DogHausTweaks
The DogHaus server's own plugin: winter freezing, fuel and warmth for modded lights, building balance, terrain health, craters, smooth tools, build grid, stack splitting, faster loading. Numbers come from the server.Changelog
1.0.18
- [drop_rates] exempt_items: every raw meat (vanilla odds + amounts; Seasons' meat multiplier still applies). [raid_drops] Boar = RawMeat:1, LeatherScraps:0.5, all:0.1; Neck = NeckTail:1, all:0.1.
- [crops] vanilla_growth_speed = 1.25: vanilla_growth_players' crops grow at 1.25x the base (base now 5000-6250 s -> 4000-5000 s, the game's own crop time); the crop hover shows that speed.
- Release balance file:
[hidden_pieces]+ FishnetTrap (Balrond Shipyard's Fishnet Trap; 44 hidden). The built-in default balance carries the same file. - Release balance file:
[terrain_cost] level_free_metres0.25 -> 1.5 - per ground point, a Level change under 1.5 m (up or down) is free; a change of 1.5 m or more counts in full (the free part is a threshold, not subtracted). - Ship panel: the "Hull 420 / 500 (84%)" line now shows for the driver too (was passengers only); the pack switches ZenUI's
captain HP bar off (ZenDragon.ZenUI.cfg
Show Ship HP = false).
1.0.17
- Build Grid follows Cartur's Build Camera: while its camera is on (Shift+B), the grid lines and the position readout centre on the point the camera aims at (the game's own placement ray); camera off, or Cartur not installed, = around the player as before. Cartur is found by its plugin id, with no hard dependency; if its internals change the grid simply stays around the player (one log line). Snapping is unchanged.
- Ward radius (new
[qol] ward_radius, 25 in the release file): every ward protects that many metres - the ward prefabs and their area marker at load, each ward as it spawns (the placement ghost too) and every ward already built when the server's file arrives, so existing wards shrink with it. 0 or no line = each ward's own radius (vanilla guard stone 32). - Creature drops: exempt creatures (new
[drop_rates] exempt_creatures): creatures listed there (prefab names, any case) skip the DogHaus drop rules entirely - vanilla amounts, chances and star rules, like bosses and tames. The release file lists Greydwarf, Greydwarf_Elite and Greydwarf_Shaman. Missing key = no creature exempt. - Release balance file:
[craters] respect_wards = false(creature craters are no longer stopped by wards; the bed protection is unchanged);[hidden_pieces]+ GB_Stone_Fireplace and GB_Stone_Fireplace_2 (Odin's Kingdom; 43 hidden). - Also in 1.0.16 (missing from its notes):
[ship_load] crew_sail_speed 0.04(sailing speed) andcrew_steer 0.04(steering, every mode) per extra player aboard, counted up tooars_crew_cap(8);oars_crew_steer 0(the Oars' per-player steering folded into crew_steer);crew_row_speed 0.08unchanged. - New balance keys: the server and every player need this version.
1.0.16
- Reset ground (square) and Restore ground (square) (the hoe's restore tools): at every size (1x1 / 2x2 / 4x4 / 8x8) every
ground point in the square goes fully back to the world's own height and its paint back to natural ground (grass regrows);
pools centred in it are cleared as before. No stone either way - the stone settle is gone. Cost: Greydwarf eyes by size,
new balance keys in
[terrain_cost]:restore_item = GreydwarfEye,restore_cost_1 / _2 / _4 / _8(1 / 1 / 4 / 16). The eyes are the piece's own requirement (the build menu shows them; the game takes them once, only when the ground really changed); too few = nothing changes, nothing is taken, "Need 4 Greydwarf eyes". A ward refusal takes nothing. Stamina and hoe wear unchanged. No strength readout and Ctrl + scroll does nothing for these two tools. - Ship passengers (new
[ships]keys, default on):passenger_hud- a player seated on a ship (bench, chair or attach point; not just standing on deck) sees the ship panel: wind compass, wind line, hull health "Hull 420 / 500 (84%)" and the load line; the rudder / sail icons stay hidden for them.wind_speed_hud- a "Wind: Breeze 42%" line on the panel for everyone, the driver too (Calm < 10, Light 10-29, Breeze 30-49, Strong 50-69, Gale 70-89, Storm >= 90).passenger_zoom- a seated passenger may zoom out as far as the driver. - Wards no longer lock doors (new
[qol] ward_locks_doors, default false): every door, gate, hatch and drawbridge opens and closes for anyone; key-locked doors still need their key. Chests, building and removal keep their ward checks.true= vanilla. One log line at load counts the door prefabs it opens. - No skill drain after respawning (new
[qol] no_skill_drain_minutes, 12 in the release file): the SoftDeath effect's time and the player's death cooldown (what really decides) both become 12 minutes; 0 or no line = the game's 10. - The sundial uses Paris's latitude (was Oslo).
- Release balance file:
[ocean] serpent_chance12 (was 15);[cost]4 m wood beam / pole / pillar Wood 4, 4 m fine-wood beam and pole FineWood 4. - New balance keys: a server running an older balance file keeps vanilla no-skill-drain and the default restore costs; the server and every player need this version.
1.0.15
- Arch pieces (new Arch tab on the hammer; switched on by the server's balance file,
[qol] arch_pieces = true): 11 plain-wood pieces for a rounded hall - Wood beam 52°, Wood beam 41°, Wood beam 30°, Wood wall arch 52°, Wood wall arch 41°, Wood wall arch 30°, Wood wall arch 41° triangle, Wood wall arch 30° triangle, Wood wall arch sill 3 m (under 41° triangle), Wood wall arch sill 4 m (under 30° triangle) and Wood pole 4 m. The beams keep the angles of the vanilla 67° beam turned one, two and three Gizmo clicks flatter, but are cut so every joint lands on the 1 m grid; on a 24 m hall with 4 m walls the two sides meet exactly in the middle. The walls fill the gable under them (planks on both faces, a timber along the top edge); the triangles are just their top part and the sills lift them from an ordinary wall top. Costs: Wood 2 each, the pole Wood 4; health and support as the vanilla wood pieces. A balance file without thearch_piecesline keeps them off the hammer (they stay registered, so built pieces always load). - New pieces = new prefabs: the server and every player need this version.
1.0.14
- Wood, fine wood and core wood reach one more 4 m piece up and sideways (wood 2 m: 11 up / 7 out; core wood 15 / 9). The
built-in [support_loss] values are now Wood and FineWood
vertical_loss 0.0891 horizontal_loss 0.1293and HardWoodvertical_loss 0.0758 horizontal_loss 0.1166(4 m pieces: wood and fine wood 5 up / 3 out, game 3 / 1; core wood 7 / 4, game 5 / 2). Every other material is unchanged. The server's balance file decides, as before. - Removed the one-time world cleanup now that it has run (27 leftovers from removed mods were cleared on 3.2.0's restart). No gameplay changes. (This was 1.0.13, which never reached the server.)
1.0.13
- Removed the one-time world cleanup now that it has run (27 leftovers from removed mods were cleared on 3.2.0's restart). No gameplay changes.
1.0.12
- Structural support (new balance sections [support_loss] and [support_fine_wood], server-owned, OPT-IN): building
pieces lose less support per piece, so they reach further.
Material = vertical_loss V horizontal_loss H(lower = further); max and min support are unchanged, so the build-mode colours mean what they did. Only values at or below the game's own are accepted (a material can never be made weaker). [support_fine_wood] lists the FineWood Build Pieces wood pieces, which use their own FineWood line. A file without [support_loss] lines = the game's own support for every player (nothing is filled in from the defaults). The DogHaus values are tuned on 4 m pieces: every material holds exactly one more 4 m piece up; wood, fine wood, core wood (HardWood), iron and timberwood also reach exactly one more 4 m piece out, while stone, black marble, grausten, ancient and ice keep the game's own horizontal loss (no change sideways). Each changed value is the gentlest one that gives the extra 4 m piece. 4 m pieces up / out: wood and fine wood 4 / 2 (game 3 / 1), core wood 6 / 3 (5 / 2), iron 12 / 12 (11 / 11), timberwood 8 / 2 (7 / 1), stone 4 / 0 (3 / 0), black marble 4 / 0 (3 / 0), grausten 6 / 0 (5 / 0), ancient 13 / 0 (12 / 0), ice 4 / 0 (3 / 0). With 2 m pieces: wood 9 / 5 (7 / 4), core wood 13 / 7 (11 / 6), stone 9 / 0 (7 / 0), black marble 9 / 0 (8 / 0), grausten 13 / 2 (12 / 2), iron 25 / 25 (24 / 24), ancient 27 / 5 (25 / 5), ice 9 / 1 (7 / 1), timberwood 17 / 5 (17 / 5 - timberwood's extra reach shows on 4 m pieces). - Harvest radius (new, server-owned, OPT-IN): picking a crop, berry bush, mushroom, flower, stone, flint or branch by hand
(the Use key or the controller's Use button, pressed or held) also picks every other pickable within
harvest_radius_mof it, up to 32 more, nearest first. Each is a normal pick (Farming skill, bonus yield, items drop as usual and auto-pickup takes them), so it works in multiplayer. Never swept: dungeon and location loot, boss and altar items (dragon eggs, Fuling totems, Surtling / black / molten / frost cores, Dyrnwyn fragments), Dvergr things and anything else that angers guards when taken, items lying on the ground. The scythe is unchanged. Balance[qol] harvest_radius = trueandharvest_radius_m = 1(0.5-5, default 1); a server file (or no file) withoutharvest_radius = truekeeps it OFF. - World cleanup (new, server-side, OPT-IN, dedicated server only): when the world loads, a dedicated server removes every
object whose prefab hash is listed in its own balance file under
[cleanup] remove_prefab_hashes. Only hashes the game no longer knows (objects of removed mods) can be removed - a listed hash that is still a real prefab, 0 or the player is refused. Logs each hash's count, a total and a re-count of 0. No [cleanup] section = nothing happens. A single-player or self-hosted world never runs it, even with [cleanup] in its file, unless that file also says[cleanup] allow_local_host = true(for testing). Players need nothing: joined clients never run it, and the modpack's copy of the balance file has no [cleanup]. - World count (new, server-side, OPT-IN, dedicated server only, count only):
[cleanup] count_mods = <mod>or[cleanup] count_prefab_hashes = ...makes the dedicated server count the objects of whole mods or of listed prefab hashes when the world loads - each prefab's count, where the objects are (map coordinates and builders) and a total. It removes nothing. Sameallow_local_hostrule as the cleanup. - Internal: the server's network probe reads ping and send rate through the dedicated server's own Steam API (it logged a "Steamworks is not initialized" warning before); if that is not available it leaves those fields out. Players notice nothing.
- Odin's Kingdom plaster walls now need Bone fragments (the plaster) and 1 more Wood: 21
[cost]lines in the default and server balance, e.g.GB_WoodWall = Wood 4, BoneFragments 3(was the mod's Wood 3); window walls keep their Crystal 2. The crafting station stays the mod's. - Internal: the server's network probe also logs the server's own frame rate once a minute, as one extra line next to the per-player lines: frames, average ms (fps), worst frame and frames over 50 ms (dedicated server only, read-only). Players notice nothing.
- Internal: more groundwork for upcoming building pieces ships switched off. Nothing changes in game.
1.0.11
- Lag fix: objects left in the world by removed mods (Odin's Hares, Balrond BannerColorizer) no longer flood the log. The game logged "Missing prefab hash: <n>" every time it retried them (about 25 lines a second near a base). Each missing hash is now logged once per session, with its name when known (e.g. "BOH_Hare_White (Odin's Hares, removed 2026-09-30)"), plus a summary every 5 minutes while such objects are near. Nothing is deleted or changed by this.
- Server network probe (read-only, dedicated server only): once a minute one log line per player - send rounds, how often vanilla's 10 KB send queue blocked sending to them, average / peak queue bytes, send rate, ping, out / in KB/s. It changes nothing about what is sent.
- Internal: groundwork for upcoming building features ships switched off. Nothing changes in game, and the server's balance file needs no change.
1.0.10
- Creature craters FIXED: the crater hooks (melee, area and projectile) never attached in 1.0.0-1.0.9 - the patch class had no class-level [HarmonyPatch], so HarmonyX skipped it without a word. Craters now happen for the first time. Melee rule: a swing digs whenever it reaches the ground (hitting a player or a wall on the way no longer cancels it); it does not reach when the ground at the swing point is further below the creature's feet than the attack's own reach. Thrown rocks must land on the ground.
- Start-up proof for every part (B17 + silent-hook audit): each DogHaus part ends its start-up with one line "<part>: N patch classes, M hooks attached, K patched nothing", warns "<Class> patched NOTHING" per class, and the silent fallbacks in 28 files log their first failure once ("<File>: <Class>.<Method> failed (first time ...)"). One-time warnings when Jotunn, Runic or Seasons are installed but changed. DogHaus BundleCache logs the same summary line.
- Join guard pins now include CoreWood Pieces, FineWood Build Pieces and Missing Pieces.
- Quiet unlocks ([qol] quiet_unlock_players): listed players get no new item / recipe / piece popups; everything is still learned and in the hammer.
- Controller support (the game's Default controller layout; keyboard and mouse are unchanged):
- Hoe: LT + right stick left/right sets the size of the Water and Level tools, the square tools (1x1 to 8x8) and the round tools' brush (stick right = bigger); LT + right stick up/down sets the Water / Level height in 0.25 m steps; LT + D-pad left/right sets the sharpness, 5% a press, while a smooth or raise tool is out (the minimap zoom on LT + D-pad works everywhere else); hold LB while placing levels Level / Paved road (square) to the spot you point at. The camera stays still while LT is held.
- LT + X turns the world grid on/off while a hammer, hoe or cultivator is out (J on the keyboard).
- Stands: LB + A at an armor stand swaps your armor (Y on the keyboard); at an item stand it takes one item. The prompts show the controller buttons.
- LB + A at a smelter, kiln or fire pulls all fuel or ore from nearby chests (Left Shift on the keyboard).
- Balrond Lightkeeper and Hearth Marks, while you look at one: LT + A (lights on/off / show area), LT + X (auto-fuel on/off / message cooldown), LT + D-pad left/right (range); LT + A on a fire = obey / ignore its Lightkeeper. Their prompts show the controller buttons.
- The Compendium's DogHaus: Controls page lists the controller buttons next to every key, including the ones the pack's mods already had (quick stack D-pad down, restock D-pad up, sort Back, trash D-pad right, favourite D-pad left, store all right stick click, item details hold Y). With a controller in use it shows your controller's own button pictures.
- Building mods brought in line with vanilla (CoreWood Pieces, FineWood Build Pieces, Missing Pieces): each piece now costs what the vanilla piece of the same shape costs, in its own material (a 2x2 core-wood wall = 4 Corewood, like four vanilla log beams; a fine-wood wall = 2 Fine wood, like a vanilla wood wall; thatch walls and roofs = vanilla thatch). Health: core-wood pieces 500 (= vanilla core-wood logs), fine-wood pieces 460 (vanilla wood +15%); both stay far below stone (1,500). The 6 m fine-wood step ladder had only 100 health (now 460). Missing Pieces' upper half/quarter walls and triangle floors had 300 (now the vanilla 400).
- Missing Pieces' Wooden Drawer can no longer be built (new
[hidden_pieces]list in the balance file - the server's list counts). Drawers already built stay and keep their contents. - Build costs set in the balance file now also hold for pieces from mods that set their costs from their own config (CoreWood / FineWood Build Pieces): they are put back after those mods load and whenever a build menu opens.
- Bronze hoe is now admin-only: it can't be crafted any more (F5
spawn HoeBronze), and Lower ground and the Water tool are only on it (the wooden hoe no longer gets Lower ground at quality 3). Bronze hoes you already made keep working. - Sundial ([clock]): new look - a riveted iron dial with a brushed blue-steel face, a glowing ring, a hard shadow blade, today's sunrise / sunset line through the centre and a starry night band - drawn sharper (128 px). The in-game time now shows under it as 24-hour HH:MM, in the game's own font.
- Quality of Life (B17): every feature hook is registered on its own. If a Seasons, PlantEverything or Runic update changes a method we hook, only that one feature is skipped - with a warning naming it and a startup summary line - instead of every feature registered after it silently switching off.
- Hoe (E13a): ONE Water tool (doghaus_watertool) replaces Water (2x2 / 4x4 / 8x8) and ONE Level tool (doghaus_level) replaces ATM's Level ground (square) (mud_road_v2_sq, hidden from the hoe menu) / Level (4x4) / Level (8x8). Shift + scroll cycles the size (2 -> 4 -> 8 -> 2; square -> 4x4 -> 8x8 -> square), plain scroll the height: Water = the pool surface (was Shift + scroll; same 0.25 m step, -4..+4), Level = the target height +-2 m from the feet in 0.25 m steps, reset to 0 when the tool is picked (Shift + click = pointed spot, no offset). Top-left message "Water 4x4 (8 tar)" / "Level 4x4, +0.5 m". Placing swaps in the old prefab of that size (Player.TryPlacePiece / PlacePiece), so the operation, the owner message, tar, stamina and wear are the old tool's; the sized prefabs stay registered and old pools stay removable. The merged pieces are m_canRotate (no camera zoom on scroll); the rotation is undone after UpdatePlacement and the ghost kept straight. Controller: the rotate input cycles the size. New loading tip.
- Compendium (E12): a "DogHaus: Controls" page (TextsDialog.UpdateTextsList postfix, ControlsPage.cs) with the README's Controls table; new loading tip pointing to it.
- Digging (E16): no more "Bedrock: you can't dig any deeper here" message (or thud) inside dungeons and no-build areas, where you can't dig anyway.
- Mining (E16): Deep North gold veins and frozen troll statues now drop exactly what the game gives - no extra flint or ore. The extra flint/ore only comes from plain stone rocks and cliffs, so a rock with a new ore keeps its own drops.
- Balrond build costs (E16): four pieces Balrond priced by mistake now cost what Balrond meant - Habrok Fur Rug (Leather scraps 20 + Linen thread 1, was 1 Wood by a typo), Curved Wood Wall (Wood 10), Leather Scrap Rug (Leather scraps 8) and Gabro Fireplace. The last three listed the same item twice, which let you build them with only the bigger amount.
- Balrond costs that fell back to Wood (E16): Brass Bell = Bronze 2, Mossy Stone Tile 2x2 = Stone 6 + Dandelion 2, Book Sets 1-3 = Linen thread 1 + Leather scraps 1 + Coal 1, Gabro Fireplace = Wood 5 + Fine wood 4 + Stone 6 + Flint 1.
- Hoe: Restore ground (4x4) and Reset ground (1x1) now also clear water - a pool whose centre is inside the square you restore is removed, like hammering it (wards respected, no tar back). Restoring along a pool's edge leaves it, and so does restoring ground far below or above it.
- Bronze hoe: only the head is bronze now - the same bronze as the Cultivator - and the handle stays wood. The inventory icon matches (bronze head, wooden handle).
- Hoe (E13b): the square tools come in four sizes - hold Shift and scroll to step 1x1 -> 2x2 -> 4x4 -> 8x8 m: Pathen (square), Paved road (square), Paved road (path, square), Smooth (square), the Reset and Restore ground (now called "Reset ground (square)" and "Restore ground (square)"). A top-left message shows the size and its cost ("Paved road 4x4 (2 flint)"); each tool remembers its size until you quit. Every sized hoe tool starts at its smallest size the first time you pick it (squares 1x1, Level and Water 2x2). Edges line up with the 1 m world grid. Flint and tool wear grow with the area (a 4x4 costs about 4x a 2x2); plain scroll still zooms the camera. Round tools keep the free Shift + scroll radius. The Level tool's small size is labelled 2x2 (its real size; it said "(square)").
- Hoe: levelling now uses and gives stone. Vanilla Level ground and every size of the Level tool: raising ground more than 0.25 m uses stone at the same rate as a pickaxe and Restore ground (more the deeper); cutting more than 0.25 m into the world's own ground gives back a quarter of what a pickaxe would ([terrain_cost] level_cut_rate = 0.25). Smaller changes are free. Fills and cuts in one click are netted; if you can't pay, nothing changes and you're told how much stone it needs.
- Hoe: Reset ground stays free at 1x1; at 2x2, 4x4 and 8x8 it settles stone exactly like Restore ground (filling dug holes uses stone, "Not enough stone - holes filled N%" when short). Its size message shows the stone for the spot.
- Hoe: strength / sharpness (Ctrl + scroll) now starts at 50% for every hoe terrain tool (was 100%), still remembered per tool. Values you saved before are reset to 50% once.
- Hoe: cutting back ground that sits above its original height (Level, Restore or Reset ground) no longer gives stone - otherwise Raise ground, the cultivator or a paved road plus a cut made stone from nothing. Filling dug holes with Restore ground still uses stone.
- Balance file (E16): [health] values must be 1-100000 (a bad line is skipped and listed); a file missing a whole section now logs one warning naming that section's off switch; two [cost] lines of one item are merged (the game checks each line alone).
- Server console (E16): a line typed before the in-game console exists stays queued (was lost); at most 20 wait.
- Enemy fire (E16): a fireball's explosion joins the fireball's own chain instead of starting a second budget; sparks from a hit on a building start on the attacker's side. (Fire spread is off on the DogHaus server - defensive only.)
- Performance (E6): behaviour-neutral caching in Snow Care, Season Exempt, the build-menu info, Building Health, Torch Warmth, build search, rain growth, Mining Drops and Piece Balance; Terrain Health logs its start-up laps.
1.0.9
- Join guard ([join_guard]): the pack's pinned mod versions are baked into the DLL at build time; on join the server compares every client mod on that list (shared and client-only) and refuses with a short list of the mismatched mods. Mods not on the list are ignored. Players on an older DogHausTweaks are refused as before.
- Ship load ([ship_load]): load = hold cargo + every player's carried weight + installed Shipyard upgrades (share of the ship's max) + loose items and carts on deck. Speed and turning: 105% empty -> 100% at normal -> 40% at max, floor 1/3. Heavy ships: more damage taken (cap x2), looser roll/pitch (yaw damping stays vanilla), more sail heel (1.10x at max). crew_row_speed 0.08 per extra player; Oars rowing-only, Ropes sail-only (Shipyard's own oar steering is set to 1.0 / 0 on the server). Helm HUD line under the wind compass, hover "Load N kg (normal X, limit Y) - Z% speed", one-time "The ship is overloaded" message. Per-ship normal/max table incl. the Trailership.
- Ocean ([ocean]): storm slams on crewed ships by heading (side x1.25, behind x0.5); unmanned ships take storm slams in deep water (>= 10 m) only and drift downwind unless anchored; impact damage on rock / ice / shore / seabed (sideways speed only, near-vertical contacts ignored, free under 1 m/s, cap 400; Raft and Trailership mass 1000); serpents at night and in storms on one shared clock per player PC (serpent_interval 600, serpent_chance 15, no roll in the first 10 min after login); dead-calm spells; Wet + cold on deck at night; thicker night storm fog. Two Seasons ocean JSONs ship with the pack. Winter ice: floes days 2-19, frozen sea 8-13, bigger and more icebergs in the open ocean.
- Enemy fire ([enemy_fire]): cinders only from enemy attacks (projectile, area and melee hits with fire damage throw sparks); gated on boss keys: 4 pieces per attack chain at the Elder, +2 per boss (Kall included, max_budget 16); one new building per spread_seconds (60) per chain; chains time out after chain_timeout_seconds (600). Containers, crafting stations, station extensions and smelter-type pieces are fireproof. Put out by rain (unroofed), a hammer repair swing or destruction. The Ashlands keep vanilla rules.
- Drop rates ([drop_rates]): common drops (chance >= 0.5) amount x0.75, no star multiplier; rare drops and trophies chance x 0.2 / 0.55 / 1.0 by stars, no amount multiplier; summon items like other rares (summon_mult 1.0); bosses and tamed excluded; exempt_items (Hildir chests, Dyrnwyn fragment, Void knife, Deep North gate items, unique trophies) and creature "drops" (blob / Oozer splits, the second brute brother) stay vanilla. Runs after Seasons so seasonal meat stacks. Respects an earlier prefix that skipped the original (devcommands "no creature drops" works again).
- Bosses ([bosses]): hits on bosses /1.25, replacing vanilla's +30%/player with group_extras 0.30 (health 1.25 / 1.55 / 1.85 / 2.15 / 2.45 x solo vanilla); boss hits on players x1.25; fire / poison / spirit DoTs on bosses x1.25. Drops untouched.
- Terrain cost ([terrain_cost]): by brush area - Raise ground stone_per_m2 0.45 (max 50), Lower ground dig_flint_per_m2 0.25 x depth factors (max 60) plus stamina scaled by radius with a hard gate (refused + red flash without the full stamina), paved roads flint, cultivator grass Dandelion, dirt paths free; tool wear round(radius / default radius) per use for every resizable tool (now incl. Level ground, Cultivate, path cultivate, Smooth (round)). Default brushes cost as vanilla.
- Hoe tiers ([hoe_tiers]): Lower ground on the wooden hoe from quality 3; new Bronze hoe (HoeBronze: Forge 1, Wood 5 + Bronze 5, +1 / +2 per level, durability 300 +150/level, max 3) has Lower ground at any quality and the Water tools.
- Water ([water]): Water (2x2 / 4x4 / 8x8) pool tools ship (enabled); real water 4 m deep, surface 0.25 m below the feet, Shift + scroll +-0.25 m (-4..+4), tar 2 / 8 / 32, no refund; hammer removes (hit measured at the surface); dirt painted under the pool. Lower ground off the hammer (HammerTime shovel table off).
- Hoe order: tools grouped by job in a stable PieceTable.UpdateAvailable sort; [name] remove_terrain_mods = Reset ground (1x1) with a description.
- Mining: TerrainOp_Awake_DigStone is registered (it never was since 1.0.6, so dig stone by volume / depth never paid).
- Scythe ([scythe]): picks Raspberry, Blueberries, Cloudberry, Lingonberry and Vineberry bushes (by item); reach 1.5 -> 2.5 m at Farming 100.
- Sundial ([clock]): a local status effect next to the season icon - a horizontal sundial for Oslo's latitude, shadow by the game clock, today's sunrise / sunset lines, no text label.
- Weather ([weather] snow_is_dry): EnvMan.IsWet is false while snow falls (snow particle systems, or a weather named Snow / ending " Winter" / " Winter Sea"): no Wet, torches and fires stay lit; rain and thunderstorms stay wet. TorchRain uses the same test (the 1.0.8 name-only check missed Seasons' "Rain Winter"). Night sea Cold/Wet: only Cold while snow falls.
- Winter Freeze: no effect in the Ashlands or interiors; Mountain / Deep North freezing weather skips the grace timers (vanilla Freezing at once); [winter] night_minutes 8 -> 6. Seasons' own "Getting Wet in winter causes Cold" is off - Winter Freeze owns it.
- Craters: protected-bed positions remembered for the session and relisted at once when the list is empty.
- Grid: J grid snaps seeds and saplings too (GridTool.Applies) - MassFarming is no longer in the pack.
- Server-side checks: DogHaus_TerrainOp rejects radius > 16 m, |height| > [terrain] dig_depth, positions > 50 m from the sender (craters 240 m); chest rename checks the sender's ward / private access.
- Mod settings: ZenUI, Zen ModLib, Quick Stack Store and AutoFeedRedux client-only keys added to the [mod_settings] allow-list; MassFarming rows dropped.
- New plugin in this package, DogHaus BundleCache (
_doghaus.bundlecache): the 7 big LZMA art bundles (Balrond Constructions / Furniture / Lightkeeper / Shipyard, OdinArchitect, OdinsKingdom, OdinsFoodBarrels) load from an LZ4 copy in BepInEx\cache\DogHausBundleCache, built once in the background with Unity's own RecompressAssetBundleAsync (same content). Tested: bundle loading 21.6 s -> 0.2 s, mods loaded 115 s -> 95 s. ~300 MB. Falls back to the original on any problem; rebuilt after a mod update, old copies removed. Off switch:_doghaus.bundlecache.cfgEnabled = false. - Load time: OdinArchitect's ~850 config writes during its startup are suppressed and saved once; custom_raids files are read without per-key change events; every DogHaus part logs its startup time. Snow Care logs whether it hooked Seasons' snow curve.
- Fixes: hover text "Not enough stone - holes filled N%", "The stand is busy - try again", "Water can't be placed here"; the Reset (1x1) icon has its gold "1"; the water ghost outline matches the pool; health / integrity labels clear when the feature is off; list settings can be emptied; [seasons] exempt_growth_speed built-in fallback 1.5 -> 1.4 (at 1.4 a carrot takes about 13.5-15 in-game days); the join refusal fits the connect-failed box (3 mods listed, then "and N more").
- Removed: DualMasteryFix (Balrond Dual Mastery left the pack in 3.0.7), its [dualmastery] section and two [durability] rows.
1.0.8
- [seasons] exempt_growth_speed (DogHaus 1.4; built-in fallback 1.5 = the seasons' year average): exempt players' own crops and saplings grow at this one speed at all times - no season, rain or biome speed on top. Hover shows it.
1.0.7
- [seasons] exempt_players (player IDs): those players' OWN plants and trees ignore the seasons (normal growth all year, no winter death, online or not - the grown crop/tree keeps its planter); on their own machine the Season icon shows season and day with no stats, no summer heat / overheat, normal food/stamina drain and Rested, no Winter Freeze, and only natural weather cold (Seasons' winter snow outside the Mountains/Deep North counts as clear). Also vanilla for them: their crops ignore the rain and biome speeds; their pickaxe digs and drops like vanilla (bedrock cue kept) and Restore ground is valued at vanilla stone; torches and candles don't warm them; fires keep the game's heat size.
- [craters] protect_bed_owners / protect_bed_radius: no creature craters within that distance of any bed those players claimed.
- [qol] share_map_pins = false: cartography tables share explored areas only, not other players' map markers (markers already on maps stay).
- [creatures] taming_time 0 = the game's own taming time (fallback too).
- Painted hoe icons for the terrain tools.
1.0.6
- Runic Display Stands: 1-8 attach blocked on managed stands; hover "[E] Open" / "[Y] Swap armor"; Y swaps without the panel; every swap armor only (helmet/chest/legs/cape).
- Hoe tools Level (4x4) / Level (8x8) (feet height, Shift = pointed spot, dirt, hard edge); hoe sharpness 100% start + per-tool memory.
- Dig stone: [mining] dig_stone_per_swing / stone_per_metre_bonus - stone in proportion to the ground a swing really removes, x depth; vanilla 33% roll replaced for player digs. Restore ground pays / charges stone at the same value, layer by layer.
- Fermenter "Ready in N days" (vanilla Fermenter incl. Odin's Kingdom Ale Keg). [qol] torch_rain_out: uncovered torches/sconces/ braziers go dark while it rains.
1.0.5
- Hoe tool "Restore ground (4x4)": resets a grid-snapped 4 x 4 m square to the world's original height and paint (owner-side, like the smoothing tools).
- Runic Display Stands support: an armor-stand Use/equip swap queues the incoming pieces through the vanilla timed equip; a new swap is refused while pieces are still going on.
- Picked regrowing pickables that Seasons controls show "Regrowing at Nx speed".
- The bedrock loading tip reads [terrain] dig_depth.
1.0.4
- Build menu piece info: "Health N - <material> structure (support N) - weak to ..." above the comfort line (health as in use, incl. the balance file and world level; props show the material only).
- Crop / sapling hover: "Growing at Nx speed" = season x biome (x rain_growth_multiplier while the crop is banking rain); "Not growing (0x speed)" in winter or a no-growth biome.
- Bedrock depth: new [terrain] dig_depth (vanilla 8; DogHaus 12). Moves the DOWN limit of vanilla terrain, Advanced Terrain Modifiers' precision tools, creature craters, the smoothing tool, the dig-floor cue and the stone-drop "at bottom" test.
- Fire smoke: new [smoke] fire_smoke (share of vanilla smoke for every buildable fire; DogHaus 0.75). Torches unchanged.
- [health]: 4 m walls 1.25x their 2 m version (incl. vanilla stone_wall_4x2 1875).
1.0.3
- Crops grow at a biome speed (not tree saplings): Meadows and Plains 1.25x, Black Forest 1x, Mistlands 0.75x, Swamp 0.5x, Mountains / Ashlands / Deep North no growth; the time-left timer includes it. Server settings: [crops] biome_<name>.
- Crop and berry-bush timers (PlantEverything) show in-game days rounded to half a day ("4 days") instead of clock time, so sleeping no longer makes them wrong. Server setting: [crops] timer_in_days.
- Rain helps crops: while it rains (rain, light rain, storms - not snow) a healthy crop grows 1.5x faster. Counted while a player is near the farm. New server setting: [crops] rain_growth_multiplier.
- Torches and sconces give no smoke (server setting [smoke] ... = none).
1.0.2
- Stack splitting is back to vanilla (Minecraft-style splitting switched off: [qol] right_click_split = false; its two loading tips removed).
- Winter timers: out in the winter cold with no protection, nothing happens for 60 s, then Cold; once Cold, a freezing storm or being wet becomes Freezing after 60 s more. While Rested both timers are doubled. On a ship by a lamp: no Cold. New server settings: [winter] cold_grace_seconds, freeze_grace_seconds, rested_grace_multiplier.
- Placed torches and sconces smoke even less: a puff every 12 s (was 6 s; vanilla-twin 3 s).
- Every buildable fire's heat zone is 15% bigger: beds may stand 15% farther from a fire, and warmth / Rested reach 15% farther. New server setting: [warmth] heat_zone_scale.
- Creature craters 92.5% of the crater mod's size (halfway between pack 3.0.1's 85% and the original).
- Loading tip: P quick-stacks into chests within 20 m (the pack's range since 3.0.3).
1.0.1
- Inventory: plain right-click eats, drinks and equips again, like vanilla. Ctrl + right-click now picks up half a stack; right-click while holding a stack still drops one. Controller unchanged (X uses, RT + X splits).
- Raid creatures can be made to drop less: new server setting [raid_drops] (default: everything a raid-spawned boar or neck drops - meat, leather, trophy - drops only 1 time in 10, each item rolled on its own; wild and tamed ones drop as normal - feeding a raid creature does not clear its raid mark, only finished taming does).
- Placed torches and sconces smoke half as much (a puff every 6 s instead of 3 s). New server settings: [smoke] torch_puff_seconds, and torch_sound (fire-sound volume, left at 1 = vanilla).
- Built-in default craters match the server's (15% smaller).
1.0.0
First Thunderstore release (DogHaus Valheim pack 3.0.0). Parts: Creature Terrain Damage, Sleep Cap, Anchor Balance, Piece Balance, version check + server balance, Torch Warmth, Mining Drops, Terrain Health, Quality of Life, Building Health, Build Grid, Dual Mastery Fix, Winter Freeze, Terrain Smooth, Load Speed, Mod Settings, Server Console (announce / give / summon / skipseason / seasonoffset, and commands typed into a dedicated server's console), Snow Care (winter snow curve on buildings, sweep snow off with the hammer).
