Valheim
Install with App

Details

Latest version
2.1.5
Last Updated
First Uploaded
Downloads
848
Likes
4
Size
1.3MB
Dependants
ADDatHost Valheim hosting
€1

Changelog

2.1.5

  • Keyboard everywhere: WASD/arrows move, Q E turn, R F tilt, Z X zoom, Shift fast, P follow next player, M 2D/3D, L layers, Home spawn. Double click in 3D centres on that spot. README "Controls".
  • Follow works in 3D: camera glides after the player; drag, WASD or Esc lets go. Following carries over when you switch 2D/3D.
  • "Lighting (3D)" heading in Layers for time of day and shadows.

2.1.4

  • Sky, sun, moon and shadows in 3D. Sky dome with sun disc, stars, dawn and dusk colours; fog to the horizon; the sun follows the server's time of day (Layers > "Time of day", or pick a fixed one); buildings, trees and hills cast shadows (toggle, off on phones by default); water ripples and mirrors the sky; filmic tone mapping.

2.1.3

  • Every model, not one in eight. The engine locks most meshes, so the 3D view drew boxes (a cart with its boxes but no cart, a bare beehive). The mod now reads locked meshes out of the game files like it already did textures: extract_meshes config, map_data/models/meshes/, tools/extract_meshes.py by hand. Model library format 5: everything is exported again once.
  • Materials that keep their colour map under _BaseMap and friends get their texture too.

2.1.1

  • Addressed issue #2 with !pin command not working. Pins from the web page. Right click (long press on a phone), pick a type, label, done. Remove your own from the popup. POST /api/pin, POST /api/unpin?id=. web_pins turns it off.
  • Addressed issue #3 with title bar in Mobile not being supported.
  • Addressed issue #1 with Web dir not being included in build, causing mod manager Gale to fail installation
  • Addressed issue #5 with @Aughen PR #6. WebSocket compression off by default, websocket_compression turns it back on.
  • Addressed issue with fog coverage not being 100% on initial load with @clanofartisans PR #7
  • Build script: one -ValheimManaged path works. (#6)
  • POST /api/reload (token): Update the web app without restarting the game.
  • Layer list says "Pins", not "Chat pins".

2.1.0

  • Old trips count. Fog lifts everywhere players have already been, even from before the mod was installed. The world save lists every zone the game built, and it only builds them near a player. Runs at start and once a minute. reveal_visited (on) and reveal_visited_margin (3 zones, about 150 m from where they walked).
  • Player card. Click a player on the map, in 3D or in the list: health, stamina, eitr, what they wear and hold, state, lifetime stats. Updates live. Server now sends stamina, eitr and gear.
  • Export. Pick an area, get a 3D scene: glTF (instanced, or one node per object) or an Unreal pack with a 16-bit heightmap, CSVs in Unreal units and an editor script. Made in the browser. Fog applies.
  • Demo site. tools/Dockerfile.demo and docker-compose.demo.yml run the mock server as a public demo. Mock draws the tree and rock overlay and loops forever.
  • Stats table fits the sidebar. README in plain words.

1.0.1

First public release. Same as 1.0.0 plus README and screenshot fixes.

1.0.0

First release.

  • Tiled map, seven zoom levels, 1 m/px. Rendered from world generator plus player terraforming (levelled ground, moats, paved roads, farmland). Trees, bushes, rocks as a separate overlay layer. Close-zoom tiles render only over explored ground. Re-render when ground changes. Worker thread, own PNG encoder, sliced main-thread fallback.
  • Buildings as vector data per 256 m chunk: footprint, height, material, prefab. Drawn as material-coloured footprints with hover info.
  • 3D view (three.js). Terrain from height tiles with quadtree LOD, seamless between tiles, clean ground tiles with tiled fine grain up close. Water. Players. Markers. World objects as game's own meshes: mod exports each prefab to glTF once (map_data/models/), publishes each chunk's objects with prefab, position, rotation, scale. Browser instances models.
  • Textures pulled from the game's own asset files by the mod itself, in the background, on every platform. tools/extract_textures.py as manual fallback. POST /api/reexport rebuilds models.
  • Fog of war always on. Black over unexplored ground. World locations (bosses, dungeons, traders) never published.
  • Markers: portals with tags and links, tombstones, player bases (clusters of built pieces), boats, carts, custom markers.json sets.
  • Layer toggles drive 2D and 3D: buildings with opacity, players, chat pins, trees and rocks overlay (2D), labels, 256 m grid, marker sets, object categories.
  • Stats per player: playtime, sessions, deaths, distance, portal trips, biomes. Per server: day, explored %, counts, online history.
  • Event feed with events.jsonl history. Deaths carry position.
  • Web app: dark UI, sidebar, search, permalinks, follow mode, mobile layout. No build step.
  • Simple endpoints kept for scripts: /map, /players, /pins, /messages, /structures, /forest, /vehicles. Websocket speaks JSON.
  • Discord webhook, POST /announce, chat pin commands.
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro