Longhouse

Thralls · 0.5.0 · Changed

Thralls binds no keys at all. The last four, TimeOfDay (Numpad 7), FlattenGround (Numpad 8), GodMode (Numpad 9) and AltarEffects (Numpad −), are gone, and nothing replaced them. They were build aids and a diagnostic rather than thrall commands, so they belong in Devkit, which never ships to players.

Three reasons. The mod quietly owned most of the numpad and had already collided silently with Tether twice. Most Macs have no numpad and Valheim ships a macOS build, so a Mac player pressed nothing that worked and concluded the mod had not loaded. And ground-flatten levels a wide circle instantly with no hoe and no stamina, which is a build cheat to hand a player.

Ground flatten and a light/particle mute are Devkit menu entries now. The mute is generic, since it works on whatever you point at, rather than reaching into Thralls, since the dependency runs one way and Thralls must work with Devkit absent. God mode and the time cycle were dropped rather than moved: Devkit already had both, and its clock reads off EnvMan.CalculateDay instead of guessing at phase times.

The GodMode setting under 4 - Misc survives and can still be switched on by hand; it just has no key. Stale 1 - Keys lines in an existing cfg do nothing and can be left alone.

Lost in the move: the diagnostic's material-swap and vertex-colour states, which were specific to how these prefabs are skinned and had no generic equivalent worth inventing.

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