Valheim
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0.4.2
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Changelog

0.4.2 (2026-11-01)

Updated due to the Valheim 1.0.21 patch. Rebuilt and checked against Valheim 1.0.21 (network version 41); no code changes beyond the version string. The BepInExPack dependency is now 5.4.2360, and the store page's website link is https://ravenirongames.com/.

0.4.1 (2026-10-12)

  • How far lake-bed clearing reaches past the water is a setting now: Clearing.LakeBedShore, in metres. The default is 2, the same as 0.4.0.
    • A lake's shape is sampled every 4 m, so at the default the cleared edge lands 0 to 4 m past the real waterline, about 2 m on average.
    • Lower it for less bare shore. At 0, a bush can still stand in the shallows here and there.
    • tarn clearbeds uses the same distance.
    • In multiplayer, the server's value applies to everyone; it's sent with the lakes. A 0.4.0 server counts as 2.
  • Every setting follows the server. The server sends all of Tarn's settings to each player who joins, and again to everyone whenever one changes. While connected, a player's game uses the server's values in memory only; their own config file is untouched, so their settings are back in single player. A setting changes on the server when:
    • an admin runs a tarn command. tarn depth from a player now goes to the server, admins only, and comes back to everyone.
    • a config-manager mod changes it.
    • the server's .cfg file is edited. The server notices within a few seconds, and tarn reload re-reads it at once.
    • A 0.4.0 server sends no settings, so players keep their own (and its lake message's lake-bed values).
  • The store page links to the source on GitHub.

0.4.0 (2026-10-11)

  • Lake beds are kept clear on their own. No trees, rocks, bushes or pickable debris are placed on a lake's bed, from the shore down. That includes lakes made with tarn here, so they no longer need a .clear file. The cleared ground is the same flood that shapes the water. It goes about 4 m past the waterline, so nothing stands in the shallows. It's on by default; the config setting is Clearing.LakeBeds.
    • As with the mask, only zones generated after a lake exists are affected. tarn here on ground you've already explored leaves the trees that stand there.
    • Grass still needs dirt paint on the bed: vanilla's grass follows the ground paint, not clear areas.
  • New command, tarn clearbeds <lake|all>, for lakes made on ground already explored. It counts the trees, rocks, bushes and pickables already standing on lake beds. tarn clearbeds <lake|all> confirm removes them, which can't be undone.
    • Only what vanilla places as vegetation goes, and only on the bed as Tarn clears it. Nothing a player built is touched, nor stumps, logs, drops or creatures. A tree grown from a planted sapling looks exactly like a wild one, though, so it goes too if it stands on a bed.
    • On a server it runs on the server, for admins on adminlist.txt only, and the answer comes back to that player's console.
  • In multiplayer, the server's setting applies to everyone. It's sent with the lakes. The server and every player clear the same ground, because each machine generates some of the zones. A 0.3.0 player still gets the lakes but clears no beds. A 0.4.0 player on a 0.3.0 server clears none either.
  • Big lakes are shaped ahead of time, a few milliseconds a frame, for lakes near any player. Zone generation then finds them ready. If a zone needs a lake that isn't ready yet, it's shaped on the spot, and the log says how long that took when it's slow.
  • A lake re-sent by the server keeps its shape if it hasn't changed, so tarn here no longer makes every player re-sample every lake.
  • New log lines: the load line says whether lake beds are kept clear, and one line names the first zone that had a lake bed cleared.

0.3.0 (2026-10-06)

  • The clearing mask is synced from the server. Vegetation is placed by whichever machine generates a zone, which in multiplayer is usually a player. The server (or host) now sends its <world>.clear to every joining player: deflated (Ravenrest's 2 MB mask is 68 KB) and sent in 48 KB chunks. A connected player never reads their own .clear file, as with lakes. If a zone is generated before the mask arrives, the log names it.
  • One log line proves the clearing ran: the first zone with marked ground, and how many clear areas it got.
  • The server needs 0.3.0 too: an older server never answers, and the player is told so after about a minute.

0.2.0 (2026-10-06)

  • Clearing: a per-world mask (BepInEx/config/Tarn/<world>.clear) of ground kept free of vegetation, such as a map maker's roads and lake beds. It adds vanilla clear areas to ZoneSystem.PlaceVegetation, so only what would have stood on a marked spot goes. Better Continents' vegetation map can't do this, because it is read once per 64 m zone, at the zone's centre. Verified in game on Raventest22.
  • Fix: the clear-area type is private in the real game, so it is reached by reflection. A first build compiled against the publicized assemblies threw MethodAccessException in game.
  • The load line names the real version. It said "0.1.0" whatever the build.

0.1.0 (2026-10-05)

  • Lakes at their own height from BepInEx/config/Tarn/<world>.txt, built as you come near.
  • Lakes drawn on the map, and the lake sound.
  • Server-owned lake list, synced to every player. The tarn console commands.
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