Valheim
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Latest version
2.1.9
Last Updated
First Uploaded
Downloads
627
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0
Size
896KB
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2.1.9

  • Replaced drifting mist patches with continuous rolling fog across the bottom and sides.
  • Added blue-white fog illumination tied to nearby active lightning strikes.
  • Kept the logo and travel title readable and retained existing portal artwork and motion.
  • Reused one small fog texture and pixel buffer; limited updates to 30 per second during travel.
  • Added fog movement, coverage, light locality, allocation and binding checks.
  • Portal logic, networking and existing config are unchanged. Live game validation remains pending.

2.1.8

  • Added four contracting layers of the original portal energy for a stronger inward pull.
  • Sped up and brightened wisps and depth sparks; enlarged the added sparks.
  • Increased mist drift speed, distance and opacity.
  • Preserved original artwork, reverse ring rotation, lightning scheduler, portal logic and always-on animation.
  • Cached the new 384x384 energy texture and four UI layers; no per-frame texture generation.
  • Build/offline checks and rendered preview completed; live game verification pending. No config changes.

2.1.7

  • Added inward-flowing blue wisps inside the vortex.
  • Added side mist moving at three different depths/speeds.
  • Added varied-speed drifting sparks moving toward the portal center.
  • Retained opposite ring rotation, random lightning, original artwork and always-on travel animation.
  • Cached setup textures and pooled layers; no per-frame texture generation.
  • Separate atmospheric clock avoids a thirty-second reset. No config migration.
  • Offline checks and rendered preview completed; live game verification pending.

Changelog

2.1.6

  • Remove the repeating strike timetable, fixed rows and synchronized groups of six bolts.
  • Generate a fresh random lightning sequence for every portal trip, with varied intervals, single strikes and small overlapping clusters.
  • Randomize bolt position, angle, length, brightness, shape and occasional follow-up flicker. Either side can strike again; no forced alternation.
  • Use six cached branching shapes and a pool of eight UI images; no per-frame texture generation.
  • Preserve center/outer-ring rotation, artwork, portal color configuration, destination behavior and observer relay.
  • Offline build, random-sequence checks and simulated preview completed. Live-game testing remains required.

2.1.5

  • Show three branching bolts on each side during each strike, increasing from two main bolts to six.
  • Increase paired strike groups from seven to twelve per 30-second cycle, keeping irregular spacing and the short follow-up flicker.
  • Spread bolts across the side areas at different heights and intensities. Keep the 2.1.4 branching shapes and soft glow.
  • Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
  • No new configuration required. Update clients to see the animation.
  • Offline checks and a simulated preview completed; live game testing remains required.

2.1.4

  • Replace angular zigzag lightning with finer multi-scale channels, tapered forks, white cores and soft blue halos.
  • Both sides strike together at uneven intervals with a short follow-up flicker; remove the alternating-side pattern.
  • Use different bolt shapes on the left and right.
  • Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
  • No new configuration required. Update clients to see the animation.
  • Offline checks and a simulated preview completed; live game testing remains required.

2.1.3

  • Split the travel vortex into a center and feathered outer energy ring rotating in opposite directions.
  • Add three cached branched lightning shapes with staggered strikes on both sides of the artwork.
  • Preserve the fixed logo, title and pillars, always-on animation, normal teleport timing and blue loading-screen theme.
  • Retain 2.1.2 configurable in-world portal colors and 2.1.1 server observer refresh.
  • No new config required. Update clients to see the animation.
  • Compiled and checked offline; rendered preview inspected. In-game and multiplayer validation remains required.

2.1.2

  • Connect in-world portal particles, gradients, trails, glow materials and attached lights to the existing Visuals/RuneColor setting.
  • Apply native rune fade colors once, avoiding a second tint for darker custom colors.
  • Preserve the always-on blue travel screen, map artwork, destination selection, public-only portals and 2.1.1 server observer refresh.
  • Keep the same plugin ID and config filename. Client restart required after editing the color.
  • Built and checked offline against supplied Valheim 1.0.20 references. Live visual and multiplayer validation remains required.

2.1.1

  • Adds a server-side observer refresh for large player-position jumps, targeting frozen bodies left at portal entrances.
  • Queues existing player records through native networking; no ownership, inventory, player-position or save mutations.
  • Preserves the always-on animation, rune color config and portal gameplay from 2.1.0.
  • Offline build and checks passed; multiplayer verification required before public release.

2.1.0

  • Always-on portal travel animation: rotating blue vortex, gentle glow pulse and moving sparks. No off switch.
  • Adds Visuals/RuneColor (#RRGGBB), default #044DFF. Client restart required after changing.
  • Keeps rune color separate from blue portal particles and the loading artwork.
  • Preserves public-only behavior, destination selection, map marker and native teleport timing.
  • Offline build and checks passed; new visuals require an in-game test before public release.

Changelog

2.0.1

  • Recolor the stone portal rune markings to match the electric-blue effects.
  • Neutralize the warm rune emission texture so it can display the intended blue.
  • Preserve the surrounding stone texture and the existing portal activation fade.

2.0.0

  • Add an electric-blue swirl map marker without a steel ring.
  • Add the Rusty Heathens portal travel artwork with the native fade and teleport timing.
  • Keep normal world-loading, sleeping and respawn screens unchanged.
  • Retain public-only portals with no private-mode toggle or active privacy settings.
  • Retain electric-blue portal effects and the Rusty Heathens package icon.
  • Embed all runtime artwork in the single mod DLL.

0.1.2

  • Add electric-blue portal rune, particle, trail and light tinting.
  • Add the Rusty Heathens package icon.

0.1.1

  • Lock portals to Public and remove private-mode controls.

0.1.0

  • Initial Rusty Heathens Target Portal test build.
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