Valheim
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Install on both Server and Client, with Innangard- These are patches/safeties I believe Innangard should have by default

CURRENT BEHAVIOR

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1. Station reservations no longer steal station ZDO ownerships merely because a settler is planning, walking to, waiting for, renewing, or releasing a job reservation. This is not needed for the most part and is what caused stations to de-sync.

2. StationClaim.Take is deduplicated when the same valid claim is already present.

3. StationClaim.Renew only rewrites the lease when <=15 seconds remain.

4. StationClaim.Release uses a 1-second same-station retake grace period to avoid needless release/take churn when AI immediately chooses the same station again.

5. Innangard's existing mutation-time Ownership.Take calls remain at their audited real action callsites. Actual world/inventory/machine mutations still acquire authority when they genuinely need it.

6. On a dedicated server, the ordinary-object JIT (Just In Time) ownership guard prevents an Innangard mutation path from stealing a ZNetView already owned by a connected client. It also conservatively leaves an ownerless ordinary object alone while a player is within HandoffRadius so normal Valheim/client ownership can handle it.

7. Locally-owned Innangard_Settler replication is throttled to reduce redundant ZDO writes while preserving normal local movement, animation and AI execution:

transform: 20 Hz

velocity: 20 Hz

animation float: 20 Hz per parameter

Immediate writes bypass the rate limit for meaningful changes:

transform distance: >=0.25 m

transform angle: >=10 degrees

velocity delta: >=0.50

animation delta: >=0.10

This saves up to 70% networking deltas that don't change anything visually. Big contributor to network delays/desync if you fill the pipe. Could probably be reduced to 10hz fine.

8. Settler ownership and simulator selection remain Innangard/Valheim default. This plugin does not alter Innangard's normal resident ownership logic.

9. Client death/respawn safety: on player clients, station-lease overrides are inactive whenever there is no live local player, and pending deferred releases / shadow leases are discarded on entry to that state. On every non-dedicated peer, settler replication throttling is inactive without a live local player. Sync-write scopes are finalizer-protected so they are restored even if a patched sync method throws. Dedicated-server behavior is unaffected by this safety gate.

DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro