Longhouse

Longhouse 2.3.0

30 September 2026. After 2.2.0.

Adds Stund, Vandi, Malmr and Varda, for twenty members, and repins Skaft 1.3.0, Rist 1.7.0, Yoke, Vaettir, Utangard, Jafna and Vaka.

Kept apart from 2.2.0 so that each release carries one Skaft version: 1.2.0 went with 2.2.0 and 1.3.0 goes here, and 1.3.0 could not have gone first anyway.

Stund 1.0.0

Day 43 17:45 on screen, in the game's own typeface. Top centre by default, any corner you like.

The sun already tells you the time, and it is no use in a crypt, a mine, a fog bank or below deck. That is where you want to know whether there is light left to sail home, whether one more corridor is worth starting, or how much of the night is left.

Midnight is 00:00 and midday is 12:00, so sunrise falls near 06:15 and sunset near 17:45. That is Valheim's day mapped onto twenty-four hours. The day number comes from the same place the game reads it for the dawn message. The time is taken off the world clock rather than the smoothed value the sun and fog are drawn with, which lags a couple of seconds of real time, or minutes of game time on a twenty minute day.

Hides with the rest of the HUD, so cutscenes and the death screen stay clean.

Nobody else needs it. Requirement.HostOnly, every setting marked as yours, so a server cannot decide where on your screen the clock sits or know that it is there.

Skaft 1.3.0

Hammer out, Repair selected, point at a piece: Damaged in reach: 13. Point at an undamaged one and it says aim at a damaged piece, since the sweep only follows a repair the game itself just made. A swing at an intact wall does nothing however much is broken beside it.

The worn model appears below three quarters health and the broken one below a quarter, with nothing shown above that, so a wall at 90% looks new.

The count is damage and distance only. Stamina, hammer durability, wards and a missing station can still cut the swing short.

No line at all at Crafting 0. Skaft's troubleshooting section names that first.

Rist 1.7.0

Sprinting could be free. A full hand of Tireless, Long wind and Long stride plus Eikthyr's power took the run-stamina discount past 100%. Running now always costs at least a fifth of normal, and none of the three capstones touches running any more: Tireless brings stamina back sooner after you stop, Long wind adds regen, and Long stride jumps 15% higher without making the landing hurt. Steady footing is 5% a rank, and Ox-backed's last rank halves the stamina you spend walking overloaded instead of reducing stagger, since with Fader's power the two nearly made you unstaggerable. Details are in Rist's own changelog.

Vandi 1.0.0

Starred creatures get likelier in a biome whose boss you have killed. Each kill adds five percentage points to vanilla's ten, up to twenty five extra, so a boss you have killed five times leaves its biome spawning stars a third of the time. The boss itself comes back a star stronger for each repeat kill, up to two.

It is all per player. Your own kills decide what you meet, and a kill counts for whoever made the offering, even if they died before the boss did. Helping with someone else's boss earns you nothing.

Malmr 1.0.0

Vein mining. Hold a pickaxe and tap Alt to switch it on. Keep hitting any chunk of an ore deposit and a bar under the crosshair fills for the whole deposit instead of breaking that chunk. At 100% every chunk comes down at once, buried ones included. It costs the same swings, wear and stamina as mining the deposit by hand, and saves you walking between chunks and digging out the ones underground. Progress stays on the deposit, so you can leave and come back, or someone else can finish it.

Each one opens on its own: stone at Pickaxes 20, copper 30, iron 40, silver 50, the giant brains in the Mistlands 60, flametal 70 and bloodgold 80. Stone means rocks that drop nothing but stone, so a copper deposit is still copper. Only the level you earned counts, so gear and food bonuses do not open one early. Tin, and the copper and iron you find in the Mistlands, are mined the normal way. You also need the boss of that biome dead by your hand, Eikthyr for stone. With Vandi installed it has to be the one-star version, which is your second kill of it.

Malmr has to be on the server and on every client. Vandi is recommended, not required.

Varda 1.0.0

Map pins for places you have actually been. Go into a dungeon and it pins itself on your map with its own icon, a stone arch with steps going down. Walking past the entrance does nothing, you have to go in. Every portal you built gets its own pin with its tag on it, the pin follows the tag when you change it, and it comes off the map when the portal is broken. Other people's portals stay off your map. Don't want one on your map? Look at it and press H, and press H again to bring it back. That only changes your own map.

They are ordinary map pins wearing a picture, so taking Varda out costs you the icon and not the pin.

Nobody else needs it. Requirement.HostOnly, every setting marked as yours.

Utangard 1.4.0

A boss will not come to an altar in a biome your group has not earned. Until now one player could carry an egg into the locked Mountains, kill Moder there, and start the Plains deadline for everybody else. The offering is not used up. The Queen's door stays sealed the same way while the Mistlands are locked, and the Sealbreaker stays in your pack.

Nothing gets locked away for good. Each altar stands in the biome the boss before it opens, so it answers as soon as that biome does, by kills or by the deadline.

A locked biome was a wall rather than a challenge. AllHailPidgey put it plainly: the problem is not being able to eat. So each character now earns a foothold in a locked biome on their own, with two bars. Fighting fills from killing that biome's creatures, each worth set points: in the Black Forest a greydwarf is 1 and a troll 5, 150 fills the bar, and no one kind of creature can fill more than half. Only kills Utangard sees count, in this world: a tamed or bred creature counts for nobody, and neither does a kill made with devcommands on, so every character starts from zero. Discovery fills from uncovering a square kilometre of its map yourself. Walking the same ground twice does not count, and neither does a map table.

At half a Fighting bar you can eat there again. With both bars full, wounds heal at the normal rate. Meads, powers and Rested stay refused, food still burns faster, and you still leave Sapped. The bars are yours alone and only lift the rules in the biome they belong to.

The compendium's Utangard page is new: every biome in a row, open or locked, and for the one you pick, who it is waiting on, when it opens anyway, and your two bars.

Jafna 1.1.0

The hoe can build ground up now. When a flatten needs the ground higher than it is, Jafna raises it and takes stone from your pack, at the rate the hoe's own Raise ground charges, and like Raise ground it needs a workbench nearby. Away from one, the hoe works as it always did. A swing that uses stone lifts its whole circle to your height at once, so it leaves a step at its edge until your next swing beside it. A swing that needs no stone works like the normal hoe. The build panel shows what the swing will cost before you make it, and going over ground that is already flat costs nothing. Ground the swing can't bring up is left alone and costs nothing: short of stone, the middle of the swing comes up and the rest waits for more stone, and ground more than eight metres above where the world put it is never raised, which the game wouldn't keep anyway. Before, a swing could only move the ground about a metre and anything higher had to be raised by hand first.

Tapping Left Alt to hold a height now happens when you let go of the key, and Alt+Tab no longer pins a height by accident.

Vaka 1.1.0

Lights that burn resin or coal last twice as long on the same fuel. Cooking fires are unchanged. Vaka's log lists which fires that covers when a world loads.

Vaettir 1.6.3 and Yoke 1.2.2

Some Deep North items were filed as Meadows items: the Elaking and Jotun trophies, the Elaking hair bundle, and the Vanguard chestpiece with its cast and moulds. Yoke raised their stacks once Eikthyr fell, and Vaettir let them be pulled from chests from Eikthyr on. The Jotun invasion spawns in every biome, and the shared biome index read that as the Meadows. In Vaettir those items, and the rest of the Deep North's materials, now come out of chests only once the Frozen King is dead. Before, nothing gated them at all.

Vaettir also fixes two things players ran into. Next to a hod jib, the chest total on the crafting panel ran off the edge of its slot, so 169 read as 16. The line now shows what you carry against the cost, then what the chests add, like 24/40 +169, and shrinks to fit. Furrow could put a second patch, or the next oak sapling, on a grid turned the same way but shifted over. New plants now follow the bed already there, whatever the crop, and patches on open ground share one grid. Turning the grid next to an existing bed keeps that bed's angle.

On the Longhouse server

A biome the group has not earned is gentler. Food and running buffs burn 3 times faster there instead of 5, and wounds heal at a fifth of the normal rate instead of not at all. You still cannot eat, drink a mead or use a power inside, and you still leave Sapped. These are the server's Utangard settings, so a server of your own keeps Utangard's defaults.

What moved · 11

Jafna 1.0.0 → 1.1.0

1.1.0

Low ground is raised, and paid for in stone. This reverses the call made on 20 September to keep the one metre ceiling. The hoe's flattening moves a point a metre at most and then stops, so a swing aimed well above the ground never got there. Now the rest is raised, and your pack pays for it at the rate of the hoe's own Raise ground: what that entry costs, divided by the ground one Raise ground swing adds to flat ground. Both numbers are read from the running game and written to the log once. Alternating Raise ground and Level ground by hand can still be cheaper, because every Raise ground gives Level ground its free metre back and a fill does not.

A paid swing lifts its whole circle to your height at once, and leaves a step at the edge of the circle until the next swing beside it that needs stone. A step under a metre is eased away by ordinary swings instead. That shape was picked over letting the stone follow the hoe's easing, which would finish only the middle of a swing and creep outward over the next few: the flat top is faster, and the step is its price. A paid swing takes more stone than one that followed the easing, because it does the work of several at once, but the ground costs the same in the end. Over ground two metres low that is about 7 Stone a swing at the hoe's own reach and about 27 at 12 metres across.

Only the part the hoe could never do is charged. Every point comes up the metre the hoe would have given it for free, less what earlier swings used of it, and you pay for the rest of the way. A swing where every point is within that metre of your height is one the hoe can finish on its own, and it is left exactly as vanilla has it and costs nothing, so the flat top comes with paying and ordinary flattening is untouched. A point less than three centimetres past its free metre is not charged for, so going over flat ground does not cost stone. Stone comes out whole and the remainder carries over to the next swing until you log out. NoBuildCost makes it free, and nocost behaves the way it does for vanilla's Raise ground. It is on by default as AutoRaise, and the host decides it on a server.

Each point comes all the way up or not at all, and you pay only for what came up. Short of stone, a swing lifts the middle of the circle first and works outward as far as the stone goes, and says so. The ground it did not reach gets the hoe's own easing and nothing else, so a short swing leaves a flat patch in its middle with a step round it. The game never lets ground sit more than eight metres above where the world made it, so ground further below the height than that is left alone too, rather than raised partway and charged for a height it can never reach. The build panel says so before the swing, and the swing says "Too far below to raise".

The build panel says what a swing will cost before you take it, and that is what it takes. Short of stone it says what you carry, what this swing fills and takes for it, and what all of it would cost, or that it fills none of it when your stone does not reach even the middle.

Raising with stone needs a workbench nearby, the rule vanilla's Raise ground follows. The station is read off the same Raise ground entry as the price, so on the hoe it is the workbench, within its build range of where you stand. Out of range, a swing that would need stone is left to the hoe, its free metre and its easing, takes no stone, and says Raising needs a Workbench nearby, and the build panel says the same in place of the price. NoWorkbench and nocost lift it and NoBuildCost does not, as for Raise ground.

Alt+Tab no longer pins a height. The hold key now counts when you let go of it, and only when you pressed it on its own with the game in front the whole time. It used to act the moment it went down, and switching windows starts with Left Alt going down while the game still has the focus, so tabbing out with a levelling tool in your hands pinned a height and left it on for the rest of the session. The first scenario run caught it holding a height nobody had asked for. The height held is still taken when you press, not when you let go.

Only your own swing is reshaped. Continuing the flat, the reach Crafting buys and a held height used to apply to any flattening operation, not only to the hoe in your hands: a location shaping its own ground, another mod's operation, a Devkit flatten, and on a zone you own, a swing from a player without Jafna. A scenario log caught a Devkit flatten levelled 0.2 m below its own target, to a flat its circle happened to touch. Now all of them come through exactly as vanilla has them, by the rule raising with stone already followed: the operation has to be your swing, with the entry it came from selected. Your client marks its own swing with the note Jafna already appends, now on every swing and not only a wide or held one, and the zone owner reshapes only what carries that note. A client on 1.0.0 added the note only to a wide or held swing, so an owner on this version no longer continues the flat under that client's other swings. The auto-raise scenario has a new check for it, and no longer lets Devkit level the ground before it starts.

In multiplayer the client that owns the zone raises the ground and sends your client the bill, and your client pays it out of your pack. A zone owner without this version raises nothing and bills nothing, so you are never charged for ground that did not move. How far out your stone reaches rides at the end of the message Jafna already appends, where 1.0.0 stops reading. Whether you stand near a workbench is your client's answer too, and a swing it turns down never asks the owner to raise anything.

Lowering has not changed. Ground well above the target still stops after about a metre, or two where it was raised before.

Verified in game, 29 September 2026

  • Digging a mound down further than the hoe's metre takes no stone, and a swing with nothing to raise costs nothing and says nothing.

    discuss
  • With enough stone one swing lifts its whole circle to the height. Ground halfway to the edge is on the height, ground just outside the circle is where it was, and there is a step between.

    discuss
  • With no stone the ground comes up the hoe's own metre and stops, and the screen says "Not enough Stone". With too little, all of it goes, the middle comes up to the height, and nothing is left owing.

    discuss
  • Out of a workbench's range a swing that would be paid takes no stone and comes up the free metre only, and both the build panel and the middle of the screen say a Workbench is needed.

    discuss
  • A Devkit flatten beside a flat at another height levels to its own height, so an operation that is not your swing is left as vanilla has it.

    discuss

Known and open

  • Nothing here has run with a second player. The bill travelling between two machines, and an owner leaving a swing from a player without Jafna as vanilla, are argued from the source only.

    discuss
  • Not watched in a game: the price the build panel shows before a swing, ground past the eight metre limit being left alone and the message for it, leftover stone carrying over to the next swing, NoBuildCost, nocost and NoWorkbench, and a chord pressed with Left Alt spoiling the tap.

    discuss

Malmr joins at 1.0.0

1.0.0

First release.

Tap Left Alt with a pickaxe out to switch vein mining on, and tap it again to switch it off. A small gold "Vein" just above the crosshair shows it is on. While it is on, a blow on any chunk of a deposit you have opened does not break that chunk. The damage it would have done goes into a bar on the deposit, a thin gold bar just under the crosshair with "Copper vein 45%" under it. At 100% the whole deposit breaks, buried chunks included, and every chunk drops its ore. 100% is the current health of every chunk still standing, so chunks mined by hand in the meantime make the total smaller. A deposit that grows back, like a vein Dvala restocks, starts with an empty bar.

The damage counted is what vanilla would have dealt that chunk: the deposit's resistances and its tool tier apply, a pickaxe that is too weak gets the usual "too hard" and adds nothing, and the normal damage number shows. Stamina, pickaxe wear and skill gain come from the swing as in vanilla, so a deposit costs about the swings it would by hand. The bar is saved on the deposit, and another player with vein mining on can finish it.

The key is VeinToggleKey and stays your own on a server. It only listens while a pickaxe is out, and only a short tap of the key on its own counts, with the game in front the whole time, so Jafna's Left Alt on the hoe, Taum's Alt+E and Alt+Tab do not switch it. malmr vein on and malmr vein off do the same from the console.

What vein mines, and from which Pickaxes level: stone 20, copper 30, iron 40, silver 50, the Mistlands' giant brains 60, flametal 70, bloodgold 80. The level is the one you earned, so a bonus from gear, food or another mod does not open a metal early. Tin and obsidian are left out. In 1.0 both are single rocks rather than deposits, and Malmr does not touch them whatever Unlocks says. With vein mining on and the metal still shut you mine the normal way, and once per deposit the top left of the screen says what is missing, like "Iron veins need Pickaxes 40 and Bonemass beaten at one star through Vandi".

Stone means the rocks and boulders that drop nothing but stone. A deposit with any ore in it is that ore's vein or no vein, never a stone one. A rock that drops something else beside its stone only vein mines when that is in Unlocks as well and both are open to you, and one drop left out or set to -1 keeps the whole rock by hand. A big rock comes down a little at a time once its bar is full, so breaking it does not stall the game.

In the Mistlands only the giant brains and stone vein mine. Copper, iron or anything else found there is mined by hand even when it is open to you, and the top left says so once per deposit. The Mistlands setting lists what still vein mines there.

A metal also waits for the boss of its biome: Eikthyr for stone, the Elder for copper, Bonemass for iron, Moder for silver, the Queen for the brains, Fader for flametal. Bloodgold is on Fader too, because Vandi and Utangard both give the Deep North to Fader and Vandi does not count the Frozen King. With Vandi installed the boss has to be beaten at one star, which is your second kill of a boss you summoned yourself. Without Vandi one kill by your character is enough, read from the kill record the game keeps on every character. That record starts at the game's Call to Arms update, so a boss beaten before then has to be beaten again, and it counts a boss spawned with devcommands like any other. Vandi is recommended in the README and is not in the manifest. Bosses and BossKills are in the config, and BossKills 0 turns the boss half off.

The unlock message comes when a metal opens, on the level-up or on the boss kill, whichever is last. It says what opened it, including which boss count applied, and it names the key. Once per opening, and never for a metal that was already open when you logged in.

A deposit's metal comes from its drops: whatever its ore smelts into at any station in the game, so an ore from another mod works once its metal is named in Unlocks. Deposits overrides that per deposit, and Names sets what the screen calls a deposit, which is how the brains are called giant brains. On world load the log lists every deposit and what it counted as, what the ones that are not veins drop, and every boss in the world with the key it sets on death.

The malmr console command prints your level, whether vein mining is on, which boss count applies, the Mistlands line, and for each metal its level, its boss, your kills of it, whether it is open and what is missing, followed by the deposit list. malmr progress shows the bar of the nearest deposit within 10 metres, or of the nearest one with a given name, or further when given a distance. No devcommands needed.

Only whoever owns a deposit may change its bar, so a blow is sent to the owner the way a normal pickaxe hit is, and the owner fills the bar and breaks the deposit. That owner can be any player or the server, so Malmr is registered Everyone with Core: it has to be on the server and on every client. So does Vandi when it is used.

Eight Devkit scenarios pass in singleplayer: the unlock levels, the bar filling and the deposit breaking, the deposit table, the Mistlands rule, a shut metal, stone, tin, and the pickaxe wearing the same into the bar as by hand. The Left Alt tap and Alt+Tab were checked by hand. Two players on one deposit and a bar kept across a logout have not been run.

Rist 1.6.0 → 1.7.0

1.7.0

Fixed

  • Sprinting could be free. The game adds run-stamina discounts together and stops at zero. Tireless, Long wind and Long stride at rank 5 came to -51%, Eikthyr's power is -60%, and the two together hit zero. MinRunStaminaCost puts a floor under it: at the default of 0.2, sprinting always costs at least a fifth of its normal rate. Either source on its own stays above the floor and is unchanged. Reported by AllHailPidgey.

    discuss

Changed

  • No capstone touches running any more. All three movement stones finished on run stamina, which is how the stack got that deep.

    • Tireless: stamina starts coming back 0.6s sooner after you stop spending it, out of the game's 1 second pause.
    • Long wind: +10% stamina regen on top of the +8% a rank, the same shape as Brimming.
    • Long stride: you jump 15% higher. The landing is measured from the height a normal jump would have reached, so your own jumps never hurt more than they did before. Jumping off a ledge still hurts for the drop below where you left the ground.
    discuss
  • A full hand of all three now takes 25% off running rather than 51%.

    discuss
  • Steady footing takes 5% off stagger a rank instead of 6%, 25% at rank 5.

    discuss
  • Ox-backed's last rank no longer touches stagger. Walking while over your carry limit costs half the stamina instead, 5 a second rather than 10, so you can shuffle twice as far before you have to drop something. You are still slow and still cannot run or recover stamina.

    discuss
  • Together with Fader's power, which is -50% stagger on its own, the old Steady footing and Ox-backed made each hit fill the stagger bar at a twentieth of its rate. It is a quarter now.

    discuss

Added

  • Three specials for cards.txt: *staminadelay, *jumpheight and *overloaded. *jumpheight is a share of how high you jump, not of jump force; 15% more height takes about 7% more push. The delay never drops below 0.25s, because at zero stamina would refill during a sprint.

    discuss
  • rist show prints the run-stamina multiplier the game is actually charging, the stamina delay and the jump height, which is what the new scenarios check.

    discuss

Skaft 1.2.0 → 1.3.0

1.3.0

One line under the crosshair. No change to what a swing or a press does.

Added

  • Damaged in reach: 13 under the crosshair, while a repair entry is selected and you are pointing at a piece. It counts the piece under the cursor and every damaged piece within your current reach of it.

    When the piece under the cursor is intact the line reads Damaged in reach: 12 (aim at a damaged piece), because that is the one swing the mod will not answer. When nothing in reach is damaged it reads Damaged in reach: none. Below the reach curve there is no line at all, the same way there is no sweep.

    ShowDamagedInReach turns it off. Like the build menu line it is display rather than balance, so a host running Core does not get to decide it for anybody.

    discuss

Why a count is worth a line of its own

Damage above three quarters is invisible. WearNTear.UpdateVisual swaps in the worn model below 0.75 health and the broken one below 0.25, and does nothing above that - so a wall at 90% looks exactly like a wall at 100%, and a base that has been rained on for a week looks fine. The health bar tells you about the one piece you are already pointing at, which is the piece you least need telling about.

And a swing at an intact piece does nothing. The sweep only follows a repair vanilla itself just made, which is what buys it build mode, the station requirement, ward access and the repair cooldown for free. The cost of that is a rule nothing in the game states: point at something broken. It has been the first entry in this mod's troubleshooting section since 1.0.0, which is the wrong place to keep an answer.

What the number is, exactly

Damaged, and in reach. It is the same pass the swing itself makes to find candidates, called from the HUD instead of from the hammer, so the two cannot drift apart. Everything that can refuse a piece afterwards still refuses it: stamina, hammer durability, MaxPieces, wards and a missing crafting station. So the count is what the swing will attempt, not a promise about what it will finish, and on a long wall the stamina bar will usually stop first.

It is recounted whenever the cursor moves to a different piece, and four times a second while it holds still.

What has actually been run

All of it, on 22 September 2026. A Devkit scenario drove five walls in a row through the four states the line has - nothing damaged, a whole piece with broken neighbours, a broken piece, and no reach at all - and each one said what it should. The aim is the game's own: the scenario turns the camera and lets UpdateWearNTearHover raycast, rather than writing the hovered piece by hand, so the distance test and the highlight are exercised too.

Then by eye, which is the half a scenario cannot judge: at Crafting 50 the line is there under the crosshair and reads correctly.

The first thing anyone will report is not a bug. At Crafting 0 there is no line at all, and that is the design - a character who has not earned the reach is not told about it. It reads exactly like the feature being broken, which is why the troubleshooting section now says so before anybody has to ask. It caught the person who wrote it.

Stund joins at 1.0.0

No changelog entry for 1.0.0.

Utangard 1.3.1 → 1.4.0

1.4.0

Added

  • You can earn eating and healing back in a locked biome. Pidgey said it on Longhouse: a locked biome was a wall, not a challenge, and the inability to eat was the problem. Each character now has two bars in every locked biome. Fighting fills from kills of that biome's creatures, and at 50% you can eat there again. Discovery fills from the map you uncover there yourself, and once both bars are full your wounds heal at the normal rate. Meads, powers and Rested are still refused, food and buffs still burn faster and you still leave Sapped. The bars are yours, they only count in their own biome, and they never open it for the group.

    discuss
  • Fighting only counts kills Utangard saw happen. It keeps its own count in your character, one for each world, so a kill in one world never counts in another, and a singleplayer world is another world too. Everybody starts at zero with this version, so kills from before it do not count. Helping with a kill counts. A tame or bred animal counts for nothing. So does a creature spawned with devcommands or wiped out with killall, and your own kill while you have devcommands on or are in god mode or ghost mode. A friend who helped somebody in god mode can still be credited when the god-mode player's machine did not have the creature. Each kind of creature is worth 1 to 5 points and the bar is full at 150. No single kind can put in more than half of it.

    discuss
  • Discovery only counts fog you lifted yourself, not what a map table shares. It is full at 1 km² in every biome, and a piece of map counts once. The fog lifts in a wide circle around you, so walking a border or sailing a coast fills some of the biome on the other side as well, and nothing stops that filling the whole bar. At 1 km² it takes about ten kilometres of coastline to do it.

    discuss
  • Where two locked biomes meet, an unlock needs both bars. Within 5 m of the second biome its rules reach you, so stepping a metre into a biome you have fought enough in does not let you eat on the edge of one you have not.

    discuss
  • A new Foothold config section: FootholdEnabled, FightingFullPoints, EatAtFightingPercent, DiscoveryFullKm2, MaxFromOneKindPercent, and a Points_ line per biome saying what each creature is worth there. Eating and the limit per kind are percents of the full bar, so raising the bar keeps them at half. All of it is synced from the host.

    discuss
  • Utangard now writes to your character file, which it never did before: one entry per world holding its foothold kill counts.

    discuss
  • A refused meal now says how far your Fighting bar has got. The wording is Presentation.EatProgressLine.

    discuss
  • utangard foothold in the console shows both bars for every biome, how many of each creature Utangard has counted for you, what each kind put in, where the cap stopped it, and what is unlocked. utangard creatures checks every name on the points lines against the game.

    discuss
  • utangardtest kills <creature> <count> sets your count of one creature in this world, so a test can start a Fighting bar anywhere. It is a cheat command.

    discuss
  • utangard deaths <creature> says whether a creature dies through its animation, how many your machine has seen die this session and whether it had them, how often it ran the boss credit for one, and whose machine has the nearest live one. It was written for a two-player test of who gets the credit for a kill, and it is not a cheat. utangard deaths on its own lists every creature that dies through its animation, and since <notowner> after a creature adds whether your machine ran a death of one it did not own since that count.

    discuss
  • A boss will not come to an altar in a biome the group has not earned. Before, one player could carry an egg into the locked Mountains, kill Moder there, and start the Plains deadline for everybody while the rest were still on Bonemass. A refused offering uses nothing up. Each altar stands in the biome the boss before it opens, so it answers as soon as that biome opens, by kills or by the deadline. BlockBossSummons turns it off.

    discuss
  • The Queen's door stays sealed the same way while the Mistlands are locked, since she is not summoned at an altar. The Sealbreaker is not used up when the door refuses, and a door that is already open stays open. BossDoorKeys lists which keys count.

    discuss
  • utangard biomes, a console command listing each biome's creatures, how many of each Utangard counted for you in this world, and how much of it you have explored. Only creatures a points line pays for are counted, so deer and the rest of the prey always show 0.

    discuss

Changed

  • The Utangard page in the compendium is now a panel. A row across the top has every biome, green when your group has earned it and red when it has not. It opens on the first locked one, and you can click any other, or use left and right on the d-pad. Under the row it says who that biome is waiting on and when it opens anyway. For a locked biome you also see your Fighting and Discovery bars, what each one unlocks, and the rules of the lock as your server has them set, so on Longhouse it says food burns 3x faster and wounds heal at a fifth. Presentation.ShowCompendiumPanel turns it back into the old text page, and the text page is also what you get if the panel fails to draw.

    discuss
  • The tooltip on the in-biome icon lists only the rules that apply to you right now, so it says when you may eat or heal there.

    discuss

Fixed

  • The blocked messages and everything under Presentation and Diagnostics are yours on a server now, as the README always said. They were not. Core hands every client the host's whole config apart from keybinds, so the host's wording and its Verbose flag were applied on every client and put back if you changed them. The two boss messages under Gate count as wording too. This needs Core 1.1.0 or later.

    discuss
  • A boss kill is credited by one machine, the one that had the boss. In Valheim 1.0 a creature with a death animation dies on every machine showing it, and in 1.3.1 each of them could write the group's credit. Nobody got it twice, because a credit already written is not written again.

    discuss

Vaettir 1.6.2 → 1.6.3

1.6.3

Added

  • hod item <prefab> prints the biome a material is filed under, the boss that opens it for the hod jib, and how many of it the chests around the post hold and would hand to a craft. Run it standing at a station the jib serves.

    discuss
  • furrow check <plant> counts how many planting grids the plants of that kind near you are on, for example furrow check sapling_carrot.

    discuss
  • vaettir sapling prints how many kills your machine has fed to a sapling this session, and how much the nearest sapling has been fed and whose machine has it.

    discuss

Fixed

  • Deep North materials came out of the chests too early. The Elaking and Jotun drops and the Vanguard chestpiece family were filed as Meadows items, so they could be pulled from a chest once Eikthyr fell. The Jotun invasion spawns in every biome, and the shared biome index read that as the Meadows. Invasion spawns no longer decide where a creature belongs, and those items are Deep North items now.

    The rest of the Deep North was not gated at all, because no BossBiomes row named it and a biome no row names is left open. Now the Frozen King opens it. The new row reads his key off the boss himself when a world loads, and the log says which key it found. Until it finds one, Deep North materials stay in the chest. A config file still on the old BossBiomes default gets the row once, and one you changed yourself is left alone. On a server it is the host's file that counts.

    discuss
  • The chest total on a crafting requirement line was cut off at the edge of its slot. At a bench served by a hod jib the Wood slot read "8 (+169", and with the multi-craft key held, "40 (+16".

    The line now shows what you carry against the cost, then what the chests add, in blue: "24/40 +169" is 24 wood in your pack, 40 needed and 169 more in the chests. A material the chests hold none of still shows the game's plain number. A config file still on the old format exactly is moved to the new one once. If you wrote your own, it is left alone.

    The line gets the whole width of its slot, where the game gave the number only the middle of it, and shrinks to fit, down to size 12. A line that fits is drawn at the game's own size, and a slot showing a plain number is put back exactly as the game built it. A line still too wide at size 12 stays at 12, and the log says so once.

    discuss
  • The planting grid put patches of one field on different grids, and walked an oak row off the grid of its first sapling. The grid only knew about a bed through the last plant it had found. It lost that whenever the ghost vanished, which happens every time you look past reach for the next spot, and then it searched four metres around the cursor for a plant of the same crop. An oak's rows are further apart than that, so the next oak often found nothing and started a new grid where you were aiming. A turnip beside carrots found no turnip and did the same.

    The grid is now read off the ground each time. A plant next to plants already in continues their rows, whatever crop they are, as long as they are spaced alike. The search reaches three rows out, so it finds an oak's neighbour as surely as a carrot's. When the plants nearby disagree, the rows most of them sit on win, so one plant put down by hand cannot pull a bed out of line. On open ground a plant goes on one grid shared by the whole world, so beds planted apart still line up. Turn GridShared off if you would rather the first plant of a bed went exactly where you aim.

    A bed also keeps its angle. Before, the grid only looked for rows at your own angle, so after a turn the bed beside you counted as nothing and the next plant started turned rows around one of its plants. That is easy to do by accident, since scrolling turns the grid. Now two or more plants in line keep their angle, and the message when you turn says so. Your angle still decides open ground and a lone plant. Pin the grid to start new rows at your angle next to a bed.

    A grown tree does not steer the grid, because the game cannot tell it from a wild one. Wild mushrooms, thistles and berry bushes do not steer it either, even though Thicket can grow them from a transplant. The first time each plant is lined up, the log says how far apart the game spaces it.

    discuss
  • A plant the grid moved could be planted where the game would have refused it. The game checks tilled ground, wards and no-build areas where you aim, and the grid then moves the plant up to half a row. A carrot aimed at the edge of a tilled patch could land on grass and be planted anyway. It wilted ten seconds later, and when it should have been ready it was gone, seed and all. The same checks now run again where the plant will actually land. If that spot fails, the ghost turns red and you get the game's usual message.

    discuss
  • A kill could feed a sapling once for every player who watched it die. In Valheim 1.0 a creature that dies through a death animation runs its death on every client that sees it fall, and each of them fed the nearest sapling. A plain greydwarf is not one of those. Now only the machine that has the creature feeds the sapling.

    discuss

Vaka 1.0.1 → 1.1.0

1.1.0

Fires that burn resin or coal last twice as long.

Added

  • LightFuels and LightFuelMultiplier. A fire whose fuel item is on the list burns each unit that many times as long, whether you are at it or not. The defaults are Resin, Coal and 2, so a wall torch holds a resin for 11h 7m of world time instead of 5h 33m. Cooking fires burn wood and are left alone.

    discuss
  • A log line each time you enter a world, naming the fires the light rule applies to, grouped by fuel. A fuel on the list that no fire burns is named too. With Verbose on there is also a list of every fireplace in the game with its fuel and burn rate. Every player gets the line, whoever is standing at the fires. A dedicated server does not write it.

    discuss

Changed

  • Enabled switches off both rules now, not only the absence cap.

    discuss

Vandi joins at 1.0.0

1.0.0

First release. Both Devkit scenarios in scenarios/ passed on 2026-09-29, and a two-player run on a dedicated server credited each boss kill once, to the summoner.

  • Starred creatures get likelier in a biome whose boss you have killed. Five percentage points a kill, up to twenty five extra, added to whatever the game already rolls where the creature spawns. That is ten in an ordinary stretch of a default world, so there a biome whose boss you have killed five times spawns starred creatures about a third of the time. The game rolls higher in parts of the world far from the centre and lower on a world set to fewer stars, and the points go on top either way. Creatures still stop at two stars, and a biome whose boss you have never killed is left as it was.
  • Each boss owns its own biome. Eikthyr the Meadows, the Elder the Black Forest, Bonemass the Swamp and the Ocean, Moder the Mountains, Yagluth the Plains, the Queen the Mistlands, and Fader the Ashlands and the Deep North. BossBiomes in the config changes the pairs. Open-world spawns, camps and dungeon spawners all go through the same roll, and a dungeon counts as the biome above its entrance.
  • A boss you have killed before comes back harder. One star for each earlier kill by whoever made the offering, up to two. HarderBosses turns this half off and leaves the rest alone.
  • Credit goes to whoever made the offering, even if they are dead, offline or far away when the boss falls. Helping with somebody else's boss earns nothing. A boss that was not summoned at an altar with Vandi installed credits nobody.
  • The count is kept in the world, not on your character, one global key per player per boss. The kill is recorded by whichever machine owned the boss when it died, which is often not the summoner's, so the world is the one place both can reach.
  • The star roll belongs to the zone owner. Spawns roll on whichever client owns the zone, against that client's own record, so two people in the same forest both get the owner's odds. Alone in a biome you always get your own.

Everyone needs it, at the same build. With Core installed it registers at Requirement.Everyone, because a player without Vandi spawns ordinary creatures for everyone near them. The host's settings apply to everybody.

For other mods

  • Other mods can read your kill count. VandiApi.BossKills and LocalBossKills answer how many times a player has killed a boss, and CountsKillsOf whether Vandi counts that boss at all. It only reads, and answers the same whether Vandi is switched on or not. Malmr uses it to open a metal's vein mining once that biome's boss has been beaten at one star.

    discuss

Console

  • vandi prints the boss kills this world has credited to you, one line per boss Vandi counts, and the star chance where you stand with Vandi's share of it. It only reads, so it is not a cheat and needs no devcommands.

    discuss

Varda joins at 1.0.0

1.0.0

First release.

Dungeons pin themselves when you go in, portals you built pin themselves with their tag. Both are ordinary vanilla pins wearing a supplied picture, so uninstalling costs you an icon rather than the pin. A custom pin type would come back as the plain marker for anyone without the mod, every one of them alike.

Every portal gets a pin of its own, so a row of tagged portals side by side shows every tag. A destroyed portal takes its pin with it: at once if you are there, otherwise by the next time you are. Look at a portal you built and press H to take its pin off your map, and again to put it back. That only changes your own map.

The dungeon pin has its own art, drawn by tools/icons_build.py and loaded from beside the DLL. It is a stone arch with steps going down into the dark, from a reference Robbin supplied after fourteen shapes that did not work. Every one of those came out a horseshoe, because punching an opening to the bottom edge splits the mass into two legs. The steps sit in the bottom of the opening and join the jambs across it.

Settled by running it, none of it readable any other way:

  • The five hand-placed pin types are Icon0 fire, Icon1 house, Icon2 hammer, Icon3 plain marker, Icon4 portal. They are serialised on the Minimap prefab inside a bundle, so they are in neither the assemblies nor the asset manifest. DumpIcons writes the whole UI atlas out and logs each sprite's rect, which is how they were read.
  • The dungeon default moved from Icon2 to Icon3. The hammer is what players already use to mark a mine, so a dungeon on Icon2 would look like somebody's own mining pin and hide with it whenever that filter row was switched off.
  • PortalIcon is empty by default. Icon4 already wears the game's own portal icon.
  • There is no crypt sprite to borrow. m_locationIcons carries five entries, being the start temple, trader, Hildir's camp, Bog Witch camp and ancient upgrade station. The donor list inherited from Delve matches none of them.

Run in game before release with Devkit scenarios for the dungeon pin, portal pins, a row of four portals, a broken portal losing its pin, and the H key, which was also tried by hand. Not run on a server, where a portal broken while you were away only loses its pin once the area around you has finished loading.

NameDungeons is off. The icon says what the thing is. Turn it on to tell two crypts apart without opening them.

Yoke 1.2.1 → 1.2.2

1.2.2

Added

  • yoke item <prefab> in the console prints the biome an item is filed under, the rule holding it back if there is one, and its stack size now and in vanilla. It is not a cheat and needs no devcommands.

    discuss

Changed

  • The README has a Bugs and ideas section. Both go to longhouse.thijssensoftware.nl, where you can also vote on other people's ideas.

    discuss

Fixed

  • Some Deep North items were filed as Meadows items, so their stacks were raised once Eikthyr fell rather than waiting on the Deep North: the Elaking and Jotun trophies, the Elaking hair bundle, and the Vanguard chestpiece with its cast and moulds. The Jotun invasion spawns in every biome, and the shared biome index read that as the Meadows. Invasion spawns no longer decide where a creature belongs, and these items now sit in the Deep North with the rest of that armour.

    discuss

Discussion

Nothing said yet.

Sign in or make an account to join in.

2.2.0 →