Valheim
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Changelog

All notable changes to ValheimRAFT Lite are documented here. For full commit history see the GitHub Commits page.

[5.5.1] - 2026-10-16

Added

  • Dedicated Boat Wet Overlay Toggle: Added a standalone BoatWetOverlay toggle (default: false) in BepInEx configuration and directly inside the in-game Boat Settings menu under the "Boat Snow Overlay" row.
  • Shipboard & Onboard Character Localized Particles: Particle systems on vehicle pieces (candles, torches, braziers, chandeliers, lanterns, beehives, modded pieces from OdinArchitect, OdinsKingdom, etc.) and aboard players (held torches, sparks, wet drips, cold breath, and status effects) simulate in Local space relative to the emitter, moving naturally with the vessel rather than trailing backwards across the ocean. Includes continuous periodic localization on the vehicle to catch dynamically enabled or modded particle emitters, while cleanly preserving water spray and ship wakes in world space.
  • Boat Hammer Chest Storage & Safe Death Retention: Removed restrictive quest item flags from the Boat Hammer so players can now drop it freely, trade it, or store it in any chest, container, barrel, or cart. Retained hammers are automatically shielded during player death and safely restored upon respawn without cluttering tombstones or vanishing into death penalty purges.

Fixed

  • Gunnery Binnacle NullReferenceException: Resolved NullReferenceException at TargetController.<OnDetectionModeChange> caused by destroyed CannonController references in CannonController.Instances. Cleaned dead instances from the registry, added OnDestroy() unregistration, and guarded TargetControlsInteractive.Interact() against null target controllers.
  • Defence Towers & Modded Pieces Keel Teleport: Fixed structures spawned by external mods (such as Defence Towers) collapsing to Vector3.zero (ship keel) on world or sector reload. LoadPiece now validates whether MBPositionHash exists, gracefully falling back to the piece's authentic world coordinates relative to the vehicle and persisting the calculated local offset and rotation.
  • Ship Bed Rising on Reload: Fixed shipboard beds drifting +0.5m higher into the ceiling or sky on every reload. Removed improper overwriting of the bed piece's own MBPositionHash with the player's wake spawn point in BoatBedSpawn_Patches.cs, leaving the bed's physical placement permanent and intact.
  • Wet Overlay Glitch & Resetting on Moving Vessels: Eliminated periodic wet overlay blinking/resetting while sailing by strictly isolating m_wet child renderers from snow property block updates and switching to sharedMaterials to prevent runtime material instancing.
  • 3D Snow Accumulation on Boat Pieces: Disabled physical 3D snow meshes (m_snow, m_snowWorn, m_snowBroken) on vehicle pieces when snow overlay is enabled, ensuring only clean procedural flat snow shader overlays (_ADDSNOW_ON / _SnowLevel) are applied.
  • Planter Heightmap Startup Patch & Crash Fix: Fixed AmbiguousMatchException on game startup during Harmony.PatchAll(Plantable_Patch) by specifying explicit parameter types for Heightmap.HaveQueuedRebuild. Fixed game freeze/crash in SnapToGround.SnappAll() -> Heightmap.ForceGenerateAll() when unloading sectors by removing redundant AddComponent<Heightmap>() from CultivatableComponent (ship planters) and guarding Heightmap.Initialize against null materials.
  • Anchor Visual Restoration on Sector Unload / Reload: Fixed anchor chain, spool links, and lowered anchor model failing to reactivate when re-approaching an anchored ship after sector unload. Cache invalidation flags (_lastStartB, _lastEndB, _lastCamPos, _lastSpoolRatio) are now cleanly reset on OnEnable() and OnDisable(), dirty/stationary optimization guards ensure visual links are never skipped while deactivated, and anchored state automatically syncs anchor ground depth once terrain colliders finish streaming in.
  • Complete Wet Overlay Suppression & Stone/Roof Fix: Fixed the BoatWetOverlay toggle not applying to stone walls, stone monoliths, roofs, thatch, barrels, and modded pieces. Previously, the toggle only altered wnt.m_wet.SetActive(false) (which only exists on rot meshes for select vanilla wood pieces). It now controls the engine's rain shaders (_AddRain, _Wet, _ADDRAIN_ON) and MaterialMan across all renderers and MaterialPropertyBlock instances on vehicle pieces, cleanly stripping wet glossiness and rain sheen when toggled off.
  • Local-Space Roof Detection & Anti-Flicker Overhaul: Eliminated the periodic flickering of wet and snow overlays every few seconds while sailing. Valheim's vanilla WearNTear.UpdateCover fires a world-space SphereCast using Vector3.up every 4 seconds; as a boat rolls on ocean waves, this ray would periodically tilt and miss the roof overhead, causing the roof coverage state to flip back and forth and re-trigger wet/snow baking across the entire boat. Vehicle pieces now evaluate roof detection aligned with the vehicle's local UP vector (vpc.transform.up / wnt.transform.up) and freeze coverage updates while sailing.
  • Local-Space Triplanar Shader Mapping (_TriplanarLocalPos): Enabled _TriplanarLocalPos = 1f for all vehicle materials supporting the property (extending beyond vanilla black marble). This locks procedural noise and triplanar texture coordinates to local model space, preventing rain ripple noise, stone textures, and snow noise from swimming or sliding across the surfaces as the ship travels through world coordinates.
  • Water Reflection Probes & Land Piece Reflection Preservation: Ensured land-built buildings, docks, walls, piers, and shoreline lanterns retain full reflections in water by keeping world piece and item layers (piece, piece_nonsolid, item, Default_small) active in ReflectionUpdate. Isolated boat lights, sails, masts, and ship hull to CustomRaftLayer (and set reflectionProbeUsage = Off) so moving boats never glitch realtime ocean reflection cubemaps without affecting reflections on land.

[5.5.0] - 2026-10-16

Added

  • Procedural Anchor Winch Chain Spool Visual: Added a dynamic coiled chain drum around the horizontal wooden beam of the anchor winch (anchor_full_wood):
    • Composed of 8 rings of interlocking 3D iron chain links (6 links per ring, 48 links total) wrapped tangentially around the axle with alternating 90° twists matching the side wheels.
    • Parented to anchorReelCogsTransform so the entire coiled drum spins in unison with the wooden wheels and cogs when dropping (unrolling forward) and reeling (winding backward).
    • Shrinks towards the center as the anchor extends/drops, with outer rings progressively unwrapping and sliding inward towards the center eyelet, and expands back to full width across the beam when the anchor is retracted.
    • Inner dark iron core cylinder dynamically scales in width (0.54m down to 0.08m) and diameter with zero physics or reflection probe overhead.

Improved

  • Anchor Performance Overhaul & Flight Continuous Rendering: Eliminated high-altitude frame stutter while keeping the visual chain unbroken:
    • Removed visual rope/chain updates from FixedUpdate (cutting 50Hz physics loop overhead by 85%).
    • Disabled distance culling during flight mode so the anchor chain remains visually connected from the airship's winch down to the ground/anchor without any mid-air detachment when climbing the ladder.
    • Added dirty checking on _chainCollider so PhysX spatial acceleration structures are only rebuilt when anchor depth changes >0.05m.
    • Mode-based winch speed: Configured drop and reel speeds to be 6x faster in flight mode and 3x faster in float mode, allowing airship anchors to reel up swiftly without tedious waiting.

[5.4.9] - 2026-10-16

Added

  • Procedural 3D Interlocking Anchor Chain: Replaced the flat billboard line renderer with high-fidelity 3D interlocking iron chain links (chain_link.prefab):
    • Alternating 90-degree rotated links with calibrated 0.160f spacing for a realistic mechanical appearance.
    • Authentic heavy anchor chain thickness (~0.2m) with dark pitted iron material matching the anchor body.
    • Dynamically extends when dropping anchor and contracts when reeling in, smoothly deactivating drop links when retrieved in the cradle.
    • High-capacity dynamic object pool supporting up to 5,000 links (~800m continuous drop depth for high-altitude airship flight into fog and down to seabed).
    • Physical chain collision: Added dynamic CapsuleCollider on the piece layer along extended drop chains to prevent walking through the chain or clipping into camera near-planes.
    • Zero-jitter synchronization updated in LateUpdate ensuring the chain stays locked to the anchor and vessel during ocean wave motion and flight.
  • Anchor Resting Height Calibration: Raised anchor burial resting height (AnchorHeightOffset = 1.3f) so the anchor body sits realistically on the ground or seabed rather than getting buried into terrain.
  • Anchor Model Refinement: Automatically disables redundant top anchor ring (DisableAnchorTopRing) to connect directly to the 3D chain.
  • Placement Ghost Collision Fix: Dynamically disables colliders and physics on anchor placement ghosts when selecting from the Boat Hammer, preventing players from jumping on the ghost or getting pushed around during placement.
  • Chain Pool Lifetime Hardening: Added Unity native object lifetime validation (existing == null) and clean pool re-initialization on Awake and OnDestroy, eliminating NullReferenceException crashes during sector transitions, vessel re-parenting, or stale instance states.
  • Repository Cleanup & Mod Decoupling: Purged lingering legacy files, obsolete directories, unused assets, manifests, and build configurations associated with separate mods (EldritchValheim, obsolete test assets, and unreferenced damage extension).
  • Package Naming Convention & Branding: Updated plugin author and loading identifiers to team0.valheimraftlite (ValheimRAFT_Lite), cleaned up issue templates, and sanitized upstream repository credits.
  • Config Documentation Calibration: Synchronized ValheimRAFT_AutoDoc.md sail propulsion speeds with in-game values (Raft: 5.0, Karve: 7.5, Longship: 10.0, Drakkar: 12.0), removed disconnected rope ladder and disabled land vehicle parameters, and purged deprecated teleport horn and QuickStartWorld dev configs.

[5.4.8] - 2026-10-14

Added

  • Smokeless Campfire for Boat Hammer: Added a seaworthy smokeless campfire piece to the Boat Hammer menu (conveniently organized right before the Ship Planters in the build palette), cloned from the vanilla campfire (fire_pit) with all smoke spawners stripped to prevent blinding smoke plumes while the ship is in motion. Balanced crafting cost (8 Stone, 2 Core Wood, 4 Thistle with Recover = true), full weather/cooking station support, and authentic sailor lore description.
  • Boat Hammer Middle-Click Demolish Confirmation: Intercepts middle-click dismantle on ValheimRAFT pieces. Displays a HUD confirmation prompt ("Dismantle [PieceName]? Click again to confirm") with a 2.5s window before dismantling, preventing accidental destruction of boat hull and deck pieces.
  • Boat Hammer Preserved on Death: Added quest item protection (m_questItem = true) to the Boat Hammer so it remains safely in inventory on death and cannot be lost in a tombstone.

Changed

  • Water Wake Effects Tuning & Simplified UI: Baked optimal water wake parameters into global configuration and emitter fallbacks:
    • Wake Foam Rate: 2.0x
    • Wake Foam Lifespan: 3.0x
    • Wake Water Spray Rate: 1.0x
    • Wake Water Spray Lifespan: 1.0x
    • Wake Water Spray Distance: 1.0x
    • Wake Water Spray Arc: 3.0x
    • Removed the 6 individual tuning sliders from the Boat Settings UI menu in favor of a clean, dedicated on/off toggle (ShipWaterWakeEnabled) that live-updates emitters immediately.
  • Cleaned Up Boat Settings Sliders: Removed the Top Release Clearance slider (LadderTopReleaseClearance) from the UI while keeping the optimal default clearance (-0.6m) preserved.

Fixed

  • Universal Boat Snow Overlay & Movement Recast Freeze: Fixed snow overlay toggle being ignored by vanilla wood pieces (woodwall, wood_stepladder, wood_beam), floors, and OdinArchitect parts:
    • Extended vehicle piece identification to all 138+ vehicle pieces using comprehensive persistent/parent IDs and vessel bounds (VehicleOwnership_Patches.IsVehiclePiece).
    • Resolved WearNTear.UpdateCover recasting raycasts on movement: froze roof evaluations upon initial initialization for all vehicle pieces so rocking and pitching vessels never repeatedly recast or flip roof states.
    • Added full shader and keyword management across piece renderers (_ADDSNOW_ON keyword toggle, _SnowLevel, _AddSnow, and MaterialMan persistent value binding) ensuring all building piece types cleanly show or hide snow upon toggle without flickering or lingering.
  • Water Wake Live Updates & Rudder Waterline Contact: Fixed water wake and spray sliders not applying in real time. Connected dynamic parameter updates directly to rudder pieces in VehicleGui and LateUpdate. Replaced restrictive height offsets with rudder collider vertical bounds (waterY >= minY) to eliminate wave crest stutter when submerged, and positioned spray emission precisely at the waterline contact height along the rudder blade.
  • Fireplace Heightmap Out-of-Range Guard: Added prefix guard on Fireplace.CheckUnderTerrain to skip terrain burial checks for shipboard fireplaces, preventing ArgumentOutOfRangeException: Index was out of range when sailing deep oceans or flying.
  • Suppressed Altitude & Flight Snow Overlay: Fixed boat pieces turning blindingly white with snow when ascending near mountain altitudes or flying. When altitude exceeds 80m or flight mode is active, m_wet snow accumulation is automatically suppressed across all vehicle pieces and materials are refreshed to clear lingering snow buildup.
  • Rope Ladder Upward Climb Camera Jitter: Fixed camera stutter and character-rung collision jitter when climbing rope ladders upward from lower deck sections, water, or midair. Dynamically disables player capsule collisions against all ladder step and frame colliders (Physics.IgnoreCollision) while climbing, cleanly restoring collisions upon dismount.
  • Anchor Visual Desync on Sector Reload: Fixed visual desync where walking away (sector unload) and returning (sector reload) caused the physical anchor mesh and chain to appear dropped on the seabed even though the helm HUD reported [Anchor Retrieved]. Synchronized visual anchor state upon sector piece activation completion (VehiclePiecesActivator.OnActivationComplete) and ensured anchor transforms, rigidbodies, and rope line renderers are forcibly synchronized with the vessel's anchor state on start and sector re-entry.
  • Dynamic Water Surface Tracking for Wake Foam & Spray: Fixed flat wake foam and spray particles floating detached in midair or submerging when sailing across ocean waves. Replaced static Y=0 calculations with dynamic water surface sampling (WaterVolume.GetWaterSurface and Floating.GetLiquidLevel), adjusting living wake and foam particle heights every frame to undulate naturally with wave crests and troughs.
  • Steering Wheel Release [E] Input Bleed & Re-grab Prevention: Fixed input bleed where pressing [E] (Use) to release the steering wheel / helm simultaneously triggered an interaction with whatever interactable was under the crosshair (causing instant wheel re-grabbing, accidental station/chest opening, or ladder latching). Added an active wheel detachment input consumption buffer (0.35s cooldown) and prefix guards on Player.Interact and Player.UpdateHover to exclusively consume the release keypress and prevent instant secondary interactions.
  • Updated Sail Descriptions with Authentic Speeds: Updated English localization descriptions (valheimraft.json) for all 4 sail tiers to reflect their upgraded propulsion values: Raft Sail (+5.0), Karve Sail (+7.5), Longship Sail (+10.0), and Drakkar Sail (+12.0).

[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.SmoothDamp over 2.0s) to rowing linear force, eliminating sudden jerk when engaging row or reverse gear.
  • Responsive Sailing Acceleration: Tightened sailing throttle interpolation SmoothDamp transition 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 MaxSailSpeed cap 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 NullReferenceException thrown in RopeLadderComponent.UpdateSteps() during early sector loading and piece initialization (VehiclePiecesController.AddPieceDataForComponents). Added lazy-initialization and fallback guards for m_attachPoint, m_stepObject, and m_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 - Small and Large and 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 with VehiclePiecesController, maintain persistent MBParentId / MBPositionHash, and move with the vessel.
  • Existing Floating Crop Recovery: Enhanced CultivatableComponent.InitPiece on 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.md directly 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 (WaterVehicleShip and LandVehicle) and verify non-zero piece counts (EnsurePiecesForVehicle(id).Count > 0). Filtered MapPinSync active 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) and TopReleaseOffset = -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 to 1.5m/s (animation speed 2.2).

[5.4.0] - 2026-10-11

Added

  • Embedded Ladder Climb Animation Asset: Embedded valheim-ladderclimb asset bundle directly into ValheimVehicles.dll as 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 Interactable and Hoverable on CultivatableComponent (Ship Planter - Small and Large), 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_Patch and Player_Patch to validate both NeedCultivated and Invalid placement states on CultivatableComponent pieces via GetComponentInParent, 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-ladderclimb animation 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 in CharacterAnimEvent_Patch.cs to prevent feet snapping downwards to terrain/water colliders.

[5.3.5] - 2026-10-10

Fixed

  • Map Pin Bed Target Guard: BoatBedSpawnController.VehicleHasOnboardBed ensures 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.EnableGreydwarfSailors toggle. 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.
  • AddTextInputRow UI helper — reusable TMP input field that scales to its container, with onChanged and onEndEdit callbacks.
  • 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 HumanoidOnAttackTrigger patch 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 recover to migrate old V1 rafts.
  • Custom floatation 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.
  • raftcreative rotation 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 recover command — 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 with vehicle 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.
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