Valheim
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Latest version
0.1.12
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Changelog

0.1.12 — 2026-10-17

  • Add native Asksvin and Moose transport profiles, including their hatchlings and calves. They share the existing mount capacity with Bjorn and Lox: one on the Longship, two total on the Drakkar.
  • Fit their native idle and feeding poses once, including saddles and Moose antlers. Recognize hoof vertices for deck contact and retain fixed presentation and cage dimensions during waves.
  • Read discarded native skin topology once from the installed mesh buffers and sample poses at their actual Animator root. Add absolute cage-bar clearance for the two new species, including their young.
  • Accept their native tamed juveniles without adding a taming or feeding component. Keep feeding unavailable until their native adult has a food clock.
  • Extend the previous unmodified shipped creature list in memory without rewriting saved configuration. Preserve custom creature profiles, exclusions, boat layouts and capacities.
  • Refit the grown native animal after onboard growth instead of retaining a juvenile's presentation. Preserve existing passenger links and Taming 0.1.35 traits.

0.1.11 — 2026-10-15

  • Authenticate remote passengers using the connected peer's player network record, including dedicated servers without an instantiated player near the boat.
  • Authorize bounded client execution for boarding, landing, feeding, transport modes and rescue. Retain server operation locks and replay protection, and recheck access and geometry where the world is loaded.
  • Report requests that cannot be sent while the connection is synchronizing.
  • Detach saved feeding trough records after ship destruction even when the trough is not instantiated on the server, and let their simulation owner recover them.

0.1.10

  • Document console diagnostics, recovery and server/host configuration commands with their access requirements.
  • Refresh the English presentation with a gameplay screenshot montage, a controls table and Discord support information.
  • Fit Greydwarfs against their sampled idle pose rather than an unevaluated arms-out bind pose, avoiding excessive reduction when boarding or reloading.
  • Give Greydwarfs in the exact standard Drakkar companion layout enough presentation space for their native idle size. Keep other species, Longship slot dimensions and customized layouts unchanged.
  • Refit existing Greydwarf passengers once while preserving their boat association and occupied berth. Keep size fixed during ship movement.
  • Hide cages by default for new and legacy personal settings; preserve explicit per-animal show/hide choices, trough preferences and panel settings. Players can still show cages through the existing control.

0.1.9

  • Preserve boat/passenger/trough associations with persistent identities across native world loading, which renumbers network-object IDs. Rebuild seat indices from canonical passenger records.
  • Reuse the original stocked trough after loading; never create a replacement merely because its recorded object is temporarily unavailable.
  • Recover unambiguous legacy berth/anchor associations. Preserve surplus trough inventories and settle detached containers onto support, retrying after terrain loads.
  • Correct dock clearance so the landing capsule does not intersect its supporting surface. Search nearby landing positions more finely and retain real obstacle, water, slope and access checks.
  • Remove foreign/stale seat entries before boarding and report exhausted capacity separately from dock obstruction.
  • Allow the standard equipped Greydwarf pose to fit Longship companion berths with a 35% minimum presentation scale; upgrade only the exact previous default creature profile.
  • Display both rescue controls in red. Retain non-admin rescue with normal access checks.
  • Fit bear enclosures once against idle/feeding pose extents on an inactive model copy, and migrate previous berth fitting once. Keep presentation scale and cage dimensions fixed during boat movement.
  • Verify real native disk save/reload, legacy association recovery and boarding with Taming installed and VikingSeafarer absent.
  • Log the result of each manual server transport operation for targeted diagnosis.
  • Remove only Beastferry's own routed handlers during session cleanup so scene recreation can register them once without disturbing other mods.

0.1.8

  • Fill the trough across its measured opening with 64 decorative food models, including the sides and rim. Actual inventory stock remains separate.
  • Align the trough's visible feet with the deck, excluding the raised mast socket on the Drakkar; preserve the cargo/mast center line.
  • Add passenger and nearest-animal rescue buttons inside the boat inventory/mooring panel. Use the same server-authorized action as bf_rescue, without requiring administrator status.
  • Re-register existing boat/passenger components after scene registry resets, allow delayed boat loading, and distinguish scene shutdown from confirmed ship destruction.

0.1.7

  • Clear stale synchronized walking speeds throughout boarding and preserve idle locomotion during ship movement.
  • Reserve additional head clearance when fitting fixed cage dimensions, and migrate existing passengers once.
  • Center the Longship trough along the cargo hatch line; preserve the Drakkar mast anchor.
  • Add per-player, per-boat trough visibility with retained inventory and feeding access.
  • Add bf_rescue [UID] for server-authorized recovery without a surviving boat or readable transport record; expand bf_status with nearby IDs and physics state.
  • Use static, opaque native-textured decoration materials with subdued highlights; trim cage joints to avoid overlapping outer faces.

0.1.6

  • Cache paw vertices and bone topology instead of baking every animated mesh each frame.
  • Combine cage geometry by native material and remove the duplicate visible floor above the ship deck.
  • Keep cage visuals separate from their collision rigidbody so the visual follows the rendered boat through interpolation.
  • Measure deck anchors against concave healthy hull geometry, including meshes without readable C# vertex data; preserve existing fixed animal/cage dimensions when migrating.
  • Stop competing native position interpolation for attached feeding troughs and stabilize camera-fade transitions.
  • Display the trough as an open wooden chest filled to the rim with decorative carrots, vegetables, meat and fish; retain its real inventory and feeding behavior.

0.1.5

  • Keep the animal scale and cage dimensions fixed throughout boarding, waves, pitch and roll, and after reloading.
  • Align the presentation using paw/toe vertices, excluding saddles and accessories from the ground reference; refine the deck anchor using visible native geometry when available.
  • Restore native physics for reloaded passengers and recover previously released animals whose bodies remained frozen.
  • Place detached feeding chests on nearby ground or a dock, preserving their inventory, including recovery of old missing-boat associations.

0.1.4

  • Select the healthy native wood model for cage frames and flooring, excluding inactive snow meshes; retain the native iron material and its textures.
  • Align presentation using posed mesh vertices instead of rotated bounding boxes, with a 5 mm deck clearance and per-frame correction.
  • Follow the ship's rendered heave, pitch and roll after normal updates, remove passenger rigidbody interpolation while aboard, and restore the original settings on release.
  • Reset the pre-boarding visual ground tilt to the model's native rest orientation while aboard.
  • Treat the feeding chest as ship equipment: prevent unsupported/rain wear and retain ordinary damage, repair and removal behavior. Preserve its inventory after a wreck.
  • Keep feeding chest anchors in boat-local coordinates to avoid repeated physics sampling during waves.

0.1.3

  • Anchor passenger presentation to the biological foot pivot and clear swimming poses after boarding.
  • Move the default Longship mount berth away from the cargo chest and prevent local cages from trapping the boarding player.
  • Fit cages to the visible animal with at most 12% extra space per dimension; use native wood beam geometry and plain iron bars.
  • Increase assisted boarding to 20 metres and landing search to 30 metres, measured from hull bounds; search near the requesting player and use the native landing capsule centre.
  • Add a draggable title and persistent preferences outside shared Gale profiles, separately for each local character.
  • Place visible native feeding chests above measured boat decks and preserve their inventories after a shipwreck.
  • Enable native hammer removal eligibility on supported boat instances and release passengers on boat destruction or confirmed network-object disappearance.
  • Defer passenger initialization until native character initialization has completed.

0.1.2

  • Align passenger feet to the measured native boat deck, including passengers saved with the previous layout.
  • Expand default Drakkar mount berths and fit presentation to each berth without the former species-wide size cap.
  • Add solid cage walls, separated from ship physics, and a per-player Hide cage / Show cage control that also removes local cage collisions.
  • Add an opaque passenger panel backing with native inventory texture and a canvas-compatible UI material.
  • Rename feeding controls to identify the player's inventory and the feeding trough; use a body text font for passenger details.

0.1.1

  • Replace the passenger window with Unity Canvas controls using native inventory textures, fonts and Valheim buttons.
  • Use supported native game materials for rings, enclosures and tethers; prevent cosmetic failures from cancelling transport.
  • Remove the gangway. Assisted boarding checks proximity to both the player and the boat.
  • Handle immediate host replies during queued boarding and landing without waiting for a reply already received.

0.1.0

  • Add a separate Beastferry transport plugin with explicit boat and creature profiles, aggregate capacities, assisted boarding, follower selection and automatic landing searches.
  • Add persistent passenger references, moorings, enclosures, tethers, temporary visual scaling, a passenger panel, optional gangway and feeding trough.
  • Add optional Taming, VikingSeafarer and SimpleAccessControl adapters.
  • Add server-coordinated operations, reservations, bounded replay handling, birth deferral, growth association transfer and ship destruction recovery.
  • Add French/English UI, synchronized settings, local visual preferences and configuration commands.
  • Add Windows build/package/TEST scripts, invariant tests, an opt-in native self-test, configuration documentation and requirements traceability.
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