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Changelog

WorldEditorBridge is the live-editing plugin of Valheim World Editor: the two share one version. Download the editor that goes with this plugin from GitHub: Valheim World Editor v1.119.0 (every version: the releases page). This mod page only hosts the plugin.

Each release below as its GitHub release page tells it: what it brings to the editor, and under WorldEditorBridge what changed in this plugin (a release without that part left the plugin as it was).

1.119.0 — 2026-10-31

Download the editor: Valheim World Editor v1.119.0

A new Workshop: the Build panel is now a dock along the bottom of the window with bigger piece pictures, a Materials panel counts what your building costs, and building goes faster with Auto, Manual and Free snapping, drag to lay a row, Shift + right click to take a piece away and a middle click to pick the piece under the pointer. Your installed mods' pieces are listed and drawn in the Workshop without a live game. The Railroads add-on follows Railroads 0.4.0's fitted track.

This release covers 1.115.0 to 1.119.0. The WorldEditorBridge plugin is unchanged: the 1.114.5 plugin works with this editor.

Changed

  • A roomier Workshop. The Build panel is now a dock along the bottom of the window, so the plot keeps the rest: bigger piece pictures in rows, the station before each group, Pieces, Mod pieces and Library tabs, the search at the right. Drag its top edge to make it taller, or fold it down to its tabs; both are kept. The snapping, grid, turn and lift settings sit in a bar beside the tool rail, and the blueprints show side by side as cards. See Workshop.

Added

  • Your installed mods' pieces in the Workshop, without a live game. The Mod pieces tab reads the mods installed in your Valheim and mod manager profiles from their files: their pieces are listed under each mod with their pictures, drawn on the plot with their own models and snap like the game's. Their cost is unknown until a live game tells it. Rescan mods reads them again.
  • Materials panel. The Workshop shows what the building costs at the right, as it changes: every material with how many, the stations needed nearby, the pieces with no known recipe (by mod) and those only the editor can place. Materials in the top bar closes or opens it.
  • Snap Auto, Manual or Free. The building bar's Snap replaces the Snap to pieces switch: Auto as the game's hammer, Free without snapping, and Manual, where Q and E choose which snap point of the piece meets the others (marked on it), reaching further: for crowded corners where the hammer picks the wrong edge.
  • Fine placing with Alt. Holding Alt while building places the piece by a quarter metre, without snapping.
  • Quick building. Drag to lay a row of the piece, edge to edge; Shift + right click takes a piece away; a middle click builds with the kind of the piece under the pointer.
  • Recent pieces. The dock's foot keeps the last 12 pieces you picked, newest first: click one to pick it again.
  • For mod authors: extensions can turn what they place (SetTurn in the SDK). See Mods and the editor.

Fixed

  • Alt in the Workshop takes effect at once. Pressing or letting go of Alt without moving the mouse now changes the piece that follows it, and a click places what it shows; a piece placed with Alt on sloping ground stands on the ground where it goes.
  • The Materials panel counts what was built while it was hidden (behind the Inspector), when it shows again.
  • One damaged mod no longer hides every mod's pieces in the Mod pieces tab: it is left out, the others are listed.

Mods

  • Railroads 0.4.0 (Railroads add-on 0.5.0): its new fitted track is drawn bent between its ends as the game builds it, trains placed on it stand on its line, it is listed in the Workshop under Track, and pasted or moved turned it keeps its shape. Railroads 0.3.7 and 0.3.8 change nothing the add-on reads.
  • Railroads (Railroads add-on 0.4.0): its track, stations and trains are listed in the Workshop's Mod pieces tab by their names in the game, without a live game.

WorldEditorBridge

  • Unchanged since 1.114.5.

See the CHANGELOG for the details.

1.114.5 — 2026-10-29

Download the editor: Valheim World Editor v1.114.5

Everything signed, everywhere: the WorldEditorBridge plugin, every add-on and the SDK for mod authors now carry the maintainer's signature, as the Windows program does, for fewer antivirus warnings. The Windows download on Nexus Mods is now the same signed package as on GitHub. Nothing else changed.

This release covers 1.114.4 and 1.114.5. The WorldEditorBridge plugin works as in 1.114.3; only its DLLs are now signed.

Fixed

  • The plugin and the add-ons are signed too. Like the Windows program, the WorldEditorBridge plugin, every add-on and the SDK for mod authors now carry the maintainer's signature, for fewer antivirus warnings.
  • The Windows download on Nexus Mods is signed. It had the program and one of its libraries unsigned, unlike the one on GitHub, which made antivirus scans flag it. Both sites now get the same signed download.

WorldEditorBridge

  • Signed. The plugin's DLLs carry the maintainer's signature, as the Windows program does. Nothing else changed: the 1.114.3 plugin still works with this editor.

See the CHANGELOG for the details.

1.114.3 — 2026-10-29

Download the editor: Valheim World Editor v1.114.3

Claude from another computer, and safer scripts: Settings → Claude has an Address, so a Claude on another computer of your network can work with the editor, and every script Claude writes is shown to you before it runs. The WorldEditorBridge plugin can no longer be reached from the internet, whatever its BindAddress. Restore now takes saved No limit ground all the way back to the generated ground. The Railroads add-on follows Railroads 0.3.6, with its drawbridges, feedback post and couplers.

This release covers 1.114.0 to 1.114.3. The WorldEditorBridge plugin changed in 1.114.2: update it on your server.

Added

  • Claude from another computer. Settings → Claude has an Address: 127.0.0.1 (this computer only) as before, or 0.0.0.0 (every network) or one of this computer's networks, picked from a list that names each (or typed), so a Claude on another computer can connect, with the token. The command to add the editor to Claude Code follows the address, and with every network a line under it gives the addresses another computer uses. Off this computer the connection is not encrypted (plain HTTP), and Settings says so. Only computers on this computer's own network or VPN (Tailscale) can connect, never from the internet, and a Claude on another computer cannot run scripts.

Fixed

  • Claude shows you each script before it runs. With Claude may run scripts on, every script Claude writes now opens a window with its code, to run or refuse (a dry run and its run ask once). Text in a world, such as a sign another player wrote, could otherwise talk Claude into running a harmful one unseen.
  • Restore takes saved No limit ground away. Once ground past the game's ±8 m was saved, the Restore brush and the Area tool's Restore the ground brought the ground back only to that saved shape, not to the ground the world generated. They now go all the way back, and the next save takes away the ground discs that are no longer needed.

WorldEditorBridge

  • Never reachable from the internet. Only the machine the plugin runs on, its local networks and VPNs such as Tailscale can connect, even with BindAddress changed from 127.0.0.1, and the server's log warns that the token then travels unencrypted. Live mode explains how to connect from another computer in the house without SSH. The token is only taken from the editor's header, no longer from the address, where it could end up in logs.

Add-ons

  • Railroads 0.3.0. Follows Railroads 0.3.6. Its drawbridge is drawn with its leaves, chains and counterweights, lowered or raised as the mod keeps it, and Raised in the inspector raises or lowers it; trains placed on it stand on its track. The feedback post is drawn and offered in the Build panel, and the old station is offered again. Couplers are drawn again, apart from each vehicle's body as the mod now builds them. A pasted or moved train forgets who sent it, and the inspector names what a piece was paid with.

See the CHANGELOG for the details.

1.113.0 — 2026-10-26

Download the editor: Valheim World Editor v1.113.0

Portals on the map and fewer antivirus warnings: the map shows every portal of the world, the line between the two of each tag and their tags, off at first since it is a spoiler; on Windows every library that comes with the editor is signed. The ValheimRAFT and Railroads add-ons follow the mods' latest versions: ValheimRAFT 5.1.1 and Railroads 0.2.9, whose trains have names.

This release covers 1.112.2 and 1.113.0. The WorldEditorBridge plugin is unchanged: the 1.112.1 plugin still works (its package is renumbered to match).

Added

  • Show portals and their links on the map. Every portal of the world as a violet dot (hollow when it has no partner), a line between the two portals of each tag (the pair the game joins; a pair the save holds joined stays together), and the tags beside them when zoomed in. The switch's text counts the portals, the linked pairs and the portals alone. Off at first (spoiler). Portals a mod adds count too, by their name.

Fixed

  • Fewer antivirus warnings on Windows. Every library that comes with the editor is now signed, and a web-server file the editor never used is no longer in the download.

Add-ons

  • ValheimRAFT 0.2.0. Follows ValheimRAFT 5.1.1, checked on a server running it: its new iron centre bows are listed under Hull in the Build panel, and the inspector names a vehicle's build mode, its hull shape and the dock clamp it is docked at. A pasted vehicle is no longer docked at the original's clamp, and a mirrored copy no longer keeps the original's hull shape.
  • Railroads 0.2.0. Follows Railroads 0.2.9: the inspector shows a train's name, which you can change, and the number the server gave it; a pasted train keeps its name and gets a number of its own. The locomotive is drawn with the name boards on its boiler, and the portal wagon as the mod now builds it.

See the CHANGELOG for the details.

1.112.1 — 2026-10-26

Download the editor: Valheim World Editor v1.112.1

Two new add-ons and a History that stays: the ValheimRAFT add-on draws ships and land vehicles whole and moves, copies and deletes them as one, live too; the Railroads add-on draws track, stations and trains, and what you place with the editor works in the game as if built there. History is no longer emptied by saving, applying live, a zone reset, reloading or discarding, and leaning building pieces keep their lean.

This release covers 1.109.1 to 1.112.1 (the versions in between were not published on their own). The WorldEditorBridge plugin changed: update it on your game and server.

Added

  • A ValheimRAFT add-on. Ships and land vehicles built with ValheimRAFT are drawn whole, as the mod builds them, with their swivels, sails, ropes and rope ladders and what they carry, and move, copy and delete as one, live too. See ValheimRAFT.
  • A Railroads add-on. The track, stations and trains of the Railroads mod are drawn in the 3D view as the game builds them, from the mod's own models; track, trains and station signs you place, paste, move or turn with the editor work in the game as if built there, saved or live.
  • Trains and other tied objects stay together. A mod's worldeditor.json can tie objects to one that names them (a locomotive and its wagons, a deck and what is built on it): selecting, moving, turning, copying and deleting take the whole group, and each pasted copy gets ids of its own.
  • For mod authors: link rules can give the parts hanging on a parent their own offset and turn, or carry them where they were saved (a cart aboard a ship); extensions can turn the frame a parent's parts hang in, place a part themselves, read the ground's height in shape hooks, follow every object of their prefabs the editor places, moves or turns (AddPlacer), and set or take away a quaternion value in a copy. See For mod authors.

Changed

  • History is kept whatever you save or apply. Pasting a blueprint or a building, or shaping ground past the game's ±8 m, then saving or applying live, no longer empties History: undo it and save or apply again, and the ground comes back exactly as it was. Zone resets keep it too (only what the reset made again is left out), and it is all there when you open the world again.
  • Mods' objects an add-on draws show as drawn: no grey stand-in box inside the drawing, picked and outlined by what is drawn, and shown in the Place and Paste previews.

Fixed

  • Reload and Discard keep the History in a live world. Every step the game has stays in History, applied and still undoable; only the steps not applied yet go, with their changes. Discard reads the world from the game when it has to, as it says it does.
  • Leaning building pieces keep their lean when a world is opened. A pitched or rolled piece (as a blueprint built in the Workshop or a mod can place it) was read upright, and moving, turning or copying it then saved it upright. It now keeps its pitch and roll as the world stores them.

WorldEditorBridge

  • Mods know at once what the editor pastes. Objects the bridge makes, moves or changes go through the game's own handling of objects that come from another game, so a mod that finds objects by ids it keeps (ValheimRAFT's ships and ropes) finds pasted ones right away: a host's game no longer drops the ropes of a ship pasted live.

See the CHANGELOG for the details.

1.109.0 — 2026-10-22

Download the editor: Valheim World Editor v1.109.0

The documentation inside the editor, add-ons for mods, and a sweep of bugs: Documentation opens a Help window with every page and picture, searchable and offline, and F1 or a panel's ? opens it at the tool in use; the docs are rewritten for new players, with a first edit, task guides, a page per tool, troubleshooting and every shortcut. Support for Expand World, Riverheim and Tunnelheim now comes as add-ons, their own downloads; mods can bring their own tools. Fly goes through the ground into tunnels and cellars. About sixty bugs are fixed, among them saving after an undo and a mountain removing what was in a dungeon above it.

This release covers 1.87.1 to 1.109.0 (the versions in between were not published on their own). The WorldEditorBridge plugin changed: update it on your game and server.

Added

  • The documentation in the editor. Documentation on the start page opens a Help window beside the editor: every page with its pictures (click one to see it full size), a search through all of them, links between pages, Back and Forward. It works without internet and matches your version. F1, on any page, opens it at what you are using, and each panel has a small ? at the top that opens its page.
  • Documentation rewritten for new players: install and a first edit on a copy of a world, a first build in the Workshop, twenty-one guides by task (back up a world, edit a server live, restore an area from a backup, raise past 8 m, roads, rivers, caves, moving a building, a dungeon, a seed…), a page per tool, how things work, troubleshooting by symptom, questions, every shortcut and a glossary, with new pictures. See the documentation.
  • Add-ons. Editor support for a mod can come as an add-on of its own: unpack it into the addons folder next to the editor, and it is used whenever its mod is installed; Settings lists them, each with a switch. The first three: Expand World, Riverheim and Tunnelheim.
  • Riverheim worlds are recognised, opened, drawn with your own copy of the mod, made new from the New world page and edited live (with the Riverheim add-on); with the Expand World mods too.
  • Tunnelheim's tunnels and cellars are drawn as the game builds them (with the Tunnelheim add-on), and Fly goes through the ground to reach them.
  • Mods' own tools and data: a mod's extension can add a tool to the rail with its own settings card, draw whole areas with the game's ground look, read its mod's settings, mark objects that only hold its data, and keep what its mod holds of a copied place with the copy.
  • Live changes keep the game's object: an object whose data you change keeps its identity in the running game, so mods that track it keep working.
  • Clearer cards for worlds of world generation mods that cannot open, saying what is missing.

Changed

  • Expand World and Riverheim support are add-ons, their own downloads beside the editor's: unpack each into the addons folder. Their switches move to Settings, under Add-ons; the Expand World folder setting is gone (add the BepInEx folder with the mods in Settings instead).
  • Fly goes through the ground. In Fly (F twice), C takes the camera below the ground into what a mod digs under it; Space brings it back up.

Fixed

  • Saving after an undo. Undoing something you had saved and saving again now really takes it out of the world (or puts it back): it said "Nothing to save" and left the world as last saved. After a save, an undo is counted as what the next save does, offline and live, and Discard puts back saved steps you had undone.
  • Nothing lost in dungeons above. The Mountain tool, scripts' Ground.Mountain and saving raised ground no longer remove trees and other things inside a dungeon 5000 m above them.
  • Copies land right: trees and rocks copied with the Area tool stand on the ground where you paste them, and a moved tree stands on the ground, not on other trees.
  • Dungeons, Workshop, scripts and Claude: the Dungeon panel knows the dungeon you just placed, its buttons are named the same everywhere and the generator shows only the settings that apply; Save blueprint warns about falling pieces even with Support check off; scripts move a ship as one; Claude's flatten, road and paint stay within the game's ±8 m and saving a blueprint keeps its description and tags.
  • The window: the top bar fits narrower windows, panels no longer overlap or hide under the status bar, cut-off labels are shown whole, saved and unsaved zones on the map are told apart, and stale messages no longer linger.
  • Mods' objects: what mods' tools add is kept by the game, a mod's object changed twice is updated in place live, and extensions read the ground exactly as the game does.
  • Expand World Size and the Deep North match the game to the bit (altitude, water depth, stretched biomes, the Deep North's edge).
  • About twenty-five texts that said something untrue are corrected.

WorldEditorBridge

  • Objects can take new data in place, keeping their id, when the editor changes them.
  • A live zone reset that keeps buildings also keeps the objects mods mark as holding their data.
  • Settings files the editor reads from the game's BepInEx config folder are found through that folder's own list of files, and a folder replaced by a link while it is read is left out.

See the CHANGELOG for the details.

1.87.0 — 2026-10-20

Download the editor: Valheim World Editor v1.87.0

Selection like Blender, and the Expand World mods built in full: a drag now selects what you see inside a box on the screen, with Blender's keys, an outline round the selected shapes and filters for built pieces or nature; New world, Regrow nature, the map and the Dungeon tool follow Expand World Data's locations, blueprints, vegetation, alt biomes, rooms and water colours as the mods make them; and moving a building keeps its shape.

This release covers 1.60.1 to 1.87.0 (the versions in between were not published on their own). The WorldEditorBridge plugin did not change since 1.60.0: keep the one you have.

Added

  • Selecting like in Blender or a map editor. A drag on empty ground (or Alt + drag over a building) draws a box on the screen and selects only what is seen inside it, so you can take one floor, one wall or a roof instead of a building from the ground up; Select through (Alt + Z) also takes what is hidden behind. Ctrl + click adds or takes out, Shift + click takes out, Ctrl + drag adds, Shift + drag takes out, and the row from the last object clicked is Ctrl + Shift + click. Ctrl + A, Alt + A and Ctrl + I select all, none or the rest; Ctrl + H hides the selection in the view to reach what it covers (Alt + H shows it again); Shift + F frames it. A second click at the same spot selects the next object behind. The Select panel's Pick takes only built pieces or only nature, and A drag draws brings back the zone on the ground. See Select.
  • Alt biomes where the game puts them. Dark Meadows, Rock Black Forest, Goblin Plains and the rest are worked out from the seed: the New world page shows the dungeons they add or keep out, Regrow nature and New world grow what they add, the map names them under the pointer, and the 3D view draws an Expand World Data alt biome's own ground look.
  • New world builds the Expand World locations the mod changes: objects added, swapped or given data, levelled or painted ground, random damage, blueprint locations (with their terrain snapshots) and cloned locations, as the mod spawns them, instead of leaving those zones to the game.
  • Expand World vegetation grows as the mod grows it: rules with data, drops and blueprints, rules that want the greenest spots, and axis scales.
  • The Dungeon tool follows Expand World Data's room and dungeon files (rooms turned off, changed or copied, themes, sizes, room counts and limits, doors, object swaps and data, blueprint rooms), and joins each room no nearer the entrance than the game allows.
  • The map shows more: the start and traders with the game's icons (or the location file's), the sea at the world's real water level, and with Expand World Data the territory and status effects under the pointer.
  • Expand World Data's water colours in the 3D view, with its "Custom water color" setting on.

Changed

  • The selection is outlined, not boxed: an orange line follows the selected objects' shape, seen through what is in front, the last one clicked in a lighter yellow; selected objects lose their unsaved green dot while selected.
  • Regrow nature and New world keep the ground clear round locations as the game does, and follow the game's random draws more closely, so what grows after a village, a dungeon entrance, a chest or a fire comes out as the game makes it.

Fixed

  • A building moved with "Put each object on the ground when moving" off keeps its shape: the whole selection moves as one block, up or down with the ground under its middle, instead of coming out crooked on uneven ground.
  • Objects a mod hides deep under the ground are no longer picked with what stands above them: moving a house with such crafting stations under it no longer lifts it 10 km.
  • Locations stand on the ground as the game spawns them in the zones the editor generates, and so do the objects the game drops onto it (the start temple's stones, the tar pits' ribs, the traders...).
  • Expand World: only the mods installed and on change a world; Expand World Data's location and alt biome files are used even when a world opened before the game's rules were read; ground the mod paints shows and edits; locations are predicted where Expand World Size puts them on bigger or stretched worlds; blueprint locations are laid out at the mod's size; odd files are refused with a message instead of stopping the editor; vegetation rules that need a global key follow Expand World Data 1.79's renamed fields.

See the CHANGELOG for the details.

1.60.0 — 2026-10-19

Download the editor: Valheim World Editor v1.60.0

Expand World worlds, items on stands, a longer history and builds that stay put: worlds made with the Expand World mods are generated, mapped and edited as the mods make them, the 3D view draws what item and armour stands hold, the history keeps every change, moved objects and creatures land on the floor under them instead of in it, No limit ground loads before the buildings on it, and live objects follow what the game really does with them.

This release covers 1.47.30 to 1.60.0 (the versions in between were not published on their own). The WorldEditorBridge plugin changed in 1.54.0, 1.57.1, 1.57.2 and 1.57.3: update it on the server so a live world follows the Expand World mods the game runs, No limit ground loads first and the editor follows creatures and other moving objects; an older plugin keeps working as before.

Added

  • Expand World support. With the Expand World switch in Settings on, worlds made with Expand World Size, Expand World Rivers and Expand World Data are generated as those mods make them: the world's size and settings, rivers and water level, the data mod's biomes, world rules, territories, locations and vegetation. The map, the New world page and the 3D view follow them (a wider overview, the mods' biome names and map colours, their sea level), and a live world reads the mods' files from the game's own BepInEx folder through WorldEditorBridge. Worlds saved on Expand World Size's wider zone grid (up to about 65 km) open and save as they lie, switch on or off. The editor ships no copy of the YamlDotNet library the mods use: it reads the one in your BepInEx plugins folder. See Expand World.
  • The 3D view draws what item stands and armour stands hold: a shield on the wall, a trophy, food on a table, an armour stand's armour, helmet, cape and weapons. They follow the stand and change at once when the inspector or Claude changes what it holds.
  • The history keeps every change by default. Settings › History › Steps kept sets a number (empty or 0 keeps them all, within 2 GB of memory); the History panel shows the newest 200 and Show older adds more.
  • Creatures are never sunk into building pieces. One put down, moved, pasted, placed by a script or brought by a blueprint with its feet inside a floor or wall stands on top of the piece instead, and the Workshop's support check counts those still inside one.
  • Blueprints say which pieces only the editor can place (statues, ships, creatures, the T.W.I.G., which Homestead's hammer skips), and their cost leaves them out, so it is what a hammer user pays.
  • A double click on an object in the View tool switches to Select with it selected, ready to move or turn.

Changed

  • Moved objects land on what is under them, not only on the ground. With Put each object on the ground when moving on, a chair, a chest or a creature you move ends up on the floor, stair or table under it where you let go; a building still moves as one block, its bottom layer put on the floor or platform under it.
  • No limit ground loads before the buildings on it. Ground discs are saved so the game spawns them first: the ground is finished in the first frames instead of climbing for ten seconds or more on a big build while the game stutters. The plugin from this release changes the discs saved by older versions.
  • Live, the editor shows every object where the game really has it. Objects you applied take the place and data the game gives them (a creature's health, where physics settled it), and creatures, ships, carts, items and fires are followed as they move or change (needs the plugin from this release).

Fixed

  • A new world is saved where the installed game looks for it: on Linux with Valheim run through Proton, a world made on the New world page could land in the native game's folder and never show in the game.
  • Apply live no longer fails now and then with "An error occurred while sending the request" after about ten seconds without talking to the game.
  • Windows: a save no longer fails when another program holds the file for a moment ("Access to the path is denied"); the editor no longer holds on to the YamlDotNet library in the BepInEx plugins folder or to files in the bundles folders, so a mod manager can update them.
  • A bed, a rug or another cut-out piece on a floor can be clicked again instead of the floor under it.
  • The Dungeon panel no longer fails at the editor's start ("“CryptKey” is not an item of the game").
  • The Workshop's support check no longer counts the parts of a piece that move on their own (a door's leaf, a gate, a ship's hull).
  • Opening the Workshop during a live session no longer fills the log with "Cannot access a disposed object".
  • A live world's Expand World settings are read again from the world file the game now saves.

WorldEditorBridge

  • GET /plugins, GET /config?path= (files under BepInEx/config, 4 MB at most) and GET /world/meta (the world file the game saves, _main.n.fwl2, else the older .fwl) let the editor read the mods a live game runs; /status lists the feature "files".
  • Ground discs are kept first in line: the plugin puts discs the game turned back to the Solid kind back to Terrain every few seconds, and changes older editor versions' discs at the first look.
  • POST /watch gives a second number per zone for the kinds that move or tick on their own, and POST /zone/movers serves only those kinds of the zones asked for.

See the CHANGELOG for the details.

1.47.29 — 2026-10-17

Download the editor: Valheim World Editor v1.47.29

Translatable, faster and safer: the editor can be translated (Settings › Language), your unsaved changes survive the game saving the world under you, worlds saved by Valheim 1.0.20 can be saved again, a first (experimental) Mac build, big areas and live sessions stay smooth, and about a hundred fixes from a full review.

This release covers 1.44.0 to 1.47.29 (the versions in between were not published on their own; 1.46.0 was not used). The WorldEditorBridge plugin changed in 1.45.3 and 1.47.27: update it on the server so a lost answer can never make objects twice; an older plugin keeps working as before.

Added

  • The editor can be translated. Its texts are in language catalogues (Core/Lang/en.json); a catalogue dropped in the data folder's lang folder (fr.json, pt-BR.json…) translates the editor, English showing where it has no text yet. Settings › Language chooses the language, by default the computer's when there is a catalogue of it. Every page, tool, panel, dialog and message now comes from the catalogue; the names of objects, items and biomes in the save stay as they are, and Claude is still answered in English. How to translate: docs/translating.md.
  • Your changes are kept when the game saved the world since you opened it. Save was refused then, and the only way out was to leave the world and lose every unsaved change. The editor now offers to bring them over onto the game's save (ground, zone resets, No limit ground, deleted, added and moved objects with their data), asking once per kind whose version stays where the game changed the same zone or object. Nothing is written until you save.
  • A Mac build (experimental), for Apple silicon: ValheimWorldEditor.app finds Valheim in Steam's libraries, the worlds, the game's log and r2modman's profiles where macOS keeps them; Cmd works as Ctrl. Intel Macs are not supported yet.

Changed

  • Big areas and long live sessions stay smooth. Dragging an Area selection, moving the mouse in the Select tool, moving or dropping a big selection, picking a saved selection, Regrow over many zones, long paths, spawn-point and nest markers, dungeon rooms and location parts, the map with many search results or zoomed in, and switching between the map and the 3D view no longer stall. Opening an area works out its ground in about half the time, a long live session no longer keeps every past read of the game in memory, and saving and Apply live no longer copy every edited zone or wait for the history file to be written. Deep dungeons and new worlds' locations are worked out faster.
  • Claude's scripts need your leave: Settings › Claude › Claude may run scripts (off by default). A script runs in its own process, so a crash in it no longer takes the editor down, and Stop ends a script busy in one long call or an endless loop.
  • Every error the editor or the plugin catches is written to the log, without your folders in it, so the log says what went wrong.

Fixed

  • Worlds saved by Valheim 1.0.20 (save format 42) can be saved. Each file keeps the format it was read in; new worlds are made in format 42, which Valheim 1.0.17 and earlier cannot open.
  • Saving: a power cut just after saving could leave a broken save the game trusts; a failed save or Apply live still turned No limit ground into discs and cleared the undo history; one damaged ground record stopped the whole world from opening; a settings or selections file could be lost or written over with the defaults.
  • Live editing: applying again after a lost answer could make every new object twice (needs the plugin from this release); objects just applied could vanish from the editor; an Apply live that failed partway said nothing was applied; a brush stroke made while Apply live answered could lose ground; a live map could show another world's players; Connect clicked twice opened two connections; a plugin that did not answer could freeze the window for up to 15 seconds.
  • Security: other users of the computer could read Claude's token in the settings file; editing a saved server could send another server's password and token to it; in another language, Claude could use the Blueprints buttons that write or delete files; Claude could change a live world with Auto on through the editor's controls.
  • Tools: moving objects past the area's edge sank them about 1000 m; mirrored pastes tilted pieces the wrong way; "Move there" moved the selection on every axis; Restore from backup with the Mask on doubled objects; Reset zones could miss zones depending on the Soft slider; trees grown on a mountain could float or be buried; replacing a ship's root left its parts behind; a piece dragged far did not snap where it was dropped; typing in a text box moved the camera.
  • Generated dungeons: no more two kitchens or forges, antechambers leading nowhere, guards locked in the cells, furnishings off to one side in alcoved rooms, a sunken warning sign by the boss gate or steps rising away from a plinth.
  • Claude: object ids could hit the wrong objects after another area was opened; dungeons Claude generated could land in the wrong place or go live; set_control clicks on switches changed nothing; Claude Desktop lost the MCP server on a batch request; build_floor, build_walls and build_roof could freeze the editor.
  • Robustness: a model that failed to load, an unusual mod bundle, a hand-made language file, a damaged object or dungeon, a stamp picture that could not be read or a cache that could not be written no longer stop the editor, a world search or every model from drawing.

WorldEditorBridge

  • /objects takes an X-Call-Id header: a call already done under that id (one of the last 16) is answered again with what was done, not done twice. /status lists "once" among its features and gives "run", a new id each time the game starts.
  • Every error the plugin catches is logged in BepInEx's log, with the server's home folder written ~.

See the CHANGELOG for the details.

1.43.0 — 2026-10-14

Download the editor: Valheim World Editor v1.43.0

Dungeons and live moves: a placed dungeon gets its biome's real entrance on the ground, generated dungeons vary far more and read like buildings, up to 16 levels, dungeon blueprints, Cut (Ctrl+X), and objects moved in live mode stay the same objects in the running game.

This release covers 1.37.4 to 1.43.0 (the versions in between were not published on their own). The WorldEditorBridge plugin changed in 1.40.0: update it on the server to get live moves; an older plugin keeps working as before.

Added

  • A placed dungeon gets the entrance of its kind on the ground: Place in the world puts the game's own entrance for the biome (a burial chamber's mound, a sunken crypt's door, a Frost Cave's mouth, an infested mine's, a Morgen hole) at the middle of the view, facing you, with the dungeon 5000 m above it where the game lays that entrance's own. Its door leads up and back out, as in the game. The Plains keep the portal pair.
  • Go to the dungeon and Go to the entrance: the view stays at the entrance after placing; two buttons take it up into the dungeon and back down, and the Dungeon panel's Go to entrance does the same for any dungeon of the area.
  • Up to 16 levels (was 4).
  • Dungeon blueprints: switch A dungeon on when saving a blueprint in the Workshop (or in the Blueprints tab's Details). Pasted into a world, it goes up behind the biome's entrance where you click; a portal in it marks where players arrive.
  • Cut (Ctrl+X), beside Copy in the Area tool's Copy and paste and on the Select tool's selection: copies, then takes the originals out of the world as one undo step, so a paste moves a build instead of doubling it.
  • Moved objects stay the same objects in live mode: an object moved or turned in the editor moves in the running game under its own id, so mods that track objects keep knowing it (a chest's label sign is no longer doubled, a chest keeps its contents). Undo after applying moves it back. Where a player has both places loaded it is made again as before, and the Apply live message says how many. Needs the 1.43.0 plugin.
  • Claude's generate_dungeon places the entrance the same way and takes up to 16 levels.

Changed

  • Generated dungeons vary far more: shaped rooms (notched corners, apses, L shapes, necks), bent corridors, two to four furnishings per kind of room, lighting styles, marble and wooden floors, lofts, sunken arenas, vaults, furnished alcoves and niches, clusters of things that belong together, one-off hero pieces, corridor kinds and dead ends with caches, and each biome's own props, lights, chests and crafting stations, all from the game's own prefabs, measured.
  • Generated dungeons read more like buildings: side rooms grow in wings of their kin (a kitchen by the feast hall, cells by the guard room), a room's purpose sets its light, each level down holds a fifth more of the top level's loot and foes, a corridor's niche may hide a foe, and dvergr doorways carry the dvergr arch.

Fixed

  • Spikes and an orange wedge in the 3D view after a visit to the map: the spawn-point and nest markers, the Dungeon tool's marks and the Mountain tool's preview no longer draw into the new OpenGL context's buffers.

WorldEditorBridge

  • /objects takes objects to move, each under its own ZDOID (or made again where a player has both places loaded); /status lists "features":["move"]. Mods' listeners get the moves in AppliedChanges.Moved.

See the CHANGELOG for the details.

1.37.3 — 2026-10-14

Download the editor: Valheim World Editor v1.37.3

Clicking and selecting in the 3D view: a click finds the object you see under the pointer, even under a tree's crown, a standing tree is outlined by its trunk, a huge selection is one box instead of an orange blob, the unsaved dot is much smaller, and the Area tool's Flatten, Raise and Lower can go past the game's ±8 m.

This release covers 1.37.0 to 1.37.3 (the versions in between were not published on their own). The WorldEditorBridge plugin is unchanged since 1.36.0 apart from its version number.

Added

  • No limit under the Area tool's Flatten, Raise and Lower: the No limit: past the game's ±8 m switch shows with those three actions too (the same switch as at the bottom of the brush options), and the cut and fill line counts all of the move.

Changed

  • A click finds an object by its drawn shape: the boxes round objects only say which objects to try; their models' triangles decide, so a chest, a stone or anything under a tree's branches can be clicked. Leaves and bushes count only where nothing solid is behind them.
  • A standing tree is outlined by its trunk, a column the tree's full height, instead of the box round its whole crown. Logs and stumps keep their box.
  • A large selection is marked by one box: past 500 selected objects the 3D view draws one orange box round them all instead of one round each.
  • The green dot on each unsaved object is much smaller: 5 pixels at 1080p, 9 at 4K, with a soft edge.

See the CHANGELOG for the details.

1.36.0 — 2026-10-14

Download the editor: Valheim World Editor v1.36.0

The editor now knows modded games: it asks the running game what its mods add, draws their pieces with their own models and textures, and reads their data by name. Mod authors can tell it the rest in a worldeditor.json, ship an extension DLL built on the new SDK, and talk to the live bridge from their own plugin. Also: a pasted town stands as it was copied, glass is drawn see-through, the history survives opening another area, and the Windows program is signed.

This release covers 1.25.3 to 1.36.0 (the versions in between were not published on their own).

Added

  • Modded games' objects: opening a live world asks the game for the objects its mods add. They get their names, can be placed, the Workshop's Build panel lists them on a Mods tab by mod with their cost, and the inspector says which mod an object comes from. What was learned is kept, so the world read offline afterwards shows them too. See Modded games.
  • Modded pieces drawn as in game: a mod's pieces are drawn with their own models and textures, in the 3D view, the Workshop and the Build panel's pictures, found by name in the mods' own bundles from your Valheim and mod manager profiles. Crunched textures and Unity's cylinder, sphere and capsule are read too.
  • Mods' data by name in the inspector: the values mods keep on objects show by their names instead of numbers, found in the mods' DLLs (never run).
  • Linked objects: objects a mod builds out of others (a ship and what is built on it) are drawn where the mod builds them and moved, turned, copied and deleted whole. See Linked objects.
  • For mod authors: an optional worldeditor.json (labels and help for the mod's data, prefabs not to offer, groups of pieces, how its objects link); editor extensions (a DLL built against the ValheimWorldEditor.Sdk, turned on in Settings → Mod extensions) that read the mod's packed data, rewrite ids in pasted copies, draw what the mod builds in code and leave the ground undrawn where the mod digs; and live mode for mods' own plugins (WorldEditorBridge.Api.dll): a plugin registers with the bridge, is told what the editor applied and answers routes of its own, and an extension can call them. See For mod authors.
  • The Windows program is signed with the maintainer's code-signing certificate, so Windows names the publisher.

Changed

  • WorldEditorBridge: new GET /catalogue (every kind of object the game knows, mods' included), POST /models (what the game draws of some prefabs), GET /mods and POST /mods/<id>/<name> (mods' plugins registered with the bridge); every apply tells the registered plugins what changed. The log says more of each apply: objects before and after, peers, and a second later whether the destroyed objects are still there. Older editors see no difference.
  • Live mode opens a new connection after 10 seconds unused, before the game closes the old one.

Fixed

  • A pasted town stands as it was copied: copy takes only the ground the buildings stand on, pasted objects keep what they hold (chests' contents, signs' text, builder and health), the ground goes past ±8 m when needed, Clear the site no longer digs around foundations, and a paste that does not fit the open area is refused with a red outline.
  • Opening another area erased the history made before it: steps that do not fit the new area are kept aside and come back when their area is opened again.
  • Glass and other see-through materials are drawn see-through: crystal windows and mods' glass show, no longer invisible or opaque. Mods' textures under other names than _MainTex are drawn; mods' sounds and effects are no longer offered in Place.
  • Worlds made with generated zones had no locations and no creatures: the creator now spawns every location the seed lays out and each zone's control object.
  • Live mode could lose a request with "Connection reset by peer".
  • The Cut sliders start at their right end, with no cut.

1.25.2 — 2026-10-12

Download the editor: Valheim World Editor v1.25.2

Claude can now change what is already in a world, not only add to it: move, turn and swap objects, find places, weather the ground, dig rivers and caves, edit the game's dungeons and use every control of the editor. Also: areas up to 17 × 17 zones and much faster drawing of crowded areas, the game's locations drawn whole, spawn points you can place and see, Follow that grows the area, and Direct3D on Windows for the drivers that flickered.

This release covers 1.20.1 to 1.25.2 (the versions in between were not published on their own).

Added

  • Claude changes what is there (move_objects, set_transform, replace_objects, get_object, set_object_data, copy_objects): moves and turns groups of objects as one (a building keeps its shape), puts objects exactly, swaps their kind, reads and changes what they hold (a portal's tag, a ward's players, health…), and copies them in rows or rings.
  • Claude finds places and shapes ground: list_locations and search_world find the start, traders, altars, dungeons and objects; shape_ground, regrow_nature, dig_path (rivers, moats, caves, ramps), stamp, import_heightmap and masks work the ground as the editor's tools do; preview_seed and create_world make new worlds.
  • Claude edits the game's dungeons, saves and opens blueprints, puts blueprints into worlds, and uses every control of the editor (list_controls, set_control). Saving, applying live and touching your files stay refused. See docs/claude.md.
  • The game's locations are drawn whole: a crypt entrance's rocks, the trader's camp, a boss's altar, a troll cave's walls show with Ruins & structures (the save keeps only a marker; the game makes these parts again at each load, so they cannot be picked).
  • Spawn points and creature nests have their own kinds, say what they spawn (Boar · 0–2 ★ · spawns once), are found by creature in Place's search and show as coloured boxes with markers in 3D (off at first). Objects are sorted into real kinds: Other objects went from about 470 kinds to a handful.
  • A saved world's list keeps up to date by itself, with a Refresh button.

Changed

  • Larger areas: 9 × 9, 13 × 13 or 17 × 17 zones (up to 1088 m across).
  • Much faster drawing of crowded areas: only what is in view is drawn and small objects fade far away; a 17 × 17 area with 2.3 million objects went from 31 to about 75 frames a second.
  • Follow grows the area instead of moving it, up to 16 zones each way, never leaving zones behind.
  • Windows draws through Direct3D: with some drivers (older ones, laptops with two graphics chips) the 3D view and the map showed old frames and black lines (#115). Settings › Drawing can go back to the driver's OpenGL.
  • The tool rail and the Place panel are in clear sections; Place's weight sliders are shares in % that always make 100%; One at a time places only the object at the cursor.
  • While the game's look is prepared, the start page's actions are greyed out.

Fixed

  • A ruin you built onto shows whole (#115): a ruined tower patched with wood showed only the wood; a ruin's pieces touching yours now count as your building. The map has Show ruins.
  • Rocks that shape the ground (the Plains' rock pillars, coast and forest boulders) were missing from the 3D view and lists.
  • Location markers no longer put a post on every invisible No limit ground disc.
  • Moving objects on the Workshop's plot lost what they held (a chest's contents, a sign's text).
  • Workshop: a click that moved the mouse a little placed nothing.
  • Unsaved marks kept their green dots after Save to world; areas with very many new objects or scripts on them were slow.
  • Previews over the sea were hidden behind the water; kind names lost their underscore in the Place lists; Discard failed without a word when the world could not be read.

WorldEditorBridge

Unchanged since 1.20.0: only the version number follows the editor's.

Full list: CHANGELOG.md.

1.20.0 — 2026-10-11

Download the editor: Valheim World Editor v1.20.0

This release covers 1.19.0 to 1.20.0 (the versions in between were not published on their own).

v1.20.0 — 2026-10-11

Added

  • The start page has a side menu: Home, then Edit a world (my game, a dedicated server, a saved world) apart from Create (the Workshop, a new world). Home shows the game when it runs, with Edit live, and what you opened last: saved worlds, blueprints (with their pictures) and the servers that connect in one click. The Workshop's page lists every blueprint to open.

Changed

  • The world map of a world opened again (Reload, or back to the worlds and in again) shows at once, because the last world's map is kept instead of being worked out again (which took seconds).
  • The editor now reads from your Valheim how the game's locations shape the ground, the game's objects (what new ones need in the save, containers, wards, saplings, what stands hold), the build pieces (footprints, snap points, build tools, what holds them up, how the hammer places them), the names of object data, the cave roof rocks' shapes, what pieces cost, the vegetation rules Regrow nature follows and the dungeon rooms the Dungeon tool joins from. Before, it kept its own copy, which went out of date with game updates. Now they always match your version of the game, and reading takes a few seconds the first time and after a game update. Valheim is now required: without it, no world or Workshop opens (the start page asks for its folder).

Fixed

  • The start page said "Preparing the game's look" at every start, then "The game's look is ready" for the rest of the session, even when the editor had only checked what it kept. It now says so only when it really reads the game's files (the first time and after a game update).
  • Settings > Claude could still say the editor could not listen on its port after Claude was turned off. The old message is now cleared when the switch is off.
  • Script tool: Ctrl+Enter in the code box runs the script again, as its button says.
  • The world map, zoomed out a little from the closest views (3 to 6 m a pixel, on a wide window), kept a processor core busy for nothing. This is fixed.
  • Preparing the game's look (start page) shows how far it is and what it reads, one game bundle at a time. Before, the bar stood still at the start until the look was ready.
  • The world map no longer holds up the rest of the editor while it is built. It used to take every background thread, so on a computer with few cores a live game's players, its answers and other background work waited seconds for it.
  • Damaged or tampered files are refused cleanly. A save, live snapshot, blueprint or heightmap picture with wrong lengths or counts, damaged compressed data or a broken PNG header now says it is damaged. Before, it could fail with an unrelated error or ask for gigabytes of memory.
  • Generate dungeon could offer the dungeon made for the previous settings. Changing a setting while the last one was still being made, then placing it, placed the old one (and Open on the plot then opened another one). A dungeon made for settings that have since changed is no longer shown.
  • My game (start page) now says when your game could not be checked (a folder that cannot be read, for instance), and the log has the error. Before, the card just stopped changing.
  • The history kept on disk failed when the world's saves were removed while it was open (the game or another tool cleaning the folder). It is now kept without comparing it to a save.
  • Zone grid (map) on a scaled screen (200 %, for instance) showed from twice as far out, with its lines cramped together. It now shows from the same zoom on every screen.

v1.19.0 — 2026-10-11

Added

  • A new world (on the start page) makes a normal new world that players join without any mod (crossplay included). The seed's world shows before it is made (on Generate world, Enter or Roll): its land and biomes, and exactly where the game will put the start temple, the bosses' altars and the traders' spots (Haldor, the Bog Witch, Hildir), with how far each is from the start and whether you need to sail to each biome. Find a seed tries many random seeds and keeps the best, listed to fill the window, for what you ask: the start on a large landmass, land around it, Swamp, Mountain or Plains within a distance, every early biome on foot, a trader or the first five bosses within a distance. The map zooms (wheel, drag, double click) and stays sharp, switches in its corner show or hide each kind of mark, and the seed's facts are listed beside it. The Dungeons switches show where the burial chambers, troll caves, sunken crypts, frost caves, infested mines, charred fortresses and Hildir's dungeons will be, with how many lie near the start. The rules are read from your Valheim, so they follow game updates. See docs/new-world.md.

Changed

  • The world generator is about a third faster (world map previews, Regrow nature, new worlds), with exactly the same results.

WorldEditorBridge

  • A failed request's log line now stays on one line. Line breaks in it could make it look like several lines in the game's log.

Full list: CHANGELOG.md.

1.18.0 — 2026-10-10

Download the editor: Valheim World Editor v1.18.0

v1.18.0 — 2026-10-10

Added

  • Building skill for Claude Code (.claude/skills/valheim-build): a workflow for buildings and places that look hand-made. It starts with research and a design brief, then mock-ups of unfamiliar pieces, phased building with a helper library, checks for blocked windows and other mistakes, then interiors and landscaping. See docs/claude.md.
  • Claude can work in the editor (Settings → Allow Claude to connect): an MCP server inside the editor, on this computer only and with a secret token, for Claude Code or any MCP client. Claude looks at the open world or Workshop (its state, heights, biomes, objects, screenshots, the game's pieces), shapes it with scripts, puts down building pieces (snapped as the game's hammer does), checks that they stand, adds blueprints and generates dungeons. It is told how the editor and Valheim's building work when it connects. It builds floors, walls with doors and gable roofs over rectangles, levels ground, lays roads, paints and plants forests in one step each, fills chests and writes signs, sees four views of a place at once or a map of the area with coordinates, and works on what you selected. What it changes stays pending, one undo step each: it never saves, applies live or saves a blueprint, and changes nothing while live with Auto on. Claude Desktop connects through ValheimWorldEditor --mcp-stdio. History → Take back Claude's changes removes all of Claude's changes and keeps yours. See docs/claude.md.
  • Item stands and armour stands can be filled. The Inspector's Holds puts an item on an item stand (a weapon, shield, trophy or fish on a wall, food and potions on one lying flat to set a table) with its quality, style and the way it hangs. Wears dresses an armour stand slot by slot (armour, cape, belt, shield, weapon) and sets its pose. Each list offers only what the game lets that stand or slot take, and the item is saved whole, as the game saves it, so it comes off the stand as set. Claude does the same with set_contents.
  • Generate dungeon in the Workshop. The Build panel's Library has Generate dungeon…, the Dungeon panel's generator (building pieces only), with Open on the plot (the dungeon alone) and Add to the plot (with what is there, one undo step). Its blueprint is kept in the library, with what its objects hold.

Fixed

  • Serving tray food stays on the table. Food and drink of the serving tray (Feaster: dishes, meads, berries, the feasts) placed, pasted or added with a blueprint in the editor are now marked as pieces, as the game marks them. Before, they were loose items in game that fell and despawned away from a base.

Changed

  • The Windows package holds ValheimWorldEditor.exe with its four native libraries beside it (keep them together), and the program now carries its details (name, description, author). Some antivirus programs flagged it, because it unpacked those libraries to a temporary folder at each start, which looks like what a dropper does, and it had no details.

Full list: CHANGELOG.md.

1.17.0 — 2026-10-10

Download the editor: Valheim World Editor v1.17.0

This release covers 1.15.6 to 1.17.0 (the versions in between were not published on their own).

v1.17.0 — 2026-10-10

Changed

  • The game's look (models, textures, the terrain shader and the map) is read straight from your Valheim, in the editor itself, and nothing is copied any more. There is no more multi-minute copy at the first start and after every game update (the editor reads the game's files for a few seconds the first time and after an update), the 150 MB game-look folder is gone (the old copy is deleted), and release packages are smaller, with no Python inside: about 23 MB less to download on Linux (77 MB less unpacked) and 10 MB less on Windows (37 MB less unpacked).
  • The editor runs on .NET 10 (it was .NET 8, whose support ends in November 2026). There is nothing to install: the packages still carry it.

Added

  • When Valheim is not found, the start page explains step by step how to find its folder (Steam's Manage › Browse local files, the usual places on your system). A folder next to the game folder (steamapps, common, valheim_Data) is taken as the game folder it leads to, on the start page and in Settings.
  • Live: the open area follows the game. Every 2 seconds the editor asks the game what changed in that area's zones (only those). Objects players built, removed or changed appear, go or change in the editor, and ground dug or paved there comes in, without steps in History and without dropping your changes (Reload is no longer needed for the area you work in). A changed object stays the same object (history, selection and inspector follow it). Objects you deleted and applied stay deleted, and objects the game removed are not brought back by undo or redo.
  • Live: where you have ground changes not applied yet and the game changed that zone's ground too, yours are kept, the status bar says so, and Apply live asks first, because applying could erase what players did there. Undo your changes there and the game's ground comes in.

Fixed

  • Place, Line: a line exactly a whole number of spacings long sometimes left out its last object.
  • Opening another world while the map or an area of the first was still being drawn no longer takes that world's rivers and streams away (its ground came out without them), and the map reads its own world's biomes. Making a world's ground while Regrow (or another world) runs no longer shifts its rivers and streams away from the game's.
  • Ground is worked out a little faster.
  • A blueprint or copy with a damaged object value (a number that is not one) no longer makes saving the world fail. That value is left out when the blueprint is read.
  • In the Workshop, the pieces of a ruin blueprint (a generated dungeon) added to a building now stay a ruin's in the saved blueprint, instead of becoming the builder's.
  • The 3D view no longer stalls for a frame after each Dungeon tool change while it reads the dungeons' rooms again.

WorldEditorBridge

  • /watch gives one number per asked zone, which changes when an object there is made, removed or changed (not when a creature walks or a fire burns). /zone gives the saved objects of the asked zones, portals included, in the snapshot's format. Only those zones are read, from the game's own per-zone lists.

v1.16.0 — 2026-10-09

Added

  • Generate a dungeon (Dungeon panel): a whole dungeon from a few choices and a seed, made of building pieces or of the biome's own dungeon rooms. A plan of each level updates as you change the choices.
    • Eight styles: crypt, catacombs, temple, fortress, prison, Dvergr hold, goblin warren and ruins. Each has its own rooms (burial chambers, ossuaries, chapels, barracks, feast halls, cell blocks, forges, studies...), each furnished for its purpose.
    • Seven wall materials, and eight biomes for monsters, chests, loot and lights.
    • Settings for size, levels, monsters (spawners that come back, or monsters placed once), the boss, loot, light, furniture, ruin and ways round.
    • The layout reads like a building: rooms along axes, wings in pairs, and loops between rooms that lie close together. Stairs go down between levels, and some halls rise through two levels.
    • A door closes every room, so its monsters wait behind it. An antechamber leads to the boss's arena behind a gate that opens with the crypt key, which lies in a chest far away, and the treasury is beyond the arena. Hidden caches sit behind cracked walls.
    • Place in the world puts it 5000 m above the view with a linked portal pair, as one undo step, written as a ruin like the game's own dungeons. Open in the Workshop opens it as a blueprint.
  • Blueprints keep what objects hold: chests' contents, signs' texts, creatures (a dungeon's boss, with its stars) and whether the building is a ruin. This is stored in extra lines of the file that Homestead and PlanBuild skip, so the file still builds in game. It comes back when the blueprint is opened in the Workshop, saved from it, or placed in a world.
  • Chest contents as in game (inspector): the container's slots are shown in a grid. Click one to choose its item, how many and how good, empty it, or move it to another slot. A double click on an object opens its inspector.
  • Dungeon tool: edit the rooms of Frost Caves, burial chambers, sunken crypts, infested mines and the game's other dungeons. The game builds a dungeon from a list of its rooms kept in the save (5000 m above its entrance). The tool edits that list and the game builds what you make, no mod needed.
    • Go inside takes the view up to the dungeon and cuts its roofs away to look into its rooms.
    • Pick one of the dungeon's rooms and click an open end (a green frame) to join the room there the way the game joins rooms. Turn (R) joins it by another of its openings. A red box warns when it would overlap another room or leave the dungeon's space.
    • Added rooms come with what the game would put in them at that place (chests, creature spawners, torches, ice, decorations), rolled the way the game rolls them.
    • Doors where rooms meet: an added room gets the dungeon's door (curtain, gate, ice wall) by the game's chance, and a click on a square where two rooms meet puts one there or takes it away.
    • Delete a room (its contents and doors go with it), and Close open ends caps them with the game's end caps. Each change is one undo step, and Save to world and Apply live write it.
    • Build here: build with the hammer's pieces inside the dungeon, on its rooms' floors (where they hold in game).
  • The game's look now includes the dungeons' rooms (copied once more after this update).
  • Dungeon rooms in the View panel shows or hides them.

Fixed

  • Contents set in the inspector on a chest never opened were replaced by the game's own loot when it first loaded. Such a chest is now marked as already filled.
  • The support check now knows the pieces the game never checks: Mistlands' large black marble floor (also carts, ships and wards) stays up wherever it is and holds what stands on it, as in game. A building on such floors in the air no longer shows walls that would fall.

v1.15.6 — 2026-10-09

Fixed

  • Saving a world the game saved since the editor read it (a play test between two saves) no longer throws away what was done in the game. Before, leaving the world deleted the game's save. The editor now says Valheim saved the world and saves nothing. Leave the world and open it again to edit the game's save.
  • Changes saved (or applied live) from the map are kept as saved. Before, Discard in the area opened next undid them too, saving again took them out of the world, and the History panel showed them as not saved.
  • Area → Backup no longer restores another world's backup. A folder chosen with "Another folder…" stays in the list when another world is opened, and choosing it there used a backup read for the first world without checking its seed.
  • Live: ground changed while Apply live waits for the game (a second stroke with Auto apply on) is no longer lost. It used to be marked as applied but never sent, so players did not see it and Discard did not take it back. It now stays pending and goes with the next apply.
  • The editor's keys (Ctrl+Z, Ctrl+Y, Ctrl+S, Ctrl+V, the tool keys) now do nothing on the start page and the map. On the map they used to act on the area left open behind it: Ctrl+Z undid its last step unseen (live with Auto apply on, in the game too).
  • A world with two terrain objects in one zone (the game makes them now and then) can be saved. Every save used to fail with "An item with the same key has already been added". The zone's ground now goes into both, so the game shows it whichever one it uses.
  • A save cut short (the game or the editor stopped while writing it: no _main.<n>.ok) is no longer taken for the world's save, as the game does. The world opens from the last complete save, and leaving it no longer deletes that save. Leaving a world also no longer deletes your own files named _main.<something> in its folder (a _main.backup.zip).
  • Copying the game's look no longer breaks for good when it is stopped halfway (closing the editor during the first copy). Before, it could leave a cut file that made every later copy fail, or models without their textures that were never copied again. Each file is now written whole or not at all, and a model counts as copied only with its materials.
  • After a Valheim update, the game's look is copied from the new game files. Before, the copy kept using where things were in the old ones (new kinds got no model, changed ones kept the old model, and a removed file made the copy fail every time). It now reads the game files again and copies every model again when they changed.
  • Settings and saved servers are written whole or not at all, so a crash or power cut while writing them no longer resets the settings (Valheim folder, world folders, recent worlds) or loses every saved server. Settings that cannot be read are kept as settings.json.bad, and a settings file that cannot be written (locked) no longer stops the app.
  • servers.cfg is only readable by you from the moment it is made (it was readable by others for an instant), and a saved password with spaces at its ends no longer loses them (the login failed).
  • Opening another area (or saving, or switching the look) while the models are still being read no longer closes the editor or draws objects of the area left.
  • An error the editor did not expect no longer closes it and loses every unsaved change. It is written to the log and shown in the status bar (or a message away from the 3D editor). Saving, applying and Discard from the map, and leaving a world, now say what went wrong (a world folder gone or locked) instead of closing the editor or staying on "Saving…".
  • Blueprints: importing (also by dropping a file on the 3D view), exporting, deleting and turning an older blueprint into a Homestead one now say so when the folder cannot be written, instead of closing the editor. The same goes for exporting a heightmap.
  • Opening a blueprint in the Workshop that cannot be read (removed meanwhile) keeps the open world as it was. Before, the world was closed first, and the editor kept showing an area of it that could no longer be saved or applied.
  • A folder of worlds added in Settings that holds a folder that cannot be read (a drive's root, with its "System Volume Information" or "lost+found") no longer leaves the start page with no world listed. That folder is skipped, and so are unreadable mod manager profile folders.
  • Shape formulas: a function given the wrong number of values (sin(), pow(x), clamp(x, 0)) is now a mistake explained when the formula is read, instead of every point failing as "bad". A formula nested very deeply (a pasted one with thousands of brackets) is refused instead of closing the editor.
  • A damaged history file (kept between runs) no longer stops its world from opening: the world opens without the earlier history. A stamps.json with an entry missing its picture no longer stops the editor from starting.
  • Valheim for Windows: when the terrain shader of a copied game look cannot be converted on this computer, the start page says so, instead of copying the whole game look again at every start (minutes each time, ending the same way). A later editor whose shader converter changed makes the shader again from the copied file, without a new copy.
  • An object put (or pasted) outside the world, beyond about ±16 km, is now left out of the save and listed under "Not saved". Before, the whole save failed.
  • The Mask's slope, height and paint rules now judge edits made at once (Mountain, Shape, Paste, Stamp once, Path) on the ground as it was before them. They used to see the points already changed by the same edit, so with a slope limit most of a mountain was left out in a ragged pattern.
  • Copies and blueprints keep objects of kinds the editor has no name for (from mods). Before, they came back as another, unknown kind and were left out when pasted.
  • The Area tool's Restore also takes back No limit ground (a mountain, a deep paste), as the Restore brush does. Over a mountain it used to change nothing visible.
  • A Path with Smooth along the west or east edge of the area no longer mixes in the ground of the opposite edge.
  • Pointing past the edge of the area no longer finds "ground" 1000 m down. The Measure tool, pastes, brushes and the Path and Area tools used to take such points. Ward and workbench rings crossing the edge no longer plunge down outside it.
  • An object found with the map's search and opened with Edit in 3D now stays selected in the editor. Before, the selection went at the first frame drawn, while the inspector still showed the object.
  • Script: a script's changes are not applied when the area changed while it ran (a stroke, an undo, a save that read the world again). They used to overwrite the stroke, or remove other objects than the ones the script chose. Also, an object number that is not the area's no longer leaves the script's ground change without an undo step while saying nothing changed.
  • Closing the window with unsaved changes and answering Keep editing no longer stops the copy of the game's look running in the background.
  • Live, SSH: a saved server that uses a key file with a passphrase can connect again. Its row has a Key passphrase box (the passphrase is never saved), where before the connection always failed with "The key file could not be read". One of the usual keys in ~/.ssh that cannot be used no longer stops the login before the password is tried. The server's remembered identity is now checked for every account on that address (logging in as another user used to accept any identity and save it).
  • The README in the editor's packages names the plugin's file as it is on the release page (WorldEditorBridge-1.15.6.zip; it said WorldEditorBridge-v1.15.6.zip).
  • The world generator is closer to the game's: lengths and distances between points (rivers, streams, lakes) are worked out with the game's precision. Of the heights recorded in the game, 2992 of 3000 now match bit for bit (2982 before) and all 8 zones (6 before), and the rest still differ by less than a millimetre.
  • The map and areas are made faster on computers with many cores: the ground of 256 zones takes about 0.1 s instead of 0.6 to 1.3 s.
  • Areas with very many objects of one kind (tens of thousands of one piece) open, save and switch the look without a pause of a second or more.
  • Worlds open and save faster. A world of 355,000 objects and 78 edited zones reads in 0.24 s instead of 0.57 s, and worlds with thousands of edited zones gain much more.
  • Less memory over a long session. Models that pile up with every new kind seen (gigabytes with Valheim open beside it) are now let go, and past 1 GB of models and textures on the graphics card, opening another area lets them go (that area's are read again).
  • Areas with hundreds of kinds of objects no longer hold up other background work while their models are read (the next area, the map's search and close-up used to wait seconds).

WorldEditorBridge

  • An apply the game takes more than 30 seconds to start (a world save on the server) is no longer done later anyway. Before, the editor was told it failed and sent it again, so new objects were made twice for every player. Now, if given up on, it never runs, and once started, the editor waits for it.
  • Objects linked to others (a creature spawner and what it spawned, two connected portals) keep the link when a live delete or move is undone. Before, the object came back without it (a spawner then spawned a second creature) and the other side still pointed at the removed object. A paste of a linked object still there takes no link (it would take the original's).
  • A malformed object to make now fails the whole call before anything changes. Before, objects removed and made ahead of it stayed done, and sending the call again made them twice.

Full list: CHANGELOG.md.

1.15.5 — 2026-10-09

Download the editor: Valheim World Editor v1.15.5

v1.15.5 — 2026-10-09

Fixed

  • Copying the game's look works with Valheim for Windows. It used to stop with "ValueError: 15 is not in list", because the Windows game has its terrain shader for Direct3D and Vulkan only. It now takes the Vulkan one there and turns it into the same shader, so the ground looks as it does from a Linux game.

Added

  • Open log, at the bottom of the start page and when copying the game's look fails, opens the editor's log, to attach to a bug report on GitHub.
  • The log is now ValheimWorldEditor.log (was log.txt), started over at each run like the game's LogOutput.log, and says more: each line has its time, and it holds the game-look copy's own output (the error that stopped it, too), which Valheim folder and game build it copied from, and errors in background tasks.

Full list: CHANGELOG.md.

1.15.4 — 2026-10-09

Download the editor: Valheim World Editor v1.15.4

This release covers 1.15.3 to 1.15.4 (the versions in between were not published on their own).

v1.15.4 — 2026-10-09

Fixed

  • Undoing a placed object after Apply live now removes it for the players too, on servers with mods that make objects again under a new id when they appear (ServersideQoL does, for build pieces, plants, fires, turrets and more). Before, the undo found the object "already gone" and players kept seeing the new copy. Each removal now also says what the object is and where it stands, and the plugin removes that object at that place when its id is gone. This needs the plugin from this version on the server.

WorldEditorBridge

  • An object to remove whose id is gone is looked for by its kind and place (within 10 cm), once each, and removed if found. Another kind of object at that place, or an empty place, is left alone. Editors from before still work as they did.

v1.15.3 — 2026-10-09

Fixed

  • The editor no longer fills the graphics card's memory over a session. Each trip between the map and the 3D editor used to leave the whole area's models, textures and ground on the card (about 165 MB a trip), and each move to another area left its ground and game look (about 40 MB). Both are now deleted, so the editor stays near the same size however long it runs and leaves room for a game played beside it.

Full list: CHANGELOG.md.

1.15.2 — 2026-10-09

Download the editor: Valheim World Editor v1.15.2

This release covers 1.15.1 to 1.15.2 (the versions in between were not published on their own).

v1.15.2 — 2026-10-09

Added

  • The history is kept after the editor closes. After each Save to world or Apply live it is kept on disk with the world, and when the world is opened again (in a later run too) its steps are back in History, tagged earlier session, ready to undo: the ground as it was, a deleted object back with its contents, a placed one removed. When the world may have changed since (live, or saved by the game), the editor asks once before undoing or redoing those steps.

WorldEditorBridge

  • A new mod page explains what people use live editing for, how it works, what to expect, and what each connection message means. The plugin itself is unchanged.

v1.15.1 — 2026-10-09

Changed

  • Blueprints on the tool rail is now a tool like the others: it lights up, and the blueprint list opens next to the rail in place of the last tool's options (it used to open on the right, over the View panel). Blueprints… in the Area tool opens it the same way.

Fixed

  • The saved-world page no longer says each save makes a full backup (it has not since 1.14.0). Each save is read back and checked before the old one is removed.
  • The server form now says the plugin's token is written the first time the server starts with the plugin. The README, the plugin's README.txt and its mod page say so too, and the start page pictures show the Workshop.

Full list: CHANGELOG.md.

1.15.0 — 2026-10-08

Download the editor: Valheim World Editor v1.15.0

This release covers 1.2.0 to 1.15.0 (the versions in between were not published on their own).

v1.15.0 — 2026-10-08

Added

  • The area's size (3 × 3, 5 × 5, 7 × 7 zones) can be changed on the fly next to the Area arrows, around the same middle zone, keeping the view, the changes and the history.

v1.14.1 — 2026-10-08

Fixed

  • Zooming out no longer fogs the whole area over. The fog starts at the point the view turns around, so only what lies beyond it fades.

v1.14.0 — 2026-10-08

Changed

  • Save to world (offline) now works like Apply live: the area and its history stay after saving, and you can undo a step and save again to take it back. No backup folder is made at each save any more. Nothing of the old save is removed before the new one reads back right (on a failure the new files go and nothing changed), and the save the world was opened from stays until the world is left.

v1.13.0 — 2026-10-08

Added

  • Mountain shows a preview before you click: the mountain under the pointer as a mesh on the ground, as high as it will rise. The circle turns red where it does not fit in the open area.

Fixed

  • A wide brush or Mountain circle no longer drops a line straight down where it passes the edge of the open area, and it follows hills instead of cutting through them.
  • Zone borders (and the other overlays lying on the ground) now follow the ground when it changes. After undoing or discarding a mountain they no longer outline it in the air.

v1.12.1 — 2026-10-08

Fixed

  • Buildings copied with the Select tool keep their shape when pasted on a slope. Each piece no longer follows the ground on its own (trees, rocks and the like still do).

v1.12.0 — 2026-10-08

Added

  • Paste shows what it will place as see-through models (not only posts), at its height. Ctrl + wheel lowers or raises it (into a hill, Clear the site digs it out).

v1.11.0 — 2026-10-08

Added

  • In a world, a Blueprints button on the tool rail opens the library, to paste a blueprint made in the Workshop.
  • Clear the site (Paste, on by default): the ground in a pasted building's way is dug down to its lowest piece (a metre around too, never raised, past the ±8 m if need be), and the trees, rocks, bushes and pickables there are taken away, all in the paste's undo step.

v1.10.0 — 2026-10-08

Changed

  • A blueprint opened or added in the Workshop now stands on its lowest buildable piece (rocks and other things the hoe places do not count). The support check takes the ground it stood on in game to be under its lowest piece at each spot, or at Homestead's terrain contact points. Rocks are left out of the support check.

v1.9.1 — 2026-10-08

Fixed

  • Objects were shown untextured (white) after opening another area while models were still loading.

v1.9.0 — 2026-10-08

Added

  • Cut (the Workshop) shows the building only up to a height, a metre at a time, and the cursor goes through what is hidden, so you can build inside it.

Changed

  • The support check now tints the pieces in the game's build-mode colours (light blue on the ground, green to red) instead of outlining them, and the pieces' own look still shows.
  • The Workshop draws pieces solid (See-through buildings is for worlds).

v1.8.0 — 2026-10-08

Added

  • The Workshop's Library tab shows your blueprints with pictures, cost and search. Open puts one alone on the plot, Add adds it, you can drag one onto the plot, or drop .blueprint and .vbuild files from your files to import them into the library. A blueprint keeps its form exactly, and Homestead's keep their anchor's height when saved again.

Changed

  • The start page's Workshop card opens the Workshop, and the blueprints are in its Library.
  • There are no unsaved marks in the Workshop (everything on the plot is new).

v1.7.0 — 2026-10-08

Added

  • Select: Ctrl + click adds to the selection, and Shift + click takes the row from the last object clicked (wall 1, Shift + click wall 3: walls 1 to 3).

v1.6.0 — 2026-10-08

Added

  • The Workshop places pieces where the game's hammer would, using the game's own data for every piece (colliders, snap points, placement rules). The piece touches what you point at, then snap points within half a metre meet, and pointed at a wall's top, the next stands on it.
  • Ctrl + wheel lifts the piece (Shift: 0.1 m), and , and . turn it by the game's 22.5° (or another step).
  • The Build panel's Plants (cultivator) and Feasts (serving tray) tabs: everything players build.

Fixed

  • Turning with the wheel now takes one step a notch (smooth wheels and touchpads too), and a snapped piece keeps the turn asked for.

v1.5.0 — 2026-10-08

Changed

  • The Workshop keeps to building: Build (the hammer's pieces in its tabs, with pictures, by crafting station and name, searchable, with snap, grid and turn step), Select and View. There are no world tools, Mask, View panel or zone borders there.

v1.4.0 — 2026-10-08

Added

  • The blueprint library shows each blueprint's 3D picture (the game's models when its look has been copied), its cost in game (materials and crafting stations), a description and tags. The search looks through all of them, and Details changes them.

v1.3.0 — 2026-10-08

Added

  • The Workshop: a blank, flat plot (from the start page or the Blueprints panel) to build a building on, then Save blueprint, which keeps only its building pieces. Blueprints open in it to be changed.
  • Support check (in the Workshop): each piece's structural support worked out by the game's own rules (per material), from full on the ground to what would fall. Saving asks first when some pieces would fall.

v1.2.0 — 2026-10-08

Added

  • Blueprints are now Homestead's (the in-game building mod): they are saved into its folder, so they show in its hammer tab ready to build in game, and its own blueprints are listed here. The editor finds Homestead in the game's BepInEx and mod manager profiles, and warns when it is not installed.

Changed

  • Save blueprint… now writes Homestead blueprints (pieces only, no ground). Blueprints kept in the editor's own format before are still listed, and To Homestead moves them.

Full list: CHANGELOG.md.

1.1.0 — 2026-10-08

Download the editor: Valheim World Editor v1.1.0

v1.1.0 — 2026-10-08

Added

  • No limit (in the brush options; for every ground tool: brushes, Path, Area, pasting) moves the ground past the game's ±8 m, for mountains, cliffs and canyons. Saving (or Apply live) turns that ground into invisible ground discs (the game's own DevGround1 location) that every player's game counts as generated ground: no mod needed, console players included. The hoe and pickaxe then get their ±8 m from the new ground. The disc heights are fitted by working out the ground exactly as the game does, what they leave is ordinary ground edits, and the discs' dirt is painted back to the biome's ground. Trees, rocks, ore, bushes and pickables where the ground moved more than 2 m are taken away, and building pieces stay. Lifting again near earlier discs works them out again, and zones the game has not generated yet are left as they were. Very steep walls come out softer, more so near the world's middle (the game applies the discs in an order that depends on their height there).
  • Mountain tool: a click raises a lone peak, a ridge, a mountain range, a mesa, a volcano or rolling hills, past the ±8 m (ground discs on saving). Each is made from a seed, with a natural profile (steeper up high, easing out at the foot), a ragged outline and broad ridges and gullies, and slopes mostly stay under 35°, so they keep grass and trees. Randomize rolls a new one of the preset (size, roughness, direction, seed) that fits in the open area. It takes away the trees and rocks it buries and grows the biome's own on its slopes, by the game's rules.
  • Cave tool (the Path tool's new Cave action): along a drawn line, a trench with an entrance slope at each end, roofed with the game's boulders (forest, coast, heath or mountain rocks, by biome or chosen). They are placed upside down so their flat side is a nearly level ceiling, turned, tilted and sized at random, and each is hung by its real underside to clear the headroom. More are added until the floor is covered, and the walls rise into the rock so no daylight comes in at the sides. A line drawn as a ring makes a ring-shaped cave with one entrance. There are presets (tunnel, cave, cavern) and Randomize. The ground cannot overhang in Valheim, so the roof is rocks, which players can mine like any boulder.
  • Script tool: C# scripts run on the open area, to generate anything the tools do and more. The editor compiles them itself (no .NET install needed) and gives them Area (its corners, its points, sea level, the world's seed), Ground (Height, Original, Set, Raise, Lower, Paint, Biome, Shape, Mountain; past the ±8 m by default), Objects (All, OfKind, Near, Place, Remove, CanPlace), Noise, a seeded Rnd and Print. A script runs in the background on a snapshot of the area, and what it changes goes in as one undo step, or nothing when it fails (its mistakes and errors give the line) or is stopped. There are examples to start from (a mountain range, terraces, a canyon with a river, scattered boulders, a ring of trees, a flat paved base, a noise landscape), and scripts are saved in the data folder's scripts folder. The program file is about 20 MB larger because of the C# compiler.

Changed

  • The editor's download no longer holds the WorldEditorBridge plugin. It is its own download, WorldEditorBridge-<version>.zip, on the same releases page and on Thunderstore and Hexium.

Full list: CHANGELOG.md.

1.0.1 — 2026-10-08

Download the editor: Valheim World Editor v1.0.1

v1.0.1 — 2026-10-08

Fixed

  • Linux: the 3D view and the map stayed blank without a GPU driver (Mesa's software OpenGL, llvmpipe) and in VMware virtual machines. This is fixed.
  • Leaving a live world closes its connection to the game.

Changed

  • Internal code cleanup; no change for users.

Full list: CHANGELOG.md.

Older history: the full changelog.

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