ValheimRAFT Lite
ValheimRAFT Lite (Single Player) — Fixed issues and expanded features. Design and construct custom navigable vessels and movable bases in Valheim. ship bed, improved physics, drop anchor, recruit Greydwarf sailors, and take to the skies in flight!Changelog
All notable changes to ValheimRAFT are documented here. For full commit history see the GitHub Releases page.
[5.4.7] - 2026-10-12
Changed
- Tuned Rudder Rowing Speeds: Reduced Steering Oar row speed to 3 m/s (from 4 m/s) and Sternpost Rudder row speed to 5 m/s (from 7.5 m/s) for tighter harbor maneuvering and authentic rowing pacing.
- Rudder Linear Force SmoothDamp Acceleration: Added smooth throttle acceleration (
Vector3.SmoothDampover 2.0s) to rowing linear force, eliminating sudden jerk when engaging row or reverse gear. - Responsive Sailing Acceleration: Tightened sailing throttle interpolation
SmoothDamptransition time from 3.5s to 2.0s for responsive yet weighted helm control. - Upgraded Sail Progression Speeds: Rebalanced all sail tiers upward so the Raft sail immediately matches full rowing speed, and advanced sails provide superior velocity:
- Raft Sail: 5.0 m/s (up from 3.0 m/s, matching former Karve tier).
- Karve Sail: 7.5 m/s (up from 5.0 m/s, matching former Longship tier).
- Longship Sail: 10.0 m/s (up from 7.5 m/s, matching former Drakkar tier).
- Drakkar Sail: 12.0 m/s (up from 10.0 m/s).
- Steering Wheel HUD Formatting: Fixed rowing and sailing speed display formatting (
{val:0.#}) so values are never ceiling-rounded to the next whole integer.
[5.4.6] - 2026-10-12
Changed
- Decoupled Sailing from Rowing: Removed baseline rowing speed (
minProp) from half and full sail propulsion calculations. Sailing speed is now purely governed by your vessel's sails and wind angle. - Rebalanced Sail Tier Progression: Raised individual sail propulsion defaults (Raft: 3.0, Karve: 5.0, Longship: 7.5, Drakkar: 10.0) so each sail tier provides a distinct, noticeable speed increase matching authentic vanilla ship tiers.
- Controlled Storm Wind Surge: Narrowed interpolated storm wind intensity scaling (
Mathf.Lerp(0.38f, 0.55f, windIntensity)), giving an authentic ~20% storm speed boost without runaway double-speed surges. - Halved Max Sailing Speed: Reduced
MaxSailSpeedcap from 30.0 m/s to 15.0 m/s, preventing vessels from ramping uncontrollably off wave crests. - Vessel Inertia & Throttle Smoothing: Increased sail force interpolation smoothing time from 1.0s to 3.5s, giving ships heavy wooden hull momentum rather than instant arcade acceleration.
- Wave Chop & Pitch Resistance: Added incline swell resistance where climbing steep ocean waves drains forward momentum slightly, restoring the sensation of plowing into heavy seas.
- Rudder Turn Scrub: Hard rudder deflection now naturally scrubs up to 25% forward sailing momentum, mimicking realistic underwater rudder drag.
[5.4.5] - 2026-10-12
Fixed
- Rope Ladder Sector Activation NullReferenceException: Fixed a
NullReferenceExceptionthrown inRopeLadderComponent.UpdateSteps()during early sector loading and piece initialization (VehiclePiecesController.AddPieceDataForComponents). Added lazy-initialization and fallback guards form_attachPoint,m_stepObject, andm_collider, wrapped step calculations in try-catch handlers, and deferred early initialization step updates until vehicle piece activation completes.
[5.4.4] - 2026-10-12
Fixed
- Rope Ladder Sector Reload & Anchor Deployment: Fixed rope ladders failing to extend or remaining stuck at 1 rung upon sector unload/reload. Replaced restrictive world Euler angle checks with vertical deviation angles (allowing ladders to dangle and extend even when vessels roll or sit beached on sloping shorelines), filtered out mounting surface hits within 0.4m, and hooked automatic ladder extension upon piece addition and sector piece activation completion (
UpdateAllLadders). - Ship Planter Crops Detachment & Floating: Fixed crops (carrots, turnips, onions, etc.) detaching from
Ship Planter - SmallandLargeand floating in space after growing or upon sector unload/reload. Captured vehicle parenting and relative transform offsets before sapling growth so mature pickables remain registered withVehiclePiecesController, maintain persistentMBParentId/MBPositionHash, and move with the vessel. - Existing Floating Crop Recovery: Enhanced
CultivatableComponent.InitPieceon game load and sector reload to automatically detect any detached or floating crops previously linked to a ship planter, reattaching them directly to their parent planter surface with persistent vehicle ZDO tracking.
[5.4.3] - 2026-10-11
Changed
- Documentation Organization: Completely restructured the README into clean, categorized sections covering Nautical Progression & Construction, Helm & Propulsion, Rope Ladders & Climbing, Mobile Base Systems (Beds, Portals, Map Pins), Flight & Physics, Greydwarf Sailors, and Core Stability.
- Terminology Alignment: Standardized terminology across manifest descriptions, documentation, and in-game UI to consistently reference "Greydwarf Sailors".
- Package Distribution: Packaged dedicated
CHANGELOG.mddirectly into the Thunderstore archive root to populate the Changelog tab in Thunderstore and mod managers (r2modman).
[5.4.2] - 2026-10-11
Fixed
- Float Mode Ground Impact Kickup: Fixed violent +50-55m Y-axis launch when touching ground/rudder in Float Mode over land. Corrected the anti-fallthrough penetration math, capped maximum lift strictly to 2.0m, zeroed downward linear velocity upon ground impact to prevent bounces, and ensured land terrain elevation does not pollute water ballast
TargetHeight. - Ghost Unloaded Ships Pruning: Strictly validate vehicle prefabs (
WaterVehicleShipandLandVehicle) and verify non-zero piece counts (EnsurePiecesForVehicle(id).Count > 0). FilteredMapPinSyncactive vehicle lookups to ignore non-vehicle persistent IDs (toggle switches, rope ladder anchors, carrots, and dock components), completely eliminating ghost unloaded ship logs and cleaning up phantom map pins.
[5.4.1] - 2026-10-11
Added
- Top Release Clearance Tuning Slider: Added "Top Release Clearance" slider (
LadderTopReleaseClearance, range -1.2m to +0.8m, default -0.6m) to the Boat Settings toggle menu (VehicleGui.cs), eliminating character overshooting above the deck and enabling precision fine-tuning so feet land directly on deck planks upon top release.
Changed
- Hardset Rung Alignment & Early Dismount: Hardcoded ideal tested values for Jacob's / rope ladders:
ClimbOffset = -0.5f(perfect rung alignment) andTopReleaseOffset = -1.0f(immediate top release right as hands crest the deck edge), removing both redundant sliders from the menu. - Coupled Speed Cadence & Streamlined Menu: Hardcoded biomechanical speed ratio
AnimationSpeed = ClimbSpeed + 0.7f, dynamically synchronizing climbing animation cadence with vertical movement speed while removing the standalone animation speed slider. Default climb speed updated to1.5m/s(animation speed2.2).
[5.4.0] - 2026-10-11
Added
- Embedded Ladder Climb Animation Asset: Embedded
valheim-ladderclimbasset bundle directly intoValheimVehicles.dllas a manifest resource with automatic memory stream fallback loading, guaranteeing the ladder climbing animation always loads even if external asset files are omitted during packaging or manual installs.
Fixed
- Top Release Deck Snapping & Forward Landing: Fixed early dismount (
TopReleaseOffset) to snap the player up to the boat deck exit surface (m_exitPoint.position + forward * 0.5f + up * 0.25f) with forward velocity, preventing the character from falling straight down into the sea/ground in front of the ladder when early release is triggered. - Immediate Mecanim Climb State Activation: Forced immediate animator state activation (
anim.Play("attach_mast", 0, phase); anim.Update(0f);) upon ladder attachment, eliminating transition freezes on frame 0.
[5.3.9] - 2026-10-11
Added
- Ship Planter Direct Hotbar Seed Planting: Implemented
InteractableandHoverableonCultivatableComponent(Ship Planter - SmallandLarge), allowing players to select seeds on the hotbar (slots 1–8) and plant them directly into the soil bed without receiving "Use on what?" errors. - Dynamic Crop Resolution & Spacing Protection: Added dynamic lookup from the Cultivator piece table (with comprehensive vanilla and modded crop fallbacks), normal-aligned placement rotation on rolling vessels, and 0.35m anti-stacking spacing protection to prevent accidental overlapping plantings.
Fixed
- Cultivator Tool Compatibility: Enhanced
Plantable_PatchandPlayer_Patchto validate bothNeedCultivatedandInvalidplacement states onCultivatableComponentpieces viaGetComponentInParent, ensuring smooth placement with both Cultivator tools and actionbar items.
[5.3.8] - 2026-10-11
Added
- Ladder Alignment & Early Dismount Tuning Sliders: Added "Climbing Offset" (
LadderClimbOffset) and "Top Release Offset" (LadderTopReleaseOffset) sliders to the Boat Settings toggle switch menu (VehicleGui.cs) backed by persistent BepInEx configurations.
[5.3.7] - 2026-10-11
Added
- In-Game Speed Tuning Sliders: Added two real-time sliders ("Ladder Climb Speed" and "Ladder Animation Speed") to the Boat Settings toggle switch menu.
Changed
- Uniform Ladder Climb Speed: Removed all sprint / Shift speed multipliers during ladder climbing to enforce a consistent, uniform vertical velocity ascending and descending.
- Fixed Inverted Animation Direction: Fixed the inverted scrub phase calculation so climbing up plays the upward climbing motion and climbing down plays downward motion.
[5.3.6] - 2026-10-11
Added
- Jacob's / Rope Ladder Biomechanical IK & Gait: Extracted standalone
valheim-ladderclimbanimation clip and implemented deterministic scrubbing gait (LadderGait.cs). Integrated analytical 2-bone arm IK (Bend) and rung snap targeting on Jacob's ladder / rope ladders (RopeLadderComponent.cs). Suppressed vanilla foot IK interference inCharacterAnimEvent_Patch.csto prevent feet snapping downwards to terrain/water colliders.
[5.3.5] - 2026-10-10
Fixed
- Map Pin Bed Target Guard:
BoatBedSpawnController.VehicleHasOnboardBedensures the map icon and[Spawn]label never target boats that lack an onboard bed piece, resolving an issue where claiming a land bed near a newly built boat produced duplicate bed map pins.
Changed
- Nautical Recipe Rebalances: Rebalanced material costs across Boat Hammer categories (Ship's Helm, Steering Oar, Sternpost Rudder, Sails, Ship Anchor, Rope Ladder, Deck Planking, Keel Extensions, Portholes).
[5.3.1] - 2026-10-09
Added
- Greydwarf Sailors (Easter Egg): Added
VehicleGlobalConfig.EnableGreydwarfSailorstoggle. Hire friendly sailors (10 coins, 1 resin upkeep) with 19 unique hats to defend your ship with rocks and haul loose items. - Dynamic Water Wake Controls: Rudder water wake foam and waterline height sliders (Shift+E).
- Persistent ZDOID Architecture: Migrated vehicle piece tracking to persistent ZDOIDs, fixing disappearing parts, sector transition desyncs, and save issues.
[4.2.2] - 2026-03-14
Fixed
- fixes land vehicles. They now work again.
- Warning: Still a bit of sway when idle/braked on uneven terrain.
[4.2.2] - 2026-03-14
Fixed
- ensure that sails request a sync to other peers
- ensure peers can send a message that sail has been updated.
- ensure sail data is not corrupted
- ensure a failed claim of a sail can be recalled to request ownership.
[4.2.1] - 2026-03-14
Fixed
- fixes a constant stutter issue with valheim raft on non-dedicated servers and likely fixes dedicated server stuttering. Issue introduced in 4.2.0 with server sync fixes
- ensure that syncs only happen on vehicles for servers within 250 unit radius of an active player. This ensures only active vehicles are force synced to these positions.
[4.2.0] — 2026-03-13
Added
- Vehicle Name field — set a custom name per-vehicle, saved to ZDO and shown on
the minimap pin as
V:<name>. - Custom minimap pin icons for all vehicle types (water, land, air) sourced from the asset bundle.
AddTextInputRowUI helper — reusable TMP input field that scales to its container, withonChangedandonEndEditcallbacks.- Documentation overhaul — new tutorials for Basics, Cannons, Power System, and a Changelog.
Fixed
- Map pin sync stability improvements and NRE guards on server reconnect.
- Vehicle config panel input text rendering white-on-white (was inheriting label colour instead of input text colour).
- Server sync and GUI inconsistencies across clients.
[4.1.3] — 2025-12-04
Fixed
- Archive step in the release build pipeline.
[4.1.2] — 2025-12-03
Fixed
- Optimised
HumanoidOnAttackTriggerpatch to better support external mods that hook the same method. - Versioning chores and dependency bump to Jotunn 2.27.
[4.1.1] — 2025-10-20
Fixed
- Sail normals rendering incorrectly on some mesh variants.
- Flight stability issues when sails were attached to a flying vehicle.
[4.1.0-beta.1] — 2025-10-14
Added
- Vehicle chunk boundary limits — constrain the physics bounds of a vehicle to a defined area using Boundary Chunk Addition prefabs.
[4.0.4] / [4.0.3] — 2025-10-12
Fixed
- Removed the 4×4 Dirt Planter prefab which was accidentally included in the release build.
[4.0.2] — 2025-10-12
Added
- Vehicle boundary safety — prevents hull collision bounds from expanding dangerously when pieces are placed at extreme offsets.
[4.0.1] — 2025-10-03
Fixed
- Unity 6 compatibility for Water Vehicle ships and Air Vehicles.
[4.0.0] — 2025-08-25
Added
- Full Unity 6 compatibility pass across all vehicle types.
- Power System: Eitr Power Generator, Eitr Power Storage (battery), Power Pylons (BETA), and Drain/Charge Activator Plates.
- Swivels — rotate or move any placed prefab using Mechanism Toggle triggers. Requires power by default.
- Mechanism Toggle (mechanism switch) — configure swivels, open the vehicle debug panel, and trigger docking sequences.
Changed
- Swivels now require a connected power network and charge to activate ( configurable).
[3.7.2] — 2025-08-24
Added
- Prefab naming snapshots — prefab names are now stable across saves.
- Various quality-of-life improvements to piece placement and snapping.
[3.7.1-beta] — 2025-08-16
Added
- New hull pieces and updated existing hull geometry.
[3.6.6] — 2025-07-31
Fixed
- Steering wheel not detecting the player when standing at certain positions.
[3.6.5] — 2025-07-30
Fixed
- Null reference exception on equip patch affecting some item interactions.
[3.6.4] — 2025-07-26
Added
- Cannonballs (solid bronze, explosive blackmetal) added to the items section.
Fixed
- Multiple stability fixes across the 3.6.x cannon release series.
[3.6.3-beta] / [3.6.1-beta.2] / [3.6.0-beta.1] — 2025-07-21
Added
- Fixed Cannons — mount to any vehicle or base. Controlled from the Steering Wheel on a vehicle or from the Cannon Control Center off-vehicle.
- Cannon Control Center (telescope) — fire-control station for fixed cannons. Manages all cannons within its discovery radius (default 15 units). Supports four directional groups (forward / port / starboard / aft).
- Handheld Cannon — mobile cannon with auto-aim mechanics. Fully multiplayer compatible.
- Cannonball ammunition — solid (piercing) and explosive (AoE blackmetal) variants.
[3.5.4] — 2025-07-03
Fixed
- Compile error in swivel stability changes.
[3.5.3] — 2025-06-24
Fixed
- Missing prefabs added back to the build.
- Scale of corner floor hull pieces corrected.
[3.5.2] — 2025-06-23
Added
- Improved vehicle docking — child vehicles now align anchor-to-anchor with lerp smoothing.
- Mast ZDO syncing across clients.
Fixed
- Sail mesh and rotation sync issues.
[3.4.3] — 2025-05-30
Fixed
- Eitr Drain Conduit multiplayer sync issues.
- Swivel multiplayer sync reliability.
- Power network logic sync across clients.
[3.4.0-beta.1] — 2025-05-10
Added
- Swivel GUI improvements — configure rotation axes, speed, and power requirements from a dedicated panel.
- Swivel rotators with visible connection lines.
[3.3.0] — 2025-04-29
Added
- Custom masts with crow's nest — tier 1–3 mast variants with a climbable crow's nest platform.
- Vehicle Save & Spawn system — save a vehicle blueprint to disk and spawn it later anywhere. See Vehicle Storage Tutorial.
[3.2.1] — 2025-04-28
Added
- Russian and Chinese Simplified translations.
[3.2.0] — 2025-04-28
Added
- Vehicle Hammer — dedicated build tool replacing the vanilla hammer for all ValheimRAFT pieces. All vehicle prefabs now live under its tabbed build menu.
- Custom floatation height per vehicle — set a fixed height or use the Floatation Prefab for per-vehicle control.
- Toggle switch persistence — mechanism switch state is now saved to ZDO.
Changed
- Removed V1 raft support. Use
vehicle recoverto migrate old V1 rafts. Customfloatation mode is now locked to local vehicles only to prevent sync bugs on shared ships.
[3.1.0] — 2025-04-04
Added
- Collision object parenting optimisations — large ships with many pieces load faster.
[3.0.8] / [3.0.7] / [3.0.5] / [3.0.4] — 2025-04-01
Fixed
- NRE in collection rebuild bounds on ship load.
- Convex hull optimisation — large ships compute collision bounds significantly faster.
- Valheim game update regressions.
- Land vehicle stability and tread rotation logic.
[3.0.0-beta] — 2025-02-01
Added
- Land Vehicle (tank) — wheeled/tread ground vehicle. Drive it overland or load it onto a water vehicle for transport.
- Tank tread rotation logic — treads animate based on vehicle velocity and turning.
- Boundary alignment tools for large vehicle builds.
[2.5.3] — 2025-01-20
Added
- Anchor HUD — shows anchor state on screen when near your vehicle.
Fixed
- Stability tweaks for anchor physics and multiplayer sync.
[2.5.0-beta.1] — 2025-01-12
Added
- Anchors — physically anchor the ship when the anchor touches the seabed or terrain. Synced across clients. Requires swamp-tier materials.
- Window Porthole walls and floors (2×2, 4×4, 6×4, 8×4 iron variants) — see through hull sections with half the health of solid iron pieces.
- New hull geometry: corner floors (2×2, 2×4, 2×8 left/right wood and iron).
[2.4.3] — 2024-11-30
Fixed
- Player control responsiveness tweaks while helming a vehicle.
- Ship lean cosmetics towards wind direction.
- Boat ownership transfer stability.
[2.4.2] — 2024-11-24
Fixed
- Water damping minimum and maximum values clamped correctly — ships no longer oscillate uncontrollably in rough weather.
[2.4.1] — 2024-11-11
Fixed
- Auto-ascend/descend logic for flying ships.
- Target height offset when flying causing incorrect vertical positioning.
[2.4.0] — 2024-11-10
Added
- Water ballast mass system — hull pieces affect buoyancy dynamically.
- Flight mode — vehicles can be made to fly using ballast controls.
- Vehicle map pins — vehicles now show on the minimap.
- Translocations (teleport vehicle to player position, admin only).
- Rope Ladder — climbable ladder that extends to the ground or seafloor automatically.
[2.4.0-beta.1] — 2024-11-09
Added
- Water mesh masking (water opacity bucket) — hide water inside or around a sealed hull to create submarine-like interiors.
- Dynamic location system for world-space vehicle placement.
[2.2.4] / [2.2.3] / [2.2.2] — 2024-08-25
Fixed
- Ship floatation logic regressions.
- Flying vehicle height and ballast stability.
- Sail asset and ladder tweaks.
- Hull piece sizing corrections.
[2.2.0] — 2024-07-06
Added
- Fully sealable hull — new rib, corner, prow, and seal pieces allow building a watertight ship.
- Yggdrassil iron reinforced prefab variants for hull walls and floors.
Fixed
- Rudder turning speed optimisations.
- Sail rotation, physics, and anchor behaviour tweaks.
- Many hull wall and floor collision bug fixes.
[2.1.1] / [2.1.0] — 2024-05-22
Fixed
- Sail 3-point mesh not rendering correctly.
raftcreativerotation fix — no longer rotates the vehicle unexpectedly.- Multiplayer RPC stability improvements.
[2.0.3] / [2.0.2] / [2.0.1] / [2.0.0] — 2024-05-17
Added
- V2 WaterVehicle — completely rewritten vehicle system with proper physics, ZDO syncing, and hull floatation.
vehicle recovercommand — migrates V1 raft pieces to the new V2 system.- Boarding Ramp — extendable ramp (1–50+ units) for boarding ships from the water or shore.
- Dirt Floor (1×1, 2×2) — grow vanilla Valheim crops on your ship.
Changed
- Plugin GUID changed from the original ValheimRaft GUID to
zolantris.ValheimRAFT. Existing V1 ships must be recovered withvehicle recover.
Fixed
- ZDO logging spam on rope anchors removed.
- Multiplayer ship sync regressions from 2.0.x patch series.
[1.6.14] — 2024-01-21
Fixed
- Local server (LAN host) ship rendering on connecting clients.
[1.6.13] — 2024-01-20
Fixed
- Rendering regression introduced in 1.6.12 for locally hosted servers.
[1.6.12] — 2024-01-07
Fixed
- Nexus/Vortex folder structure install path.
[1.6.11] — 2023-12-30
Added
- Vulkan graphics API support (Windows and Linux).
Fixed
- Collider placement moved below the lowest deck to stop clutter items flipping the boat.
- Config options added for collider sensitivity.
[1.6.9] / [1.6.10] — 2023-12-30
Fixed
- Anchor now correctly stops a flying raft.
- Sail component NRE guards to prevent log spam.
[1.6.7] / [1.6.8] — 2023-12-29
Added
- Boat size-based sailing calculations — larger ships are proportionally faster.
- Admin-only build mode config option.
Fixed
- Thunderstore folder structure for manual installs.
[1.6.5] / [1.6.6] — 2023-12-27
Fixed
- Sail mesh generation errors.
- Rope anchor duplicate WearNTear NRE spam.
[1.6.4] — 2023-12-26
Added
- Sail area calculations — sail speed is now based on the cubic volume of each sail.
[1.6.3] — 2023-12-24
Fixed
- Stable dedicated server and client raft rendering.
[1.6.2] — 2023-12-21
Fixed
- Server stability for zone-based raft updates.
- Plugin patch compatibility fixes for mods hooking ValheimRaft classes.
