Valheim
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0.1.14
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Changes

0.1.14 — recover stalled distributor jobs

  • Retry close-triggered requests for up to eight seconds while the native busy flag clears or server settings arrive, instead of silently discarding them after 0.3 seconds. Report unavailable access, queue saturation and requests that expire.
  • Have prepared owners retry snapshots and report native revision mismatches. The server republishes the same committed snapshot at a strictly newer revision when a stale owner would otherwise reject it; it does not repeat the transfer or force a client-side inventory write.
  • After eight seconds, isolate a committed pair that still awaits acknowledgement and recover it in the background. Unrelated distributors can continue; the two affected chests retain ownership, replication, opening and destruction guards. Recovery is bounded to eight pairs, one pair per tick.
  • Clear completed queue/transaction state before notifications. Lost release messages can be retried through authenticated owner probes. Send normal native busy responses to remote open/stack/take-all requests instead of silently swallowing them.
  • Prevent a failed inventory-change listener from withholding acknowledgement of contents already installed. Isolate and rate-limit per-chest synchronization errors so they do not starve other jobs.
  • Log stalled transactions, owner connectivity, revision repair and recovery at Warning level. Unknown or externally changed contents remain protected; there is no unconditional timeout unlock.
  • Includes the 0.1.13 Chest Rules tooltip fix. Live dedicated-server confirmation is still required.

0.1.13 — fix Chest Rules hover errors

  • Give item names, acceptance checkboxes, delete buttons, the distributor toggle and the Chest rules opener Valheim's native text-tooltip prefab. Previously, newly created UITooltip components had no prefab, so mouse or controller hover could throw "The Object you want to instantiate is null."
  • Use the inventory's crafting tooltip, with the take-all tooltip as a fallback. Disable hints if both native templates are unavailable; the menu and its controls remain usable.
  • Extend the UI harness to check every tooltip, hover pooled rows before/after scrolling, exercise the native-template fallback and verify editing works with hints disabled. No global tooltip patches or error suppression are added.

0.1.12 — hide bird players on maps

  • Hide transformed players from other players' live map and minimap icons, including their marker names and birds outside the loaded area. Existing markers disappear on the next native map update after receiving bird state.
  • Restore normal map sharing when they return to human form. Preserve each player's visibility preference and their own navigation arrow.
  • Filter the native map's temporary player list using the existing bird snapshot: no additional RPCs, scene scans or position tracking.

0.1.11 — immediate bird takeoff input

  • Close the native radial instantly after an accepted bird activation and clear its native interaction cooldown. Other menu actions retain their normal timing.
  • Read the bound keyboard Jump edge independently so Space pressed during the transition can take off on the next eligible physics step, even if vanilla consumed its edge. Retain chat/menu/inventory input-focus guards and flight-energy requirements.
  • Require release of a held gamepad confirmation button before it can trigger takeoff, while accepting the next fresh Jump press without a timer.
  • Inspect the shipped animation assets: chicken/hen has Walk/Run clips; crow/seagull has a flight clip plus a static perched model. No incompatible chicken clips or custom walking animation are added.

0.1.10 — smaller bird collision capsule

  • Use a compact solid bird capsule, at most 0.44 m wide and 0.55 m tall, with its bottom aligned to the original player feet. The ordinary Rigidbody collision sweep uses the smaller capsule.
  • Restore the exact original capsule on returning to human form. If there is insufficient room, return the owning player to a remembered human-clear position rather than expand inside a wall or low roof.
  • Sample human clearance only on the owning client, at most twice per second while moving, using a reused non-allocating overlap buffer. No additional RPCs, ZDO flags or per-frame clearance scans.

0.1.9 — quieter flight meter

  • Show flight energy only while transformed into a bird with less than 100 energy. Hide it immediately in human form and when fully recharged; energy tracking and recharge continue normally.
  • Replace the Flight energy text label with just the remaining percentage over the fill.

0.1.8 — bird form for everyone

  • Make the native G-menu bird transformation available to every connected player. Keep authenticated connection ownership checks for each player's transformation and share bird appearance with all clients.
  • Add a flight-energy meter above stamina: 100 energy, 15 seconds of normal flight, 60 seconds to recharge from empty. Energy drains only during flight; sprinting drains 15% faster. Grounded birds and human players recharge.
  • Automatically return to human form when flight energy runs out. Empty grounded birds can recharge before taking off. Retain energy across form toggles, death and character saves; stat tracking and the meter run entirely on the local client.
  • Keep sprint, pitch-dependent speed, bounded momentum, collision-aware flight and hidden overhead player labels.

0.1.7 — private build

  • Refine native input and movement tuning for the private functionality. Expand regression checks for gradual speed changes, collision limits and sustained movement.

0.1.6 — private build

  • Private build for the existing modpack, with additional internal functionality and installed-game contract checks. Chest sorting retains the 0.1.5 behavior.

0.1.5 — discover modded shared storage

  • Replace the three-prefab whitelist with a shared component-based eligibility check for public, permanent buildable storage using the standard Container inventory and its own network identity. Quartermaster's resource bins and racks can use the existing HearthSort UI, learning and routing without a Quartermaster dependency.
  • Apply the same eligibility check to live chests and server-side prefab validation, including unloaded records. Preserve the explicit Personal Chest exclusion and reject private/group storage, wagons, ships, graves and temporary loot containers.
  • Register after normal Container Awake postfixes so other mods can finish configuring storage first. Keep the existing chest-only spatial index and bounded nearby routing; no scene scan is added.
  • Cover all 64 combinations of shared-storage eligibility with managed regression checks. Modded furniture still needs manual deposits to learn HearthSort rules; other mods' rules are not imported.

0.1.4 — faster wheel scrolling and shared storage only

  • Double physical mousewheel scroll sensitivity from 180 to 360; scrollbar dragging and controller navigation keep their behavior.
  • Exclude Personal Chests from the UI, learned rules and both sides of routing, even for their owner or when legacy Hearth Sort rules exist. The server rejects their prefab independently of loaded chest components.
  • Restrict supported loaded chests and server access to public storage; preserve normal ward checks.

0.1.3 — allow complementary chest mods

  • Remove the blanket Quartermaster incompatibility declaration. Users manage Quartermaster's deposit routing and automatic sorting themselves; Hearth Sort remains an independent sorter with no Quartermaster dependency or settings integration.
  • Report locally prepared chests as busy through the standard Container.IsInUse query, so other inventory consumers that honor it yield during transfers. Refresh the chest before publishing that signal.
  • Move Chest rules beside the chest header to leave the shared footer available to other inventory tools. F8 still opens the panel.

0.1.2 — native UI polish

  • Give the title, chest mode and item list clearer spacing, subtle gold dividers and a warmer inset palette while keeping the native wood panel, fonts, controls and lighting material.
  • Add a distributor description that updates with the toggle, larger item icons, alternating rows and quieter paused states.
  • Space the acceptance and forget controls under distinct headers, add hover explanations and widen the scroll thumb.

0.1.1 — chest UI registration fix

  • Correct Harmony class registration so chest-open UI, chest discovery and ownership guards actually attach.
  • Verify every required hook at startup; fail with an explicit log error if registration is incomplete.
  • Anchor the native Chest rules button below the chest panel so it never covers an inventory slot.
  • Add a regression check for Harmony discovery of every method's declaring class.
  • Check APIs against the newly installed Valheim 1.0.17 build as well as the original 1.0.16 target.
  • Remove standalone Mono checks and block Mono launches in the check runner after native crash dialogs bypassed suppression.

0.1.0 — initial beta

  • Distributor sorting on chest close; no idle base-wide sorting scans.
  • Persistent learned acceptance rules with independent enabled/paused states and complete deletion.
  • Native Valheim settings panel with item icons, wrapped names, adjacent checkbox/X controls and an inset virtualized scroll list.
  • Server-coordinated transfers across different player owners; validated handoffs and synchronization before release.
  • Exact serialized metadata preservation, bounded transfers, partial capacity and leftover feedback.
  • Automated rule, quantity, metadata and ownership-protocol checks; installed-game API and codec checks.
  • Contained Windows test processes with log output and crash-dialog suppression.

Live dedicated-server and in-game visual checks remain outstanding; this release is a beta.

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