Valheim
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0.3.0
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Changelog

0.3.0

Fixes found and diagnosed by Belo, who wrote SmelterLinkMPFix as an external patch for 0.2.0. Thanks — this release folds those fixes into the mod itself, so the separate fix is no longer needed alongside it.

  • Links no longer break after a world restart. They were stored as raw ZDOIDs, but Valheim renumbers every object on load, so a saved link pointed at whatever happened to take that number. Chests now carry a persistent id of their own instead.
  • Links are never deleted automatically. A chest that cannot be found — not loaded yet, or not sent to this client — used to clear the link.
  • Chests no longer get stuck "in use". Chest contents are only changed by whoever owns the chest, and a chest another player has open is left alone.
  • Output goes live into an open output chest instead of dropping on the floor. If the chest is full the smelter holds onto it or vanilla drops it; nothing is destroyed.
  • The host no longer smelts a smelter another player is already handling.
  • Marking no longer triggers game actions. 1/2/3 used hotbar items, X sat down and Esc opened the menu. Only movement is allowed while marking, and taking damage cancels it. Both are configurable.

Old 0.2.0 links cannot be converted — the id they were stored under is meaningless after a restart, so converting would lock in a wrong chest rather than an obvious gap. Mark those smelters again; the log says how many are affected.

0.2.0

  • Added the Linking Rod: a craftable tool that draws every link within range, fades all but the ones touching the chest you are looking at, and makes each chest report what it feeds.
  • Marking now works off the smelter's own switches — the ore slot asks for an input chest, the fuel slot for a fuel chest, the empty slot for an output chest.
  • Added an on-screen panel while marking, and chests now say what they would become.
  • Fixed links being written against the wrong ZNetView. A chest nested under another networked object stored its link against the parent, which moved no items and drew the link line off to wherever the parent stood.
  • A link whose far end no longer looks like a chest is now ignored rather than used.
  • Only the host simulates unloaded smelters. Clients would otherwise each run the conversion loop over the same smelter and produce the same bar more than once.

0.1.0

  • Per-smelter input, fuel and output chests, stored in the smelter's ZDO.
  • Feeding and smelting continue while the smelter is unloaded, removing vanilla's one-hour catch-up clamp.
  • Output routed into the linked chest instead of dropping on the ground.
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