| 1.4.4 |
- Added Valheim 1.0 compatibility for zone identifiers, debug markers, terrain rebuilds, and saved-world location readiness. |
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- Fixed road metadata object initialization. Empty road networks now replace previously saved road data. |
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- Added the MaxLocationsPerIsland setting. Updated the Jotunn requirement to 2.30.2 and BepInExPack to 5.4.2351. |
| 1.4.3 |
- Fixed an issue where customLocations rarely got roads. I increased their default selection weight from 20 --> 80 |
| 1.4.2 |
- Increased default pathfinding iterations to 10,000 to improve road generation success on complex terrain. Added configurable PathfindingMaxIterations setting. |
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- Added small analytics code to ping whenever game starts with my mod so I can get usage data. Totally anonymous and no player data is sent. You can disable if you'd like. |
| 1.4.1 |
- Increase generation time by decreasing the max pathfinding iterations during A* pathfinding |
| 1.4.0 |
- Fixed an issue that caused roads to regenerate every time openning a world. |
| 1.3.1 |
- Fixed and issue causing custom locations to not be registered to the road network. |
| 1.3.0 |
- Fixed the infinite world generation bug. |
| 1.2.0 |
- Fixed road point peristence between world loads, road_pins should work after world reload now. |
| 1.1.0 |
- Added ability for road points to persist to world zdo so that road_pins works after world reload. |
| 1.0.0 |
- Initial Release |