Valheim
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0.13.29
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Changelog

Changes in the 0.13.x line. The full history is in the repository changelog.

[0.13.29] - 2026-10-28

Changed

  • Verified against Valheim 1.0.21 (dedicated-server build 26266951); SupportedGameVersion is 1.0.21, so the startup banner no longer warns on the current game. All 496 static references and 124 reflection targets resolve, the Harmony patch contract is unchanged at 32 modules and 80 patched methods, and the worldgen fingerprint is unchanged. Of the game methods 1.0.21 changed, three are ones ValheimOne patches or calls, and none needs a change: the cooking station's cooking update (it now also records who put each item in, which ValheimOne's cooking patch does not touch), its fuel read (now returns 0 for a station that is not loaded yet), and the console's command setup (one help text). Nothing else changes: a server on 0.13.29 and a player's game on 0.13.28, or the reverse, still connect, because ValheimOne compares only the 0.13 part of the version.

[0.13.28] - 2026-10-27

Fixed

  • A crossplay dedicated server no longer shuts itself down when its PlayFab login fails once. The game's server code answers the first failed login, of any kind, by quitting (ZPlayFabMatchmaking.OnServerLoginFinished calls Application.Quit() on LoginType.Failed), and right after that PlayFabManager.OnLoginFailure reads the distribution platform a dedicated server does not have, so the game's own retry is never scheduled either (the NullReferenceException in the log). Logins fail this way when many servers start in the same minute and PlayFab throttles them ("The client has exceeded the maximum API request rate and is being throttled"), and after a short network cut. ValheimOne now retries the game's own login after a random 5 to 20 seconds, up to 5 times since the last successful login, with one log line per retry, for example: "PlayFab login failed (APIClientRequestRateLimitExceeded: ...); trying again in 12 s (retry 1 of 5) instead of stopping the server." A banned account is not retried. If the fifth retry fails too, the game's own failure path runs and the server stops as before, so a server whose login can never work is still restarted from outside. Nothing changes on Steam-only servers, in players' games, or for a login that works the first time.

[0.13.27] - 2026-10-25

Added

  • [LiveMap] RelayKey, empty by default. For hosts that serve the live map to their customers through their own web server instead of exposing the map port: when it is set, the map answers only requests that carry the same value in an X-Relay-Key header, plus requests from the server machine itself (loopback, so a local stop or status script keeps working). Every other request gets 403 before any page, file, token or public setting is looked at, so the map port gives nothing away even where a firewall rule is missing. The key is compared in constant time, read only from the header (never a query string), and never written to the log; the startup log says only that a relay key is set. Empty serves requests exactly as before.

Fixed

  • The live map's collapsed Layers button no longer breaks its label onto two lines ("LAYER" / "S") when the page uses a slightly wider font, such as a hosting panel's embedded map on a phone. The collapsed button now sizes to its label, 92 pixels at least.

[0.13.26] - 2026-10-23

Fixed

  • Web pins, the activity heatmap, the timelapse and the activity log are kept per world. They used to share one folder for the whole server, so a server that switched to another world showed the old world's web pins at the same coordinates and mixed both worlds in its timelapse and heatmap. A dedicated server now keeps them in BepInEx/config/ValheimOne/worlds/<world>/, named the way the map cache already names its per-world folder. The first world started on this version gets a copy of the old files; the old files stay where they were, so an older ValheimOne still finds them, and worlds/legacy-copied.txt records which world got the copy. A world started later begins empty. The leaderboard (already checked against the world seed) and the item catalog stay shared. A player's own game keeps the single folder.
  • Live map event streams are counted per view: up to 6 for the Admin view, 3 for Shared and 2 for Public. One shared limit of 8 meant eight open public-map tabs could take every slot, and the owner's own map then fell back to asking for every part of the map every 2 seconds. A view over its limit gets the same "too many event streams" answer as before and keeps polling.
  • [Network] no longer stands down for Server Devcommands. Its ghost-mode patches on ZDOMan.SendZDOs are a void prefix and a postfix that only hide the local player while the world is sent, and on a dedicated server there is no local player, so they cannot change how much is sent. Any other shape of patch from it, and every other mod on the same methods, still makes the lift stand down.

[0.13.25] - 2026-10-19

Added

  • [Network], on by default: a higher per-player send limit on dedicated servers. Valheim's server sends a player world updates only while less than 10,240 bytes are waiting or unacknowledged on that player's connection, at most 10,240 bytes minus that per turn, one player per frame. When several players are close together each one also needs everything the others change, so that window runs out and updates arrive in bursts (players and creatures rubber-band until the group splits up). The one place the game reads the queue, ZDOMan.SendZDOs, now counts it against 32,768 bytes instead: on Steam the real queue less 22,528 bytes, on crossplay (PlayFab) the real bytes in flight less 22,528, never more than the game's own figure, so a player is never sent less than before. On Steam the per-player send rate, which the game pins at 150 KB/s, becomes 256 KB/s to 1 MB/s. Nothing changes on the wire, so players install nothing and vanilla and console players get it too. Enabled = false restores the game's numbers live. It stands down with one log line when Better Networking (CW_Jesse.BetterNetworking) or any other mod that patches the queue read is loaded, so the two never stack. The idea of counting the queue low comes from CW_Jesse's Better Networking (MIT); this is a separate implementation that changes only the server's read.

Changed

  • [Drops], [Gathering] and [Events] are labelled Synced in the startup log, matching the module docs: drops and gathering are rolled in the nearby player's own game, and guardian powers run in each player's game. Nothing else changes; both labels were already synced to players with ValheimOne.

[0.13.24] - 2026-10-17

Fixed

  • [Drops] DestructibleDrops no longer touches chest loot. The setting scales drops from trees, rocks and resource nodes, but it also hooked the drop list the game uses to fill a new loot chest, and it repeated the same item object instead of making new ones. When the game put that list in the chest, each repeat stacked the item into itself up to its stack limit and then listed the same object again. With a stack-size mod the stacking ran tens of thousands of times per item: a server built crypts in 50 to 207 seconds instead of under a second, past the game's 30-second timeout, so every player was dropped. The chest also listed one item several times in the same slot. Chests now fill exactly as in the game. Bonus drops from pickables and fishing still scale, and each extra copy is now its own item.

[0.13.23] - 2026-10-16

Added

  • The live map's place layers know Valheim 1.0's places. New dungeon layers for Bear Caves (Black Forest), Mörkhalla and the Winding Tunnels (Deep North), each with the View Interior viewer; a Deep North Villages layer for the frozen villages, their huts and the lumber camps; a Forge of Potential layer for the Mountain upgrade stations. Frozen ships join Shipwrecks, the Deep North memorial altars join Runestones & Lore, and the Fuling huts join Enemy Camps. Before this a place with no rule was dropped from the map, so none of these showed. The rules come from the location list of Valheim 1.0.20, and the marker names are the game's own words (Mörkhalla, Winding Tunnels, Bear Cave, Aesir Passage, Forge of Potential).
  • [Gathering] covers the Deep North materials: Timberwood (prefab Frostwood, from Deep North fir logs and roots), Ice (ice shards, ice ponds, frozen remains) and PetrifiedTissue (prefab GoldOre, from frozen trolls and gold veins).
  • [ProductionSpeeds] covers the frigid kiln (piece_FrostKiln), which burns ice into liquid frost: FrigidKilnProductionSeconds, FrigidKilnMaxFuel and FrigidKilnFuelPerProduct. It takes no ore, so it has no queue setting. The frost foundry is a cooking station, so [CookingStation] already covers it.
  • [ContainerSizes] covers the Grausten chest (GraustenChestColumns/GraustenChestRows, 8x5 in the game) and the wardrobe (WardrobeColumns/WardrobeRows, 5x10). Like every Synced setting, a changed size needs ValheimOne 0.13.23 on each player's PC as well.

Changed

  • Swamp, Plains and Black Forest are drawn in the game's own map colors (Valheim 1.0.20's minimap color table), and Mistlands in the color of the game's map mist. Swamps were a gray brown that read as the gray Mistlands; they are now the game's red brown, and the Mistlands its mauve. Plains are the game's orange tan rather than straw yellow, and the Black Forest the game's olive green rather than dark gray green. Meadows, Ashlands, Mountain, Deep North and the ocean are unchanged. The renderer cache version is now 6, so each map draws once more at its next start.
  • Place names on the live map leave out the _DN suffix of Deep North prefabs, so FrozenShip01_DN reads Frozen Ship and ShipWreck01_DN reads Ship Wreck.
  • The README live-map screenshot is retaken on 0.13.23 with the new colors.

[0.13.22] - 2026-10-15

Fixed

  • Changing Port, BindIp or TextureSize in [LiveMap] while the server runs now restarts the live map with the new value. The map reads these three only when it starts, so before this the config reload logged the change as applied live while the map stayed on its old port, address and texture until the next server restart. A changed value also retries a map that failed to start, for example on a port another program holds.

Changed

  • Verified against Valheim 1.0.20 (dedicated-server build 25909431); SupportedGameVersion is 1.0.20, so the startup banner no longer warns on the current game. All 484 static references and 51 reflection targets resolve, the Harmony patch contract is unchanged at 31 modules and 75 patched methods, and the worldgen fingerprint is unchanged. The four game methods 1.0.20 changed that ValheimOne patches (creature drop lists, crafting, the player join message and the console's command setup) were read against their patches: the crafting patch only waits for chest access and then runs the game's own crafting, so 1.0.20's upgrade fix applies.
  • Nexus Mods now carries only the plugin-only download. The Full download, with BepInEx included, is on the GitHub release page.

[0.13.21] - 2026-10-13

Changed

  • The Thunderstore package now carries its own build of the plugin: the same sources compiled with -p:ValheimOneHostingCredit=false, which leaves the link in the live map's sidebar footer out of the map page. Nothing else differs, and the GitHub and Nexus downloads are unchanged apart from their version number. tools/package-thunderstore.sh builds it, checks the decompressed map pages for the link, and records the DLL and archive hashes in tools/release/thunderstore-provenance.tsv; the Release workflow rebuilds it and must match them byte for byte.

[0.13.20] - 2026-10-12

Changed

  • The Full download now carries BepInExPack_Valheim 5.4.2351 (BepInEx 5.4.23.5) instead of 5.4.2333. Its Linux loader is the stock UnityDoorstop 4.5.0 build, which starts on Linux servers older than Ubuntu 22.04 and Debian 12, and plugins that declare semver versions such as 1.1.0-beta.2 now load. The plugin itself is unchanged apart from its version number; verified on Valheim 1.0.17 with the new pack.

[0.13.19] - 2026-10-12

Fixed

  • Swamps and mountains get names on the live map. The map kept the 60 largest biome patches, and on every seed sampled the large Mistlands, Deep North and ocean patches filled all 60 before the first swamp or mountain, so neither biome was ever labelled and Meadows got one or two names. Each biome now keeps its six largest patches, still at most 60 names in total, and the browser's four-per-biome display limit is unchanged.
  • The [Player] section now reports itself as synced in the startup log, matching how it works: carry weight, pickup range and rested time are applied by each player's own game. Config sync was already sending it to modded players.

Changed

  • Verified against Valheim 1.0.17 (dedicated-server build 25730807); SupportedGameVersion is 1.0.17, so the startup banner no longer warns on the current game. All 484 static references and 51 reflection targets resolve, the Harmony patch contract is unchanged at 31 modules and 75 patched methods, and the worldgen fingerprint is unchanged.

[0.13.18] - 2026-09-22

Fixed

  • Food.NoDegradation now keeps the player’s maximum health, stamina and eitr at full food strength until expiry. The old patch restored the food records after the game had already applied degraded totals to the player. Food timers and expiration remain unchanged.

Upgrade

  • Update ValheimOne on every participating player’s PC as well as the server. This setting runs on the player’s game; updating only the server cannot apply the fix. Preserve existing configuration.

[0.13.17] - 2026-09-22

Fixed

  • A dedicated server whose world shares its seed with other crossplay servers can register with PlayFab again. The game draws its crossplay join code from UnityEngine.Random, whose state after world load is fixed by the world's location seeds, so every server on the same seed draws the same codes in the same order. Each such server has to regenerate past every live lobby ahead of it on that list, PlayFab throttles the regeneration calls after about two dozen, and the game's error handler then unregisters the server for good: the panel says Started, the world runs, and no player can find it. The join code is now drawn from the operating system's random source, so the first draw is unique and the list is never walked. Dedicated servers only; no config keys were added.

[0.13.16] - 2026-09-20

Fixed

  • [StructuralIntegrity] NoWeatherDamage now actually stops rain and water wear. The game's WearNTear.m_noRoofWear flag means "wears when it has no roof" and is true on every building piece by default; the module was OR-ing the option into that flag, so turning No Weather Damage on left every piece exactly as it was. The option now clears the flag while it is on and restores each piece's own value when it is off or the section is disabled. The material support-loss reductions in the same section were unaffected. Both the server and every participating PC need this release for the option to take effect, because the wear timer runs on whichever game owns the piece.

Changed

  • Verified against Valheim 1.0.15 (dedicated-server build 25390671); SupportedGameVersion is 1.0.15, so the startup banner no longer warns on the current game. All 484 static references and 51 reflection targets resolve unchanged, and the Harmony patch contract is identical to the 1.0.12 baseline.

[0.13.15] - 2026-09-16

Fixed

  • A copy of ValheimOne installed on a player's PC no longer logs a Harmony patch failure at startup. The [Server] section's host controls rewrite constants that only the dedicated build carries, so on the retail game the lobby-capacity rewrite found nothing and threw, which also left the rest of that section unpatched. Those controls now install only in a dedicated server process; the handshake, config sync and enforcement chassis are unaffected on both sides.
  • Crossplay join-code compatibility is installed before the optional host overrides, so a future game build that breaks a capacity rewrite can no longer take it out with it.

[0.13.14] - 2026-09-15

Fixed

  • Map pages now request scripts and styles for their exact plugin release. Returning visitors no longer reuse a previous release’s cached interface after a server update, which could leave the new Admin Fog preview missing. Authentication and saved map preferences are preserved.

[0.13.13] - 2026-09-15

Added

  • Shared maps can use a locked opaque fog cover through SharedFog, using the existing FogMode trails or explored setting. Unexplored points of interest and region names stay hidden while chat and stats remain available.
  • SharedPoiGroups lets server owners select the point-of-interest groups available to Shared viewers. The default all retains existing behavior; none hides those layers, or group keys select individual layers.
  • Admin maps offer an optional Fog preview when FogMode is enabled. The preview starts off, remembers the admin's choice separately, and hides unexplored point-of-interest markers and region names while enabled. Admin permissions remain unchanged.

Upgrade

  • Preserve existing configuration. New Shared restrictions are opt-in. These map controls run on the server and in the browser; participating players do not need a client update specifically for this change.

[0.13.12] - 2026-09-14

Fixed

  • Explored fog stays aligned with world coordinates at every map texture size. The live map, minimap and history view now use the fog mask's fixed world extent instead of stretching it across the rendered map. At 4096 pixels the old projection doubled revealed positions away from the center.

Upgrade

  • Update the server and reload the map page. Existing configuration, recorded exploration and cartography data are preserved; this fix does not require a client update. Verified against Valheim 1.0.12. The 0.13.11 verification candidate was not published.

[0.13.10] - 2026-09-11

Fixed

  • Release archives normalize file permissions so different build-machine umasks produce identical ZIPs.
  • Crossplay startup no longer gets stuck when a previous lobby remains in the join-code index after its owner leaves. An ownerless collision takes the game's normal join-code regeneration path. Unique owned lobbies, other collisions and empty-index retries retain their existing behavior.

Upgrade

  • This fix runs on the server. Update ValheimOne and restart the server when the group is ready; existing settings and client compatibility are unchanged. Verified against Valheim 1.0.12. The 0.13.9 verification candidate was not published.

[0.13.8] - 2026-09-11

Fixed

  • On Valheim 1.0 dedicated servers, saving during the first 60 seconds after startup or another save no longer throws in the game's Nintendo-specific save-rate check when no distribution platform exists. Player-platform rate checks and the normal save, access and disk-space checks are unchanged.
  • Station automation sends the complete Valheim 1.0 ore and cooking RPC payload, including the source item's cheated flag, so consumed inputs reach the station instead of being lost. Unknown future RPC shapes refuse consumption. Legacy station payloads remain supported.
  • Station and cooking automation can request an accessible chest from another nearby player. They wait for the current owner's grant and inventory revision, then select the item again before consumption. Busy chests, privacy and wards retain their existing checks.
  • Public maps with FogHideUnexplored = true no longer offer a Fog toggle. Required fog overrides an older browser preference and keeps its loading cover if the fog image cannot load. This controls the normal map view; raw terrain tiles are not an access-controlled secret.
  • Read-only Public maps no longer offer web-pin creation when Shared Pin Editing is enabled. Admin and permitted Shared visitors retain their editing controls.

Upgrade

  • Verified against Valheim 1.0.12. Update the server and every participating PC to 0.13.8 for station automation. Keep the existing configuration; no new keys are required. The 0.13.7 verification candidate was not published.

[0.13.6] - 2026-09-10

Fixed

  • Shared Exploration works with Valheim 1.0's BitArray minimap storage, while retaining support for older bool[] storage. Received exploration updates the actual minimap and fog; incremental exchange and the persisted server union retain their existing format.
  • Craft From Chest includes accessible chests owned by another nearby player. Before crafting or building, the current owner must grant a handoff and the matching inventory revision must arrive. Busy chests, privacy and wards remain protected; unavailable transfers do not create items or buildings. Automated station scans retain their existing ownership behavior.
  • Chest crafting follows Valheim 1.0's distinction between normal recipe ingredients and upgrade-station ingredients.

Upgrade

  • Update the server and every participating player's ValheimOne DLL to 0.13.6. These fixes run on clients too; updating only the dedicated server is insufficient. Keep your existing configuration.

[0.13.5] - 2026-09-09

Fixed

  • On an open public map, switching FogHideUnexplored on or off (or turning fog off) now refetches region names and spawn/trader markers at once, so what is drawn matches the new treatment without a reload. 0.13.4 only refetched when the fog revision advanced.

[0.13.4] - 2026-09-09

Added

  • [LiveMap] FogHideUnexplored (default false): with fog on, the public view can now hide unexplored ground completely instead of ghosting it. The fog image becomes an opaque cover (slate on the default and topographic basemaps, blank parchment on Old Chart) with only the explored side of each boundary feathered, so nothing shows through; the public regions feed drops region names whose centre is unexplored; and the public points-of-interest feeds drop spawn and trader markers that nobody has reached yet, with group counts reporting only what is served. /api/status reports the treatment as map.fog.hide, and the map page keys its fog image cache on it so a saved change shows on the next status poll rather than after the day-long image cache expires. Shared and admin views are unaffected; the setting does nothing while FogMode is off.

Fixed

  • The minimap overview showed the unfogged world on fogged public views. It now mirrors the fog image whenever the main map is fogged.
  • With the solid cover, region names and spawn/trader markers revealed by exploration now appear on open public maps as the fog revision advances, without a reload.

[0.13.3] - 2026-09-09

Fixed

  • ValheimOne runs on Valheim 1.0 (1.0.7, dedicated-server build 25185644). Five vanilla members changed shape in 1.0 and each took a feature down in a different way: ZoneSystem.m_locationInstances is now keyed by Vector2s instead of Vector2i, so the live map threw MissingFieldException out of its per-frame start check and never started (the public map page answered 503 and the exception was logged every frame); Inventory.IsTeleportable gained a bool allowAllItems parameter, so the Portals module failed to patch; ZDOMan.FindSectorObjects now takes a SimulationDistance, WorldGenerator.GetBiomeHeight gained a trailing bool riverPreDN, and Character.Message gained a trailing bool log; the Terminal.ConsoleCommand constructor gained a parameter, which would have broken vo console registration. All five are now resolved at runtime through a new GameCompat helper that tries the 1.0 shape first and the 0.221 shape second, so one build runs on both game versions; the binary names no 1.0-only type, and its member references were verified to resolve against both game builds.
  • The live map now starts exactly once. If a vanilla member cannot be resolved on the running game build, the failure is logged a single time, the live map marks itself unavailable (until the server restarts or the [LiveMap] section is toggled), any partially started services are stopped, and every other feature keeps running. Previously the start routine was retried from Update every frame and threw each time, which produced thousands of log lines per minute per server.
  • Points of interest and dungeon locations degrade individually: when the location table cannot be read, the map runs without them and says so once, instead of failing to start.

Changed

  • SupportedGameVersion is 1.0.7. The startup banner still reports the detected game version and warns when it differs.

[0.13.2] - 2026-08-17

Fixed

  • A single unresolvable vanilla field no longer prevents the whole plugin from loading. The map-sharing module resolved two Minimap fields in an eager static initializer, so on a game build where either field's shape had changed, Harmony's type validation threw a TypeInitializationException out of the plugin's Awake — before the per-module patch loop and outside its error handling. Every module died with it: live map, console, query, Discord, and the activity log. The two fields are now resolved lazily and tolerantly, and shared exploration disables itself with a logged warning when they are unavailable. Minimap is a client-only type, so this was a client-side optional feature taking down an entire server mod.

[0.13.1] - 2026-08-11

Added

  • Release provenance now records authoritative DLL and package hashes with the pinned .NET, BepInEx, and Valheim toolchain, while CI and a public verifier enforce cross-machine byte-for-byte reproducibility. Pinning the SDK fixes the root cause: previously, CI and developer clones could select different SDKs and compile with different Roslyn versions.
  • The Codex list now has a sticky column header (Item, Category, Weight, Stack, Portal) with properly aligned columns, and the category filter is a themed dropdown with a per-category icon menu instead of a native select.
  • The sidebar's World, Server, and Join Code rows each carry a small copy icon; the old Copy button is gone. When the world and server names are identical the two rows collapse into a single World row.
  • Embedding hosts that render their own navigation can pass externalNav: true in the embed config and drive the view through ValheimOneEmbed.setView("map"|"console"|"codex"); the sidebar's internal view switcher stays hidden in that mode.

Changed

  • The default map view now centres the world circle in the visible map area, compensating for the floating Layers panel; explicit hash views and the initial players fit are unaffected.
  • Overview clustering for cartography pins and point-of-interest layers now engages below the map's 1:1 overview zoom (previously only below zoom 2), so dense long-lived worlds no longer render thousands of individual markers on first open. Grid cells holding a single record still render the plain marker, keeping sparse worlds visually unchanged.
  • The sidebar below the server details is now a single scrolling column: Players, Chat, Leaderboard, and Server Events keep their natural height, expanding a section pushes the content below it, and nothing overlaps. Cinema Mode moved from a full-width pill to a compact icon beside the brand mark.
  • A readability pass across the dashboard: Codex rows, item details, recipes, and chips moved from 7–10 px type to 10–14 px; popups, console side panels, dungeon dialogs, and search results lifted similarly; the shared secondary text colour is brighter against the dark background.
  • Codex item details render with compact, consistent section spacing. Element-level style guards (section padding, heading line-height, code chips, label margins) keep host-page styles from inflating the embedded layout.

Fixed

  • Release builds no longer carry any debug-info derivative of the build environment, which made the shipped DLL's hash depend on the commit and on the build machine even though the compile itself was deterministic. Two carriers, both reaching the DLL through the PDB checksum embedded in its debug directory: the SDK's implicit SourceLink document map (repository URL plus HEAD commit SHA — so the ledger could never describe a tag containing itself), and the portable PDB's metadata-references record (each reference's MVID — and the publicized game assemblies are regenerated per machine with fresh MVIDs). SourceLink is now off and Release emits no PDB at all; only the DLL ever shipped, and the deterministic build is now byte-identical across commits and machines, so the cross-machine reproducibility gate holds by construction.
  • Release packaging now pins the fixed zip timestamp to UTC end to end: touch -t interprets its stamp in the machine's local timezone, so builders in different zones stored different DOS timestamps for the same stamp and the otherwise-identical zips hashed differently across machines.
  • PublicShowPlayerNames now defaults to false, so a public map link never shows player names unless the server owner explicitly opts in. Explicitly saved values are unaffected.
  • Scrolling the Codex no longer rebuilds the whole visible window every few pixels; rows are recycled and renders are coalesced per animation frame, removing the main-thread stalls on large catalogs.
  • Cartography pins no longer tear down and rebuild every marker on each poll when nothing changed.

[0.13.0] - 2026-08-04

Added

  • LiveMap admin and shared views now include World Timelapse, an aggregate history overlay with a bottom-of-map timeline scrubber, play/pause, 1x/4x/12x speeds, day and date readouts, arrow-key frame stepping, and Home, End, Space, and Escape controls.
  • The server now records periodic aggregate world-state snapshots of the explored-fog mask, clustered base footprints, world day and boss progression, movement harvested from the activity heatmap's hourly slices before its seven-day window expires, and portal, bed, and ward positions when the entity layer is enabled.
  • GET /api/timelapse and GET /api/timelapse/frame now serve the frame index and individual frames to admin and shared views.
  • The [LiveMap] section now includes Timelapse (default true), TimelapseIntervalMinutes (default 60, clamped to 5–1440), and PublicTimelapse (default false) configuration keys.

Changed

  • Live fog, activity heatmap, base, portal, bed, ward, portal-network, and ward-radius layers now hide while World Timelapse is open and return to their prior visibility when it closes, keeping historical layers from overlapping their live counterparts.

Notes

  • Timelapse snapshots store state rather than images. Retention keeps eligible frames for 14 days, then thins older history to the newest frame per UTC day for up to one year, subject to hard caps of 1,024 frames and 24 MB; the oldest frames are evicted first and the newest frame is always retained. Snapshots contain no individual player positions or names, and movement is aggregate only. Public requests receive a 404 unless PublicTimelapse is explicitly enabled.
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