VargheimRoundhouse
Hearth & Hull: round Viking halls, village decor and raidable earth-and-timber fort walls for the Vargheim server. Benches you can sit on, working doors. Server + client.
⚔️ Vargheim Season 2 — pre-registration open
Vargheim is a Ghost Pack community server with a hand-built ruleset: pick three professions and the whole modded economy runs through them; ships over portals; seasons that change what grows and what sails; zone scaling and a season gate so everyone starts the same day. Season 2 is in closed testing now and opens soon. Spots are limited — join the Discord to pre-register. The mod list, sync code and start date go out there first.
VargheimRoundhouse
Hearth & Hull: round Viking halls, village decor and earth-and-timber fortifications for the Vargheim Season 2 server. Curved walls, stone bases, roofs and smoke vents that close full rings and meet vanilla pieces; benches you can sit on, carved finials, a working granary; raidable fort walls with stairs, corners and archer/ballista bays. Goes on the server and on every player's PC.
How it works
Pieces are loaded from the pieces folder next to the DLL, one folder per piece, in the shared asset contract written down in
VargheimBuilding/art/roundhouse/VALHEIM_HANDOFF.md: role OBJs (raw Blender Z-up metres) + piece_metadata.json (wall) /
base_metadata.json (stone base) with snap points and box colliders. Import: Blender (x, y, z) -> Unity (x, z, y); each triangle
is ordered to agree with its authored normals (with this basis that reverses every Blender triangle, and the log says how many).
Each piece is a clone of a vanilla piece (wood wall for walls, stone wall for bases): health, sounds, effects, repair and support
stay vanilla; the look, colliders and snap points come from the sidecar. Materials by role: planks/timber = vanilla wood wall,
stone = vanilla stone floor, daub = the wood material with the folder's daub_albedo.png.
Template per sidecar kind: walls/gables woodwall, bases stone_wall_1x1, floors wood_floor, steps stone_stair, roofs/crowns/
collars/ridges/porches wood_roof or wood_roof_45 (by pitch), posts wood_pole2, beams/railings/braces/battens wood_beam.
Colliders: the sidecar's oriented boxes (Unity-ready fields when present, else the source pose converted). Thatch = vanilla straw.
0.2.0 test pieces (Hammer, Building) - one 4 m roundhouse
- Diagnostic wall - straight 2 x 2 m slab, tall post at one end, an "L" and a stone block on one face.
- Walls (ChatGPT wall_set_v2, 4 m ring, 30 degrees): full plank, plank window, plank door, daub, daub window - convex.
- Bases: plank full (the one for every wall) and the flush doorway base.
- ChatGPT completion_kit_v1: floor wedge, ring beam, 26 degree roof inner + outer sector, crown, smoke collar, batten, 2 m post, rope post, curved step, curved railing.
Changelog
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0.5.6 — the Hearth ring firepit cooks: a firepit-kind piece now carries a cooking station copied from the vanilla cauldron (
$piece_cauldron, so every cauldron recipe and the cauldron extensions work at it; roof check off, fire = its own hearth). Meat on a spit is still the vanilla cooking station placed over the fire. -
0.5.5 - docks:
vd_*pieces are weather- and water-proof ([Docks] Weatherproof),vrh_dockswear report; fort walls, towers, decks and bridges get stone-strength support ([Fort] EarthFilledSupport),vrh_shipsship measurement; 0.5.4's support patch andvrh_shipswere never registered - they are now. Content: fort gateway, gate and postern door, the 23-piece dock craft kit, harbour sign and rope fender colliders, Builder diagnostic slab hidden from the menu (still registered). -
0.5.3 - seats: anyone sitting on a Roundhouse or village bench sat floating above it. The sitter is now attached below the authored seat surface by the drop measured from the vanilla chairs at startup;
[Seating] SeatLowertrims it live. Also: 100+ pieces of new ChatGPT art (unified grain/stone scale), compact granary with a working door, fort concept-A kit (walls, ends, stairs, corners, archer and ballista bays), reworked decor (wolf finial, rune stone, stele, knot plaques, high-seat pillars, altar, barrel). -
0.5.2 -
[Build menu] HideListedPieces: names in pieces/menu_hidden.txt leave the hammer menu but stay registered, so existing builds keep loading (rotation duplicates and the old dragon ridge finial). -
0.5.1 - OBJ import: faces with no usable normal keep their winding instead of flipping.
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0.5.0 - Fortifications: sidecar
cost[{item, amount}],station(workbench, stonecutter, forge, blackforge, artisan, galdr_table, any station prefab, or none),health,material(Wood, Stone, Iron, HardWood, Marble, Ashstone) andground_onlyoverride the kind defaults. New kindsfort_wall,fort_tower,fort_stair,fort_gate,fort_door,fort_bridge,fort_deck(template picked by material); build-menu name "Fort: ...". Graybox tier-A test kit (vf_a_*, Admin only). -
0.4.4 -
vrh_dumpalso records placement rules (what surfaces a piece may sit on), WearNTear support flags and every Turret number (ballista range/angles), for the fortification wall tops and ballista bays. Vanilla prefixes need a loaded world. Newvrh_support: support (and the material's max/min), health and material of the piece under the crosshair and of every piece touching it. -
0.4.3 - Seats: effect anchors named
seat,seat_1, ... become vanilla chairs (hip point on the seat surface,facing_degreesBlender Z rotation, 0 = +Y); pieces with seats get comfort 1 (chair group). -
0.4.2 - Console command
vrh_dump(vrh_dump mods,vrh_dump <mod GUID or prefab prefix>): writes a reference sheet of another mod's build pieces (size, snap points, cost, health, triangles) to BepInEx/config/VargheimRoundhouse/. Read-only. -
0.4.1 - Village decor (34 pieces) and the 45° eave fix (roof_45_outer, both 45° outer transitions, porch_roof_45, roof_batten_45). New
firepitkind clones the vanilla fire pit (cost Stone 5) and keeps its fire at the piece origin.placement_ground_offset_min piece metadata lifts the model so raised boardwalk posts stand on the ground. Unknown kinds now log a warning. Heat/comfort trigger areas are kept when colliders are rebuilt, which restores torch warmth lost in 0.4.0. -
0.4.0 - ChatGPT uniform kit v1 (99 pieces, shared palette, aligned floor quarters, coursed bases, dressed doors, decor). Torches clone the vanilla wall torch and move its flame/smoke/light to the sidecar flame anchor. Snap points keep their authored names. New console command
vrh_capturewrites a fitbench capture of the two nearest Roundhouse pieces to BepInEx/config/VargheimRoundhouse/ (read-only). -
0.3.1 - ChatGPT expansion v1 (57 pieces): tangent connectors, short bays, hinged entrance doors (wood_door template), landings/stairs/rails, half-window walls, caps, risers, ramps, smoke cowls, roof ends, fascia/soffits, ridge caps, stone slabs, partitions, hearth, carved windows, sconces (no fire yet). Pitch falls back to pitch_family_degrees; decor uses a stone or wood template by material.
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0.3.0 - ChatGPT playtest fixes: opaque per-piece role textures (material_bindings.json), hinged railing gates (vanilla Door state drives the leaf), half walls, 3 m tall entrance, 1.5 m smoke vent + large collar, solid stone bases, re-mapped floors; superseded test pieces skipped via pieces/retired.txt.
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0.2.1 - fix: metadata now read with an explicit JSON reader (0.2.0 skipped every piece because Unity's JsonUtility left the part lists empty); logs parts/snaps/boxes per sidecar.
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0.2.0 - templates per kind (floor/roof/post/beam/stair), thatch role = vanilla straw, full collider rotations; 4 m starter set.
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0.1.0 - first test build: diagnostic wall, one plank wall + base.
