About HornOfCalling
From ThunderstoreCraft a horn at the Workbench that sounds a blast other players hear out to 64 m. Made for no-map servers where finding each other is part of the game.
Horn of Calling
Adds a craftable Horn of Calling to the Workbench. Equip it and left click to sound a blast. Its volume is a slider on the Audio tab of the game's settings menu.
> Status: in progress. The horn looks and sounds right, costs 1 Bronze + 1 Deer > Hide at a level 1 Workbench, and is heard by other players out to 64 m. What is left > is the behaviour: see Not done yet.
Plain BepInEx + Harmony, no extra runtime dependency — install HornOfCalling.dll into BepInEx/plugins/ and nothing else.
The mod adds an item and a recipe, so it needs to be on every client and on the dedicated server.
Building
dotnet build HornOfCalling/HornOfCalling.csproj -c Release
Defaults to the Linux Steam install (~/.local/share/Steam/steamapps/common/Valheim), falling back to the default Windows path. Override it by creating Directory.Build.user.props next to Directory.Build.props (gitignored):
<Project>
<PropertyGroup>
<ValheimPath>D:\Games\Valheim</ValheimPath>
</PropertyGroup>
</Project>
A successful build copies the DLL straight into BepInEx/plugins/. There is no hot reload — restart the game after each build.
The build errors early with a named message if assembly_valheim.dll or BepInEx.dll can't be found, rather than emitting a wall of CS0246.
How it works
Three registration steps, all idempotent, driven from Harmony postfixes in src/Patches.cs:
| Step | Where | Why there | |---|---|---| | Clone the prefab, add to ObjectDB.m_items | ObjectDB.Awake, ObjectDB.CopyOtherDB | ObjectDB is built twice — a stripped main-menu copy, then the real world one | | Add the Recipe | any of the three patches | Needs the Workbench, which is a piece and may not exist at the first ObjectDB.Awake | | Add to ZNetScene.m_prefabs / m_namedPrefabs | ZNetScene.Awake | Lets the item and its sound effect exist as networked objects |
The item is cloned from the vanilla Horn of Celebration (prefab TankardAnniversary), which supplies the horn model, the icon and the hold pose without an AssetBundle.
The clone needs three things undone. Its m_ammoType is "mead" — vanilla, the horn drinks a mead from your inventory when you sound it, and refuses to sound at all without one — so that is cleared. Its inherited weapon stats (knockback, backstab, block, parry) are zeroed so the tooltip is just the flavour text. And its start effects, a mead splash and a burp, are replaced by the blast.
The blast is not played by a patch. The clip — a 16-bit PCM WAV embedded in the assembly, decoded in src/HornSound.cs — is hung off the item's m_startEffect, which the game fires once per attack after the stamina check. That also routes it through the SFX mixer group, so the player's volume slider applies.
The clip is peak-normalised to −0.3 dBFS, and that is the whole of the horn's loudness at 100%: Unity clamps AudioSource.volume at 1, so once the mod asks for full volume the only headroom left is inside the recording.
The volume row in src/VolumeSlider.cs is the vanilla SFX row cloned: the Slider sits on the row GameObject with its caption and percentage as children, so one Instantiate copies the whole thing. It is then retitled, spliced into the tab's navigation chain, and pointed at the config entry.
Settings
Settings → Audio → Horn of Calling, sitting under the three vanilla volume sliders. It moves live while you drag it, saves on OK and is discarded on Back, the same as the sliders above it.
The value is stored in BepInEx/config/com.greg.hornofcalling.cfg:
[Audio]
## How loud the horn blast is, as a fraction of the recorded level. [...]
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 1
BlastVolume = 1
Editing the file, or the F1 ConfigurationManager overlay if you have it, applies without a restart — the settings row is a front end for this entry, not a separate setting.
It multiplies Valheim's own sound-effects volume rather than replacing it, and it is per player: it changes every blast you hear, whoever sounded it, and never what anyone else hears. That is why it is not synced through MushroomSync — see docs/CONTEXT.md.
The horn sounds once as a preview when you stop moving the slider — on releasing the handle, or a third of a second after the last arrow-key or stick nudge — at the level you have just chosen, through the same mixer group as the real blast. Moving it again restarts the preview rather than layering a second copy over it, and closing the menu stops it.
Opened from the main menu the slider still works, but is silent: the blast prefab is built from the world's ObjectDB, so there is nothing to preview until a world is loaded.
Not done yet
From the design note, still open:
- 10 stamina per use —
m_attack.m_attackStamina, currently0. - The roar emote instead of the inherited
emote_drink. - The viking should appear to hold nothing.
- Reaching other players beyond the audible falloff (64 m). Other players do hear
the blast today, out to 64 m — see Range — but the design note asks for 200 m. Since Valheim 1.0.7 the zone grid delivers the blast further than the curve carries it (128 m at the default simulation distance), so part of that gap is now a curve-tuning change rather than networking work; the rest still needs a ZRoutedRpc broadcast.
- Hold left click to sustain the sound, release to stop. It is one-shot per click.
Range
Other players hear the horn. The effect prefab carries a ZNetView, so spawning it creates a ZDO that replicates to nearby peers, whose ZNetScene resolves it by hash and
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 46d ago.
HornOfCalling on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
- Server side
- Optional on the server
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.1.1, released 2026-09-18
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 2 recorded builds of HornOfCalling.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.1.1 | 2026-09-18 | n/a | BepInEx |
| 0.1.0 | 2026-09-15 | n/a | BepInEx |
Dependencies
- Required: BepInExPack Valheim
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run HornOfCalling on a Valheim server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogMaps & scenarios
Custom maps, arenas and scenarios to play on.
Works on a server
From source side supportThunderstore lists server-side support for HornOfCalling as optional: it can run on a server, but isn’t required there.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Runs on
- Serveroptional on the server
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
- ✓AuthorMushroom_Vikings, as published on Thunderstore
- ✓LicenseNot published by the sourceFree






