BiomeBlueprints
353 ready-made house and base blueprints for PlanBuild, sorted by biome and unlocked as you find the materials they are made of. Ground flattening and material lists included.Changelog
1.0.3
131 new designs, 353 in total. Imported from community builds, with 30 left out because they need mods this one does not depend on.
Ground
- The ground is only levelled where it needs it. Every terrain marker is now measured against
the ground beneath it before placing, and the ones over ground that already matches are dropped.
A design placed on level ground, or on a floor inside a house, leaves the terrain untouched; one
placed half on a slope levels only that half. Tune with
Only flatten ground more uneven than, or turn levelling off entirely withFlatten the ground under a design. - Placing a design no longer raises a mound. PlanBuild levels toward a marker's height in either direction, and an earlier fix for hovering had pushed the pad up to the lowest dense band of pieces — which on a tower is halfway up the building. 110 designs were lifting the ground, one of them by 43 metres. No design can now raise ground at all.
- The pad digs to the floor, not to the foundations. A stilt house whose posts reach two metres down was digging a two metre pit around itself, leaving the posts standing in a hole.
- The levelled pad stops two floor tiles past the walls, as it always claimed to. It was running 18m past them on median and 28m at worst, because each marker also levels a radius beyond its own centre and nothing accounted for that.
- Its edge grades into the ground instead of ending at a cliff. A plot in a meadow no longer reads as a quarry, and one beside water no longer as a rectangular mesa.
- 23 designs are now levelled across their whole plot. They shipped with the author's own markers covering as little as 2% of their own footprint.
Build menu
- Two new tabs: Furniture and Decoration. A chair and a statue were sitting on a biome tab between two fortresses. Furniture is told from buildings by shape; ornaments could not be — a chessboard is 23.7% floor pieces and a giant cake 12.4%, so both measure as buildings, and a beehive with no floor is identical in shape to a snowflake. So the name its builder gave it decides those, and only where the shape does not contradict it: a tavern called The Valkyrie has a door and stays a building.
- Every tab is ordered by piece count, smallest first. Alphabetical told you nothing about the size of the thing you were about to click.
- The stated piece count was wrong on 125 designs — stripping unplaceable rows never updated it. That number is both what you read in the tooltip and what the tabs are now ordered by.
- Trees and rocks in the way flash red and the design will not go down until they are cleared. Previously a second click placed anyway, which is what a player does to check whether the first click registered.
- Filtering a design out of the menu can no longer leave the selection pointing past the end of its category, which made vanilla throw an exception every frame until another piece was clicked.
Performance in a large base
- Small pieces no longer cast shadows. Measured at 18fps with 20,527 pieces in 64 metres: the shadow casters fell from 99% of renderers to 48% and the frame rate went to 24. Walls, roofs and floors keep theirs, so a building still casts its own shape.
- Small pieces stop being drawn at a distance. Most build pieces ship with no cull point at all, so a pillar base three hundred metres away is still submitted. Walls, roofs and floors are never affected.
- A cap on smoke particles. Each one is a physics body, and the game's own limit of 100 retires one particle per spawn while every fire nearby keeps spawning.
- Placed plan pieces check their support less often. Every one of them re-hashed a string and read a ZDO every frame, for a value that changes only when something near it is built or broken.
Other
- Players can send their own builds in to be featured — there is a form linked from the mod page, and a build that ships keeps its author's name.
- Added
biomeblueprints.thumbnails, which regenerates missing thumbnails without running the game out of memory. PlanBuild's ownbp.regenthumbnailsbuilds the full preview of every design and never frees any of them, so on a catalogue this size it crashes. Players still need neither.
1.0.2
- Placing a design now clears the selection. It was meant to already, and did not: PlanBuild
replaces
Player.TryPlacePieceoutright and never calls the original, so the patch watching it never saw a placement. The result was two copies of the same base on screen at once - the plan you had just placed, and its ghost still following the cursor. - Trees and rocks standing inside a design flash red for ten seconds instead of being built
over. Press place again while they are flashing to build anyway, or turn it off with
Warn about obstaclesin the config. - 23 designs are now levelled across their whole plot. They shipped with the original author's terrain markers, which for these covered as little as 2% of their own footprint - a few patches around a 13,000-piece castle, leaving the rest of it on the hillside. Their own markers are replaced when they do not reach the building, and every design in the catalogue is now checked for this before it can be packaged.
- Half as many terrain markers for the same flattening, so a large design places faster.
1.0.1
Minor fixes.
1.0.0
First release. 222 designs for PlanBuild, in a tab per biome.
Designs
- 78 generated house designs — hut, cottage, house, longhouse, stilt hut/cottage/house, manor, great hall, villa and stone-founded variants, one set per biome.
- 144 community builds by 44 builders, imported with their names, descriptions and credits intact.
- Builds needing furniture or building mods are excluded rather than shipped half-built: every design was checked against the game's own prefab list, and 21 downloads were left out because they need mods that are not dependencies of this one.
Unlocking
- A design appears once you have found the materials it is made of, using the same
Player.IsMaterialKnowncheck vanilla uses on its own build pieces. - Only the materials a build is actually made of count. A single decorative bear hide will not hide a Black Forest cabin behind the Deep North, and the food on an item stand is not treated as a building material.
- Debug mode and no-build-cost show everything, as they do for vanilla pieces.
In the build menu
- Every design lists its full material cost as item icons, red where you are short.
- Thumbnails ship with the mod.
bp.regenthumbnailsis never needed. - The piece grid steps clear of the category tabs when they wrap to a second row.
- The mouse wheel moves through the designs instead of jumping between tabs; Q and E still change tab.
- A biome with more designs than one tab can draw spills into a second ("Ashlands II"), because Valheim draws 90 pieces per tab and silently discards the rest.
Ground
- Each design carries terrain markers covering its own footprint plus two floor tiles of clearance, levelled to the underside of its lowest floor.
- Stray objects a capture swept up — scenery on a neighbouring cliff, items parked far overhead — are excluded from that measurement and pruned from the design.
Performance
- The placement preview of a large design is welded into a few meshes instead of thousands of separate ones, and the pieces it replaces are destroyed rather than merely hidden.
- That welding is done once per design and spread across frames, so it costs a brief pause on first selection rather than a frozen second.
