Valheim
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1.0.1
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Changelog

1.0.1

  • Removed the Stonecutter-free Paved Road setting and all associated runtime station-discovery, override, requirement-check, availability-refresh, and restoration code in response to the reported inventory-change performance regression.
  • Restored vanilla Stonecutter requirements for Paved Road placement.
  • Preserved the live-approved adjustable Level Ground, Pathen, and Paved Road radii, active Keyboard-row Alt + Scroll — Change Size hint, camera-wheel isolation, and dirt/paved sprint bonuses.
  • This exact package still requires live verification; the performance regression is not claimed fixed until that test passes.

1.0.0

  • Promoted the live-approved 0.2.5 behavior to the first stable production release.
  • Preserved the live-approved 0.2.3 adjustable Level Ground, Pathen, and Paved Road terrain radii and the 0.2.5 active Keyboard-row Alt + Scroll — Change Size hint exactly.
  • Added no gameplay or UI features; multiplayer/remote-owner custom-radius behavior remains explicitly unverified.

0.2.5

  • Fixed the brush-size hint after live testing confirmed that 0.2.4's clone never appeared. Pinned Valheim 1.0.14 prefab evidence proves m_buildAlternativePlacingKey is specifically BuildHints/Gamepad/Text - AltPlace, not a generic keyboard placement label.
  • Corrected the impossible 0.2.4 visibility path: keyboard mode could satisfy Treadwell's eligibility, but the clone's Gamepad ancestor was inactive; gamepad mode could activate that ancestor, but Treadwell intentionally hid the keyboard-only hint.
  • Restored the isolated owned-clone design and now validates the direct sibling Gamepad/Keyboard containers, their horizontal layouts, the source label's Gamepad parent and LayoutElement, then attaches Alt + Scroll — Change Size as the final child of the Keyboard layout. Valheim's source label remains unchanged.
  • Kept the hint read-only with respect to terrain gameplay: it consumes the existing validated brush-binding snapshot and never refreshes discovery or calls radius revalidation from the HUD postfix. Changed/missing UI hierarchy quarantines only the optional hint; gameplay remains active.
  • Added a committed hash-pinned HUD fixture plus compatibility, routing, hierarchy, ownership, duplicate-cleanup, and gameplay-isolation regression checks. The hint was subsequently live-confirmed in the active Keyboard row, and 1.0.0 promotes this exact behavior.

0.2.4

  • Added a native-style keyboard control hint to Valheim's persistent bottom placement row: Alt + Scroll — Change Size.
  • Scoped the hint to the same exact, revalidated Level Ground, Pathen, and Paved Road bindings used by the proven radius feature; Raise Ground, unrelated tools and actions, ambiguous or changed brush sets, the open piece selector, and controller input stay untouched.
  • Cloned a vanilla placement-row hint so layout, typography, settings visibility, and surrounding controls remain native; the owned clone is removed on disable, scene unload, UI-owner replacement, or hint failure.
  • Added pure visibility-routing tests, isolated optional runtime compatibility and Harmony-patch checks for the UI/input surface, pinned KeyHints.Update/UpdateHints IL contracts, and narrow-scope/cleanup infrastructure assertions. A hint-only incompatibility leaves the proven gameplay patches active.
  • Preserved the 0.2.3 terrain-radius implementation unchanged. Version 0.2.3 was live-confirmed as working really well; 0.2.4 only adds the discoverability hint and still needs an in-game UI/layout check.

0.2.3

  • Reworked terrain-radius application after live testing showed that 0.2.2 still resized Level Ground's marker without changing the real terrain effect.
  • Kept the selected prefab adjustment for TerrainOp.Awake's initial heightmap search, then added a tightly scoped patch at private TerrainComp.DoOperation(Vector3, Vector3, TerrainOp.Settings), the final local boundary that receives the terrain owner's resolved settings.
  • Added a thread-local placement scope tied to the exact local Player.PlacePiece call and placement position. The final settings mutation runs only when that scope matches and the received settings have the exact vanilla Level Ground, Pathen, or Paved Road semantic shape; Raise Ground, wrong paint types, changed radii, and modded shapes fail closed.
  • Restores both the selected prefab and final operation settings in Harmony finalizers, without overwriting conflicting third-party changes or replacing the original exception.
  • Expanded pinned Valheim 1.0.14 IL coverage for owner-gated RPC deserialization, direct operation-position/rotation/settings flow into DoOperation, InternalDoOperation/ResetGrass order, all consumed radius channels, and proof that Settings.Serialize carries operation identity rather than custom radius values.
  • Preserved the live-confirmed Alt-wheel camera suppression, Pathen marker scaling, 1–8 m Level Ground range, 1–10 m Pathen/Paved Road ranges, Paved Road's 2.2:3 paint-to-smooth ratio, Raise Ground exclusion, and every 0.1.2 road feature.
  • This is an unverified local test candidate. Level Ground's larger and smaller actual effect, marker/effect agreement, Pathen's marker and effect, and multiplayer/remote-owner behavior still require live validation.

0.2.2

  • Corrected Pathen's placement indicator after inspecting the exact Valheim 1.0.14 path_v2 prefab: its direct _GhostOnly child is serialized inactive, rotated 90 degrees, and uses a 4×4×1 local scale, while the visible nested particle uses Local scaling and therefore ignores its parent's scale. Treadwell now scales the marker plus each nested Local-mode particle's own transform from its captured baseline, without double-scaling particles attached directly to the marker.
  • Attempted to address the actual-effect failure shared by Level Ground and Pathen by mutating both the selected piece-table prefab and the matching local ObjectDB entry. Later live testing showed that this still did not change Level Ground's real terrain effect, so this approach was superseded by 0.2.3's final-boundary interception.
  • Retained a hash-pinned extraction record for Pathen's direct inactive, rotated 4×4×1 marker and added executable coverage for the actual dual-source mutation session: Level Ground and Pathen clone/effect lifecycle, the 0.2.1 selected-only failure shape, distinct and shared settings, disabled channels, conflict-safe restoration, partial-application rollback, uniform marker scaling, and pinned call order through the terrain-RPC/ObjectDB resolution path.
  • Preserved the confirmed Alt-wheel camera-zoom suppression, Level Ground's 1–8 m range, Pathen/Paved Road's 1–10 m ranges, Paved Road's 2.2:3 paint-to-smooth ratio, Raise Ground exclusion, per-action session-only radii, and every 0.1.2 road feature.
  • This remains a local test candidate. Level Ground's actual-effect growth, Pathen's visible-indicator and actual-effect growth, and remote-owner/multiplayer radius propagation remain explicitly live-unverified.

0.2.1

  • Prevented camera zoom while Alt+scroll is routed through the vanilla hoe placement mode, including radius bounds, rejected/no-op adjustments, and ineligible hoe actions; zoom without Alt, with another tool, or in the build-selection UI remains vanilla.
  • Scoped wheel suppression to the exact GameCamera.UpdateCamera(float) call and restored it in a Harmony finalizer, leaving Treadwell's placement input, build-menu selection, rotation, controllers, and unrelated tools untouched.
  • Reduced Level Ground's maximum radius from 10 m to 8 m; Pathen and Paved Road remain independently adjustable from 1–10 m in 0.5 m steps.
  • Corrected Pathen recognition by treating runtime prefab object names as diagnostics while retaining exact localized identity, complete three-brush uniqueness, operation/recipe fingerprints, root-component constraints, and vanilla 3/2/3 m baselines.
  • Kept Pathen's independent 2 m session baseline and synchronized proportional indicator/effect scaling.
  • Added exact runtime and pinned-IL contracts for GameCamera.UpdateCamera(float) and its two ZInput.GetMouseScrollWheel() reads, plus regression coverage for camera-routing noninterference, per-action bounds, and Pathen live-object naming.
  • Preserved all 0.1.2 road bonuses, stonecutter-free Paved Road behavior, transactional terrain mutation/restoration, and Raise Ground exclusion.
  • This remains a live-unverified test candidate. Remote-owner and multiplayer radius propagation remains explicitly unverified.

0.2.0

  • Added session-only terrain-radius controls for the hoe's exact vanilla Level Ground, Pathen, and Paved Road actions: hold Left Alt or Right Alt and scroll in 0.5 m steps from 1–10 m.
  • Gave each action its own session-only vanilla baseline (Level Ground 3 m, Pathen 2 m, Paved Road 3 m) and kept the visible/effect scale proportional to that action.
  • Kept the placement brush and real terrain operation in proportional lockstep by uniformly scaling the placement ghost's active _GhostOnly geometry and proportionally scaling every enabled TerrainOp.Settings radius. Paved Road retains its vanilla 2.2:3 paint-to-smooth ratio; disabled channels remain untouched.
  • Limited recognition to one unique exact vanilla three-piece set in the active hoe table, with exact prefab/piece identities, one root Piece, one root TerrainOp, no legacy TerrainModifier, no rotation, verified operation/recipe shapes, and exact 3/2/3 m baselines. Raise Ground, cultivator actions, removal mode, hammer pieces, other actions, changed pieces, and ambiguous/modded duplicates fail closed.
  • Consumed mouse-wheel input only while Alt is held with an eligible synchronized brush; ordinary scroll and rotation behavior remains vanilla everywhere else.
  • Applied terrain-radius fields only around Valheim's synchronous Player.PlacePiece clone, with finalizer restoration, conditional conflict-safe cleanup, and reset paths for selection/tool changes, scene unload, disable/unload, and exceptions.
  • Expanded runtime contracts and pinned 1.0.14 assembly checks for placement input, selection, placement cloning, terrain-radius fields, visible marker scaling, and mouse-wheel suppression.
  • Preserved all live-successful 0.1.2 road bonuses, compatibility behavior, and Paved Road stonecutter removal.
  • This is a test build pending live validation of radius input and brush/effect lockstep. Remote-owner and multiplayer behavior is explicitly unverified because Valheim's terrain RPC serializes the operation prefab identity, not custom radius values.

0.1.2

  • Replaced exact runtime game-version, assembly SHA-256, and MVID blocking with a contract-based compatibility gate, so compatible client/server builds and minor Valheim patches are not disabled solely because their build identity differs.
  • Kept pinned assembly hashes and MVIDs as build/reference provenance checks only.
  • Added exact, unique runtime checks for every patched target, Harmony constructor/API and patch method, accessed game member, and Unity road-discovery contract; missing or ambiguous signatures still fail closed before Harmony construction or gameplay-hook installation.
  • Strengthened transactional patch rollback so every cleanup step runs, gameplay entrypoints are cleared, the owned Paved Road station is restored, and incomplete restoration state is retained for a safe cleanup retry before Treadwell remains disabled.
  • Preserved all paved-road placement, movement, configuration, multiplayer, and client-only behavior unchanged.

0.1.1

Release package prepared with the exact DLL bytes supplied for live validation.

  • Revalidated unchanged 0.1.1 gameplay and configuration against Valheim 1.0.14, anonymous Steam dedicated-server build 25364309, and Unity 6000.0.75f1.
  • Updated the fail-closed runtime fingerprint, private reference bundle, metadata/IL contracts, documentation, and deterministic test package.
  • Added Paved roads without stonecutter, enabled by default, so the vanilla paved-road terrain piece can be placed outside stonecutter range.
  • Replaced the unsuccessful requirement-check bypass with a direct, local recipe edit: the exact Paved Road piece's crafting-station reference is removed as Valheim enters place mode, before its piece table refreshes, and immediately before vanilla requirement checks.
  • Fixed a second test-build failure caused by incorrectly requiring the live station object to carry exact stonecutter prefab and display identifiers; Treadwell now captures and clears whatever non-null station reference is attached to the exact Paved Road piece.
  • Replaced brittle paved_road / $piece_pavedroad identity gates after live diagnostics proved the active entry did not match both guessed names. Discovery now uses the pinned root-Piece table structure plus one paved terrain operation, a station requirement, and one single-unit Stone resource requirement; Paved Road and station names are diagnostic only; the expected Stone resource prefab remains part of the semantic constraint.
  • Traverses child components for terrain operations, requires exactly one semantic candidate, and fails closed on zero or multiple matches.
  • Preserved and safely restored the captured station reference when the option is disabled, the scene unloads, or Treadwell shuts down.
  • Added one-time bounded BepInEx diagnostics for successful semantic selection and for zero/ambiguous matches, including sanitized candidate shapes and names without adding in-game messages.
  • Kept the normal stone cost, unlock knowledge, placement checks, hoe stamina and durability, effects, repairs, and every unrelated piece or crafting station unchanged.
  • Added regression coverage for station/name independence, semantic discovery, zero/multiple-match rejection, nested terrain shapes, real place-mode and placement-check lifecycles, restoration, piece-table reloads, runtime conflicts, and setting changes.

0.1.0

Initial public release.

  • Added configurable sprint bonuses for vanilla dirt paths: 10% more speed and 10% less sprint-stamina use by default.
  • Added independently configurable paved-road bonuses: 20% more speed and 20% less sprint-stamina use by default.
  • Constrained all four percentage settings to 0–100 and included a master enable switch.
  • Preserved Valheim's Run skill, equipment, status-effect, and global movement calculations by applying multiplicative modifiers.
  • Added short path-edge smoothing with immediate clearing on cultivated soil, floors, non-terrain surfaces, and leaving the ground.
  • Limited all effects to the local player while sprinting; carts, creatures, other movement actions, UI, sounds, and world state are unchanged.
  • Added exact fail-closed compatibility checks for Valheim 1.0.12 / Steam build 25253764.
  • Live-tested the core road bonuses in Valheim.
  • Added pure behavior tests, independent assembly-contract tests, pinned reference verification, deterministic packaging, and an exact five-file package audit.
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