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balrond shipyard
A shipayrd building that let you customize your ship + some fun build pieces and items
| Date uploaded | 2 weeks ago |
| Version | 1.8.4 |
| Download link | Balrond-balrond_shipyard-1.8.4.zip |
| Downloads | 8848 |
| Dependency string | Balrond-balrond_shipyard-1.8.4 |
README
⛵ Balrond Shipyard – Mod Documentation
Overview
Balrond Shipyard expands Valheim’s naval gameplay with new ships, ship upgrade systems, custom crafting stations, waterproof shipyard building pieces, a Fishnet Trap, and a collection of sailor-themed items.
The current release includes a full ServerSync-backed configuration system for ship recipes, station recipes, every ship-upgrade schematic recipe, cargo inventory dimensions, per-ship base physics/stat profiles, and configurable Oars behavior.
Ship upgrades are handled through Schematics crafted at the Scribe’s Table and applied at the Shipyard station.
⚠️ Important Warnings
- Major update warning: versions 1.3.0 and 1.4.0 introduced large ship and cargo changes.
- Before updating, empty your ship inventory if possible to reduce the risk of item loss.
- If you change a ship's inventory width or height, empty that ship first and reload/re-enter the world after changing the config so the container can be recreated safely.
- If you are upgrading a ship, keep only the intended ship close to the Shipyard station to avoid the wrong ship being detected.
- Ship-stat configuration in 1.8.0 changes the base values used by supported ships. Extreme physics values can make a ship unstable; change propulsion, damping, mass, steering, and sail-force offset carefully.
🧰 Key Features
-
🚢 Three New Ships
Adds Knarr, Holk, and Snekke alongside support for several vanilla ships. -
🛠️ Two Crafting Stations
- Scribe’s Table – used to craft ship Schematics.
- Shipyard – used to apply upgrades by placing a schematic into the station and pulling the lever.
-
⚓ Ship Upgrade System
Ships can receive thematic upgrades such as Shields, Lamp, Anchor, Tent, Armor, Oars, Ropes, and Nameplate, depending on the vessel. -
🎨 Visual Ship Customization
Supported ships can use multiple sail colors/patterns, shield patterns, and ship-specific visual swaps. Applying a different sail schematic replaces the currently selected sail appearance. -
🌊 Water-Resistant Building Set
Includes a shipyard-themed set of structural build pieces designed to resist water and rain damage. -
🎣 Fishnet Trap
A placeable fishing structure that can catch biome-appropriate fish more effectively when supplied with the correct bait. -
🧳 Expanded Ship Utility
Cargo sizes, attach points, comfort behavior, and several ship functions are expanded or adjusted depending on ship type. -
⚙️ Server-Synchronized Configuration
Ship recipes, Shipyard/Scribe’s Table recipes, all schematic recipes, cargo dimensions, base ship statistics/physics, and Oars behavior are configurable and synchronized through ServerSync. -
🚤 Per-Ship Base Stat Profiles
Supported ships can independently configure base health, mass, sail/paddle force, steering, damping, impact damage, Ashlands readiness, and weather-wear behavior without replacing Shipyard upgrade bonuses.
🔧 How to Use
- Craft a Scribe’s Table.
- Create a Schematic for the ship extension or customization you want.
- Build the Shipyard station.
- Place the schematic into the Shipyard container.
- Dock the target ship as close as possible to the Shipyard.
- Pull the lever on the Shipyard to apply the upgrade.
Notes
- If more than one valid ship is within range, the first detected compatible ship may be upgraded.
- If a ship already contains a non-replaceable upgrade, the station may try to detect another valid ship nearby.
- Sail color/pattern upgrades are replaceable: applying another valid sail schematic changes the current sail appearance.
- Best practice: keep all other ships away and dock only the ship you want to modify.
- Extensions work for vanilla ships and the custom ships added by this mod.
Raft is excluded from the general extension system, but it has its own default bag extension.
⚙️ Configuration & ServerSync
Balrond Shipyard creates its configuration file after the mod is loaded:
BepInEx/config/balrond.astafaraios.BalrondShipyard.cfg
The current configuration uses the following groups:
1 - General2 - Ship Recipes3 - Station Recipes4 - Schematic Recipes5 - Ship Inventory- one
6 - Ship Stats - <Ship>section for each supported ship 7 - Ship Upgrade - Oars
1 - General
Lock Configuration
1– the server/host configuration is authoritative for synchronized gameplay settings.0– synchronized settings are not server-locked.
For multiplayer and dedicated servers, keeping this at 1 is recommended so every client uses the same gameplay configuration.
Allow Ships To Be Destroyed Using Hammer
true– supported ships can be dismantled with the Hammer Remove action.false– Hammer Remove is disabled for supported ships.
This setting is local only. It is intentionally not synchronized through ServerSync and is not controlled by Lock Configuration.
2 - Ship Recipes
Construction recipes can be configured independently for:
- Raft
- Karve
- Knarr
- Snekke
- Longship
- Holk
- Ashlands Drakkar
Recipe format:
Prefab:Amount,Prefab:Amount
Example:
FineWood:30,BronzeNails:90,LeatherScraps:16,DeerHide:10,CoalPaste:20
The Raft uses default by default, which keeps its normal Valheim recipe. It can still be replaced with a custom recipe.
Invalid recipe strings fall back to the mod's built-in/default recipe instead of silently creating an incomplete recipe.
3 - Station Recipes
The construction costs of both custom stations are configurable:
- Shipyard Station Recipe
- Scribe Table Recipe
They use the same Prefab:Amount recipe format.
4 - Schematic Recipes
Every upgrade/customization schematic has its own configurable recipe.
The current release exposes 113 individual schematic recipe entries, including ship extensions and visual customization such as sail variants.
These values control the material cost of crafting the schematic at the Scribe’s Table. The schematic is then consumed/applied through the Shipyard workflow.
5 - Ship Inventory
Cargo dimensions can be configured independently for all seven supported ship types:
- Raft
- Karve
- Knarr
- Snekke
- Longship
- Holk
- Ashlands Drakkar
Each ship has:
Inventory WidthInventory Height
Valid configured dimensions are 1–20.
A value of -1 or 0 means:
Keep the cargo dimensions authored in the ship prefab.
When changing cargo dimensions, empty the ship first and reload/re-enter the world before using the existing ship inventory again. Inventory dimensions are the main config category that should be treated as requiring container recreation.
6 - Ship Stats - <Ship>
Version 1.8.0 adds synchronized base-stat profiles for every supported ship.
The sections are:
| Ship | Config section |
|---|---|
| Raft | 6 - Ship Stats - Raft |
| Karve | 6 - Ship Stats - Karve |
| Knarr | 6 - Ship Stats - Knarr |
| Snekke | 6 - Ship Stats - Snekke |
| Longship | 6 - Ship Stats - Drakkar |
| Holk | 6 - Ship Stats - Holk |
| Ashlands Drakkar | 6 - Ship Stats - AshlandsDrakkar |
The following base values are configurable independently for every ship:
| Config entry | Controls |
|---|---|
Base Health |
Base WearNTear health before Shipyard extension bonuses |
Base Mass |
Base Rigidbody mass before extension-derived mass |
Sail Force Factor |
Base sail propulsion factor |
Override Sail Force Offset |
Enables an explicit sail-force application offset |
Sail Force Offset |
Sail-force offset used when the override is enabled |
Paddle Force |
Base rowing/paddling force |
Rudder Speed |
Base steering/rudder response |
Turn Force Sailing |
Base turning force while sailing |
Turn Force Paddling |
Base turning force while paddling |
Forward Damping |
Forward movement damping |
Sideways Damping |
Sideways movement/drift damping |
Angular Damping |
Angular/rotation damping |
Water Impact Damage |
Base damage caused by hard water impacts |
Upside Down Damage |
Base damage while the ship is overturned |
Ashlands Ready |
Controls the ship's Ashlands-ocean readiness flag |
No Roof Weather Wear |
Controls no-roof/weather wear behavior |
For the normal numeric stat entries, -1 means:
Keep the value authored in the original ship prefab.
Override Sail Force Offset = false keeps the authored sail-force offset. When enabled, Sail Force Offset becomes the explicit configured value.
For Ashlands Ready and No Roof Weather Wear:
-1– keep the prefab value0– false1– true
How base stats interact with Shipyard upgrades
The 1.8.0 stat system deliberately uses this order:
- Authored prefab value
- Shipyard base-stat config
- Installed Shipyard upgrades/extensions
- Temporary runtime modifiers, such as Oars and compatible Sailing-skill effects
- Vanilla ship physics
This means a configured Base Health or Base Mass does not replace health/mass added by installed Shipyard extensions. The configured value becomes the base and the extension bonuses are applied afterwards.
Likewise, steering and propulsion bonuses from Oars or compatible Sailing skills are applied as temporary runtime multipliers rather than being permanently written back into the configured base value.
The authored prefab baseline is captured separately from live ship state. Config refreshes therefore do not accidentally absorb an already-installed upgrade or a temporary Sailing/Oars multiplier and apply it a second time.
7 - Ship Upgrade - Oars
The Oars upgrade now has its own synchronized behavior configuration.
| Config entry | Default | Behavior |
|---|---|---|
Steering Multiplier |
1.10 |
Base steering multiplier while Oars are installed |
Steering Bonus Per Additional Crew |
0.05 |
Additional steering multiplier for every player aboard after the first |
Forward Row Multiplier |
1.0 |
Paddle-force multiplier while rowing forward |
Reverse Row Multiplier |
1.0 |
Paddle-force multiplier while rowing in reverse |
Row Bonus Per Additional Crew |
0.0 |
Additional paddle-force multiplier per extra crew member |
Maximum Additional Crew Count |
8 |
Caps only the crew contribution used by the multiplier calculation |
The first player aboard is the baseline crew member. Crew scaling counts additional players after the first and never limits the actual number of passengers.
With the default values, Oars preserve the established steering bonus while forward/reverse propulsion remains unchanged unless the administrator enables additional row multipliers.
Oars modifiers are injected only during the ship physics update and restored afterwards. They are not permanent writes to the ship's base steering or paddle values.
ServerSync
Balrond Shipyard uses ServerSync v1.20 for synchronized gameplay configuration.
The following gameplay settings are synchronized:
- ship construction recipes
- Shipyard and Scribe’s Table recipes
- all schematic recipes
- ship inventory width/height settings
- all per-ship base stat/physics profiles
- all Oars behavior settings
With Lock Configuration = 1, the server/host values are authoritative for these synchronized settings.
Allow Ships To Be Destroyed Using Hammer is the explicit exception: it remains a local client preference.
Balrond Shipyard is configured as a required synchronized mod, so multiplayer clients should use the same Balrond Shipyard version as the server.
ServerSync is bundled/internalized into BalrondShipyard.dll with ILRepack. You do not need to install a separate ServerSync DLL.
📌 Important Gameplay Changes
- Ships and new build pieces use Coal Paste instead of resin where defined by the mod.
- Coal Paste is crafted at Workbench level 3 by mixing resin with coal.
- Ship construction recipes are configurable.
- Base cargo sizes were adjusted for several ships and can be overridden through config.
- Raft received inventory support.
- Version 1.8.0 adds configurable base ship statistics and handling/physics values for every supported ship.
- Ship stat configs define the base; installed Shipyard extensions are applied afterwards.
- Oars use temporary runtime steering/rowing multipliers and no longer permanently overwrite ship handling values.
- Shipyard does not impose creator/ownership restrictions on sail changes, head decoration changes, ship naming, anchors, switches, or normal Shipyard modification workflows.
- The Nameplate is a ship naming feature, not an ownership-lock system.
- Internal Valheim/ZDO network ownership is still used where required for replication and physics authority, but it is not treated as a player permission system.
- Shipyard runtime sailing logic is restricted to ships managed by Shipyard and does not globally rewrite arbitrary third-party ships.
- Shipyard build pieces use explicit Valheim 1.0 usage/category tags so they appear in appropriate build-menu categories.
Boat Construction Costs
Below are the default construction costs used by Balrond Shipyard. These values can be changed in 2 - Ship Recipes.
| Boat | Default Construction Cost |
|---|---|
| Karve | 30 Fine Wood · 90 Bronze Nails · 16 Leather Scraps · 10 Deer Hide · 20 Coal Paste |
| Knarr | 35 Fine Wood · 120 Bronze Nails · 14 Leather Scraps · 12 Troll Hide · 25 Coal Paste |
| Snekke | 40 Fine Wood · 100 Iron Nails · 30 Coal Paste · 16 Troll Hide · 30 Elder Bark |
| Longship | 45 Fine Wood · 200 Iron Nails · 40 Coal Paste · 12 Wolf Pelt · 4 Red Jute |
| Ashlands Drakkar | 50 Fine Wood · 350 Iron Nails · 25 Tar · 40 Yggdrasil Wood · 40 Ceramic Plate |
| Holk | 50 Yggdrasil Wood · 400 Iron Nails · 50 Elder Bark · 12 Lox Pelt · 20 Tar |
Raft: its recipe config defaults to
default, which preserves the normal Valheim recipe. You can replace it with a customPrefab:Amountrecipe if desired.
Ship upgrades, extensions, and customization schematics have their own separate costs under 4 - Schematic Recipes.
🚤 Ship Extensions
🪵 Raft
Included Feature
- Bag – always active by default and adds a 2-slot chest.
Configuration
- Raft construction recipe can remain vanilla with
defaultor be overridden. - Raft inventory width/height can be overridden;
-1/0keeps the prefab value. - Raft base health, mass, handling, propulsion, damping, damage, Ashlands readiness, and weather-wear behavior can be configured under
6 - Ship Stats - Raft.
🛶 Karve
Extensions
- Shields – increases ship health by 200
- Lamp – adds a light source with warmth effect
- Bagpack – adds blunt resistance and +100 health
- Oars – improves steering and can optionally add configurable forward/reverse rowing and crew-scaling bonuses
- Anchor – allows the ship to be anchored in place
- Armor – adds pierce resistance and +100 health
- Nameplate – adds ship naming information; it does not create an ownership or modification lock
Additional Changes
- Added a front attach point
- Default cargo size: 6 slots
- Cargo dimensions are configurable
🪶 Knarr
Extensions
- Shields – increases ship health by 200
- Lamp – adds a light source with warmth effect
- Bagpack – adds blunt resistance and +100 health
- Oars – improves steering and can optionally add configurable forward/reverse rowing and crew-scaling bonuses
- Anchor – allows the ship to be anchored in place
- Tent – increases ship health by 200
- Armor – adds pierce resistance and +100 health
- Nameplate – adds ship naming information; it does not create an ownership or modification lock
Additional Changes
- Added a front attach point
- Default cargo size: 12 slots
- Cargo dimensions are configurable
🐍 Snekke
Extensions
- Shields – increases ship health by 200
- Lamp – adds a light source with warmth effect
- Bagpack – adds blunt resistance and +100 health
- Oars – improves steering and can optionally add configurable forward/reverse rowing and crew-scaling bonuses
- Anchor – allows the ship to be anchored in place
- Tent – increases ship health by 200
- Armor – adds pierce resistance and +100 health
- Nameplate – adds ship naming information; it does not create an ownership or modification lock
Additional Changes
- Added a front attach point
- Default cargo size: 18 slots
- Cargo dimensions are configurable
🛡️ Longship
Extensions
- Shields – increases ship health by 300
- Lamp – adds a lamp and torches with light and warmth
- Barrels – adds blunt resistance and +100 health
- Crates – adds slash resistance and +100 health
- Oars – improves steering and can optionally add configurable forward/reverse rowing and crew-scaling bonuses
- Anchor – allows the ship to be anchored in place
- Tent – increases ship health by 300 and provides shelter while under it
- Armor – adds pierce resistance and +200 health
- Nameplate – adds ship naming information; it does not create an ownership or modification lock
Additional Changes
- Default cargo size: 24 slots
- Cargo dimensions are configurable
- Supports 3 alternative head decorations
🧱 Holk
Extensions
- Shields – increases ship health by 300
- Lamp – adds a lamp, torches, and a demister-like wisp effect
- Crates – adds blunt resistance and +200 health
- Oars – improves steering and can optionally add configurable forward/reverse rowing and crew-scaling bonuses
- Anchor – allows the ship to be anchored in place
- Tent – increases ship health by 200 and provides shelter while under it
- Armor – adds pierce resistance and +200 health
- Ropes – adds extra rope ladders on the ship’s sides
- Nameplate – adds ship naming information; it does not create an ownership or modification lock
Additional Changes
- Default cargo size: 32 slots
- Cargo dimensions are configurable
🐉 Ashlands Drakkar
Balrond Shipyard also supports configuration for the Ashlands Drakkar.
Configuration
- Construction recipe is configurable.
- Cargo inventory width/height is configurable.
- Default configured cargo dimensions are 8 × 5 (40 slots).
- Base health, mass, handling, propulsion, damping, damage, Ashlands readiness, and weather-wear behavior can be configured under
6 - Ship Stats - AshlandsDrakkar.
🎨 Shared Ship Features
Supported upgraded ships can benefit from shared customization and extension systems, depending on the vessel:
- Multiple sail color/pattern options
- Sail appearances can be changed again later by applying a different compatible sail schematic
- Free shield pattern switching after the relevant upgrade is installed
- Most structural/cargo health upgrades also add ship mass.
The extension mass contribution remains approximately half of the relevant health bonus. Armor is intentionally excluded from extension-derived mass and adds durability without adding this extra mass.
🪚 Shipyard Build Pieces
These are standard build pieces with a shipyard aesthetic and resistance to water/rain damage. They are styled as dark core wood with rope details.
Shipyard pieces use explicit Valheim 1.0 Piece.m_usage categories rather than falling back to incorrect/default tags, improving placement in modern build-menu/category systems.
Structural Pieces
- Pole 2m and 4m
- Beam 2m and 4m
- 45° and 27° beams
- Ramp / 27° floor
- Floor
- 1m pole
Other Build Elements
- Tar-fueled sconce
- Small cargo crate (4 slots)
- Dock cargo chest (40 slots)
- Small dragon-head standing decoration
- 2m ladder with teleport-to-top interaction
- 2 green cloth banners
- 4 green cloth roofs
- 2 rope ladders
- 3 rope bridge parts
- Hanging wisp lamp
- Fishnet wall
- Fishnet Trap
🎣 Fishnet Trap
The Fishnet Trap is built on water and can be loaded with biome-appropriate fishing bait.
- Using the correct bait increases the chance of catching fish native to that biome.
- Without proper bait, the trap will still catch basic fish every 2 minutes.
🧳 Item Prefab IDs
CapeSailorCoalPasteHelmetPirateBandanaHelmetPirateHatSwordSaberSledgeAnchorShieldSteering
❓ FAQ
-
Are there configs?
Yes. Balrond Shipyard includes synchronized configuration for ship recipes, Shipyard/Scribe’s Table recipes, all 113 schematic recipes, cargo dimensions, per-ship base statistics/physics, and Oars behavior. -
Where is the config file?
BepInEx/config/balrond.astafaraios.BalrondShipyard.cfg -
Does the mod use ServerSync?
Yes. Gameplay configuration is synchronized through ServerSync v1.20. WithLock Configuration = 1, the server/host config is authoritative. -
Do I need to install ServerSync separately?
No. ServerSync is bundled/internalized inside BalrondShipyard.dll. -
Can I configure base ship handling and physics?
Yes. Every supported ship has its own6 - Ship Stats - <Ship>section for base health, mass, sail/paddle force, steering, damping, impact damage, Ashlands readiness, and weather-wear behavior. -
Will changing Base Health or Base Mass remove Shipyard upgrade bonuses?
No. These entries define the base. Installed Shipyard extension bonuses are calculated afterwards. -
Can Sailing skills or other sailing mods still affect Shipyard ships?
The 1.8.0 runtime layer is designed so temporary sailing modifiers can compose on top of Shipyard's configured base values. Oars are applied only around the ship physics update and restored afterwards instead of permanently claiming the underlying vanilla stat fields. -
Does Shipyard lock ship customization to the player who built the ship?
No. Shipyard does not use creator/ownership checks to block sail changes, naming, anchors, switches, or Shipyard modifications. The Nameplate is for naming the ship, not for ownership permissions. -
Can I change a ship's sail more than once?
Yes. Compatible sail color/pattern schematics can replace the currently active sail appearance. -
Can I configure every schematic separately?
Yes. Every schematic has an individual recipe entry under4 - Schematic Recipes. -
Can I configure cargo size for each ship separately?
Yes. Width and height are configurable independently for Raft, Karve, Knarr, Snekke, Longship, Holk, and Ashlands Drakkar. -
Can I disable Hammer removal of ships?
Yes.Allow Ships To Be Destroyed Using Hammeris a local-only setting under1 - General. It is not synchronized and is not affected by the ServerSync lock. -
Are there translation files?
No. Translation files are not included right now; adding them is planned. -
Do I need a larger build menu?
Possibly. Because of the number of added build pieces, a Build Menu extension may be useful.- Recommended to use with Build Extensions such as:
- Sears Catalog (ComfyMods)
🔌 Requirements & Compatibility
- ✅ Requires BepInEx
- ✅ Uses ServerSync-backed multiplayer configuration
- ✅ ServerSync is bundled — no separate ServerSync installation is required
- ✅ Server and multiplayer clients should use the same Balrond Shipyard version
- ✅ Supports vanilla ships and the custom ships included with this mod
- ✅ Uses the Valheim 1.0 publicized assembly baseline for direct access to supported game members and reduced reflection in core paths
- ✅ Oars and ship-stat runtime changes are designed to compose with BalrondExtraSkills Sailing and other sailing systems that use temporary ship-physics modifiers
- ✅ Shipyard does not automatically install upgrades or permanent Shipyard behavior on arbitrary third-party ships
- ✅ Existing ZDO/RPC multiplayer state and Valheim network authority are preserved; 1.8.0 performance work focuses on local caching and reduced polling rather than introducing a new networking layer
- ✅ A Build Menu extension may be recommended because of the number of added pieces
Runtime behavior and performance
Version 1.8.0 reduces unnecessary per-frame work in several ship components:
- Ship extension reconciliation uses a scheduled cached interval instead of a per-frame timer poll.
- Light switch, anchor switch, ship nameplate, and shield painter visual/state checks use scheduled reconciliation instead of running every rendered frame.
- Shield style hierarchy lookups are cached.
- Common ship-extension ZDO keys are pre-hashed while keeping the same legacy hashes/save compatibility.
- Threshold-only movement/distance checks use squared values where appropriate.
- Movement damage is aligned with
FixedUpdate/Rigidbody simulation.
These optimizations do not replace Valheim's online authority model and are not intended to change gameplay timing or introduce additional network traffic.
💬 Community & Support
- Join our Discord: Balrond's Den
- Support on Ko-fi: ko-fi.com/balrond1020
Take your harbor beyond vanilla — with Balrond Shipyard.
CHANGELOG
Update 1.1.1
- Fixed issue with anchors causing ships to levitate when water level dropped
Update 1.1.2
- Fixed Unity5 anchor error
- Changed oar parameters to improve steering
Update 1.1.3
- Ship upgrade costs are now returned on ship destruction
- Exception: schematic items and sail/head cosmetic extensions are not returned
Update 1.1.4
- Added 4 new sails for Bjornheim Server
Update 1.1.5
- Rebalanced recipe costs based on feedback
- Shields and Tent now increase health by 300 instead of 200
- Drakkar crate inventory extension now gives 2 rows instead of 1
- Tested increased rested bonus comfort while ships have lights
Update 1.1.6
- Added Vulkan support fixes
Update 1.1.7
- Fixed issue with ship upgrades not responding after a patch
- Fixed random ship inventory size changes
Update 1.1.8
- Fixed Drakkar chest losing items after zone unload/load
Update 1.1.9
- Fixed error during first boat modification check
Update 1.2.1
- Fixed error causing extended inventory to clear itself
- Swapped faction sails to more neutral variants
- All schematics now require Scribe’s Table level 1
- Removed Scribe Table extension
Update 1.2.2
- Reworked inventory upgrade code from scratch
- Improved reliability for upgrade slots and stored items
Update 1.2.3
- Hildir patch fix
Update 1.2.5
- Reduced requests, traffic, and memory usage in upgrade checks
- Fixed blinking inventory
- Fixed items sometimes going into the wrong inventory
- Fixed console spam about missing extensions
- Minor bugfixes for other upgrades
Update 1.2.6
- Hotfix
Update 1.3.0
- Added 2 new ships: Knarr and Holk
- Added dedicated upgrades for the new ships
- Removed inventory upgrades
- Replaced inventory upgrades with resistance and health upgrades
- Added mapping for existing inventory upgrades to convert into resistance upgrades
- Changed ship cargo sizes: Raft 4, Karve 8, Knarr 16, Drakkar 24, Holk 48
- Reworked ship recipe costs
- Added Fishnet Trap as a new active build piece
- Drakkar and Holk now require Forge instead of Workbench
- Added 13 new build pieces including bridge parts and tent roofs
- Code optimizations
- Full upgrade costs were moved into schematics for easier external editing
- Shipyard now uses a single schematic slot
- Upgraded ships now return schematics on destruction
- Added new items:
- Sail Ink
- Bandana
- Pirate Hat
- Anchor Sledge Hammer
- Saber
- Steering Wheel Shield
- Sailor’s Cape
- Coal Paste
Update 1.3.1
- Hotfix
- Fixed mixed sail patterns
- Fixed missing sail error
- Removed leftover debug content
- Fixed Karve armor upgrade error
Update 1.3.2
- Hotfix
- Fixed schematics not being returned on destruction
- Fixed free Holk roof issue
- Minor cleanup
Update 1.3.3
- Minor bugfixes
Update 1.3.4
- Fixed cost of large tarred chest
- Replaced Drakkar torches with lanterns
- Added floating behavior to schematic items so they do not sink
Update 1.3.5
- Fixed Holk anchor despawn bug
- Added more unique icons for schematics
- Removed claim hover effect from mast and kept it only on the sign
- Code optimizations
- Fixed floating yellow sail issue
- Fixed pirate hat durability
Update 1.3.6
- Fixed camera issue related to rear lantern collision
- Removed colliders from lamps and shields to reduce getting stuck
- Fixed missing Holk collider
- Minor checks and adjustments
Update 1.3.7
- Shader fix
Update 1.3.8
- Ashlands compatibility fix
Update 1.3.9
- Shader fix
Update 1.4.0
- Added long-awaited Drakkar upgrades
- Rebalanced cargo sizes: Raft 2, Karve 6, Knarr 12, Longship 24, Holk 32, Drakkar 40
- Added new silver shield visual for Longship
- Changed Nameplate into an optional upgrade disabled by default
- Rebalanced item recipes such as Sailor’s Cape and Saber
- Updated item stats and stack sizes
- Added Shield Painter system for changing shield patterns in-world
Update 1.4.1
- Fixed bug on Knarr triggering Barber code when sitting on a bench
Update 1.4.5
- Drakkar tent collider hotfix
- Fixed Drakkar extension drops
- Fixed shield read access
- Fixed Holk extension drops
- Code cleanup
- Fixed Karve front attach point
Update 1.4.6
- Fixed Drakkar head extension
- Fishnet Trap bugfixes
- Fixed Holk and Karve water-impact creation issues
- Fixed Holk shield painter
- Reworked ship-to-Shipyard distance detection
- Multiple minor bugfixes
Update 1.4.7
- Wisp Lamp build piece no longer requires fuel
Update 1.4.8
- Fixed Nameplate despawn bug
- Fixed weapon errors for Anchor and Saber
Update 1.4.9
- Reverted table requirements so all ships use only Workbench
Update 1.5.1
- Adjusted Holk boat settings
- Adjusted Knarr boat settings
- Fixed item references and small errors
- Fixed excessive water splash on Holk
- Fixed build piece issues
- Known issue: do not use Fishnet Trap in this version
Update 1.5.2
- Fixed error when opening Raft bagpack
Update 1.6.0
- Fixed ship comfort scaling
- Added new ship: Snekke
- Replaced black and cross banners with red and green triangle sail variants
- Adjusted ship recipe costs
- Fixed Knarr water splash issue
- Fixed Saber error in some cases
- Other minor bugfixes
- Preparation for deeper code reworks and optimizations
Update 1.6.1
- Hotfix
Update 1.6.2
- Fixed ship comfort scaling for all players and warm zones
- Fixed Snekke Armor and Tent extensions
- Fixed long-term anchor sinking issue
- Reworked shield painting code
- Adjusted Holk steering values to improve handling
Update 1.6.3
- Hotfix / anchor debug
Update 1.6.4
- Small optimization
- Console/debug disabled
Update 1.6.5
- Fix issue with detection range
- Fix issue with wrong ship picked for upgrade
Update 1.6.6
- fix shield painter decoration
- preperation for deep north
- minor code improvements
Update 1.6.7
- Deep North Fix
Update 1.6.8
- fix audio volume issue
- fix permission lcok on changing sail color
- fix issue with invisible head decor on longship
- minor bugfixes
Update 1.7.0
- code rework
- added config
- minor bugfixes
- KNOWN ISSUE ALL BUILD PIECES FORM THIS MOD LOST THEIR SNAPPOINTS. Will be fixed in next update
Update 1.7.1
- add local config for setting if ships are removable with hammer
- adjust speed on oars
Update 1.7.2
- shader fix for one sided sails and white cover on custom ships
Update 1.7.3
- fix bugged sailor cape
- fix snappoints on build pieces
Update 1.7.4
- Removed gameplay creator/ownership restrictions from Shipyard ship modification systems
- Sail/head customization, Nameplate naming, Anchor, ship switches, and Shipyard upgrades are no longer blocked by creator/ward checks
- Nameplate is now strictly a ship naming feature rather than an ownership-lock system
- Fixed sail/head state replication so the ZDO authority can persist accepted visual changes even when its local renderer hierarchy is not ready yet
- Removed global Shipyard patches from
Ship.Awake,Ship.OnTriggerEnter,Ship.OnTriggerExit, andShip.UpdateOwner - Restricted Shipyard runtime ship logic to ships with an active Shipyard extension manager instead of modifying arbitrary third-party ships
- Reworked Oars steering so
m_rudderSpeedis no longer permanently overwritten - Oars steering is now applied temporarily during ship physics and restored afterwards for better Sailing-skill/mod compatibility
- Added explicit Valheim 1.0
Piece.m_usagecategories for Shipyard build pieces, stations, and custom ships - Improved compatibility with BalrondExtraSkills Sailing and other ship/sailing mods
- Minor source/build-system cleanup
Update 1.8.0
- Added synchronized per-ship base stat profiles for Raft, Karve, Knarr, Snekke, Longship, Holk, and Ashlands Drakkar
- Added configurable base:
- health
- Rigidbody mass
- sail force factor
- sail-force offset
- paddle force
- rudder speed
- sailing turn force
- paddling turn force
- forward damping
- sideways damping
- angular damping
- water-impact damage
- upside-down damage
- Ashlands readiness
- no-roof/weather wear
- Most base-stat values use
-1to preserve the value authored in the ship prefab - Added explicit
Override Sail Force Offsettoggle so the prefab offset remains untouched unless requested - Added deterministic stat layering:
- authored prefab value
- synchronized Shipyard base config
- installed Shipyard extension bonuses
- temporary Oars/Sailing-skill runtime modifiers
- vanilla physics
- Base health/mass configs no longer replace or absorb installed upgrade bonuses
- Config refresh no longer re-captures live/upgraded ship values, preventing accidental multiplier/upgrade compounding
- Preserved existing extension balance; Armor still adds durability without adding extension-derived mass
- Added synchronized Oars configuration:
- Steering Multiplier
- Steering Bonus Per Additional Crew
- Forward Row Multiplier
- Reverse Row Multiplier
- Row Bonus Per Additional Crew
- Maximum Additional Crew Count
- Oars forward/reverse propulsion and crew scaling are optional; default propulsion multipliers remain
1.0 - Oars modifiers are applied only during
Ship.CustomFixedUpdate(float)and restored afterwards - Improved compatibility with BalrondExtraSkills Sailing and other mods that use temporary ship-physics modifiers
- Shipyard continues to avoid adding upgrades or persistent Shipyard behavior to unsupported third-party ships
- Updated core code to use the supplied Valheim 1.0 publicized assemblies and reduce reflection in supported hot paths
- Enabled/retained
unsafesupport for allocation-free finite-value checks used by ship physics/stat validation - Removed reflection for direct publicized access to ObjectDB item hash lookup, inventory change notification, and stable hash operations
- Retained reflection only where it is required for optional third-party integrations such as MagicaCloth
- Reduced per-frame polling for ShipExtensionManager, light switch, anchor switch, Nameplate, and Shield Painter
- Added cached shield
ItemStylelookup and pre-hashed ShipExtension ZDO keys - Replaced threshold-only distance/speed calculations with squared comparisons where appropriate
- Moved movement-damage processing to
FixedUpdateto align with Rigidbody simulation - Preserved existing ZDO/RPC multiplayer authority and ServerSync requirements; performance changes do not introduce a new networking layer
- Fixed source-project build regression involving
System.Reflection/Assemblyand duplicate ILRepack target import
Update 1.8.3
- shield painter fix
- status Raincoat fix
Update 1.8.4
- boat turning fixes