Valheim
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DrakosDJ-PrefabHammer-1.1.5
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Changelog

v1.1.5

  • Reliable Prefab Placement: Fixed a timing issue that could cause blueprint placement to silently fail or spill building resources on the ground. Placed structures now reliably build all their sub-pieces at your targeted crosshair every single time.
  • Complete Undo Cleanup: Fixed an issue where undoing a structure placement left behind hidden background data, ensuring that undoing a placement cleanly removes all pieces from the game world without leaving behind stray objects or causing lag at the start altar.

v1.1.4

  • Versioning issue.

v1.1.3

  • Performance & World Origin Lag Fix: Fixed an issue where repeatedly placing and undoing prefabs caused hidden object data to build up at the Summoning Stones (world origin), resulting in severe stuttering, lag spikes, and long loading screen freezes when entering the area.
  • Clean Structure Undo: Undoing a placed structure now cleanly removes all sub-pieces from both your screen and the world database without leaving behind phantom objects or accidental resource drops.
  • Off-World Template Storage: Blueprint templates are now safely stored off-world out of sight so master templates no longer clutter the start altar or affect game performance.
  • Origin Cleanup & Inspector Commands: Added chat commands /prefabinspectorigin (to inspect objects near the start altar) and /prefabcleanorigin (to clean up old stray items or leftover objects at the altar in existing world saves).

v1.1.2

  • Hammer Menu Compatibility & Layout Conflict Fix: Fixed a UI layout conflict with other mods that modify the build menu (such as Jotunn and HammerTime). PrefabHammer will now automatically detect if another mod has configured the category tabs using a GridLayoutGroup (used for wrapping custom tabs) and gracefully yield layout management to it. This prevents the original category tabs from collapsing into narrow vertical lines and ensures seamless integration with all custom build categories.
  • Enable/Disable Configuration Toggle: Added a General.Enabled configuration setting. This allows players to fully disable or enable the mod's features, input listeners, selection outlines, and custom "Prefab" build category tab on the fly in-game without needing to restart the game.

v1.1.1

  • MovingDay Selection Synchronization: Fixed an issue where manually selecting/deselecting pieces in PrefabHammer was not synchronized with MovingDay's internal ZDOID list, causing selections to be silently lost, deselections to fail, and running totals to display incorrectly. Selection/deselection actions are now fully reciprocal and synchronized across both mods.
  • Clear Selection Hotkey: Added support to clear the active selection across both mods. Pressing the select key (J by default) while holding Shift or Control, or pressing it while targeting empty space, will instantly clear the selection.
  • Save GUI Focus Input Block: Fixed a bug where entering a name in the Save prefab dialog hijacked keystrokes and triggered selection actions in MovingDay if the name contained hotkey characters. MovingDay now checks input eligibility and blocks inputs while typing in the UI.

v1.1.0

  • Build Menu Height Adjustments: Fixed an issue where adding a second row of category tabs pushed the bottom row of build options off the bottom of the screen. The selection menu and its background frames now dynamically expand in height by 35px when the custom tabs are active, and restore when they are inactive.
  • Container Item Dropping on Undo: Placed structures containing chest or other container components now drop their stored items into newly spawned wooden cargo crates (CargoCrate objects) upon performing an Undo operation, preventing any items from being lost.

v1.0.9

  • Fixed Offline/Singleplayer Spawner Execution: Fixed an issue in the origin-spawning protection where players with a creator ID of 0 (common in offline play and local test characters) would trigger early-return exits. This caused placed prefabs to render overlapping parent visual meshes (creating a "damaged" texture look due to z-fighting) and bypassed Undo list registration.
  • Native Valheim Placement Hook: Reimplemented the spawner check using Valheim's native IPlaced interface, ensuring that only legitimate player placements trigger the blueprint spawning routine while completely bypassing problematic player ID/name checks.

v1.0.8

  • Fixed Origin Spawning Bug: Fixed a critical issue where cloning the custom prefab for icons, menu renders, or asset loads caused the spawner script to execute incorrectly, instantiating the entire blueprint at the world origin (0, 0, 0). Added active local player and non-zero creator ID checks to ensure spawning only happens on real player placements.
  • MovingDay Compatibility: Added seamless selection synchronization with the MovingDay mod. If both mods are installed, they will automatically share the exact same selected pieces list. Highlighting pieces in one mod allows you to use the other mod's functions (e.g. moving a PrefabHammer selection, or saving a MovingDay selection as a prefab). Both mods will correctly clean up highlight overlays when selections are cleared or deselected.
  • Click-to-Bind Keybinds: All hotkeys now use BepInEx's native keybind system. In the in-game configuration manager, click a keybind button and press the desired key combination to set it — no more typing key names manually.
  • Dedicated Manager Hotkey: Opening the Library tab now has its own configurable keybind (ManagerHotkey, default: Left Shift + K) separate from the save key.
  • Modifier Keys Per Binding: Each hotkey can now have its own modifier key combination instead of sharing a single global modifier. Set any combo (e.g., Ctrl+J, Alt+U) per binding.
  • Keybinds Config Section: All hotkey settings are now grouped under a dedicated [Keybinds] section in the config file for easier organization.
  • ⚠️ Existing Configuration: If you are upgrading from v1.0.7 or earlier, your existing keybind settings (SaveHotkey, SelectHotkey, UndoHotkey, ModifierKey) will no longer work because they used the old string-based format (e.g. K, LeftShift). To fix this, delete your BepInEx/config/com.prefabhammer.cfg file and relaunch the game — BepInEx will regenerate it with the new keybind entries and defaults.

v1.0.7

  • Batched Placement: Large blueprints are now built in small batches across multiple frames, eliminating freezes when placing structures with hundreds of pieces. A progress message displays during placement (e.g. "Placing MyBase... 30/120").
  • Undo Placement (Shift+U): Undo recently placed blueprints. Opens the manager directly to the Undo History tab where you can select a placement to remove. Materials are refunded by dropping them at the original piece locations.
  • Structural Integrity: Placed structures now correctly calculate structural integrity after construction completes. Hover pieces with the hammer to see stability colors as expected.
  • Improved GUI: Restyled the manager window to match Valheim's wooden/medieval aesthetic with gold text and recessed dark panel backgrounds for scrollable lists.
  • New Configuration Options (found in com.prefabhammer.cfg):
    • PlacementBatchSize (default: 10) — Number of pieces placed per frame. Lower values reduce stuttering on slower hardware.
    • MaxUndoHistory (default: 5) — How many recent placements are kept in the undo history.

v1.0.6

  • Fixed IndexOutOfRangeException in Hud.SetupPieceInfo when selecting custom prefabs for placement.
  • Appended a complete total cost requirement list (with player inventory counts color-coded) to the piece description panel in the HUD when a custom prefab's requirements exceed the available display slots.

v1.0.5

  • Removed excessive log spamming.

v1.0.4

  • Fixed issues with the new Prefab tab not appearing correctly and some weird interactions with other mods that added new tabs to the build hammer menu.

v1.0.3

  • Added Dedicated Build Tab ("Prefab"): All your custom saved structures will now be loaded under the category tab defined in the configuration (defaults to the new dedicated "Prefab" tab).
  • Update Notice: If you are updating from a prior version, your existing configuration file may still point to "Misc". If you wish to use the new dedicated tab to store and organize your designs, please change the BuildCategory setting in your configuration file (com.prefabhammer.cfg) to "Prefab".
  • PieceTable Sizing: Implemented runtime memory array expansion for PieceTable to handle the new category index safely without crashes.
  • Improved UI Integration: Integrated with the vanilla category navigation so players can cycle to and click the new "Prefab" tab naturally.

v1.0.2

  • Fixed Saving & Persistence: Refactored the spawner instantiation path to use standard Unity instantiation. Placed custom prefabs now naturally register their ZDOs as persistent, meaning they save and load correctly when logging out and back in.
  • Fixed Build Sound & Particle Effects: Added code to copy the placement effects (m_placeEffect) from the first sub-piece to the custom composite piece. placing a custom prefab now plays the hammer hits and wood/stone dust particles.
  • Fixed Mod Icon Validation: Converted the mod icon to a true 256x256 PNG format, resolving the Thunderstore validation error.
  • Naming Migration: Completed full name migration from ModularHammer to PrefabHammer internally and externally.

v1.0.0

  • Initial release of PrefabHammer.
  • Support saving, naming, and building custom multi-piece structures in Valheim.
  • Pulsating direct-cloned green selection outlines conforming to piece shape.
  • Library dashboard to manage and delete custom prefabs with instant Valheim build menu refresh.
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