Valheim
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Details

Latest version
0.4.12
Last Updated
First Uploaded
Downloads
1.1K
Likes
2
Size
194KB
Dependants
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Changelog

0.4.12

  • Refresh the README with current features, setup and controls.

0.4.11

  • Restore all old groups before assigning model glow after a merge/split, preventing nested temporary materials and destroyed-material references.
  • Restore newly rebuilt mining renderers during cleanup and release unused emission materials.
  • Release cached particle materials and textures when applying appearance changes.

0.4.10

  • Updated README testing-status wording.

0.4.9

  • Shortened the README and gave the gull a pitch specific to this mod.

0.4.8

  • Rewrote the README in the voice of a Viking gull selling a well-used longship. Installation, controls and testing status remain documented.

0.4.7

  • Attach Valharvest apple-tree particles and surface glow to the nine apples, with light spill originating among the fruit.
  • Keep fruit-tree effects separate from nearby plants and remove them when harvested; restore them on regrowth.
  • Handle the installed non-readable apple mesh without falling back to trunk colliders.

0.4.6

  • New Viking gull icon artwork.
  • Shorter README with GitHub and Discord links.

0.4.5

Lighting changes.

0.4.4

Lighting changes.

0.4.3

  • Fixed mushroom spores bunching below a faster column: both now share full-height upward motion. Dandelion movement is unchanged.
  • Smaller translucent spore flecks, shorter tails and no hard spore glints.
  • Replaced all local point lights and glow patches with whole-model material emission using original texture colors and tiling.
  • Preserved original shaders, foliage alpha clipping, mesh geometry and material-slot identity; original materials restore when the effect ends.
  • Excluded beech/pine/fir seedlings, small/dead/shrub variants, generic shrubs and tree/log components.
  • Retired LightRange, LightIntensity and MaxAreaLights controls; AreaGlow now controls model emission.

0.4.2

  • Removed ore surface textures, fracture lines and added crystal geometry.
  • Preserved working ore mote attachment and sparse vertical columns.
  • Distributed soft glow and real illumination over model surfaces, with up to four lights per large model and a strict global light budget.
  • Extended attachments to readable world-collectible meshes, with physical-surface fallback.
  • Excluded all dropped ItemDrop objects even when a legacy config enables loose items.
  • Updated wildglow_status to report model anchors and active surface lights.

0.4.1

  • Ore fracture/inclusion texture covers the actual intact and mined 3D meshes, following live mesh rebuilds.
  • Surface sampling covers all six sides; crystal facets, flecks and trails follow local surface normals.
  • Vertical columns start on upper surfaces, preserving a sparse beacon above the deposit.
  • Mined or hidden mesh parts lose their overlay; effect disabling removes all surface layers.
  • Added wildglow_status diagnostics for loaded version and nearby ore coverage.
  • Added Vassteels workshop feedback invite to package metadata and documentation.

0.4.0

  • Individual Enabled switches for all 58 effect styles, including fallback items; disabled items are excluded before grouping.
  • Self-contained preview entry points with independent on/off controls and config export.
  • Ten motion families alongside retained vertical columns; default main mote count reduced from 64 to 38.
  • Automatic day/night presentation and a manual comparison override.
  • Collider-attached ore effects, fracture veins and crystal facets spread over exposed deposits.
  • Independent deposit grouping and Fir Tree exclusions.
  • Thunderstore-format package, dependency manifest and 256x256 icon for r2modman local imports.

0.3.0

  • Doubled height, wider real lights, proximity grouping and wildlife filtering.

0.2.1

  • Tuned trails/twist/glow and removed flint and Surtling core effects.
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