Valheim
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0.2.2
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Changelog

0.2.2 — 2026-09-25

Updated due to 1.0.16 Patch.

0.2.1

Two fixes and a README correction, plus the housekeeping listed under "Also in this release". Who gets the map, the roster, the admin gate and the death grace work as before. The 0.2.1 DLL was built from the commit tagged v0.2.1; the GitHub release (https://github.com/RavenIron-Games/RavenEye/releases/tag/v0.2.1) names that commit and gives the DLL's md5.

  • No no-map achievement progress while RavenEye grants you the map. The game decides that you are exploring without a map from the world's no-map setting alone, and RavenEye leaves that setting in place. So an admin, a host or a solo player sailing to the world's edges with RavenEye's map up was counted toward the game's no-map exploration achievement. RavenEye now tells the game that trip does not count while RavenEye grants you the map, even if your character's own nomap has it hidden. With RavenEye's map switched off (ShowMap = false or raveneye map off), the game counts as it always did.
  • One broken patch no longer takes the whole mod down. If a future Valheim update renames or removes one of the game methods RavenEye hooks, only that hook stops working and the rest carries on. The BepInEx log names the part that could not load. Before, the whole mod stopped at start-up. This does not cover every change an update can make: if one renames or removes a whole game class that the rest of RavenEye also uses, a game method RavenEye calls rather than hooks, or a game field it reads or writes, more than that one part can stop working. (Corrected in 0.2.2.)
  • README correction: a host or solo player gets the map on their own world. The README said RavenEye does nothing for a player who is not on an admin list. That is only true for a player who joins someone else's server. Whoever runs the world is its admin, so a player hosting from their own game, or alone on a single-player no-map world, gets the map with RavenEye installed. To keep a solo no-map run map-less, set ShowMap = false, type raveneye map off, or leave RavenEye out of that profile.

Also in this release:

  • The DLL no longer carries the build machine's folder path. Every earlier build embedded the absolute path of its debug-symbols file, a path that included the build machine's user name. The build now maps its source folders to a neutral placeholder, so the shipped DLL names no local path.
  • A "Support Raven Iron" section in the README, with the Raven Iron website, Patreon and Discord links. Every Raven Iron mod is free and stays free; nothing is held back for patrons.
  • The store page's link now goes to the Raven Iron website; under 0.2.0 it was the Source link to the GitHub repository, which stays at https://github.com/RavenIron-Games/RavenEye.
  • Built against Valheim 1.0.15.

Tested in game on 2026-09-24, on the same code as this release (commit e189400; only documents and the store page's website link changed after it) — DLL md5 485fe614040d9953e2ae3e1de4950a5f, 43,008 bytes — on a Valheim 1.0.15 dedicated server (crossplay) with one client, and on a local no-map world played as its host. Boot on both sides showed patches=4, nothing FAILED. On the local no-map world, played as host, the map was granted to the host at the start; while it was granted, a trip to the world's edge counted ExploreWest and never ExploreWestNoMap (the game's own stat lines): the achievement guard held. With raveneye map off the same trip counted ExploreWestNoMap as it always did, and raveneye map on granted the map again. Joining the dedicated server's own world, which has a map, correctly granted nothing and left the map as the game set it. Not tried in game: a dead player's pin holding for its full three minutes; a second player's pin on a listen host's map (this run saw the host granted as authority, not a second player joining that host); the achievement guard seen as an admin client on a dedicated no-map server rather than as the host (the server used for this run has a map); the guard with the character's own nomap hiding the map (there the credit is withheld either way, because the grant check does not read that setting); a host who made the world no-map by typing nomap (their own character's map is then off until raveneye map on; this run's world was not made that way); the platform achievement itself (the guard withholds the four Explore…NoMap stats; that these are what the game's no-map achievement counts is read from their names, not from the game's achievement data); and a forced patch-install failure, which cannot be forced without changing the code (7 off-game tests cover the rule; patches=4 with nothing FAILED is the regression check in game). Every in-game reading in this paragraph comes from the BepInEx and game log lines; only the raveneye status replies, which do not reach the client log, were read on screen. Off-game: 154 checks, 0 failed.

0.2.0

Valheim 1.0. If you updated the game, 0.1.0 was broken and this is the fix.

  • Rebuilt for Valheim 1.0.12. Nothing about the map, the roster, the admin gate or the death grace changed. The game did: 1.0.7 added a parameter to Terminal.ConsoleCommand's constructor, and .NET binds a call like that by its exact signature at runtime, so the raveneye console registration in the 0.1.0 binary threw MissingMethodException on a 1.0.x game. Losing that command matters more here than in most mods — it is the instrument that tells an admin why the map is or is not showing, and "the map did not appear" has at least eight causes with one symptom.
  • Source link fixed. The repository moved to the RavenIron-Games organisation, so the "Source" link on this page pointed at a URL that no longer resolves.
  • Why 0.1.0 looked healthy. It compiled clean against 1.0.7 the day the update landed. A clean build proves the source matches today's game — it says nothing about a DLL built weeks earlier. The break was found by reading the shipped binary's own reference table and resolving each entry against the live game assemblies.

0.1.0

First release.

The vanilla map, for admins only, on a world that has none — with every player on it.

  • Admins get the ordinary map back on a nomap world: minimap, large map, their own exploration and pins, drawn by the game's own code. Nothing new on screen.
  • Every online player is pinned, name and icon, whether or not they share their position — the same vanilla player pin, on the same two-second cadence vanilla uses.
  • A dead player stays on the map at the place they fell, marked "(dead)", for three minutes (DeathGraceSeconds) — the answer to "where did I die?" on a world with no map.
  • The server decides who is an admin, from its own adminlist.txt, with the same check the game applies to remote commands, kicks and bans. Edits take effect within seconds: a demotion is sent explicitly and relocks within one interval.
  • Non-admins see nothing. A client with the mod and no admin entry receives no data and the map stays locked. Only a name, a character id, a position and a dead flag are ever sent.
  • Forge-proof by construction. The roster travels on each admin's own server connection, not the shared routed channel other clients can address.
  • Silence is only a backstop. If the server crashes or stalls, the map survives GraceSeconds (60) and then lapses — generous on purpose, so an autosave hitch never slams the map shut under an admin's cursor.
  • Playing honestly is a toggle: ShowMap = false or raveneye map off declines the grant on your client. The game's own per-character nomap opt-out is respected, and raveneye map on clears it.
  • Does nothing on a world that has a map unless RevealWhenMapEnabled is set, in which case admins also see players who hide their position.
  • Terrain is not revealed. The game's devcommands + exploremap remain the deliberate way to do that; the game cannot un-explore.

Console: raveneye status | roster | map on|off. status states the grant's reason in words — not on the adminlist, server without the mod, revoked, stale, toggle off, the character's own opt-out, or a version mismatch naming the side to update — because from the seat they all look the same.

Built against Valheim 0.221.12. 143 off-game tests, each load-bearing one proven to fail without its fix. Designed under a three-critic adversarial review; docs/DESIGN.md records what it changed.

Early release. Verified live on a dedicated no-map server on 2026-09-06: the map appearing for an admin, another player's pin moving, the explicit revoke on removal from the admin list, and the client toggle. Not yet watched through: a dead player's marker holding for its three minutes, and a listen host as the admin.

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