Source-checkedAdmin & protection

NoodlesMcDoodles

by Wubarrk · for Valheim

Take the desync out of Valheim. Your dedicated server runs the world instead of whichever player got there first, and far-away players get the bandwidth they need. Less rubber-banding, same vanilla game. Works with vanilla clients.

20Downloads
32d agoLast updated
BepInExLoaders
ThunderstoreSource

About NoodlesMcDoodles

From Thunderstore

Take the desync out of Valheim. Your dedicated server runs the world instead of whichever player got there first, and far-away players get the bandwidth they need. Less rubber-banding, same vanilla game. Works with vanilla clients.

🍜 NoodlesMcDoodles

🖥️ Dedicated servers  ·  👥 Works with vanilla clients  ·  🧩 BepInEx 5  ·  📜 MIT  ·  🏷️ v1.0.12

Take the desync out of Valheim: the server runs the world, not whoever loaded in first.

In vanilla Valheim, a zone belongs to whichever connected player is nearest it — and it stays theirs for as long as they're there. If that player's own connection is the slowest one on the server, their upload and their latency quietly become everyone else's lag, for every zone they happen to be standing in. Raising send rates alone doesn't fix that; it just lets a bad connection flood the pipe faster.

NoodlesMcDoodles fixes the cause. The dedicated server runs the world around every player (creatures, buildings, production, doors, terrain) instead of leaving it to whichever player loaded the area first; players keep only what they handle directly, like chests, carts and their own character. The server also paces its sending per player, so distant players get steady updates instead of vanilla's bursty ones. Every feature has its own config switch, and the whole mod reverts to stock vanilla instantly if you flip its kill switch — see Safety below.


⚔️ Features

🗺️ Server-run zones

In vanilla, the first player to load an area runs it for everyone: their game simulates the creatures, buildings, doors and smelters there, and everyone else sees that world second-hand through their connection. NoodlesMcDoodles gives that job to the dedicated server. With the default OwnershipAuthority.Mode = FarOrShared, the server runs creatures and tames, buildings, production (smelters, kilns, windmills, crafting stations), trees and rocks, doors and terrain, both in empty areas and in the areas players are standing in. Players keep what they handle directly: their own character, chests, carts, item and armor stands, turrets, signs, items on the ground, ships, and anything harvestable within reach. Moving an object to the server only changes which machine sends its updates; nothing a player sees happen to it changes.

Where several players share an area, the objects players keep go to whichever of them has the best round-trip time to the server, not to whoever arrived first. An experimental extension (O10) lets the server hold such an object itself when every player near it is far from the server. It's marked EXPERIMENTAL in its own config description (that exact case, several far players at once, hasn't been exercised in a long live session yet), and it can be switched off on its own.

🧊 Empty-area preservation

The server also keeps running areas nobody is standing in — which in vanilla is exactly when things start decaying, despawning, or losing durability with nobody around to notice. A dedicated guard freezes those specific destructive vanilla code paths (weather/structural decay, dropped-item despawn, wild-creature-vs-tame and wild-creature-vs-piece combat) only inside that empty, server-held band. Nothing changes for a zone a player is actually standing in — normal combat and damage there behave exactly as vanilla.

📡 Steadier networking

Raises the per-connection send-rate ceiling and lets it adapt upward per player as their connection proves it can take it, instead of pinning everyone to one fixed number. The old vanilla send-queue gate only ever allowed about one round trip's worth of data in flight, which quietly punished distant players the most; the queue now grows with a connection's own measured round-trip time, so a far player can approach the same effective throughput as a nearby one instead of being structurally capped lower.

🧩 Optional client-side extras

Installing the same DLL on your own game client (not just the server) unlocks these client-side improvements, plus the F6 status panel below: your own uploads get the identical rate/queue treatment the server gives itself, so other players see fresher updates from you; and a shortened dead-reckoning window means a creature, player, or object you don't own stops sliding on stale movement data sooner after a network hiccup, instead of coasting for vanilla's full two seconds and snapping back. A second, more aggressive smoothing mode (buffered interpolation) also ships but stays off by default — measured testing found it smoother in ordinary play but worse than vanilla in the worst case, so it's left in as an experiment rather than a default.

📊 Status panel (F6)

Press F6 in game for a small black-and-gold panel with two tabs. Basic shows who runs the world around you, as a share of the objects loaded near you (Server owns, You own, Other players own, Unowned), your ping, upload and download, your upload and download limits, and whether the server runs NoodlesMcDoodles. Detailed splits your connection into Upload (you to the server: your set limit against the one in use, your send queue against its allowance, with the peak over the last minute) and Download (the server's own numbers for you: its limit, what it actually sends and its queue for you, since your download is the server's upload and only the server sets it). It also shows who controls each of the nine zones around you, by name, which players own objects near you, and this client's own features. Drag the title to move the panel, drag its corner to resize it; text wraps and the content scrolls, and the panel remembers where you left it. F6 cycles Basic → Detailed → hidden. It works on any server, modded or vanilla (download numbers need a NoodlesMcDoodles 1.0.3+ server), and only reads what your game already has: the only file it writes is its own position and size.

Read the full description on Thunderstore →

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 32d ago.

NoodlesMcDoodles 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
1.0.12, released 2026-10-04

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 1 recorded build of NoodlesMcDoodles.

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run NoodlesMcDoodles 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 catalog
Listed on Thunderstore as “Admin”

Admin & protection

Permissions, moderation, anti-cheat and land protection for the people running the server.

Works on a server

From source side support

Thunderstore lists server-side support for NoodlesMcDoodles 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 2026-10-04Open ↗
  • ✓AuthorWubarrk, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

NoodlesMcDoodles, answered

Generated from the mod’s own source data.

Do my players need to install NoodlesMcDoodles?

Thunderstore lists server-side support for NoodlesMcDoodles as optional: it can run on a server, but isn’t required there.

Which loaders does it support?

BepInEx.

Is it free?

Yes. NoodlesMcDoodles is free to download from Thunderstore.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run NoodlesMcDoodles on a Valheim server.

Deploy in about a minute from $9.99 a month, then add NoodlesMcDoodles in one click.