Valheim
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Latest version
0.6.1
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Version Update Notes
0.6.1 - Fixes for camera issues when under deep north snow.
0.6.0 - Fixes for 1.0. Render the voxel terrain so it's not see through, handle ZDO lod distance the way 1.0 does...etc.
0.5.0 - Fix admin check.
- New config Drop Unsupported Terrain: a swing drops the rock it just cut free instead of leaving it floating. Looks 12m around the hit, so huge slabs and well-anchored rock stay put.
- Silver, copper and flametal deposits, fractured cliffs, pillars and giant bones now crumble when a dig takes their footing out. Vanilla only re-checked those when you hit them directly.
- Fixed digs dropping no stone in ground already at the game's 8m limit. A swing that removes rock pays out wherever it lands.
- Rock shaken loose counts toward that swing's stone payout, free of stamina and tool wear.
- Fixed grass and ground clutter drawing at the old surface height over dug-out ground.
- Searica's "Remove Terrain Modifications" no longer reports "No digs reach this spot" on a cave floor you dug. It falls back to the nearest dig within 8m.
- Voxel data format bumped (v8) - all players and the server must update together. Old saves load fine; older builds now leave v8 zones alone.
0.4.1 Thank you BETLOG!
- Fixed a dig smaller than the configured Carve Radius dropping less stone than vanilla, often nothing. Dig Yield Scaling only scales a payout up now.
- Fixed a swing at a rock, tree or creature being charged a dig's full stamina and tool wear. Only swings that land on terrain are priced as digs.
- The dig size bar is easier to read: lit frame, dark groove, brighter fill, and the out-of-reach part shaded properly.
0.4.0 Thank you BETLOG!
- One notch of the mouse wheel changes the dig by one step again, not two.
- Dig Radius Step is now Dig Size Step, measured across like the readout.
- The wheel stops at your pickaxe's size cap instead of scrolling through sizes you can't dig, and says so.
- The dig bar fills from zero and shades the part your pickaxe can't reach.
- New Extend Tool Tier Limits: a tier missing from the depth or size list follows the step the listed ones climb by, instead of digging uncapped.
0.3.9 - Fixed the stamina and tool wear for a wide dig levelling off past a certain size. It keeps climbing now, up to 100x a default swing.
- Stone from a dig now scales with the size of the hole instead of one drop per swing. New Dig Yield Scaling (0 = vanilla).
- The dig bar said Radius while showing the size across. It now reads Diameter, or Edge length for cube digs.
- Fixed the hold Alt for dig options hint vanishing the moment you let go of the key.
- New Tool Tier Size Limits: cap how wide a hole each pickaxe tier digs. Empty by default.
- Digging in a heavily dug out zone no longer gets slower the more you dig it.
- Terrain edits that do not touch a cave no longer make everyone nearby re-read the zone's cave data.
0.3.8 - Fixed hoe work on carved ground being applied twice when someone else's game owns that area, so a levelled floor or a ramp could come out doubled in multiplayer.
- Fixed being yanked back into place while walking near a zone border as the ground next door reloaded. Only ground that genuinely has not been built yet holds you still now.
- Fixed extra tool wear being charged for swings that never dug: ones stopped by a ward or a protected location, ones already at your pickaxe's depth limit, and every swing while Voxel Digging is off.
- A client's dig depth is now re-checked on the zone's owner, the same as its radius already was.
- Searica's "Remove Terrain Modifications" tool, and hearthbelow restore [radius], no longer fill in a wide dig centred metres away from the spot you pointed at.
- Fixed the radius, shape and mode you set with the dig controls not being written if you logged out straight after, which also left config saving switched off for the rest of the session.
- Fixed distant terrain staying invisible for the rest of the session after a hearthbelow show view.
- Fixed the mouse wheel resizing your dig instead of scrolling when a container or your inventory is open.
- Fixed a small texture leak while dragging the dig preview's fill alpha sliders.
0.3.6/0.3.7 - New dig preview: a ring and soft wash painted on the terrain where your swing will land, with a mark on the exact point the pickaxe head connects - worked out before you swing, from vanilla's own melee sweep.
- Hold Left Alt for the dig mode bar: mouse wheel resizes, Z shape, V gradual/blast. Alt+B hides the overlay. Fully recolourable, and the readout fades on a timer.
- Wider digs now cost proportionally more stamina and tool wear, and are refused up front if you cannot afford them (new Radius Cost Scaling, admin capped by Max Player Carve Radius).
- Admins using Jere's NoClip feature from Server Devcommands can go through the ground again.
- Fixed the hoe working over a wider area than vanilla on carved ground, and honouring smooth power.
- New hearthbelow compat command listing which mods share the terrain pipeline and what each one risks.
- Compatibility with Searica's AdvancedTerrainModifiers: ops sent straight to the terrain compiler used to be dropped on carved ground and do nothing. They now apply underground like any other hoe stroke.
- The overlay hides while you are running, so it is not sliding around under you as you travel.
- Searica's "Remove Terrain Modifications" hoe piece now fills in the digs reaching that spot, instead of resetting a heightmap a dug zone no longer draws from. hearthbelow restore [radius] does the same from the console. Can be turned off.
- 0.3.7 was a small internal refactor of code.
0.3.5 - Fixed players, creatures and dropped items falling through the world after teleporting, logging in, or standing on freshly edited ground. Anything buried in rock, chickens and eggs included, is now placed on the nearest floor.
- Portals inside a cave land you at the portal instead of on the ground above it.
- Fixed un-dug ground drawing over your caves after visiting a dungeon, which used to last until the area reloaded.
- Fixed distant terrain hanging over ground you had levelled or dug, most noticeable after a portal trip.
- Terrain around you loads faster, starting with the ground under your feet.
0.3.4 - Fixed a flat sheet of ghost ground that could show up inside a cave (LOD again), stretching through the tunnel you had just dug. It now clears as soon as you dig, and comes back at a distance so far-off hillsides still look solid.
- Fixed rain and snow being able to stay switched off for the rest of your session if the weather changed while you were underground.
- Fixed terrain lighting looking flat or oddly shaded on carved ground away from the middle of the map.
0.3.3 - Rain and snow no longer fall inside caves. Rock overhead now counts as shelter, so you also get the Sheltered buff, the muffled indoor sound and calm air underground. Weather still comes in near a cave mouth.
- Wet terrain look no longer follows you underground during rain.
- New hearthbelow weather console command showing why a spot does or does not count as sheltered.
- New configs: Cave Weather Shelter Cover (how enclosed a spot must be) and Cave Weather Particles (which effects rock stops, for mod compatibility).
0.3.2 - Fixed a possible multiplayer desync where a dig could show up on your screen but never actually save, so nobody else ever saw it.
0.3.1 - Compatibility with MoreTerrainTypes (TerrainHoe) by Rusty for JamesJones.
- Fix hoe raycast underground for leveling/paving.
0.3.0 - Vanilla-feel pass on the hoe part 2. Fix some issues with raising the ground, proper smoothing, and sometimes tearing.
0.2.0 - Vanilla-feel pass on the hoe. Raise ground underground now uses vanilla's own raise math (same radius, per-swing step size, and falloff as the surface hoe) instead of dropping a solid blob in one click - raising a floor or ramp feels exactly like raising ground topside.
- Level ground no longer carves away low cave ceilings.
- Fixed the near-surface dead zone (shallow digs under ~1m) where the hoe fought the voxel terrain and could never repair a dig - raise/level/smooth now work on carved ground at any depth.
- Raising terrain you stand on no longer clips you into the new ground. New hearthbelow raise console command. Voxel data format bumped (v6) - all players and the server must update together; old saves load fine.
0.1.0 - Initial release.
Digging drops stone exactly like vanilla (same chance/amounts from the tool's own dig prefab; no drops at the depth limit). Creatures can path into carved caves and tunnels. Configurable underground environment (default Crypt) applies dungeon-style ambience while inside a cave. Gradual dig mode (vanilla-like shallow bites per swing) with Blast mode option. Hoe smoothing works underground (vanilla-style falloff blend; hearthbelow smooth command too). Underground Painting toggle (terrain paint is shared with the surface column above, see README). Tool Depth Limits: max dig depth per pickaxe tool tier (antler 8m ... blackmetal 32m by default, fully configurable; modded pickaxes fit automatically via their tool tier); digging at a tool's cap leaves a flat floor for lining up builds. Pickaxe carves voxel caves out of terrain (Cube or Sphere dig shape, synced config). Underground hoe support: raise fills material, level flattens cave floors, paths/paving paint them. Fires work in caves. Per-zone heightmap-to-voxel conversion on first carve; edits persist in the world save and sync in multiplayer via vanilla terrain machinery. hearthbelow carve/fill/flatten/restore/info console commands. Required on server and all clients. BACK UP YOUR WORLDS.
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