You need to build the plugin using the current game/server libraries and it works fine on bog witch 0.219.16. Here you can find latest recompiled version https://github.com/dankmaster/valheim-betternetworking/releases/tag/1.0.0
Hi, how can I know if this mod still works? It doesn's throw an error, but based on some comments here it is not working since last patch... Should I keep using it? Remove it?? Thanks!
For those of you, looking for a way to install on dedicated server, this is what i´ve found: 1. Install BepInEx on dedicated server (Unpack as described in README) 2. Download and unpack BetterNetworking Mod 3. Copy BetterNetworking DLL to Valheim-Server location ( \valheim\BepInEx\plugins ) 4. Restart your Valheim Server, you should see BepInEx in your Log
On initial log in it takes well over 30 seconds for all the nearby things to appear. If we (guests) log in "upstairs" the bottom of the base loads last and the top falls down, so we have to remember to log out from the basement. We don't have significant lag during play, just that first login.
It falls down even when the game owner is standing right there as if the client logging in overrides the owner physics.
I could not find a config option in the mod to saturate the network on first login - did I just miss it?
Yes, both with and without. Also, the recent patches have made it worse, not better. The recent changes in the game have the fps better in our big build base - even when we have a lot of hens running around. It used to be like 4 FPS, but now is in the 30s.
But... When signing in it's now well over 40 seconds before all the build elements show up on screen (our work around is that I exile myself far away from main base when I log out). It used to be that things like wisp lights loaded last (and were in fact my indicator that asset loading was finished) but now they load very early in the process and it takes much longer to appear.
If the initial load could saturate my network I'd love it!
I've even posted on X about this to the devs suggesting a local cache of the world with some kind of really fast checksum to see if anything has been built so that the local cache of the world need not even be updated at all if the world is unchanged from last visit. I think that is too much to ask of a MOD dev though, it needs to be in the base game.
There is a fix on the Public Test branch for some objects loading before terrain, might fix your issue with falling through the base at least: https://store.steampowered.com/news/app/892970/view/3820802745611348918
Check the top of this post for how to activate the Public Test branch: https://www.valheimgame.com/news/patch-0-217-4-hildir-s-request-public-test/
Yes, I was looking forward to that PTB patch hitting the main branch. Since my friend is the host for that world, we won't be able to test anything until after the holidays are over. (Valheim needs feast food! the honey glazed chicken looks pretty good on a table)
Thanks for your updates and have a happy Thanksgiving!
OK, it's in the main game now and both I and the game owner are back from Thanksgiving trips (I'm more stuffed than was the turkey!) and have tested the patch. It fixes the newly introduced problem, now it's just back to our large build taking over 40 seconds to load at initial log in and bits sometimes falling off before its done.
I got another player to load this and we ran the test again. Using F2 I saw much faster data arriving and I could watch the base building around me at record speed.
I've gone back to the start location (in the basement) where I'm very familiar with the load order and speed. But if it keeps up then this may fix most of our problems. Thanks so much!
It turns out that the previous time I thought he was testing with this mod he had not loaded it right.
Hello, me and my mates installed this mod both to our clients and to the server. We still feel a bit of latency problem when together. What values do you recommend for clients and server since the default one doesn't seem to be enough. Also do we need to have the same values to the server? Thanks.
I saw a prior comment that you responded to that best performance is when its used on all clients AND server.
However, If I am using a dedicated server (which I cannot mod), and this can only be installed on the clients will it do anything, or is it pointless at that point?
How do i know if the compression stuff works? i dont see anything in the console i have all the info turned on. We have the mod on the 2 players and running on the dedicateds server. we have compression turned on.
371 comments
Thank you to William Seligmann (jsza) for the compatibility update. :D
I already "installed" BepInEx by copy the files in the root folder of the dedicated server.
1. Install BepInEx on dedicated server (Unpack as described in README)
2. Download and unpack BetterNetworking Mod
3. Copy BetterNetworking DLL to Valheim-Server location ( \valheim\BepInEx\plugins )
4. Restart your Valheim Server, you should see BepInEx in your Log
@CWJesse:
Please correct me if i´m wrong :-)
This is NOT on a dedicated server.
On initial log in it takes well over 30 seconds for all the nearby things to appear. If we (guests) log in "upstairs" the bottom of the base loads last and the top falls down, so we have to remember to log out from the basement.
We don't have significant lag during play, just that first login.
It falls down even when the game owner is standing right there as if the client logging in overrides the owner physics.
I could not find a config option in the mod to saturate the network on first login - did I just miss it?
The recent changes in the game have the fps better in our big build base - even when we have a lot of hens running around. It used to be like 4 FPS, but now is in the 30s.
But... When signing in it's now well over 40 seconds before all the build elements show up on screen (our work around is that I exile myself far away from main base when I log out). It used to be that things like wisp lights loaded last (and were in fact my indicator that asset loading was finished) but now they load very early in the process and it takes much longer to appear.
If the initial load could saturate my network I'd love it!
I've even posted on X about this to the devs suggesting a local cache of the world with some kind of really fast checksum to see if anything has been built so that the local cache of the world need not even be updated at all if the world is unchanged from last visit. I think that is too much to ask of a MOD dev though, it needs to be in the base game.
There is a fix on the Public Test branch for some objects loading before terrain, might fix your issue with falling through the base at least:
https://store.steampowered.com/news/app/892970/view/3820802745611348918
Check the top of this post for how to activate the Public Test branch: https://www.valheimgame.com/news/patch-0-217-4-hildir-s-request-public-test/
Thanks for your updates and have a happy Thanksgiving!
I've gone back to the start location (in the basement) where I'm very familiar with the load order and speed. But if it keeps up then this may fix most of our problems. Thanks so much!
It turns out that the previous time I thought he was testing with this mod he had not loaded it right.
What values do you recommend for clients and server since the default one doesn't seem to be enough. Also do we need to have the same values to the server? Thanks.
However, If I am using a dedicated server (which I cannot mod), and this can only be installed on the clients will it do anything, or is it pointless at that point?