Valheim
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1.1.24

  • Rebuilt the default-enabled Wisplight optimization around Valheim's two vanilla Mistlands particle systems. The vanilla FPS-dependent update rate is corrected, terrain-height checks are rolled across frames, and particle preparation uses one shared time-based budget instead of a large 0.1-second burst.
  • Mist volumes and Demister positions are read once per mist pass, so candidate checks no longer repeatedly cross Unity's component boundary. At high frame rates the amount processed by each frame becomes smaller; both mist systems share a hard ceiling of 64 candidates in any one frame.
  • Enlarged Wisplight radii still keep their real clearing area, force, and movement response while their boundary workload stays near the vanilla radius. Particle limits, transparency sorting, materials, Mistwalker, torches, creatures, and world devices are not reduced or replaced.
  • Unfinished preparation older than 0.25 seconds is refreshed instead of becoming a delayed catch-up burst. It is also cleared when a mist system is disabled, misses updates, is destroyed, or is intentionally suppressed by ServerDevcommands.
  • The optimization adds no standalone update loop, timer, world scan, save change, item change, or network-format change. Radius and dispersal-speed multipliers remain 1 by default.

1.1.23

  • Added a default-enabled Wisplight optimization that prevents mist work from increasing with uncapped FPS.
  • Enlarged Wisplight fields keep their full clearing radius, force, and movement response without multiplying their visual particle workload by the enlarged area. Mistwalker, torches, creatures, and world devices are not changed.
  • Reorganized settings into clear alphabetical sections for shudnal ConfigurationManager and the generated CFG. Existing values migrate automatically, main switches stay above detailed settings, and retired sections such as Fixes, Experimental, Global Fix Switches, and Huginn Map are removed.
  • Wisplight radius and dispersal-speed multipliers both remain 1 by default. The optimization is enabled by default and does not change worlds, saves, items, or network formats.

1.1.22

  • Added optional expanded generation for newly created procedural Dungeon layouts. Every interior generator receives at least 256 metres of vertical space while retaining its original X/Z footprint; the common 64-metre footprint therefore becomes 64x256x64, so layouts can use additional floors without crossing horizontal network zones.
  • Replaced vanilla's attempt-count interpretation for regular procedural dungeons with configurable minimum/maximum targets for successfully placed main rooms. Generation is bounded by the configured maximum rooms, an attempt multiplier, the open-connection set, and a consecutive-failure limit; end caps retain Valheim's normal behavior.
  • Added tuned defaults for vanilla, Hildir, and More World Locations dungeon generators. The two audited authored layouts, DG_DvergrBoss and DG_Hildir_PlainsFortress, keep Valheim's original room algorithm so their 256/512 attempt budgets are never misread as desired room counts.
  • Added soft GUID-based Balrond Amazing Nature 1.3.8 integration. The final startup pass runs after Amazing Nature, clamps required-room counts to real required-name lists, clears unused camp-radius fields from Dungeon, restores Meadows/Goblin camp minimums, and keeps the five edited outdoor camp radii within their 64-metre zones. Amazing Nature and More World Locations remain optional.
  • Added one compact startup capability line containing the final algorithm, room range, required count, radius, and zone size for every adjusted generator. Existing saved roomData and world/save formats are unchanged; a layout changes only when Valheim first generates or explicitly regenerates it.

1.1.21

  • Added separate Wisplight Demister radius and dispersal-speed multipliers. They preserve vanilla behavior at 1, stack multiplicatively with Epic Loot's Wisp Range effect, and leave Mistwalker, wisp torches, creatures, and world devices unchanged.
  • The radius is safely limited to 3x; both settings are applied once when the Wisplight field is created, without a new update loop, repeating scan, world change, or save-format change.
  • Fixed manual aiming and block suppression for drawn secondary bow attacks. This was verified against Magic Supremacy 3.0.7 and its Crystaldraw secondary attack without depending on Magic Supremacy's private state.

1.1.20

  • Changed the default AdventureBackpacks side-panel X offset from 550 to the tested 650. The default Y offset remains 0.
  • Existing user configuration values are preserved by BepInEx; the new default applies to fresh configuration files or after resetting that setting.

1.1.19

  • Added an optional third AdventureBackpacks panel while a real chest or other container is open. It activates only when AdventureBackpacks' own Open with Inventory setting is enabled and leaves the real container as Valheim's active m_currentContainer.
  • The backpack grid supports normal drag, split, right-click use, drop, and quick-move actions; quick-moving from the backpack sends the item to the currently opened container. AdventureBackpacks' normal inventory-change save path remains responsible for persistence.
  • Added independent Backpack panel offset X and Backpack panel offset Y settings, relative to the opened-container panel. The default X offset places the backpack to the right of the chest, and the whole feature can be disabled separately.
  • The panel is created and destroyed with InventoryGui, refreshes only inside Valheim's existing visible-inventory container update, and is hidden on close, teleport, world exit, unequip, or ownership loss. No world scan, network RPC, save-format change, or new standalone update loop was added.

1.1.18

  • Repaired Iron Gate's malformed vanilla SoftRef prefab sunkencrypt_new_Room4: Connection (2) was nested under the decorative Room transform instead of being a direct child of the room root.
  • The connection is reparented before Room.GetConnections builds its cache, with its world position, rotation, and scale preserved. This removes the repeated dungeon-generation warning without changing room selection, connection type, door flags, generated saves, or existing crypts.
  • The repair targets only the exact vanilla prefab and hierarchy path and adds no polling, update loop, asset rewrite, or world scan.

1.1.17

  • Prevented AzuCraftyBoxes 1.8.14 from calling VanillaContainer.GetPrefabName after Unity has destroyed the wrapped chest during zone unloading.
  • A dead wrapper now returns an empty prefab name so the current recipe check skips it, while the exact destroyed Container reference is removed from AzuCraftyBoxes' registry. The active cached list is left untouched during its foreach and expires through AzuCraftyBoxes' normal 0.25-second cache path.
  • The repair runs only on AzuCraftyBoxes prefab-name requests and adds no polling, update loop, world scan, save change, or multiplayer behavior.

1.1.16

  • Fixed matching-stack pickup for Epic Loot crafting materials, runestones, powders, and other stackable drops carrying Epic Loot custom item data. Their own stack-compatibility checks now decide whether two stacks may merge.
  • Unknown third-party custom data remains excluded, whole-stack capacity checks remain in place, and no update loop, polling, save-format change, or multiplayer RPC behavior was added.

1.1.15

  • Replaced the startup-only TreasureChest_sunkencrypt sanitizer after runtime evidence showed that the broken entry lives in a room-local or late-modified container table. The old narrow code and dependency were removed completely.
  • Added validation directly before vanilla Container.AddDefaultItems rolls a new container's default loot. Only entries missing a prefab, ItemDrop, item data, or shared item data are removed; valid loot is untouched and the warning identifies the exact container and invalid entry.
  • The validation runs only on normal default-loot generation by the container owner. It adds no world scan, update loop, polling, or save-format change.

1.1.14

  • Fixed AAABuildMenu 1.0.1 reverting to a vanilla-looking build menu after leaving and re-entering a world. HUD-bound static references and caches are cleared on Hud.OnDestroy, with a fallback check before the next Hud.Awake, so search, filters, the expanded grid, key hints, and the pin tracker are rebuilt for the new HUD.
  • Preserved AAABuildMenu favorites, pinned-recipe data, usage history, configuration subscriptions, and saved settings. The repair uses lifecycle hooks only and adds no update loop or repeating scan.

1.1.13

  • Replaced BossAdd 1.0.2's unsafe MiniBonemass Projectile.Setup cancellation. The projectile now receives a valid owner and is removed through ZNetScene before its first update, preserving the intended projectile block without SpawnAbility null-reference errors.
  • Added one-time validation for Balrond Amazing Nature 1.3.8's TreasureChest_sunkencrypt drop table. Only entries missing a usable prefab, ItemDrop, item data, or shared data are removed; valid loot and existing chest contents remain unchanged.
  • Suppressed only AzuAutoStore 3.0.14 Debug-level messages, including repeated nearby-item scan lines. Warnings, errors, information messages, and all storage behavior remain active.

1.1.12

  • Repaired the invalid Jotunn mock names in MWL_MountainCultShrine1 and MWL_ForestSkull1 before More World Locations activates those assets. This covers one truncated stone-pillar name and all 55 audited double-prefixed network pieces, preventing invalid prefab ZDOs and the later ZNetScene.RemoveObjects flood without editing the asset bundle or save format.
  • Added a conservative ZNetScene registry safety net for any remaining mod that destroys a live ZNetView outside Valheim's network lifecycle. It removes only the exact matching stale entry, never takes ownership, preserves persistent/current ZDOs, and scans the registry only after vanilla has already thrown a null-reference exception. The first exception remains visible for diagnosis instead of being hidden.

1.1.11

  • Expanded the Balrond Arsenal bone-binding repair to all eight audited chest and leg armor prefabs affected by the invalid Hips 1 remap. The fix now restores only bindings that actually contain a missing bone, runs only when armor changes, and leaves every mesh, material, renderer state, item, and save untouched.

1.1.10

  • Removed an obsolete optional integration completely, including its patches, settings, dependency declaration, documentation, and historical package references.

1.1.9

  • Rebuilt AdventureBackpacks favorite handling around the clicked stack. Z + left click now marks the backpack item without placing it on the cursor, draws the normal yellow border, and no longer protects every identical item in the player inventory or backpack.
  • Prevented AdventureBackpacks' hidden player-side container from entering AzuAutoStore's nearby-storage list, with a second transfer-time guard for an already registered wrapper. Normal-inventory items can no longer be sent back into the equipped backpack when no chest accepts them.
  • Reduced backpack pickup overhead without adding a timer or update loop: the equipped backpack lookup is reused only within the current frame, invalid stacks are handled in the existing item pass, and AdventureBackpacks' unused StackTrace allocation is removed while its normal synchronous save remains intact.
  • Removed the bow/Epic Loot per-frame allocation chain during ordinary movement and long aim sessions. Bow work now exits early while inactive, and skill-based zoom timing is calculated once when an aim session starts.
  • Added plain-English performance checks for InventorySlots container preview, AzuAutoStore ground pickup, and aggressive Balrond material repair.

1.1.8

  • Rebuilt the AdventureBackpacks/AzuAutoStore transfer path around the real source stack and excluded AdventureBackpacks' player-side helper container from nearby storage. This fixes false success messages, items getting stuck in their first backpack cells, and visible zero-sized stacks without adding polling or a world scan.
  • Added AzuAutoStore item favorites to the equipped AdventureBackpacks grid. Use AzuAutoStore's normal favorite modifier plus left click (Z + left click by default); the same yellow border is shown and the item type is protected from automatic storage.
  • Expanded the optional matching-item backpack routing to manual world pickup, container quick-transfer, and InventorySlots' safe Take All action. Only a complete ordinary stack is redirected; special-data items and tombstones keep their normal behavior.
  • Added separate, disabled-by-default options to sort the player inventory and the opened container when the inventory window opens. InventorySlots' own safe sorter is reused, including partial-stack merging and favorite/protected-slot handling.
  • Restored the missing description in Epic Loot's replace-effect dialog by keeping the description scroll view above the frame background and repairing its viewport/content links.

1.1.7

  • Fixed partial AdventureBackpacks stacks being saved in an invalid backpack cell while AzuAutoStore was moving only part of a stack. The real backpack item now keeps its original slot throughout the transfer, and previously affected invalid slots are recovered into a free backpack cell when possible as the backpack loads.
  • Made the combined automatic-store total use the amount actually removed from the backpack while retaining AzuAutoStore's normal container rules and highlight feedback.
  • Added an experimental, disabled-by-default option that routes a complete automatically picked-up stack into the equipped backpack when it already contains the same item and the whole pickup fits there. Otherwise vanilla inventory pickup is left unchanged. It uses the existing pickup event, adds no update loop or world scan, and supports both normal play and BuildCameraCHE.

1.1.6

  • Fixed BossAdd temporary network effects being destroyed outside Valheim's ZNetScene lifecycle. Special summons and Yagluth's skeleton/death-zone effects now clean up their registered network objects safely instead of leaving a dead ZNetView that could trigger repeating ZNetScene.RemoveObjects errors after teleporting.
  • Routed BossAdd's retained Yagluth meteor-fire and Queen poison-zone cleanup through ZNetScene only when their existing expiry, eviction, or boss-death branches run. Network visibility, effect components, and zone gameplay remain unchanged; no additional polling or registry scan was added.
  • Added a live Safe temporary VFX cleanup compatibility switch covering nine audited cleanup paths. It affects future cleanup immediately; an already-corrupted current session still requires a full Valheim restart.

1.1.5

  • Replaced the Thunderstore page with a clear English guide for regular players, including a table of every fix, save impact, and installation requirement. Gameplay is unchanged from 1.1.4.

1.1.4

  • Restored the complete Epic Loot replace-effect window: item name, icon, scrolling description, and clearly separated effect choices are visible again.
  • Rewrote the Thunderstore description in plain language with a table explaining every fix, save impact, and installation requirements.

1.1.3

  • Kept manual bow aim latched while movement, jump, or any unrelated input is held. Bow shortcuts now test only their configured main key and modifiers instead of BepInEx's exclusive-combination check.
  • Made the dedicated draw-cancel shortcut work while the player is moving for the same reason.

1.1.2

  • Rebuilt the Epic Loot success-dialog close control from the active enchanting-panel action button. It now keeps Epic Loot's current sprites and font, closes reliably, and no longer exposes the inherited shield/variant control.
  • Changed manual bow aim to a weapon-bound latch: press the aim shortcut during a draw, release the attack normally, and keep zoom until the aim shortcut is released or the weapon changes. Block remains suppressed through the shot-release frame; the dedicated cancel shortcut is unchanged.
  • Replaced the ineffective Torso.019 material workaround with a late, targeted bone-binding repair. This restores Valheim's body skeleton after AdventureBackpacks/Jotunn-style bone reordering maps the asset's Hips 1 source bone to null; the renderer, mesh, and original material remain intact.

1.1.1

  • Prevented the bow zoom/aim hotkey from being interpreted as block while a bow attack is held. The explicit draw-cancel shortcut remains functional, and melee blocking is unaffected.

1.1.0

  • Added available/required resource counts to Epic Loot enchanting cost rows. Optional AzuCraftyBoxes support includes permitted nearby containers without duplicating its consumption logic.
  • Reworked the Epic Loot result dialog repair to preserve the native button style while restoring missing item content, scrolling, and close behavior.
  • Made bow patches local and conflict-aware, with explicit Epic Loot and FirstPersonMode ordering and guaranteed restoration of temporary shot values.
  • Combined AdventureBackpacks and player-inventory transfers into AzuAutoStore's single success message while suppressing only compatibility-pass rejection spam.
  • Replaced the Torso.019 renderer-disable workaround with a targeted compatible-material replacement, preserving the Darksteel Chest armor detail.
  • Split integrations into lightweight event-driven modules and declared all target mods as BepInEx soft dependencies. Thunderstore now requires only BepInEx.

1.0.60

  • Added the original Balrond Arsenal Reborn ArmorMercChest_bal workaround for the stretched Torso.019 mesh.

1.0.59

  • Suppressed AzuAutoStore center-screen rejection messages while processing equipped AdventureBackpacks contents through the compatibility pass. Successful store feedback is unchanged.

1.0.58

  • Reworked AdventureBackpacks/AzuAutoStore compatibility to use AzuAutoStore's own nearby-container and store pipeline, including cart containers and container highlight/ping feedback.

1.0.46

  • Restored Epic Loot augment/replacement choice buttons to the bottom of the replacement dialog.

1.0.45

  • Fixed the Epic Loot enchant/rune result close button label.
  • Fixed Harmony warnings from localization lookup on newer Valheim builds.

1.0.38

  • Fixed AdventureBackpacks/AzuAutoStore compatibility on newer Valheim builds.

1.0.37

  • Improved AdventureBackpacks/AzuAutoStore compatibility so the store hotkey can process the equipped backpack inventory.
  • Removed the pickup stacking hook to avoid pickup freezes.

1.0.29

  • Fixed the Epic Loot enchant/rune result dialog scrollbar and close button visibility.

1.0.25

  • Removed the Balrond water well material fix because Amazing Nature now fixes it upstream.
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