ValheimRAFT
ValheimRAFT fork with some QOL stability fixes works with latest Valheim. This mod is open source and actively being developed/supported.
Date uploaded | 11 months ago |
Version | 1.6.10 |
Download link | zolantris-ValheimRAFT-1.6.10.zip |
Downloads | 5975 |
Dependency string | zolantris-ValheimRAFT-1.6.10 |
This mod requires the following mods to function
ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.20.0README
ValheimRAFT
A ValheimRaft fork that works with latest Valheim. The original mod owner Sarcenzzz stopped maintaining the mod.
As of 12/25/2023 I got official permission to maintain and open source this mod.
This decompile fork aims to keep the mod functional with future goals of expanding functionality.
Build Status
Contents
Client/Server/SinglePlayer Support
Server support may or may not work. In >=1.6.2 ships and loading were mainly fixed by adding some threading
optimization. There is also a config called ServerRaftUpdateZoneInterval
this allows users to tweak the update
frequency of checks.
The following has been tested:
- SinglePlayer
- boats will load
- FPS issues with giant ships
- Client only with a server IE (connecting to server without mod),
- creating a boat and logging on and off the server does not destroy the boat.
- sailing and teleporting does not destroy the boat.
- The client will still be able to create items and the server will keep those raft items. (unless you have mods that garbage collect unused ZDOs)
- restarting/stopping/starting server keeps the boat.
- Removing the ValheimRAFT mod from the client will make the server glitch out the boat items.
- joining back (after adding the mod again) will render the items correctly.
- Loading a ship into view will possibly
- Server & Client
- Loading a 4500 build plan ship. Traveling around a couple sectors. The ship remained as built.
- Moving away from the ship until it unloaded. Moving back immediately and attempting to land on the ship while it
renders. It works and still loads. Looks a bit funny as it spawns.
- Warning to anyone that builds property next to a large ship, when it renders it's possible a wave could briefly flip it and the top part of the ship rolls and hits property.
Features
- Build a RAFT on the water using Valheim's building prefabs.
- Adds a climbable ladder
- Add piers that reach the ocean floor (stone and log)
- Adds anchors
- Adds custom sails (requires meshes to be working)
- Adds ropes (requires meshes to be working)
- Sails now will each contribute to the total ship speed. Mesh sails do an area calculation while tier1-3 sails are preset values.
Community
Join us on discord to get the latest information, upcoming features, and discover other mods.
Config
ConfigName | Description |
---|---|
InitialRaftFloorHeight | Lets you set the height of the floors so they do not clip. Recommended to stay between 0.4 and 0.6. |
ServerRaftUpdateZoneInterval | Set interval in seconds for the server update to trigger and re-render pieces if in view |
pluginFolderName | Allows you to specify the plugin folder if it's been renamed. See the meshes section below for more details |
raftHealth | Set the raft health for wear and tear. I set it to 500 default, but it was originally 10000 which is not balanced |
fixPlanBuildPositionIssues | Turn on/off the patches for PlanBuild, only needed if the user has PlanBuild and it adds support for ValheimRaft coordinates. The planbuild plugins requires a specific naming convention. Make sure in the plugins folder it is named either "MathiasDecrock-PlanBuild" or "PlanBuild" |
DisplacedRaftAutoFix | Should automatically regenerate the displaced raft. Only useful if the command raftoffset 0 0 0 works for this issue. |
Removed in 1.6.7. Use the propulsion controls below | |
EnableCustomPropulsionConfig | Enables custom propulsion overrides (For customization and testing) |
HasShipWeightCalculations | (propulsion) -> enables ship weight calculations for sail-force (sailing speed) and future propulsion, makes larger ships require more sails and smaller ships require less |
HasShipContainerWeightCalculations | (propulsion) -> enables ship weight calculations for containers which affects sail-force (sailing speed) and future propulsion calculations. Makes ships with lots of containers require more sails |
MassPercentageFactor | (propulsion) -> Sets the mass percentage of the ship that will slow down the sails. |
SpeedCapMultiplier | (propulsion) -> Sets the speed at which it becomes significantly harder to gain speed per sail area, the ships will still be capped at their maxSail speed. |
MaxPropulsionSpeed | (propulsion) -> Sets the absolute max speed a ship can ever hit. Prevents or enables space launches. Will be used as a cap for all propulsion introduced in future versions. |
MaxSailSpeed | (propulsion) -> Sets the absolute max speed a ship can ever hit with sails. Prevents or enables space launches, cannot exceed MaxPropulsionSpeed. |
SailTier1Area | (propulsion) -> Sets the tier1 sail area. |
SailTier2Area | (propulsion) -> Sets the tier2 sail area. |
SailTier3Area | (propulsion) -> Sets the tier3 sail area. |
SailCustomAreaTier1Multiplier | (propulsion) -> sets the area multiplier the custom tier1 sail. Currently there is only 1 tier |
AdminsCanOnlyBuildRaft | (Server config) -> ValheimRAFT hammer menu pieces are registered as disabled unless the user is an Admin, allowing only admins to create rafts. This will update automatically make sure to un-equip the hammer to see it apply (if your remove yourself as admin). Server / client does not need to restart |
Meshes
In Mod versions at or lower than 1.4.9
there were problems with the folder being renamed. In >=1.5.0
there is a
configuration
manager option to change the path to resolve the ValheimRAFT folder.
If you want meshes (IE sails and ropes ) to render automatically, your mod must either be named ValheimRAFT
or zolantris-ValheimRAFT
.
Otherwise make sure to edit the pluginFolderName
key and add the folder name for ValheimRaft located
within the BepInEx\Plugins path. Afterwards relaunch the game. There should be no mesh issues.
Issues
If you have a bug, please create an issue under the repo's issues section.
- Please respect the form. Adding the relevant information makes it easier to triage the problem.
Click here to create an issue now.
Mod Support
In 1.6.0+ this mod supports PlanBuild a popular blueprinting mod.
Support is added via a patch that makes PlanBuild use the Raft localPosition
instead of world position which each item
could be moving/swaying and updating as the PlanBuild iterated through the items. This easily breaks the Plan save.
- Hopefully this logic can be incorporated within PlanBuild directly. There is a config toggle to turn this patch off to future proof things.
- Alternative approaches for this could be doing a detection if the game object is attached to a parent object and calculating coordinates of the items after all object positions have been fetched.
Noting that Planbuild does not register well with harmony so searching for it is not possible (from what I saw). There
is a path resolution and a config flag to enable coordinate fixes. Disable the config value fixPlanBuildPositionIssues
and it should not longer cause errors for not having PlanBuild installed.
Contributing
- Please fork the codebase and make a pull request via your fork branch.
- Changes need to be feature based IE keep the changes minimal and single focused. Larger changes are welcome, but they have higher chance of breaking other things and are harder to maintain.
- If you want to directly get involved. Reach out on discord.