Valheim
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1.1.0
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Changelog

1.1.0 — 2026-11-08

New geometry: Wedge (a slice of the donut), built to complete a circle one crop at a time. Play-tested on Valheim 1.0.21 (network version 41) + BepInExPack 5.4.2360: a half circle built from four wedges of different crops, no shared edge plants, 0 OhMyGrid exceptions in LogOutput.log.

  • Wedge geometry. F6 now cycles Off → Donut → Wedge → Off. A wedge uses the same inner/outer radius and spacing as the donut, plus a heading and a sweep. Rotate it with the mouse wheel or . / ,, and widen or narrow it with Shift+. / Shift+,. Steps are 15°, so you can reach 1/2, 1/3, 1/4, 1/6, 1/8 and 1/12 of a circle. The overlay shows Heading 345° · sweep 45° (1/8).
  • Wedges tile the circle exactly. Every wedge is cut from the donut's own point lattice with half-open edges. Wedges around one center add up to exactly the donut: no doubled edge rows, no crowded tip, no gaps. The center point belongs to the wedge that contains north.
  • Auto-advance. After you plant a wedge, the heading rotates by one sweep, so the next click continues the circle ([Wedge] AutoAdvance).
  • Snap to remembered centers. Each planting saves its center as an anchor (the last 16, persisted). CursorSnap snaps to the nearest anchor first and falls back to the plant centroid only when there is no anchor. Partial circles now resolve to their true center, so concentric donuts also snap exactly.
  • Out-of-reach is explained. The overlay shows out of reach N (get closer) when points are red only because they are beyond your build reach. A new [Grid] IgnoreReach option (off by default) plants them anyway.
  • Fix: ghost previews created while the vanilla cursor ghost was red (for example while aiming at an existing plant) stayed red forever.

1.0.2 — 2026-09-20

Runtime fixes found while play-testing 1.0.1 on Valheim 1.0.15. This build was play-tested on Valheim 1.0.15 (network version 40) + BepInExPack 5.4.2350: 0 exceptions in LogOutput.log, seed accounting exact, ghosts + overlay rendering, Shift+E targeting OK.

Known issue: vanilla's requirement panel still shows the per-plant cost (1) while the donut is active; the top overlay shows the real batch cost. Cosmetic, planned for 1.0.3.

  • Seeds are now charged for every plant. Since 1.0, vanilla charges one piece after TryPlacePiece returns, so a donut of N plants cost 1 seed. The mod now pays for N-1 itself and leaves the last one to vanilla (stamina/skill intact), checks stock before each plant, and never plants what you can't pay for.
  • Ghost previews render again. Ghost clones are created inactive and stripped of Plant/ZNetView before activation. Previously Plant.Awake ran on the clone and either NRE'd every frame (after the first placement recreated the ghost) or, worse, gave the clone a real ZDO — a phantom plant in the world simulation. If cloning ever fails, the preview turns itself off for that ghost with one error line instead of one exception per frame.
  • Overlay shows what you can afford: can afford N, Need: item × N (have M), and ghosts beyond your stock are tinted red.
  • Shift+E on a smelter/kiln/fire feeds only the station you aim at, until it is full or you run out — no more radius sweep feeding the furnace when you aim at the kiln. Aiming at a specific slot (ore vs fuel) feeds just that slot. Fires use the refill path (no accidental toggle-off).
  • Log lines for seed cost (stock before/after, paid here/by vanilla), Shift+E target + amounts, geometry cycling, and ghost clone creation — so a run can be verified from LogOutput.log.

1.0.1 — 2026-09-20

Compatibility rebuild for Valheim 1.0 (tested against l-1.0.12). No functional changes.

  • Rebuilt against the 1.0 assemblies. 1.0 added optional parameters to Player.PlacePiece and MessageHud.ShowMessage, so the 1.0.0 DLL threw MissingMethodException when planting a donut or showing any HUD toast.
  • Dependency bumped to denikson-BepInExPack_Valheim-5.4.2350.

1.0.0 — 2026-05-17

Initial Thunderstore release.

Planting

  • Donut placement geometry (configurable inner radius / outer radius / spacing).
  • Live ghost previews around the resolved donut center, each tinted per-point: red when blocked by the grow-space check, by max placement distance, or when the soil isn't cultivated for plants that need it.
  • Left-click plants every green ghost in one click, charged from inventory. Out-of-resource / out-of-space / out-of-reach / uncultivated points are skipped silently and reported in the log summary.

Center & snap

  • F7 cycles Player → Fixed → Cursor → CursorSnap → Player with a HUD toast on every change. Fixed pins the donut where it currently is; walk away freely. CursorSnap auto-snaps the donut center to the centroid of nearby existing plants (AutoSnapRadius, default 12 m), so concentric placement is a matter of "stand inside, F7, plant".

Overlay

  • Centered top-of-screen overlay shows the active plant, valid/total point count, total seed cost, expected yield, and the current donut radii. Updates live as you nudge the radii or change mode.
  • Toggle with [Overlay] ShowCostOverlay.

Geometry toggle

  • F6 cycles Off ↔ Donut. Off makes the mod a no-op (vanilla 1-plant click), so you can quickly drop into single-plant precision mode without uninstalling.

Mass interact (Shift+E)

  • Hover-scoped: looks at what you're aiming at and only mass-interacts with the same kind.
  • Pickables additionally filter by drop type, so harvesting carrots doesn't sweep neighboring strawberries or mushrooms.
  • Supports Pickable, Fireplace, and Smelter (both ore and fuel switches).

Other

  • All hotkeys, radii, snap distance, mass-interact radius, and the on/off toggles persist across sessions via the BepInEx config.
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