Longhouse

Longhouse 1.1.3

29 August 2026. After 1.1.2.

Five repins, no set change. The set is the same nine mods.

  • Vaettir 1.2.1 to 1.3.0. Transplant digs up the plant you are actually pointing at; the planting grid can be lined up with what you have built, drawn on the ground before you commit, and turned with the middle mouse button; and a ring says whether a sapling will have room to grow before the seed is spent - which the game itself does not check until ten seconds after it is too late.
  • Yoke 1.0.4 to 1.0.5. Stack sizes were wrong for a lot of items, permanently and quietly: nineteen recipe outputs frozen at the wrong biome and twelve rows of Mistlands and Ashlands drops sitting in the meadows tier.
  • Dyrr 1.2.0 to 1.3.0. The mod rule can be watched without being enforced, instead of the choice being enforce-everything or nothing.
  • Kynda 1.0.2 to 1.0.3. A dedicated server stops chasing materials it can never load - 68,000 log lines a day on the live server, which had drowned a real fault.
  • Rist 1.1.0 to 1.1.1. The plugin announced itself as 1.0.1 while packaged as 1.1.0. Harmless while everyone runs the same build, and not harmless otherwise.

Core, Utangard, Sinka and Taum are unchanged. Core's only commit adds shared source that is compiled into Yoke rather than into Core's DLL, so its bytes and its build id are the same and nobody is forced to update by it.

The generator had been wrong for two releases

The pins here are produced by tools/build-manifest.ps1 from each member's own manifest, precisely so a pack cannot pin a version nobody has. Sinka, Kynda and Taum joined the set in 1.1.0 and were never added to the generator's member list - their pins were hand-written into the manifest instead - so the generator and the file it generates had disagreed ever since.

Running it for this release silently produced a seven member pack from a nine member set. That is the one failure this script exists to prevent, and it is quieter than the stale member name that broke it in 1.0.x, which at least refused to run. A pack one member short is not a smaller pack: it is every player refused by Core's version gate, for a reason none of them can see from inside the game. The list is corrected and the pins below are generated.

What moved · 5

Dyrr 1.2.0 → 1.3.0

1.3.0

Changed

  • RefuseMods is Off / Notice / Refuse instead of on and off. Watching the rule without acting on it used to mean turning Enforce off, and Enforce is one switch over the whole verdict - so trialling the mod list also stopped refusing cheats, cheat commands and altered builds. Notice logs what it would have done and lets the player in.

    discuss
  • The allowlist moves into its own file, so a long list is edited as a list.

    discuss
  • IdleMinutes now defaults to 5, matching what the door has been set to in practice.

    discuss

Kynda 1.0.2 → 1.0.3

1.0.3

Fixed

  • A dedicated server no longer chases materials it can never load. A headless process has no renderers and never loads the asset bundles the borrowed materials live in, so the retry that waits for one could never be satisfied and never gave up: four warnings every five seconds, roughly 68,000 lines a day, which had built a 360MB journal on the live server and drowned every real line in it - a mass disconnect of every player went unnoticed there until the log was filtered by hand. Skinning is skipped whole when headless, and nothing visual is lost because a server draws nothing. The repeated warning was wrong on a client too: a donor that never arrives said the same line every five seconds for the whole session, and is now reported once.

    discuss

Rist 1.1.0 → 1.1.1

1.1.1

Fixed

  • The plugin announced the wrong version of itself. 1.1.0 moved the csproj, the manifest and the toml and missed the BepInPlugin constant, which is the version the plugin actually reports and half of what Core's gate compares - so the package read 1.1.0 on Thunderstore and introduced itself as 1.0.1 on every connection. Harmless while everyone runs identical builds, and not harmless the moment they do not.

    discuss

Vaettir 1.2.1 → 1.3.0

1.3.0

Four reports, and the answer to each one.

Fixed

  • "Sometimes it says there is nothing to dig up." Transplant took the first Pickable out of Physics.RaycastAll and answered with it - and RaycastAll returns its hits in ARBITRARY order, not nearest first. So whichever pickable the array happened to list first spoke for the plant you were actually aiming at, and when that one was not on the roster the dig was refused with a bush filling your screen. Nothing about the failure depended on where you pointed, which is exactly why it read as intermittent. Hits are sorted now, a roster plant always beats a stranger however close, and a refusal names what it found ("Mushroom cannot be dug up") instead of claiming there is nothing there. A clean miss falls back to a cone, because wild plants are ragged and several carry a collider narrower than they look.

    discuss

Added

  • The grid can be lined up with what you have built. All three properties of the lattice were the mod's and are now yours: GridCell in absolute metres, GridAngle for a building that does not sit square to the world, and GridPinKey, which anchors the lattice where you stand rather than on the nearest plant.

    discuss
  • You can see the grid before you plant in it. The rows are drawn on the ground under the ghost, from the same anchor, spacing and angle the snap itself uses, so the drawing cannot disagree with where the plant lands. It follows the terrain, and turns live with the grid.

    discuss
  • The grid turns on the middle mouse button. 22.5 degrees a press - vanilla's own building step, so anything you built square is reachable - wrapping at 90, where a square lattice repeats. Tying it to the ghost's own rotation was the obvious choice and is wrong: crops carry m_randomInitBuildRotation, so the game re-rolls that yaw after every placement and the grid would jump each time a seed went in. While the cultivator is up with a plant selected, middle click turns the grid and does NOT remove the piece under your cursor; removal is untouched everywhere else, and rebinding the key restores it.

    discuss
  • A ring says whether a sapling will actually have room. Green when it would grow, red when it would not, at the plant's own radius. The game never checks this when you place: Plant.UpdateHealth skips the test entirely for the first ten seconds after planting, so a sapling with no room looks healthy, then quietly turns unhealthy - or deletes itself, if it carries m_destroyIfCantGrow. The seed is spent before anything says no, and the loss shows up later somewhere you are no longer standing. The ring runs vanilla's own test, and shows whatever the grid is doing.

    discuss
  • The stowing post can say why it is doing nothing. Its hover text carries the count of items with nowhere to go, a corner message fires once when nothing in the post has a home, and Diagnostics/Verbose logs one line per nearby chest naming why it was skipped - privacy, range, a ward, an open window, a cart or a ship.

    discuss

Note

Nothing about how anything looks has changed. A repo-wide rework of texture density is finished and held back deliberately: it has not been seen in game, and two choices about the stowing post are still open.

Yoke 1.0.4 → 1.0.5

1.0.5

Fixed

  • Stack sizes were wrong for a lot of items, permanently, and quietly. The biome index was lying three ways. BlackMetal sat in the plains while BoltBlackmetal sat in the meadows, in the same file: the bolt is black metal, wood and feathers, and on the first pass the bar had not been mapped yet - it is a blast furnace conversion rather than a drop - so the recipe answered from the wood alone. Nineteen recipe outputs were frozen that way. Separately the meadows tier carried Mistlands and Ashlands drops - carapace, charred bone, entrails, the Draugr, Seeker and Fuling trophies - because vanilla ships rows whose biome mask says Meadows and whose spawn is gated behind a global key, and the mask was read without the gate. Twelve rows do this. Both were permanent rather than transient because every writer took the earliest answer and refused every later one, so a wrong first pass could never be corrected.

    discuss

Changed

  • BiomeIndex moves to Longhouse Core's shared source rather than being owned here. It is compiled into this mod, not into Core's DLL, so Core is unchanged and remains a soft dependency.

    discuss

Discussion

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