grey-blue = sleeping, yellow = your zone, white = others. |
| F1 → Zones → Spawns On/Off | Enemy spawns for that zone (off by default). |
| F1 → Zones → Sleep / Wake | Pause a zone (not loaded, not run) / start it again or refresh it. |
| F1 → Zones → Rename | Give the zone a name (shown in the list and in messages). |
| F1 → Zones → Release | Stop anchoring the zone. |
The keys are ignored while chat, console, inventory, map, menus or a text box are open, and can be rebound in F1.
Console commands (F5)
| Command | Effect |
|---|---|
anchor |
Anchor / release the zone you are in. |
anchor <zoneX> <zoneY> |
Anchor / release a zone by coordinates. |
anchor list |
List anchored zones with status, counters, animals, the pen limit for each kind, and where the young are. |
anchor show |
Draw the zone borders around you once. |
anchor wake [x y] |
Fetch zones that have no objects yet (or one zone). |
anchor sleep [x y] |
Put the zone you are in (or the given one) to sleep. |
anchor spawns [x y] |
Switch enemy spawns for the zone you are in (or the given one). |
anchor name [text] |
Name the zone you are in (no text clears the name). |
anchor clear |
Release every anchored zone in this world. |
Settings (F1 → RemoteChunk)
| Setting | Default | What it does |
|---|---|---|
| Anchor / release key | N |
See Controls. |
| Border lines after anchor key (seconds) | 5 | How long borders show after N; 0 = never. |
| Zone borders on/off key | K |
See Controls. |
| Run anchored zones | on | Off = zones stay loaded but frozen. |
| Neighbour zones kept loaded (rings) | 1 | Also load the zones around each anchor (0 = none, 1 = 3 × 3, 2 = 5 × 5), so animals near a border have ground and walls. More = lower FPS. |
| Wake zones after joining | on | Fetch far anchored zones from the server right after you join. |
| Run zones next to you (Too close) | off | Keep animals and food running in anchored zones about 2 zones from you (see below). |
| Refresh rate (objects per second) | 100 | How often far zones are checked with the server, so the mod notices other players. About 6 KB/s upload at 100. Not milliseconds. |
Zone statuses
| Status | Meaning |
|---|---|
| Simulating | Your game runs the zone. |
| Starting / Loading | Getting ready (a few seconds). |
| Waking | Being fetched from the server, or waiting its turn. The list says why if it has to wait. |
| Needs visit | Nothing received yet: press Wake, or walk past it. |
| Near you | You are in or next to it: the normal game runs it. |
| Too close | About 2 zones from you. The server takes control back every 2 s, so it is frozen as in the normal game. Move further away, or turn on Run zones next to you. |
| Running (near) | A Too close zone kept running by Run zones next to you. |
| Player there | Another player (or the server) runs it; paused, and checked every 30 s. |
| Sleeping | Paused by you. |
Good to know
- Smelters, kilns, fermenters, crops and beehives don't need this mod. They already catch up from timestamps when you return. The big win is animals (breeding, taming) and spawners.
- Breeding still follows the game's rules: animals must be fed (food on the ground near them), calm (no enemies around), have a partner close by, and the pen must not be full. The animal lines in the zone list show which rule is stopping them.
- Pen limit: a tamed animal stops getting pregnant when too many of its kind are near it, and young count too. For boars the limit is 5 within 10 m, so 3 boars with 2 piglets already fill a pen. Other kinds have their own numbers, which the zone list shows. For more animals, build a second pen at least that far away.
- Newborns can drop under a raised floor, where they're easy to miss.
anchor list(F5) says where each young one is. - Enemy spawns: only fixed spawners and nests are forced; random world spawns still need a player in the zone. Spawned monsters are run by your game and can attack animals and buildings in that zone. Spawns only happen in zones where you switched them on.
- Fetching a zone (after joining, or Wake) takes a few seconds. During that time the server treats you as being at that zone: your map marker (if visible) jumps there, and other players' moving things right around you may pause briefly. You are not moved.
- Ships: fetching waits while you own the ship you are on and another player is aboard or nearby, so the ship can't change owner mid-voyage.
- Several players with the mod: only one game runs a zone at a time; the others pause. Each player has their own anchors.
- What happened while you played: once a minute, RemoteChunk writes the zone list to
BepInEx/LogOutput.log. It includes each zone's status, enemies spawned, animals born (with the change since the last minute) and its animals. Look there when something seems off. - Fair play: keeping zones running remotely is an advantage over the normal game. On shared servers, check that the owner and other players are fine with it.
Compatibility
- Client-only. Install it on your game; the server stays vanilla. It also works when you host a world yourself.
- Requires BepInExPack Valheim. Recommended: a Configuration Manager for the F1 zone list (any BepInEx Configuration Manager that supports custom drawers). Without one, use the console commands.
- Made for Valheim 1.0.20.
- Other mods that change how zones load or who controls objects (e.g. chunk loaders, render-distance mods) may not mix well with RemoteChunk.
Known limits
- An anchored zone needs your game to have received it once per session. That's automatic with Wake zones after joining, or press Wake.
- Things another player creates in your anchored zone while you are away (newborns, drops, buildings) appear after you press Wake or walk past.
- The Enemies and Born counters reset when you restart the game.