Data & Trust
What the mod captures, where it goes, who can see it, and how to opt out. capture ships OFF by default
Announced capture is the pitch; discovered capture poisons trust. This tool doesn't exist to monitor you, and it isn't a verdict on how anyone plays. We use data to make it cheaper to care about the community — to celebrate what you build and keep this world running smoothly. You own your gameplay, which is why everything here is strictly opt-in and transparent.
What is captured
Gameplay activity. If you turn capture on, combat emits events
(first_hit, killing_blow, weapon_used) with the creature's
category, your weapon-skill name, whether the attack was ranged, and your player id
(sent as actor_id). A
completed quest (quest_completed) also records the quest id, your guild, category, and
bot command. Each event carries a UTC timestamp, a world id, a region id, and a non-identifying
detail label.
Performance samples. Ping, jitter, framerate, frame timing, data rates, your game
version, session id, and counts of what's loaded around you (nearby_players,
nearby_entities, nearby_build_pieces, danger_nearby) —
so we can keep the server smooth.
What is never captured
- No chat or voice content.
- No world position or coordinates. We count how many things are nearby, never where you are.
- No keystrokes or free text. The public label is always bounded, never something you typed.
Where it lives
- On your machine: local log files under
Valheim\BepInEx\config\comfy-network-sense\— you own these. - The operator's server: a durable EventLog for community management.
- The public: the aggregated, identity-stripped
/api/v0/telemetry/eventsfeed and this /community dashboard.
Who can see what
Privacy is enforced by construction. The public feed is delayed and never includes the acting player's identity.
| You (any player) | The operator (server) | The public / anyone | |
|---|---|---|---|
| Gameplay activity (creature / weapon / quest) | your own local logs | full record, incl. your player id and quest payload | only delayed, non-identifying labels |
| Your player id & name | known to you | in the durable EventLog | never visible |
| Performance samples | your own local logs | to diagnose lag / desync / health | never visible |
How to opt out
You're in control. Gameplay capture ships OFF by default — to contribute
data you must opt in. Toggle these anytime (hot-reloadable) in your BepInEx config under
[Gameplay]:
gameplayEventProducerEnabled— combat and weapon eventsquestEvaluatorEnabled— quest-completion matching
To stop all capture, remove the mod. And if the mod's gateway URL is left blank, nothing ever leaves your machine — only your local files are written.
Watch it being built
This system is built in the open. Integrations and coding happen live on stream.
- <VOD links to be added>