Valheim
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DragonMotion-MoveBuildPieces-1.1.1
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1.1.1

  • Fixed the false Not all requirements have been met rejection for Magic Supremacy's MagicWeaverDO and every other piece in a custom build category. The isolated relocation table now uses its own vanilla Misc slot and never calls category/index lookup.
  • Removed build-menu visibility, category order, AAABuildMenu columns/search/filters, required materials, and Player.HaveRequirements from relocation authorization.
  • Made Require known piece use only the player's real known-recipe set through Player.IsRecipeKnown; when disabled, knowledge is bypassed unconditionally.
  • Restored the intended build-area boundary using the source position's existing EffectArea.Type.PlayerBase territory (the base area used by Valheim's spawn suppression), without requiring the piece's original crafting station.
  • Capture the exact source build-area instances before creating the ghost, preventing a workbench or other base-piece ghost from authorizing its own destination.
  • Resolve the canonical relocation prefab from the authoritative ZDO prefab hash before falling back to its name, improving compatibility with renamed runtime instances.
  • Kept the final vanilla placement ghost as the surface/connection/biome/spacing validator and removed the second divergent owner-side static-rule clone that could reject a valid preview.
  • Retained owner-side source/target build-area, ward, no-build, reach, unsafe-state, and structural-support rollback checks; bumped multiplayer traffic to protocol V4 so mixed releases fail cleanly.

1.1.0

  • Re-audited relocation against the current vanilla placement, ZDO synchronization, crafting-station, station-extension, effect-area, and structural-support paths.
  • Removed non-vanilla PlayerBase, station-at-destination, and repeated source-distance requirements while preserving final vanilla placement validation, ward/no-build checks, target reach, connection rules, and structural support.
  • Preserved Require known piece as an independent recipe-knowledge policy; disabling it permits only the selected existing object and never teaches or exposes recipes.
  • Always use an isolated one-piece placement table in World, BuildMenu, and Mixed, preserving the normal table and selection across success or cancellation.
  • Unified placement input across all three modes so relocation is not accidentally gated by the hammer's stamina, durability, or resource-consumption path.
  • Added optional AAABuildMenu compatibility for its filtered/search build lists without adding a hard dependency or changing AAABuildMenu when it is absent.
  • Rebuild moved workbench upgrade lists/ranges, station-extension links, cached burning/no-monster bounds, and ward connection caches after move and rollback.
  • Made nonessential WearNTear reflection caches optional while retaining the fail-closed support check for pieces that can break without support.
  • Replaced six per-piece routed-RPC closures with six session-level handlers keyed by ZDOID; bumped the network protocol and message names to V3.
  • Hold the object lock until server observation completes so a second move cannot overwrite a pending transaction record.
  • Keep that lock lease refreshed while confirmation is pending, and validate fast visual updates against the committed token and ZDO pose.
  • Snapshot and restore moved rigidbody velocities plus component cache/environment fields when an owner-side transaction rolls back.
  • Store cancelled-request tombstones without retaining player, piece, or ZNetView objects for the late-response safety window.
  • Cache unchanged move-link geometry and stopped duplicate placement-ghost setup and per-frame duplicate destination scans.
  • Allow an explicitly configured E move hotkey while giving a successful door interaction priority for that press.

1.0.23

  • Prevented Physics.ClosestPoint warning spam when movable pieces use non-convex mesh or other unsupported collider types.
  • Kept exact proximity checks for primitive and convex colliders, used collider bounds as a safe fallback for piece-distance checks, and ignored inactive or trigger-only piece colliders.
  • Made custom player-base area checks fail closed for unsupported collider shapes instead of calling an invalid Unity physics API.
  • Reused component buffers and calculated each object's link endpoint and ring radius from one bounds scan per frame; corrected rotated mesh-only fallback bounds.

1.0.22

  • Read player-built identity from the authoritative ZDO creator field whenever Valheim's one-time local Piece.m_creator cache differs from the network data.
  • Split non-removable and missing-creator failures into separate messages and added network identity diagnostics for genuine creator mismatches.

1.0.21

  • Fixed the dashed link endpoint jumping toward world origin by removing the premature placement-ghost bounds cache and calculating current object endpoints after vanilla updates the ghost.
  • Ignored inactive and near-zero collider/renderer bounds so temporary Unity bounds cannot distort link anchors or floor rings.
  • Changed the clean-config default to Mixed, using its separate hotkey both inside and outside build mode. Existing saved configs remain unchanged.

1.0.20

  • Added Mixed mode and its own configurable hotkey, usable both inside and outside build mode.
  • Replaced the old move RPCs with versioned, peer-authenticated lock and transaction messages, a direct server capability challenge and authoritative commit check, exact-owner routing, cancellation tombstones, owner-change retry, and bounded timeouts.
  • Made the server's enable/safety/knowledge/lease policy authoritative for every possible ZDO owner instead of depending on a random owner's local config.
  • Added owner-side requester, distance, ward, base, station, connection, finite-transform, occupied-piece, nested-network-object, and unsafe-area validation.
  • Revalidated the vanilla placement ghost immediately before commit and locked the active PieceTable/prefab so copy, removal, or selection changes cannot move the wrong object.
  • Fixed duplicate World placement-ghost updates and restored vanilla-style mouse/gamepad rotation handling.
  • Rebuilt WearNTear relocation refreshes, including support geometry, roof, biome, heightmap subscription, water, Ashlands, lava, rain, and shield state, without treating the object as newly placed.
  • Refreshed sap collectors, shield visuals, fireplace/cinder biome caches, static rotation, and claimed-bed spawn points after a move.
  • Optimized active visuals by caching object bounds, reusing renderers/materials, growing dense-base support buffers safely, and targeting support-cache RPCs only at their owners.
  • Added complete disable, cancel, death, teleport, logout, Piece destruction, and late-response cleanup.
  • Excluded the original object from move-only spacing, required-connection, overlap, and clipping checks while preserving it as a snap source, including rotation in place; prevented a second placement-ghost update in the commit frame.
  • Added an expiring challenge-bound server-capability lease, target-bound commit replies, coalesced lock refreshes, exact-owner release during ownership gaps and graceful logout, fail-closed ward compatibility, and transactional owner rollback on exceptions.

1.0.19

  • Refuse moves that would immediately violate WearNTear structural support, preventing unsupported pieces from breaking after relocation.
  • Revert owner-side transforms before syncing if the moved piece cannot survive at the target position.

1.0.18

  • Prevented vanilla placement from running while move mode is active, even if the selected prefab changes.
  • Made the post-move WearNTear refresh softer so moved pieces recalculate support bounds without being treated as newly placed objects.

1.0.17

  • Clarified the Thunderstore description and README with the two move modes, current defaults, and existing-config behavior.

1.0.16

  • Changed new config defaults to Move mode = World and Require known piece = false.

1.0.15

  • Enforced Require known piece before entering move mode, including World mode moves that use the temporary one-piece build table.

1.0.14

  • Wait for the ZDO owner to confirm multiplayer moves before completing local move mode.
  • Avoid owner-side ward checks that used the ZDO owner's local player instead of the moving player.
  • Reduced redundant support-cache broadcasts when clients receive visual move updates.

1.0.13

  • Restored the equipped build tool's normal build table when a World mode move is cancelled by equipping a hammer or another build tool.
  • Prevented World mode moves from starting while a build tool is already equipped.

1.0.12

  • Reset relocated WearNTear geometry, support, roof, and biome caches after a move so structural support is recalculated at the new position instead of using stale world-space data.

1.0.11

  • Suppressed primary and secondary attack input while move mode is active, including the placement click when finishing a World mode move.

1.0.10

  • Fixed Require known piece = false for pieces unavailable through the current build list by selecting the temporary move table without vanilla recipe filtering.

1.0.9

  • Fixed Require known piece = false by preserving the one-piece temporary move table instead of letting vanilla filter it by known recipes.

1.0.8

  • Added multiplayer move locks so only one player can move the same object at a time.
  • Added lock timeout recovery for disconnects or crashes during move mode.
  • Cancelled move mode on player death and when World mode is replaced by normal build mode.
  • Allowed Require known piece = false without granting recipes or opening the full build list.

1.0.7

  • Added door interaction while move mode is active.
  • Added Require known piece config to allow moving player-built pieces before learning their recipes.
  • Cancelled active move mode automatically when the player starts teleporting.

1.0.6

  • Changed the default BuildMenu move hotkey to U.
  • Prevented vanilla placement updates during active World mode moves to avoid null-reference errors when no build tool is equipped.
  • Updated World mode to refresh the placement ghost and finish moves directly while vanilla placement is skipped.

1.0.5

  • Replaced separate mode toggles with a single Move mode dropdown.
  • Fixed World mode piece detection outside build mode by using a direct build-piece raycast.

1.0.4

  • Added separate build-mode and world-mode moving.

1.0.3

  • Synchronized moved pieces to already connected multiplayer clients immediately after the ZDO owner applies the relocation.

1.0.2

  • Moved multiplayer relocation to the ZDO owner instead of claiming ownership locally.
  • Kept child rigidbodies in their own transforms while stopping leftover motion after a move.

1.0.1

  • Scale the origin and ghost floor rings from the moved object's footprint size.

1.0.0

  • Initial Thunderstore release.
  • Added build-mode moving for known player-built pieces with a blue placement ghost, raised dashed link, station-range limits, and preserved network object state.
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