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This page was last updated on 29 April 2025, 11:36AM
- Changelogs
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Version 3.3.0
- - CustomMast prefab with Crows nest built in.
- - improve sail saving features
- - sail saving support for vehicles. You can save all settings
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Version 3.2.1
- Fix/logger crashing due to setup not being called early by @zolantris in https://github.com/zolantris/ValheimMods/pull/213. This was GameBreaking for 3.1.0->3.2.0.
- Use chatgpt-4o to generate new translations for russian and chinese simplified by @zolantris in https://github.com/zolantris/ValheimMods/pull/214
- Fixes problems with translation load orders.
- Small config cleanups. Removal of unused mod keys like `EnableExactVehicleBounds`
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Version 3.2.0
- chore config cleanup by @zolantris in https://github.com/zolantris/ValheimMods/pull/201
- Feat/valheim vehicle hammer by @zolantris in https://github.com/zolantris/ValheimMods/pull/204
- vehicle-saving-spawning tools by @zolantris in https://github.com/zolantris/ValheimMods/pull/209
- Feat/toggle switch persistence by @zolantris in https://github.com/zolantris/ValheimMods/pull/211
- Feat/custom float height and float syncing and v1 raft removal by @zolantris in https://github.com/zolantris/ValheimMods/pull/212
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Version 3.0.5
- Adds mesh optimization to get ships above 500 pieces double FPS. 3K pieces = 70-90 FPS now if the flags are enabled.
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Version 3.0.4
- Adds LandVehicles - tank themed
- Adds Hauling
- Adds longer rebuild time per placed piece
- Adds config for setting rebuild time
- Fixes jitter while steering or sitting and hitting pieces
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Version 2.4.3
- Adds tutorial text that shows anchor status when player attempts to move vehicle or change speed when anchored.
- Fixes ship transfers between players
- Fixes ship average, top, bottom modes
- Adds ship averageHull pieces mode for floatation
- Makes harmony much higher prioritized effects area prefix for fire areas. Should allow cooking to work even with heavier mods unless they use VeryHigh or First priority.
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Version 2.4.0
- - See underwater above when looking underwater. It flips the mesh like Vikings do swim, but I think a bit more accurately. Can't be perfect with this as best it could be is a mirror I think.
- - build underwater. The boat will still use float colliders, so beware of being underwater when near land. Will launch you on spawn.
- - Underwater zones can be applied without needing a raft. You can build underwater now...fully with this mod. Using a RuneMagic water mesh bending approach is an alternative, but this mod feature lets the player walk directly through water in areas considered "water free". More performant in the end I think.
- - Vehicle ballasting
- - Improved flight mechanics (now can ascend/descend at any rate at ForceSync mod)
- - Underwater logic for tamables + monsters can land on the vehicle. All feature flagged.
- - Vehicles DynamicLocations (beds) have map pins that can update. You will see your vehicle and the vehicle in a configurable area. Or you can flip a flag and see the entire world's vehicles.
- - Translocation of Vehicles and players. Player can use `vehicle move` command to move up to 5000 X Y Z coordinates. IE you could get to the Yggdrasil root or ashlands instantly with your entire vehicle.
- - This mod includes `DynamicLocations
- - DynamicLocations: Setting a bed will now sync that bed per world and on death you move to the vehicle current location even if moved.
- - DynamicLocations: Logging out of a vehicle will log you back into that vehicle's area of the world. It will take a bit longer as it teleports you.
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Version 2.2.4
- make waterprefab not refund resources, but the placed items will do this, prevents duplication of wood
- add fixes for prefab names
- Move new raft to first piece
- fix(stability-issues)
- rename position fix to UNSTABLE for vehicles, set it to off by default
- Lock down logic in release so only physics is synced on the vehicle ship again
- for all clients regardless of type of physics
- Add a switch to toggle between ForceSyncedRigidbody SyncedRigidbody DesyncedJointRigidbodyBody
- ForceSyncedRigidbody is set as the default. Players that want a
- stable flight should set their flight verticle climb to 1.
- SyncedRigidbody is the hybrid between always synced or during flight working with Desynced logic.
- DesyncedJointRigidbody is the logic that desyncs non boat owners. This was the main culprit for people's physics breaking. It also fixes a ton of jitters but there are too many variables to consider to keep this as a default.
- Remove jitter fix key and tweak sync logic for updating vehicles
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Version 2.2.3
- fix custom sail creator issue that hide the item from the build table
- make ladders have a run and auto climb option
- add semantic modifiers when running/auto climbing to show the player that they have those values enabled.
- Add a hint (set to "on") for players to see the hotkeys.
- exclude ladder collisions from all layers except player/character scoped layers
- Add guards for rotation panel for sail, so the NullReferenceError does not appear for rotation, hide the panel if it cannot be used.
- fix ship lurch for flying ships on spawn, ships will always be 0 rotation for x and z on spawn in air
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Version 2.2.2
- add some custom colliders for convex meshes that need concave collisions (all of the curved hulls get this, mesh colliders do not work well without this)
- swap to CustomFixedUpdate and patch valheim's custom updater, should
- make client updates more stable. Applies to VehicleMovementController and VehiclePiecesController update, fixedupdate, lateupdate
- Add custom height support for vehicle floatation, vehicles can be changed for height between -20 and 20
- Add flight mechanics so vehicles can now fly and ascend descend much
- faster. This requires convex meshes for hulls though.
- Experimentally fix player jitter for floating boats (but may not work as well in some cases).
- Jitter fix is enabled for all clients when flying. This fixes a ton of issues for flight stuttering.
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Version 2.2.0
- adds rams 2 variants 2 materials, blades can smash through rocks. The stakes cannot, but they hit a bit harder. All configurable
- adds new hulls prow, side corner, better sides
- adds banded iron prefabs
- adds vehicle turn rate tweaks in config
- adds gizmos compatibility to zero out rotation on creative
- adds gizmos compatibility patch, but it does not fix relative rotation increments
- includes and requires ZdoWatcher lib which will also will be used for another library for player dynamic locations/spawns logout points soon...
- includes DynamicLocations lib, which likely will be it's own mod soon. Won't decouple until v3.0.0
- Full details: https://github.com/zolantris/ValheimMods/releases/tag/ValheimRAFT-v2.2.0
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Version 2.1.0
- Chore/fix icons and update documentation by @zolantris in #77
- Remove ZDO logging spamming player logs with warnings by @zolantris in #78
- v2 stability, rpc fixes, and qol tweaks by @zolantris in #79
- Add the drakkal mast by @zolantris in #82
- [compatibility] searica's MoreVanillaPrefabs by @zolantris in #83
- Fix/sail 3 pieces by @zolantris in #85
- https://github.com/zolantris/ValheimMods/releases/tag/ValheimRAFT-v2.1.0
- Player physics fixes by preventing pausing on boat which caused a desync and then death of the entire boat or party
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Version 2.0.3
- Allows patch version compatibility between releases. Otherwise this update contains nothing new and was thunderstore related. Currently blocked by thunderstore for updates which requires a patch increment per attempt to upload.
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Version 2.0.2
- https://github.com/zolantris/ValheimMods/releases/tag/ValheimRAFT-v2.0.2
- vehicle upgradeShipToV2 now works. It still requires a relog.
- vehicle downgradeShipToV1 now works. It still requires a relog.
- V2 now supports the commands to recover older v1 (or broken v2) rafts from their pieces.
- vehicle recover // outputs matches and runs off the matches immediately
- raftrecover // outputs possible matches
- raftrecover confirm // gets the matches and runs the recover command
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Version 2.0.1
- fix vehicle debug menu so it follows config flags when calling toggle
- Add Sound config menu section to mute Wake, InWater, and SailSounds
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Version 2.0.0
- - [x] Adds rudder prefab without connecting it. Has snappoints for the connection part of the rudder.
- - [x] Adds hull prefab without much logic attached to boat floation. Hulls are basically 3x6 planks but in a half cylinder. Has snappoints for all edges that match a 2x2 wood plank size.
- - [x] Adds support for rendering V2.x.x ValheimVehicle **WaterVehicle** which is a V1 Raft replacement.
- - [x] Steering direction is determined by the placement of the SteeringWheel (on v2 raft). This was a long time issue of raft. You make a raft and forget it sailed in a different direction then have to rebuild the raft again.
- - [x] Steering wheels have been renamed including translations. Their prefabs will no longer exist. No reason for adding more porting code as this would be complicated.
- ##### Commands
- - raftcreative (works
- - `vehicle debug` opens a debug menu for V1 raft and V2 raft to show colliders or rotate the vehicle. Most of the commands should work well for the new vehicle, but older vehicle may not work well with rotation.
- - If the commands do not work, make sure you are looking at the vehicle.
- - `vehicle creative` does same thing as `raftcreative`
- - `vehicle upgradeShipToV2` will upgrade the V1 raft to a new ship. Please log out or go to another zone and reload the area.
- - `vehicle downgradeShipToV1` will downgrade a v2 VehicleShip to a V1 Raft. Please log out or go to another zone and reload the area.
- - This command will likely disappear in future updates that drop support for V1 vehicles and force upgrade older ships.
- ##### Rudder Speeds and Turning
- - [x] Adds support for rudder speeds based on the Back, Slow, Half, Full speeds of base game
- - [x] Rudder speeds are configurable
- - [x] Rudder turn rates are increased significantly at lower speeds. (QOL fix). There is no toggle for speeds. Maybe in future updates.
- ##### New Prefabs and Tweaks
- - Many new prefabs added though they may not be available / ready for release 2.0.0.
- - Prefabs relate to hull
- - [x] hull ribs
- - [x] hull slabs
- - [x] hull walls (snappoints are out of order as they are a rotation of hull-slabs, I'll fix this later)
- - [x] hull keel (not enabled), to create the topmost hull sections.
- - rudder prefabs (basic, advanced, advancedtail).
- - Rudders turn with wheel direction. They do not account for turning speed (yet).
- - [x] Updates unity to latest compatible with valheim.
- - [x] Adds blender file for vehicle meshes and designs
- - [x] Tweaks a bunch of textures to better render
- - [x] Makes black marble texture compatible with moving vehicles (no world position)
- #### Snappoints
- - [x] Adds snappoints to rope anchor.
- - [x] Adds snappoints for masts. Yes, they can now snap to the ship floor if auto is deselected (Press Q or E).
- - [x] Adds snappoints to Raft Wheel.
- - [x] Adds PrefabRegistryController which makes the prefab registry call for all prefabs. Each prefab will eventually have it's own file for organization to make it easier to find specific prefabs and fix their logic.
- #### Bug Fixes
- - Teleporting now does a check per frame to to until the ZoneSystem around the raft is loaded.
- - Fully fixes teleporting from boat to land, boat to boat etc. Try breaking it please! Fixes #12
- - Fixes ActivatePendingPieces. Likely resolve detached states of masts and steering wheels. Optimizes much of the raft re-renders. Whenever a raft instance currently exists it will active the pending
- - Moves all the updates into `FixedUpdate` so the ZDO position updating logic is not spamming per frame (this logic is required so the raft pieces do not get garbage collected when outside the area of the player).
- #### ⚠️ Translations (BREAKING changes) ⚠️
- - Many translations have been changed
- - Please open a pull request here to merge those translation fixes into future updates.
- - Noting that more translations will be needed for future prefabs, so please reach out if you are interested in supporting translations.
- ##### Flying
- - [x] Flying logic has many new fixes
- - [x] Flying Automatic ascend/descend toggle option for flight. Still no increase to speed (increasing speed causes massive friction, likely needs to be solved in it's own feature set)
- - [x] Flying unrealistically uses the direction it is going instead of the wind push.
- - [x] Flying can use the rudder instead of the sails. But sails will still unfurl. (not fixing that in this update)
- ##### Collisions
- - [x] Collision logic works well
- - [x] Adds Collider debuggers for the ship
- - [x] Add logic to only set colliders for the ship hull to prevent topheavy ships from smashing obstacles due to their box collider invisibly hitting the rock in the sea.
- #### Compatibility / Ashlands fixes
- - [x] sails fixes for fading with Ashlands.
- - [x] sails fade smoothly in Mistlands now. At 60 unit distant they will disappear if within the mist or the player is within the mist. They should only disappear to the individual, not the server (hopefully...needs validation).
- - [x] IsValid and Zdo issues fixed for Ships and MBRaft and VehicleShip. Using a compatibility class.
- - [x] Swapped out Sail for a prefab in unity. Most of the logic is there now instead of within component.
- #### Sail Loading Optimizations
- - [x] Sails now have a `GetIsInitialized` check to confirm they are initialized instead of using a static method which could in theory cause issues if the SailComponent was somehow accessed or shared. Sails now initialize with a ZDO so without this initializer it's harder to see if the sail was initialized and load the new data.
- - [x] Sails will now save their initialization state after SaveZDO so any older sails will now contain this property after SaveZDO has been fired.
- - [x] Sails no longer support rotation. Rotation never worked well. It needs to be moved to the mast...and that can be a different feature or skipped entirely.
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Version 1.6.14
- Make ValheimRAFT clients render properly when hosting locally (non-dedicated)
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Version 1.6.13
- Possibly broken version. Only published on Thunderstore.
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Version 1.6.9
- revert class name typos fixes because some patches relied on patching the valheimRAFT class.add anchor support for flying ships, wind is still not safe for flying but at least you can moder + speed boost + anchor after
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Version 1.6.8
- No changes, thunderstore asset publish fix only. Published here to prevent patch version mismatches on server.
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Version 1.6.7
- optimizes slow box renders to not bottleneck
- Adds weight calcs to ships. Big ships can have big sails.
- Adds max speed thresholds for sailing and alll propulsion.
- adds admin config to toggle raft piecemenu off (user request)
- more info texts, wheel now shows full sails calcs (toggle able)
- mesh sails can be hovered over to see their sail area.
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Version 1.5.1
- Fix Jotunn dependency. by @ersan in #6
- Feat/cleanup path matching by @zolantris in #10
- Update libs with latest Jotunn.
- Feat/meshes-loading-stable-builds by @zolantris in #4
- The Asset path is no longer a brittle issue that breaks meshes. Everyone can now change their path via bepinex configuration manager. See the README.md for more information.
- Fix Jotunn dependency. by @ersan in #6
- Feat/cleanup path matching by @zolantris in #10
- Update libs with latest Jotunn.
- Feat/meshes-loading-stable-builds by @zolantris in #4
- The Asset path is no longer a brittle issue that breaks meshes. Everyone can now change their path via bepinex configuration manager. See the README.md for more information.
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- Author's activity
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April 2025
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29 Apr 2025, 11:36AM | Action by: zolantris
Changelog added
'Change log added for version 3.3.0'
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29 Apr 2025, 11:36AM | Action by: zolantris
File added
'ValheimRAFT [version 3.3.0]'
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29 Apr 2025, 4:18AM | Action by: zolantris
Changelog added
'Change log added for version 3.1.0'
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29 Apr 2025, 4:17AM | Action by: zolantris
File added
'ValheimRAFT [version 3.2.1]'
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28 Apr 2025, 11:17AM | Action by: zolantris
Changelog added
'Change log added for version 3.2.0'
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28 Apr 2025, 11:16AM | Action by: zolantris
File added
'ValheimRAFT [version 3.2.0]'
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05 Apr 2025, 3:05AM | Action by: zolantris
File added
'ValheimRAFT [version 3.1.0]'
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01 Apr 2025, 5:50PM | Action by: zolantris
File added
'ValheimRAFT [version 3.0.8]'
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01 Apr 2025, 10:12AM | Action by: zolantris
File added
'ValheimRAFT [version 3.0.7]'
March 2025
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19 Mar 2025, 3:42AM | Action by: zolantris
File added
'ValheimRAFT [version 3.0.6]'
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03 Mar 2025, 9:23PM | Action by: zolantris
Changelog added
'Change log added for version 3.0.5'
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03 Mar 2025, 9:23PM | Action by: zolantris
File added
'ValheimRAFT [version 3.0.5]'
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02 Mar 2025, 4:26AM | Action by: zolantris
Changelog added
'Change log added for version 3.0.4'
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02 Mar 2025, 4:24AM | Action by: zolantris
File added
'ValheimRAFT [version 3.0.4]'
January 2025
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20 Jan 2025, 1:02PM | Action by: zolantris
File added
'ValheimRAFT [version 2.5.3]'
November 2024
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30 Nov 2024, 8:19AM | Action by: zolantris
Changelog added
'Change log added for version 2.4.3'
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30 Nov 2024, 8:17AM | Action by: zolantris
File added
'ValheimRAFT [version 2.4.3]'
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25 Nov 2024, 12:45AM | Action by: zolantris
File added
'ValheimRAFT [version 2.4.2]'
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11 Nov 2024, 1:04PM | Action by: zolantris
File added
'ValheimRAFT [version 2.4.1]'
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11 Nov 2024, 1:03PM | Action by: zolantris
Changelog added
'Change log added for version 2.4.0'
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- Mod page activity
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May 2025
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14 May 2025, 4:55PM | Action by: Aumie
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'ValheimRAFT - Continued'
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April 2025
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28 Apr 2025, 10:33PM | Action by: hillgary
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09 Apr 2025, 11:02PM | Action by: Cathryn
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