About Procedural Roads
From ThunderstoreAdds procedurally generated roads to your Valheim world.
Procedural Roads
Generates a network of roads throughout the Valheim world. Increases world generation time.
Version 1.4.4 supports Valheim 1.0. Install Jotunn 2.30.2 or newer on each client and server.
Features
- Adds road networks throughout the world.
- Configurable road amount, width, and pathfinding iterations.
- Roads are generated per island. The IslandRoadPercentage setting controls what percentage of islands the mod will attempt to generate roads on, starting with the largest islands first.
- API for mod developers to register their locations for road network connection.
- Support for custom locations from Expand World Data or other mods.
- Anonymous analytics to help improve the mod (opt-out available in config).
- Required on both client and server.
- Checkout my youtube video showcasing the mod. Click the banner image above.
Road generation process
- Road generation starts after all locations have been placed.
- First we detect all the islands in the world.
- Get the users island percentage config, i.e if 50% islands then we select 50% of total islands to give roads.
- For each selected island, we select generate a road network within the island locations.
- Within the island, we find locations and build a network of roads between them. Some locations are prioritized over others, such as bosses and dungeons. Some locations are excluded entirely.
- Once we have locations, pathfind between the locations using A* pathfinding, avoiding rivers, steep slopes, and water.
- Once a road is defined, paint it as a stone path and smooth its height to fit the surrounding terrain.
Instructions
- Roads will automatically generate for new worlds.
- Please make a backup before adding roads to an existing world!
- To add roads to an existing world, use the road_generate command shown below. You can validate using the road_pins command to see where roads were placed. Then you can use road_clearpins to remove the road_pins on your map.
- Please note, I have not done extensive testing on how roads impact terrain within or around player builds. Roads could potentially generate directly through an existing build.
Configuration
| Setting | Default | Range | Description | |---------|---------|-------|-------------| | RoadWidth | 4 | 2-10 | Width of generated roads in meters. | | IslandRoadPercentage | 50 | 0-100 | Percentage of islands the mod will attempt to generate roads on (largest islands first). Setting this to 100 does not guarantee every island will have roads — see "Why some islands have no roads" below. | | PathfindingMaxIterations | 10000 | 1000-100000 | Maximum number of iterations for each road segment's pathfinding algorithm. Higher values will generate more roads but increase generation time. Lower values will speed up generation time but cause less roads to generate. | | MaxLocationsPerIsland | 12 | 2-30 | Maximum number of locations selected for road connections on each island. | | CustomLocations | (empty) | | Comma-separated list of location names to include in road generation. Use this for locations added by Expand World Data or other mods. Custom locations are prioritized at the same level as dungeons. |
Why some islands have no roads
Even with IslandRoadPercentage set to 100, some islands may not receive roads. This setting controls which islands the mod attempts to place roads on, but road generation can still fail for several reasons:
- Not enough key locations — Roads are built between recognized points of interest (bosses, dungeons, crypts, etc.). If an island has fewer than 2 recognized locations, no road network can be created.
- Terrain is impassable — The pathfinding algorithm avoids rivers, deep water, steep mountain slopes, and highly variable terrain. If there is no viable path between two locations, that road will not be generated.
- Pathfinding iteration limit — Complex or long-distance routes may require more iterations than the PathfindingMaxIterations config allows. Try increasing this value if you notice roads failing to generate.
- Island is too small — Very small landmasses are not detected as islands during the island detection phase.
To improve road coverage, try increasing PathfindingMaxIterations, raising MaxLocationsPerIsland, and adding location names to CustomLocations.
Console Commands
All commands require cheats enabled (devcommands).
| Command | Description | |---------|-------------| | road_generate | Generate roads for an existing world. Use after adding mod to an existing save. | | road_pins | Place map pins at road start points for visualization. | | road_islands | Detect islands and place pins at their centers. Optional args: [cellSize] [minCells] | | road_clearpins | Remove all map pins added by ProceduralRoads. | | road_debug | Show road point info near player position (for troubleshooting terrain issues). |
Donations/Tips
I make mods because I enjoy it and want to make Valheim more enjoyable for everyone. If you feel like saying thanks you can tip me here.
| My Ko-fi: | | |-----------|---------------|
Source Code
Source code is available on Github.
| Github Repository: | </img> Procedural Roads | |-----------|---------------|
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Dependencies
Needs 2 other projects installed alongside it.
Procedural Roads 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
- 1.4.4, released 2026-10-01
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 10 recorded builds of Procedural Roads.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.4.4 | 2026-10-01 | n/a | BepInEx |
| 1.4.3 | 2026-03-16 | n/a | BepInEx |
| 1.4.2 | 2026-03-02 | n/a | BepInEx |
| 1.4.1 | 2026-02-03 | n/a | BepInEx |
| 1.4.0 | 2026-01-29 | n/a | BepInEx |
| 1.3.1 | 2026-01-27 | n/a | BepInEx |
Dependencies
- Required: Jotunn
- Required: BepInExPack Valheim
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Procedural Roads 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 catalogGameplay & overhauls
New mechanics, content and overhauls that change how the game plays.
Works on a server
From source side supportThunderstore lists server-side support for Procedural Roads 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. 2 other projects installed alongside it.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
- ✓Authorwarpalicious, as published on Thunderstore
- ✓LicenseNot published by the sourceFree







