Fixed a Unity log error the fireflies produced on every swarm in both biomes: "Particle
Velocity curves must all be in the same mode". It had no visible effect - the drift and the
slow updraft looked exactly as intended - but it filled the log, which matters because the
log is what a bug report gets read from.
No setting changed and nothing to retune: whatever Sprite and SpriteScale you have set
carries over as it is.
0.5.25
Fireflies are no longer little squares. Each one is now drawn as a soft glow - a bright
core with a faint halo, which is how Valheim's own particles look. The hard one-pixel dot
earlier versions used is still available as Sprite = Pixel, and it looks best at
SpriteScale = 1, because that sprite is a square and enlarging it shows it.
New Sprite and SpriteScale settings in both firefly sections, so the Meadows and the
Plains can be set differently from each other. A third option, Sprite = NativeThistle,
draws Valheim's own Thistle particle sprite instead of one the mod makes; that sprite
turns out to be a four-point spark, so it reads as tiny stars rather than as fireflies.
Both firefly colours are less saturated. The Meadows gold and the Plains orange keep
their identity and stay easy to tell apart, but neither burns like a lamp now.
None of this changes what the effect costs: still one particle renderer per swarm, still
no lights, colliders, shadows, extra cameras or per-firefly objects.
New diagnostic for bug reports: General.CaptureFireflySpriteOnce copies the game's own
particle sprite into a PNG beside the mod, so a look can be discussed from the asset
rather than from a description. It switches itself back off.
0.5.24
Plains fireflies no longer wink out mid-flight. Each one was being yanked back to its
group whenever it fell more than 3 m behind, and re-placing a firefly makes the one
you were looking at vanish instantly. They are now only re-placed once they are far
enough away that you cannot see it happen.
Groups now wander on wide, curving paths instead of marching in a straight line. Two
things were causing that: groups were being born almost outside the distance at which
they get pulled back toward you, so they spent nearly their whole life being steered
straight at you; and that steering replaced their heading entirely instead of blending
into it. Groups now start closer in, carry a steady turning tendency that drifts
slowly over time, and turn back on a wide arc.
Groups last much longer before re-forming elsewhere, and each firefly lives longer, so
a swarm stays put and readable instead of constantly replacing itself.
0.5.23
Fixed: the new Plains fireflies were not actually grouping. Each one was being
assigned to a group by its position in an internal list that does not keep still, so
every group was reshuffled twice a second and the result looked exactly like the
scattered Meadows swarm in a different colour. Groups are now decided by which one a
firefly is closest to, so clusters hold together and travel as units.
Plains fireflies are now far more numerous and much more visible: 40 instead of 24,
closer in at 20 m, and in tighter, clearly separated knots.
They no longer disappear almost as soon as you notice them. Each one now lives about
twice as long, which was the single biggest reason the swarm felt fleeting.
Groups travel noticeably faster, so a cluster crosses your view rather than crawling.
A group left far behind by a riding player is now re-formed nearby instead of
pathetically trying to walk back.
0.5.22
New: orange fireflies in the Plains at night. They are a separate effect from the
yellow Meadows fireflies, with their own settings under Plains Fireflies.
Unlike the Meadows fireflies, which scatter and drift individually, the Plains ones
travel in small groups. Each group has its own position and heading, wanders slowly
across the plain, turns gently as it goes, and turns back before it strays too far
from you. Every firefly in a group shares that group's travel and adds a small
personal drift on top, so a cluster moves as a unit while its members mill inside
it. They are also noticeably livelier than the yellow ones.
Defaults are 24 fireflies in 4 groups, adjustable from 1 to 8 groups. Fewer groups
makes each one denser and more obviously a swarm.
Under a roof, in rain or a wet storm, and during a Seasonality or Seasons winter
they fade out exactly the way the Meadows fireflies do.
0.5.21
Cloud shadows now appear more often by default. CloudCoverage defaults to 0.5
instead of 0.4 and CloudSizeMeters to 75 instead of 85, which is the
combination the owner settled on in game. Note that 0.5.19 and 0.5.20 looked
sparser than 0.5.18 for most existing installs only because a regenerated
configuration silently dropped a saved CloudCoverage = 0.5 back to the 0.4
default; the effect itself did not become rarer.
Meadows fireflies drift slightly faster.
0.5.20
Underwater caustics now deform as they move instead of sliding. Two new settings in
Water Caustic Lighting replace the old "two static patterns laid over the seabed"
look:
Interference (default 0.6) blends the two caustic layers from a plain overlay
toward an interference network, so the bright parts become narrow crossings
instead of two full-strength patterns stacked on each other. 0 restores the
previous overlay.
Distortion (default 0.5) stirs the pattern with a slow irregular distortion so
it deforms while it travels. 0 restores the previous smooth motion and skips the
extra texture sample entirely.
MaskQuality stays at Low512. A 0.5.19 build briefly raised the default, which
was reverted once it became clear that resolution is not what limits how many
cloud shadows you can see.
0.5.19
Cloud shadows now fade away smoothly as the sun sinks toward the horizon instead
of switching off at one instant. The fade runs from about 15 degrees of sun
elevation to about 5 degrees, roughly the last 75 in-game minutes of daylight, and
Automation.AutoFadeAtLowSun turns it off if you want shadows right down to the
horizon.
Underwater caustics no longer cost a full-screen pass when there is no water in
view. Standing inland with the sea out of sight now skips work that could not have
been seen anyway.
F10 writes the diagnostic dump by default, and it now also saves a
date-and-time-stamped copy so several samples can be compared. The dump names the
single reason cloud shadows are currently hidden, the same way it already did for
caustics.
0.5.18
Raised the default Water Caustic Lighting.Intensity to 1.8, the value the
effect reads well at in game after the surface-orientation change; existing
configurations keep their saved value.
0.5.17
Winter from RustyMods Seasonality or shudnal Seasons now dims cloud shadows to
30% of their strength instead of removing them completely, through the new
Automation.WinterCloudShadowStrength (0 restores the old full fade-out, 1
ignores the season). Snow weather still fades cloud shadows out completely.
Cloud shadows now gather in larger systems. A much bigger, slower noise field
decides where the existing detail is allowed to form, so an overcast day shows
broad bands and gaps instead of one uniform dapple size. The average coverage
stays where CloudCoverage puts it.
The smallest detail octave is dropped when a shadow-mask texel can no longer
resolve it. This removes the fine shimmer that appeared at high
ShadowDrawDistance or on the lower mask qualities; MaskQuality now changes
sharpness without changing which features exist.
Underwater caustics now follow the surface they light up. Vertical walls, stone
faces and boat hull undersides receive noticeably less than floors and the
seabed, because caustic light enters from above. No additional texture samples
were added.
0.5.16
Meadows Fireflies now choose their spawn points the way Valheim defines a
sheltered area: a candidate position is rejected when a player-built piece is
the first surface above it, so fireflies no longer hover inside a roofed base
or on a built floor while the player is outdoors. This reuses the probe the
spawn already performed, so no additional raycasts were added.
Firefly particles now vary their breathing between two alpha curves, and their
yellow carries a small colour-temperature spread, so a swarm no longer pulses
as one flat colour. A slow updraft is applied by Unity's particle system, which
adds no per-frame C# particle work.
0.5.15
Added optional compatibility with shudnal's Seasons 1.9.2: Meadows Fireflies
now smoothly disappear during its winter as well, read directly from the
loaded plugin so the effect also works with Seasons' opt-in global keys left
disabled. Seasons remains a non-required dependency.
Added Automation.AutoDisableInSnow and
Automation.AutoDisableInWinterSeason, both enabled by default: cloud shadows
now smoothly fade out during Valheim snow storms in the Mountains and the Deep
North, and for the whole winter in every biome when RustyMods Seasonality or
shudnal Seasons reports winter. The snow state, the current environment name,
and both season-mod states are included in the diagnostic dump.
Fixed Meadows Fireflies re-seeding all live particles when an unrelated setting
changed; they now re-seed only when a firefly setting changes, and they no
longer pop in place while a cloud-shadow slider is dragged.
Fixed repeated per-frame work when the game runs on an unsupported rendering
path, and reset the cloud carrier each world load so its precision cannot drift
across long sessions.
Failed renderer detachment is now reported as Disposal pending in the
diagnostic dump, and the Enhanced Environment restores its temporary sun-angle
change even when it is switched off during an environment change.
The hotkey settings table and configuration descriptions were synced with the
in-game text, and the release script now refuses to package when a setting is
missing from either README.
0.5.14
Reworked cloud-mask projection to a horizontal world-XZ mapping. Cloud
shadows now follow the same wind vector as Valheim's minimap, particle wind,
and cloth force without a competing positional shift from the moving sun.
0.5.13
Replaced low-sun cloud-motion compensation with a smooth automatic fade-out
of cloud shadows at dawn and dusk, removing the stretched fast projection.
Adjusted cloud-mask advection direction; it is superseded by the complete
horizontal world-XZ mapping in 0.5.14.
0.5.12
Added smooth low-sun motion compensation for cloud shadows. The moving cloud
pattern slows near the horizon, avoiding unnaturally fast shadows at dawn and
dusk, and returns to normal wind-driven speed as the sun rises.
0.5.11
Added enabled-by-default Automation.AutoDisableInMistlandsAndAshlands.
Cloud shadows now smoothly fade out in the Mistlands and Ashlands while
caustics remain independent; the state is included in the diagnostic dump.
Replaced the package icon with the current user-supplied artwork.
0.5.10
Made the current tested settings the defaults for new configurations:
caustic intensity 1.2, Meadows Fireflies radius 24, and the disabled-by-
default Enhanced Environment's selected preset Emberfall.
Replaced the package icon with the current user-supplied artwork.
0.5.9
Meadows Fireflies now use Valheim's public wet-weather state to smoothly
disappear in rain and wet storms, then return when the weather clears.
Replaced the package icon with the current user-supplied artwork.
0.5.8
Added optional compatibility with RustyMods Seasonality 3.8.2: Meadows
Fireflies now read its season_winter global key and smoothly disappear in
winter, without adding Seasonality as a required dependency.
Replaced the package icon with the current user-supplied Valheim Visual
Enhanced artwork.
0.5.7
Hosted the visual-example screenshots in the public
Bellorite-oss/ValheimVisualEnhanced-Media repository and replaced local
Markdown paths with direct HTTPS image URLs, so previews render on
Thunderstore.
Removed documentation screenshots from the installable archives; the package
README now loads them from the public media repository instead.
0.5.6
Rewrote the public description to present the mod as a vanilla-style visual
enhancement and to make clear that it is not ReShade.
Added four numbered visual examples for caustics, Meadows fireflies, Enhanced
Environment, and cloud shadows to the packaged documentation and Nexus page
source.
0.5.5
Renamed the user-facing Fantasy Environment feature to Enhanced Environment.
Existing palette settings and ToggleFantasyEnvironment hotkeys migrate once
to the renamed configuration section and ToggleEnhancedEnvironment key.
Added two deliberately stronger all-day palettes: amber/crimson Emberfall
and teal/violet AuroraVeil.
0.5.4
Added Automation.AutoDisableMeadowsFirefliesUnderRoof, enabled by default,
to smoothly fade Meadows fireflies while the player is under a roof or in an
interior.
Expanded Water Caustic Lighting.Intensity from 0..1 to 0..3; values
above 1 now reach the shader without being clamped.
0.5.3
Stopped replacing live fireflies shortly before their natural fade-out.
Reduced the brightness variation and lengthened the final fade, eliminating
sharp distant blinking while retaining a subtle living quality.
0.5.2
Added smooth per-particle fade-in and fade-out for Meadows fireflies.
Added a gentle, desynchronized brightness pulse to avoid abrupt distant
firefly flicker without introducing C# per-frame particle work.
0.5.1
Fixed Meadows fireflies on Valheim clients that do not expose built-in particle
shaders through Shader.Find.
The firefly renderer now clones the already-loaded material from Valheim's
native Thistle particles, while keeping the effect's own 1x1 texture and
yellow particle tint.
0.5.0
Added enabled-by-default Meadows fireflies for outdoor nighttime Meadows.
Kept the effect to one particle renderer with a yellow 1x1 source texture,
no lights, shadows, colliders, extra cameras, or per-firefly GameObjects.
Added firefly count, radius, brightness, and enable settings plus diagnostic
state output.
0.4.0
Added selectable Fantasy Environment palettes that visibly grade dawn, day,
dusk, and night: warm GoldenSaga, lush VerdantWilds, and cool
Frostbound.
Added Custom palette mode with configurable daylight sun and fog RGB
channels alongside the existing morning, evening, and night controls.
0.3.1
Disabled Fantasy Environment by default.
Added the unassigned Hotkeys.ToggleFantasyEnvironment toggle and its
in-game status message.
Split the sun-path adjustment into the disabled-by-default
Fantasy Environment.OverrideSunAngle setting, preserving Valheim's normal
sun position whenever only the palette is enabled.
0.3.0
Added an enabled-by-default Fantasy Environment palette with configurable
morning, evening, and night sunlight/fog RGB colors, blend strength, and sun
elevation.
Applied the palette through a narrow EnvMan.SetEnv Harmony hook without
modifying Valheim's stored biome or weather environment definitions.
Added palette patch state to the diagnostic dump.
0.2.1
Changed newly generated configuration defaults to CloudSizeMeters=85 and
WindSpeedMultiplier=0.8, matching the recommended defaults.
Fixed the flowing-caustics wind response so sustained strong wind reaches its
configured carrier speed with reduced calm-weather drift and no gust steps.
Made FlowingMotion=false a genuine classic-motion A/B path.
0.2.0
Updated the marketplace icon with the current Valheim Visual Enhanced artwork.
Added enabled-by-default flowing caustics motion with a classic-motion
fallback setting, without new textures or texture samples.
Rebuilt the AssetBundle with Unity 6000.0.75f1 for Valheim 1.0 / Deep North.
Updated the required Valheim BepInExPack dependency to 5.4.2350.
Renamed the mod to Valheim Visual Enhanced.
Breaking change: the plugin GUID, configuration file, DLL, AssetBundle, and
installation folder now use ValheimVisualEnhanced.
Changed the default cloud-mask quality for newly generated configurations to
Low512.
Improved caustic contrast in shallow clear water without adding texture
samples or full-screen passes.
Replaced broad caustic brightening with a soft contrast response that keeps
dark water-bottom areas dark while retaining midtone filaments and crossings.
Raised wet-weather caustic attenuation from 25% to 50% of configured strength.
0.1.0
Added soft, world-anchored cloud shadows driven by Valheim's wind.
Integrated cloud attenuation into the directional screen-space shadow mask so
fog and native shadows retain their normal rendering order.
Added optional two-layer underwater caustic lighting with sunlight, weather,
depth, distance, deformation, and wind response.
Ensured water refraction moves opaque surfaces and their caustics together.
Added automatic cloud-shadow fading at night, in wet weather, and under roofs
or inside caves.
Added independent caustics fading at night, under cover, and during wet weather.
Added configurable hotkeys and a detailed diagnostic dump.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.