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Chazman-ArcaneNaturalWaters-0.9.16 icon

ArcaneNaturalWaters

Standalone rivers, cascades and natural hot springs. Requires only BepInEx and Jotunn.

Date uploaded 5 days ago
Version 0.9.16
Download link Chazman-ArcaneNaturalWaters-0.9.16.zip
Downloads 120
Dependency string Chazman-ArcaneNaturalWaters-0.9.16

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.1 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.1

README

ArcaneNaturalWaters 0.9.16

Build rivers, branches, cascades and natural hot springs. ArcaneNaturalWaters is standalone and requires only BepInEx and Jotunn.

Plumbing is now provided by the independent ArcaneDecor: FlowCraft mod. Neither mod requires the other.

Rivers borrow Valheim's ocean normal and foam textures for a flowing surface with downstream waves, refraction, reflections and clear shallows. Wave height varies with slope and fades at the shoreline. Existing saved sections receive the updated water when they load.

River surfaces and boats

Connected sections now share their water-height, flow and surface-normal model. Each triangle at a shared join is drawn once, so steep continuations do not retain separate overlapping end caps. The same joined heights are used for terrain shaping, floating objects and placement previews. Saved river sections remain separate streamed objects.

Nearby overlapping rivers share their surface across different slopes and starting heights. Their banks follow the joined surface, and fixed rock colliders cut openings in the water mesh. Rivers and ArcaneNaturalWaters hot springs use the same outdoor water appearance at their connection.

Loading or editing a section queues the affected river meshes and spreads their construction across frames. Pond changes refresh nearby connections. River notifications no longer trigger a second rebuild of every loaded river.

Steep river bends blend between adjacent reaches, and sloping end caps continue downhill instead of forming flat shelves. River ripples are softer while retaining downstream motion. Boat placement previews recognize river water; normal building costs, permissions, clearance and sufficient channel width/depth still apply.

Natural hot springs

Hammer → Arcane Natural Waters now has Round, Oval, Kidney and Wild Hot Springs. Each costs 30 Stone, 2 Surtling Cores and 5 Crystal. Pools are naturally heated, never consume fuel, and provide the native hot tub's warmth, warm-and-cozy bathing area and 2 comfort.

Use the pool's control stone to open its ArcaneNaturalWaters menu. Pool width is 4–24 m and depth is 0.8–3 m. Individual submerged white round stones bundled with ArcaneNaturalWaters provide native sitting interactions, facing into the pool. Seat count grows with perimeter, from 4 to at most 24; stand up before resizing. Stone positions follow the bed contour at the selected depth.

Bubbling sounds and music offers five loop choices: Quiet bubbles, Mineral spring, Gentle simmer, Hidden grotto and Deep relaxation. The first three use the three supplied hot-spring recordings; the final two blend them. Adjust bubbling volume, speed and audible distance. Choose any of AW_HSMusic_001–006, with a separate music volume. Full stereo songs stream on demand; only the selected song is loaded. Pool music replaces the local Valheim music while inside the pool and restores it when leaving. Select Valheim music to retain normal music. The game's music volume remains respected.

Warded pool keeps non-player creatures, including tame pets, out of the pool's radius plus a 4 m margin. It supplies native monster avoidance, rejects normal spawn points inside, and moves any locally owned creature that crosses the boundary back outside without damaging it. Special or mod-created spawns are expelled after appearing. Players are unaffected. The ward works while the pool is loaded.

Pool ambience offers fireflies, night-only ambience, seven embedded ambient recordings and waterfall audio controls. Pool menus and settings belong to ArcaneNaturalWaters.

Hot springs use ArcaneNaturalWaters' own pool implementation and native hot-tub particles, with capped particle counts and one masked water trigger per pool. Native Valheim fonts, controls and cursor handling retain the existing menu appearance.

Install ArcaneNaturalWaters 0.9.16 with BepInEx and Jotunn on clients and the server. No WaterGardens DLL, prefab or installation is required. The DLL is ArcaneNaturalWaters.dll. Remove the previous ArcaneWaterWorks.dll before installing. Hot-spring prefab IDs, pool settings keys and existing river routes remain readable; endpoint edits use format 5.

Build and guide

  • Hammer → Arcane Natural Waters → Arcane Spring: 20 Stone, 5 Ancient Bark, 1 Surtling Core; no workbench.
  • Press E on its stones and select the section for hoe tools. Hoe → Landscaping → River Trench extends it, 1–32 m per stroke.
  • There is no fixed total river-length cap. The hoe automatically creates another independently saved and streamed section when needed. Keep working along the river. Small control stones identify sections.
  • River Start selects a point on any loaded section for branching, depth changes or undo. Width, depth and automatic-route replacement affect the selected section. Deepen/Shallower affect its bed without lowering the water.
  • Removing a section's control stone removes that section and restores its underlying terrain. Connected sections remain independently editable/removable. Continuation stones do not refund source ingredients.
  • Automatic downhill generation creates a local section up to 96 m. This is a per-operation choice, not a cap on rivers extended with the hoe. Existing sections up to 192 m remain readable.

River sound, whitewater and muddy bed

Press E on a section's control stone, then River sound, whitewater and muddy bed. Leave River sound on Automatic by width, or choose Brook, Mid-Size River, or Large River manually; set River volume, and save. Automatic selects Brook below 4 m, Mid-Size from 4 m to under 8 m, and Large at 8-12 m. Zero mutes the section. All three use distinct embedded recordings; defaults are substantially quieter than 0.3.x. The local BepInEx Audio / Volume setting and any River Ambience Stone's river volume multiply this section volume. The three recordings are the supplied AW_Brook_001.mp3, AW_FlowingRiver_001.mp3 and AW_LargeRiver_001.mp3, converted to mono with a half-second loop crossfade and restrained loudness.

River whitewater controls subtle crest foam within the moving surface, increasing with slope and shallow contact. Zero removes this added foam while waves and downstream ripples keep moving. This is a surface and buoyancy model, not a fluid simulation.

Native dirt riverbed uses Valheim's own terrain dirt texture, lighting and biome blending, with a soft transition at the bank. It adds no separate brown mesh or custom ground material. Turn it off to retain the underlying terrain paint. Existing river settings remain compatible. New continuation sections inherit sound and appearance choices. Existing pre-0.4 sections migrate to 50% section volume and automatic sound by width.

Smoothing banks and joins

Select the section with E or River Start, then use Hoe > Landscaping > Smooth River Banks on its bank. Each stroke softens an 8 m radius around the aimed point, widens the transition into surrounding terrain (up to 6 m), and lowers the raised lip while preserving water height and the deep channel. Work along a merge; select and smooth each adjoining section. This rounds the generated bank profile rather than flattening the entire river or excavating unrelated terrain. Extremely steep or very deep narrow channels may also need a wider channel.

Undo Bank Smoothing reverses the latest smoothing stroke in that section. Up to 64 local strokes are saved per section; strokes within 1 m of an existing stroke are ignored. Normal Undo River still removes route segments. Removing the section restores its underlying terrain and restores its terrain paint. Ward checks cover the expanded bank footprint.

Only terrain/route edits refresh the affected terrain tiles. Volume and sound-profile changes do not rebuild terrain or geometry. Native dirt paint adds no render meshes; the moving surface uses no foam particles. There is still one box water trigger per section and no river mesh colliders.

River ambience

Place Hammer → Arcane Natural Waters → River Ambience Stone beside the channel (4 Stone). Press E to adjust river sound volume and distance, seven ambience tracks, playback speed, firefly count and night-only ambience. The menu includes a sound preview.

The stone controls 10 m along the connected river in each direction from its nearest point, following bends and adjoining sections. At a branch it covers channel points within 10 m along the graph. Where areas overlap, the most recently saved settings win. Moving or replacing a river updates nearby stone coverage.

The new stone is an ArcaneNaturalWaters piece with its own prefab ID. Older River Garden Stones belong to WaterGardens and are not converted or registered by ArcaneNaturalWaters; use the new River Ambience Stone for standalone control. WaterGardens decorations and their controls stay in WaterGardens. This release does not share pool groups or decoration settings between the two mods.

Outlets and terrain

Guide a river into a lake, ocean or an elevated ArcaneNaturalWaters hot spring. At sea level, the custom river mesh ends and native water takes over; the approach follows native wave height. The outlet's submerged terrain remains open. Joined river sections share surface ownership to avoid overlapping planes.

ArcaneNaturalWaters hot springs supply their actual water height, and the river approach meets that level. Pond animation continues across the connection. Water height follows the saved river route; width and depth shape its channel in the terrain.

Channels are 2–12 m wide, with 0.4–8 m excavation depth. Routing requires loaded, unprotected terrain. Each independently loaded section has one box water trigger; the river stone adds no water colliders. Floating decoration placement uses an analytic ray intersection, not more surface mesh colliders. Terrain work occurs on edits/load changes, not continuously.

Install

Install the same ArcaneNaturalWaters version on the server and every client. The only required mods are:

  • BepInExPack Valheim 5.4.2350 or later.
  • Jotunn 2.30.1 or later.

Remove the old ArcaneWaterWorks.dll and install ArcaneNaturalWaters.dll; avoid duplicate copies under renamed plugin folders. ArcaneNaturalWaters 0.9.16 contains its own pool/menu code and all required custom pool assets. WaterGardens is independently installed and is not needed to build or run ArcaneNaturalWaters.

Existing ArcaneNaturalWaters hot springs and river routes retain their prefab IDs and settings keys. Versions 1 through 4 of saved river data remain readable; edits use version 5. Keep a world backup when upgrading or removing mods. Removing WaterGardens removes access to its own saved pieces; it is not necessary to remove it to use standalone ArcaneNaturalWaters.

River tools in 0.9.11

Use River Start at a junction or endpoint, then River Trench toward the desired destination. Starting from an existing junction creates a separate branch section with its own width, depth, sound and whitewater settings. Use Configure River while aiming along that branch to open its settings. Older branches saved within one section retain their shared width/depth/appearance; their endpoints are independently editable.

With River Trench selected, hold Alt + mouse wheel to shrink or enlarge the maximum advance in 4 m steps, from 4 to 64 metres (default 32 m). The projected circle shows reach from the selected branch start. The separate sizing button has been removed. Channel width remains adjustable from 2-12 m in Configure River. Terrain targeting still uses the normal hoe placement checks.

Use End River Branch at a tip to close only that endpoint, and Reopen River End to resume a manually ended branch. Natural-water outlets stay connected; select another tip or an upstream junction to continue elsewhere. All-open-tip selection prefers the most recently created open tip; when every tip is closed it selects the source for a new branch.

Existing rivers receive the surface and foam corrections below when they reload or rebuild.

Flowing river surface in 0.9.16

Water uses a temporary profile constrained by the lower bank, with the same profile used for the excavated bed and boat buoyancy. This replaces the stretched outer water skirt that looked like water draped over a hillside. Existing saved routes are not rewritten. Lake and ocean connections keep their receiving-water elevation.

The river surface now moves: downstream waves displace its geometry and advect the ocean's normal textures. Reflections and refraction change with those waves; buoyancy uses the same wave formula and synchronized clock. Speed increases on slopes, and waves fade into banks and receiving waters. Small crest foam is part of the water shader. The previous drifting boat-wake patches have been removed; boats retain their own native wake.

River surfaces respect Valheim's native boat hull masks. Bank-constrained height profiles spread short terrace drops into longer descents, and round the transitions while keeping the original route saved. At river mouths, native waves taper at the bank and the two water surfaces crossfade over the submerged bed.

Boat shoreline stability in 0.9.16: ship buoyancy probes continue the river surface beneath nearby banks, avoiding sudden drops to ocean level at the channel boundary. Native collision and water-impact damage remain enabled. Install the same version on the server and all clients; the client owning a boat runs its physics.

CHANGELOG

0.9.17

  • Repair invalid shoreline tangents after extending hot-spring water meshes.
  • Give hot springs depth-clipped water and guarded refraction at terrain, snow and rock intersections, retaining calm ripples and level liquid height.
  • Apply the corrected appearance to placement previews and rebuilt/connected pools. Existing pools update on reload; saved settings, terrain rules and rocks are unchanged.

0.9.16

  • Fixed river-bank discontinuities in the five water-height probes used by native boat physics. Boat probes now continue the river surface beneath nearby banks instead of abruptly dropping to ocean level or no water.
  • Preserve native collision and water-impact damage, actual river and pond levels, swimming boundaries, visuals, and saved routes. The correction is restricted to Ship physics.

0.9.15

  • Honor Valheim's native boat water-mask stencil so river water is excluded from hull interiors.
  • Smooth the unsaved bank-constrained profile to spread terrace drops upstream and round segment transitions, preserving bank ceilings, downhill flow, saved routes and receiving-water levels.
  • Anchored the ocean-wave contribution at river banks so receiving-water waves do not lift shoreline vertices into a floating edge. Liquid-height queries use the same taper.
  • Added opaque-depth shoreline clipping and soft intersections; refraction no longer samples foreground banks or objects across the boundary.
  • Render river water after native water and crossfade over submerged receiving beds, avoiding hard material boundaries and intersecting wave triangles at the ocean mouth.

0.9.14

  • Removed the River Trench Size hoe button. Alt + mouse wheel now adjusts trench reach from 4 to 64 metres in 4 metre steps, with a projected reach circle.
  • Sizing consumes the wheel to avoid simultaneous zoom or rotation, and is inactive in menus or other tools. Configure River and branch endpoint tools remain available.

0.9.13

  • Replaced drifting river foam patches with a moving water surface: downstream displaced waves, ocean normal textures, refraction and reflection.
  • Wave speed and amplitude respond to slope; shoreline, shallows and receiving-water transitions taper displacement. Buoyancy uses the same wave formula and synchronized clock.
  • Whitewater now controls small crest highlights within the shader. Zero whitewater still leaves a moving river; no surface foam sprites are spawned.
  • Preserved bank-constrained profiles, reversible terrain, branch endpoints and hoe sizing.

0.9.12

  • Removed the untextured bathtub droplet material from river currents and splashes. Surface foam now uses the native Karve stationary water-surface effect; splashes use the native textured boat splash.
  • Foam follows downstream paths, with strength and speed varying by slope, shallows and solid-obstacle contact. Whitewater zero removes the added foam and spray.
  • Removed the water apron that draped over hillsides. A temporary lower-bank-constrained profile drives the surface, terrain excavation and buoyancy together; saved routes remain intact and receiving-water levels are preserved.
  • Kept branch and hoe mechanics from 0.9.11.

0.9.11

  • Exposed river surface aprons descend to planned terrain instead of ending as floating sheets. Bank buildup remains capped and terrain restoration remains reversible.
  • Denser, larger downstream foam, faster flow on slopes, and slope-triggered splashes at every river width.
  • River Trench Size cycles 4 / 8 / 16 / 32 / 64 metre maximum advance (default 32); Configure River adjusts channel width and other settings at the aimed section.
  • New branches receive their own configurable section. End River Branch and Reopen River End persist manual endpoints independently; a natural outlet never closes sibling branches.
  • Existing route formats remain readable; endpoint edits are saved using route format 5.

0.9.10

  • Updated the package icon to the approved vertical oval bronze-and-teal medallion, matching the ArcaneDecor mod family.

0.9.9

  • Moved all plumbing pieces, items, recipes, assets, controls and effects into standalone ArcaneDecor: FlowCraft.
  • ArcaneNaturalWaters now contains rivers, cascades and natural hot springs only. Neither mod depends on the other.

0.9.8

  • Rename the mod to ArcaneNaturalWaters, including its package, DLL, BepInEx identity, hammer category and user-facing text.
  • Remove the old ArcaneWaterWorks.dll when installing; the old plugin identity is marked incompatible to prevent duplicate loading.
  • This release performs the rename. Plumbing extraction into ArcaneDecor: FlowCraft is still pending.

0.9.7

  • Remove raised terrain rims along the entire submerged tail of a natural-water outlet, including shallow receiving water. Taper the cleanup at the edge of the river footprint while preserving higher land and deeper existing beds.
  • Apply the corrected mouth profile to existing saved rivers when terrain regenerates; no retrenching is required.

0.9.6

  • Prevent River Trench from raising low terrain into tall walls: bank buildup is capped at 0.35 m above the underlying terrain, including smoothed banks.
  • Prevent steep surface extrapolation from creating water above the river source. Downstream slope and receiving-water handling remain intact.
  • Apply these safeguards when existing saved routes regenerate. River terrain remains a reversible overlay; no world-save migration is required.

0.9.5

  • Enable native metal structural integrity for all six plumbing pieces. Supported joints transfer strength, and unsupported pipes collapse using normal Valheim wear and material drops.
  • Existing pipes acquire these rules on reload; brace floating runs before updating. Includes the native-style hoe icons from 0.9.4.

0.9.4

  • Replace the seven bright river-tool tiles with native Valheim dirt, bronze pickaxe and hoe artwork, using muted gold action marks for start, extension, depth and undo.
  • Build these icons from the installed game's sprites, preserving its textures and transparent silhouettes.

0.9.3

  • Fix corrupted dash characters in all four hot-spring build names and the hot-spring settings description. Use plain hyphens for these separators.

0.9.2

  • Render inward-facing copper surfaces so pipe and elbow interiors no longer disappear through back-face culling. Open sockets remain open.
  • Animate outlet water with travelling translucent streaks, moving surface ripples and a longer ballistic trajectory.
  • Add continuous impact spray with droplets and gravity, oriented to terrain, walls and other solid surfaces. Spray stops when the outlet stops.
  • Replace repeated medallion and dirt fallback icons with distinct river-source, ambience, four pool-shape and seven hoe-action icons; embed and assign the artwork in the released DLL.
  • Preserve pipe lengths, snapping, crafting costs, pump flow and standalone dependencies.

0.9.1

  • Fix "Invalid placement" when aiming the hammer at any plumbing piece: pipes now permit attached construction while retaining disabled support decay.
  • Add native hammer placement regressions for every combination of plumbing preview and target, including reproduction of the previous failure.
  • Existing placed pipes inherit the fix when the world reloads; prefab IDs and recipes are unchanged.

0.9.0

  • Add the supplied copper straight pipe, elbow, intake and Surtling powered pipe models, with endpoint snapping and actual-model hammer icons.
  • Offer 2 m and 4 m copper pipes, costing 1 and 2 Copper respectively; elbow and intake cost 1 Copper each.
  • Craft 2 powered 1 m pipes from 1 copper 2 m pipe and 1 Surtling Core. A copper 4 m pipe plus 2 cores yields either 4 powered 1 m pipes or 2 powered 2 m pipes.
  • Add 5 gallons/sec pumping capacity per connected powered piece, independent of its length. Intakes draw from natural water, rivers and hot springs; ordinary lines use downhill gravity.
  • Pour from the last exposed end, automatically moving the outlet as the line is extended. Dry intakes and disconnected lines stop flow; enclosed or buried outlets are blocked.
  • Support floor, wall, ceiling and buried pipe runs, with tilt/roll controls and no structural-support decay. Powered pieces glow and water-stream size follows flow.
  • Keep the implementation standalone: only BepInEx and Jotunn are required. See PLUMBING.md for recipes, controls and current flow limits.

0.8.0

  • Remove the WaterGardens plugin dependency and build reference. Only BepInEx and Jotunn are required.
  • Own the pool geometry, terrain, native water rendering, menus, cursor handling and ambience code inside the ArcaneWaters assembly under a separate namespace.
  • Construct all four hot springs from vanilla prefabs, preserving ArcaneWaters prefab IDs and persisted pool/controller settings.
  • Embed the existing white sitting stone model, ambience recordings and pool cascade assets; no WaterGardens runtime assets are needed.
  • Add an independent River Ambience Stone under Hammer → Arcane Waters for river audio and firefly control.
  • Keep WaterGardens decorations, decoration controls and pool groups separate. Previous WaterGardens River Garden Stones remain owned by that mod.

0.7.0

  • Use Valheim's outdoor water appearance for rivers, including animated ripples, reflections, shallow-water clarity and shoreline foam.
  • Keep fine surface ripples visible without adding large ocean swells to elevated rivers and ponds.
  • Join nearby overlapping sections with different slopes and starting heights through a shared water surface.
  • Match WaterGardens ponds at their receiving level without an overlapping transition sheet.
  • End river meshes at native sea-level water and follow wave height along the approach, including buoyancy and placement previews.
  • Clip water against fixed rock colliders using cached contact samples.
  • Spread affected river mesh rebuilds across frames and remove repeated global rebuilds during loading.
  • Requires ArcaneDecor: WaterGardens 1.2.0.

0.6.6

  • Blend depth tint, opacity and whitewater across adjoining river sections with different saved settings.
  • Use consistent environment lighting across separate river meshes.
  • Blend ripple flow across adjoining rivers and keep internal joins from fading like shorelines.
  • Remove the extra overlapping water strip where independently placed rivers meet at the same height.
  • Correct river transparency when no WaterGardens pond is nearby.

0.6.5

  • Preserve WaterGardens' original animated pond surfaces instead of replacing them with the river shader.
  • Adjust the river approach to the receiving pond level without reshaping the pond.
  • Blend the river appearance into native pond water along the river-side approach.
  • Requires ArcaneDecor: WaterGardens 1.1.5.

0.6.4

  • Connect overlapping WaterGardens ponds and rivers through a shared water-height field.
  • Remove river surface overlap inside ponds and align the mesh grid, flow and lighting at their join.
  • Keep river banks below the pond connection and restore river geometry when ponds are removed.
  • Requires ArcaneDecor: WaterGardens 1.1.4.

0.6.3

  • Join connected river sections into a shared water-height and flow model, removing conflicting end-cap heights on steep continuations.
  • Align section meshes to the same world grid and remove duplicate water surfaces across their full shared footprint.
  • Assign each shared surface triangle to one section, avoiding clipping gaps, and use matching normals across joins.
  • Keep terrain shaping, boat buoyancy, decorations and placement previews aligned with joined river heights.
  • Rebuild shared joins as sections load, change or are removed. Existing saved routes retain their format.

0.6.2

  • Increase river opacity slightly while preserving soft shoreline and outlet fades.
  • Add sparse animated foam where river water meets the terrain, without outlining unsupported waterfall edges.
  • Add small, spaced shoreline splashes with limited particles and distance culling.
  • Show sparse downstream-moving foam on narrow rivers as well as wide rivers, controlled by the existing Whitewater setting.
  • Preserve downstream flow, boat placement and native buoyancy support.

0.6.1

  • Blend river heights across steep bends and continue the downhill slope through river end caps, reducing abrupt seams and flat shelves.
  • Use the same blended heights for river terrain, floating objects, decorations and placement previews.
  • Allow boat placement previews to find river water while retaining normal building requirements and obstruction checks.
  • Soften river ripple strength while preserving downstream flow.

0.6.0

  • Replace the glassy river surface with downstream-moving ocean ripple textures, blended continuously through bends, softer reflections and restrained broken foam on wide rivers. Reuse installed Valheim textures at runtime.
  • Fade water into the shoreline and receiving water, and extend the single river mesh beneath a raised, tapered terrain bank to hide exposed outside edges. Preserve open outlets and WaterGardens pool connections.
  • Keep one water trigger per river section and bounded current particles. Flow is computed on mesh rebuild and animated by the GPU; terrain changes occur only on existing terrain rebuilds. No changes to WaterGardens menus or hot spring water.

0.5.1

  • Raise a smooth, low terrain shoulder outside hot springs (approximately 20 cm above the water at its crest), retaining the deep basin and sitting stones. Extend the existing water mesh beneath the bank to conceal its cut edge on Valheim's coarse terrain grid. Leave connected pools and river openings unobstructed.
  • Increase steam emission sixfold at the same slider setting, with larger wisps, longer lifetimes and more upward movement. Keep soft transparent edges, distance culling and a 160-particle cap. Existing steam settings still apply; zero remains off.
  • No changes to ordinary WaterGardens pools, menus, recipes, saved settings or water textures. Requires the existing WaterGardens 1.1.2.

0.5.0

  • Four fuel-free hot spring pools with native steam, bubbles, bathing warmth and comfort.
  • Individual submerged WaterGardens white round stone seats scale with pool size and follow its bed contour. Occupied pools cannot be resized.
  • Five crossfaded bubbling loops from the supplied recordings; six full stereo music choices replace local Valheim music while bathing, with separate volume controls.
  • Optional creature ward, native spawn/monster exclusion and non-damaging boundary relocation, including pets.
  • Original-style ArcaneWaters settings pages retain WaterGardens ambience and manually placed decoration compatibility.
  • One shape-masked water trigger per hot spring, analytic water placement and bounded particles.
  • Shared native cursor handling fixes disappearing pointers in both mods; requires WaterGardens 1.1.2.

0.4.4

Remove the full-surface scrolling foam mesh responsible for pale lines and discontinuous texture joins. Average normals at duplicated surface vertices to remove hard triangle lighting creases. Show downstream movement with small native foam flecks on precomputed wet tracks, at most 64 per visible section, with no terrain queries during animation. Reject tracks that would rise uphill. Preserve native water textures, native dirt, audio and the medallion.

0.4.3

  • Fix backward/uphill-looking flow: texture coordinates follow each segment from parent to child, rather than mixing route distance with a fixed world-Z direction. End caps use the same downstream direction; branches start at their parent's path distance.
  • Disable unrelated native water texture drift and restore the quieter pre-0.4 surface detail. Remove the dense white patches and bands; wide-river highlights remain subtle.
  • Retain the native dirt riverbed correction, supplied sounds, volume control and oval medallion. Existing saves are unchanged.

0.4.2

Remove the separate brown silt mesh that produced a smooth, hard-edged strip. Riverbeds now use Valheim's native dirt terrain paint with a softened bank transition and preserved vegetation mask. The existing bed toggle controls that native paint and refreshes it when changed. Saved rivers retain their routes, depth, sound and settings; the medallion remains included.

0.4.1

Use the completed ArcaneWaters oval medallion for the package icon and embedded Arcane Spring build-menu sprite. No gameplay, sound or save-format changes from 0.4.0.

0.4.0

  • Add a WaterGardens-style volume slider and the supplied AW_Brook_001, AW_FlowingRiver_001 and AW_LargeRiver_001 recordings with seamless loop preparation and restrained playback levels.
  • Select sounds automatically by width: Brook below 4 m, Mid-Size from 4 m to under 8 m, Large at 8-12 m; retain a manual override.
  • Add width-dependent animated whitewater with strength control and outlet fade.
  • Add optional brown, terrain-following silt beneath the river without extra colliders.
  • Add Smooth River Banks and Undo Bank Smoothing hoe tools with local, reversible, permission-checked strokes.
  • Preserve sound/appearance on continuation sections and keep original WaterGardens controls and styling.
  • Introduce backward-readable v4 route settings; update server and all clients together.
  • Skip geometry/terrain rebuilds for sound-only changes.

0.3.1

Restore the original WaterGardens menu styling verbatim and make ArcaneWaters use it. Preserve the river integration and all saved settings.

0.3.0

  • Remove the gameplay-wide 192 m cap through automatic streamed continuation sections.
  • Preserve legacy sources and introduce v3 persistence for multiple branch outlets.
  • Extend outlets beneath receiving water; suppress submerged endpoint berms and taper the rendered surface.
  • Integrate elevated WaterGardens pond levels and a shared native menu implementation.
  • Add 20 m WaterGardens river stones for manually placed decorations, floating/grounded settings, flowers, ambience, fireflies and running-water sound.
  • Add analytic water placement rays without mesh colliders; arbitrate matching-level surface and terrain overlaps between sections.

Changelog

0.2.0 - ArcaneWaters

  • Corrected the product name while preserving save and configuration identifiers.
  • One box water volume per spring; spatially indexed channel queries.
  • Terrain processing limited to intersecting tiles, coalesced refreshes, and no repeating stone-collider repositioning.
  • Water below bank tops, clipped shore geometry, and reversible containing banks on slopes.
  • Native Valheim panel and five hoe tools: River Start, River Trench, Deepen River, Shallower River, Undo River.
  • Connected branches and deeper beds without lowering the water surface.
  • New sources start with short channels; removed inherited workbench requirement.

0.1.0

Initial spring-fed river prototype.