DFG-TradeWind icon

TradeWind

Place a trade dock and send its chest across shared water. E opens routes on the DFG board. Shift+E opens outgoing storage.

By DFG

CHANGELOG

Changelog

All notable changes to Trade Wind.

[0.3.6] - DFG board

  • Harbor routes are the TradeWind tab on the DFG board. Alt+T belongs to DFGHub. E on a dock opens that tab. Shift+E opens the outgoing chest beside your inventory.
  • DFGHub is required. The mod does not load without it.

[0.3.5] - Place the dock on the ground

  • The dock was a water piece, and Valheim holds every water piece's ghost 3 m above where you aim. It is a normal ground piece now, so the ghost sits where you aim and the pilings stand on the shore or the seabed.
  • The dock was washed out. Its brightness was being forced up to 1; it now keeps the creature shader's own value.

[0.3.4] - Decimated dock

  • The dock is tradedock.glb again, now decimated to about 19,000 triangles in Blender. It is under the 60,000-vertex limit, so it loads with its own texture layout instead of being simplified at load.

[0.3.3] - Lit dock, ships required, coins counted

  • The dock drew almost black because its normals were calculated before the mesh had triangles, so every one was zero. Each simplified triangle now has its own normal and the texture coordinates of the surface it came from.
  • Sending needs a built Trade Ship within 40 m of the dock (ShipRange). The board shows how many are ready and how many are at sea, and a ship is busy until its shipment finishes.
  • "Not enough coins" was wrong every time. Coins were counted by the prefab name instead of the item name, which always found zero.

[0.3.2] - Keep the dock chest open

  • Shift+E was opening the player inventory and then closing the chest, because a chest shuts at 4 m and the dock is much wider than that.

[0.3.1] - 2K dock texture

  • The placed dock uses wooddock.glb. That export is the 2K texture.

[0.3.0] - Harbor storage

  • E opens the Trade Wind board. Shift+E opens that dock's outgoing chest.
  • Each harbor has its own outgoing and incoming storage, 48 slots at the wharf. The board lists every loaded dock and upgrades a harbor to 64 or 80 slots for coins.
  • A skiff that arrives to a full incoming bay waits just outside with the cargo aboard, then unloads and sails home.

[0.2.11] - Use the creature shader directly

  • Copying the whole creature material onto the pink error shader left the error shader in place. The dock now takes the creature shader itself and does not enable the missing normal-map variant.

[0.2.10] - Stop the pink dock

  • The dock material was the missing-shader pink. It now copies a live creature material once that shader exists, and leaves the normal-map variant off so the wood texture can draw.

[0.2.9] - Light the dock

  • The dock was copying the floor's snow shader, which draws the mesh black. It now uses a creature material that already has the game's lighting values, with the wood texture on top.

[0.2.8] - Draw the dock

  • The dock mesh is simplified before it is shown. The full million-vertex Tripo mesh was drawing as a black cloud.
  • The wood texture is applied to a copy of the piece material the game already lights, instead of a blank creature material.

[0.2.7] - Show the pieces

  • Trade Dock and Trade Ship are taught to the local player. Being in the Hammer table was not enough for the DFG tab to draw them.

[0.2.6] - Quiet hammer wait

  • Trade Dock and Trade Ship wait until the Hammer piece table exists instead of logging "Could not find PieceTable Hammer" every second.

[0.2.5] - Keep the DFG tab drawing

  • The dock and ship meshes stay off the hammer prefab. Photographing a million vertices was clearing the DFG tab.
  • Trade Dock and Trade Ship use a plain icon. The model is added when the piece is placed or held as the ghost.

[0.2.4] - Hide the chest piece

  • Trade Depot is no longer in the hammer. The chest in that tab was that piece.
  • The dock model stays on the build-piece layer so the hammer ghost can draw it. E opens the harbor board.

[0.2.3] - Ship model

  • The Trade Ship and the show skiff use thetradeship.glb instead of the Karve mesh.

[0.2.2] - Dock model

  • The Trade Dock piece uses tradedock.glb. Press E on the dock to open the harbor board. Chest on that board opens the goods.

[0.2.1] - Hammer list

  • Trade Dock, Trade Depot, and Trade Ship are listed in the Hammer DFG tab with real wood and iron costs.

[0.2.0] - Harbor board

  • E on the dock skiff opens a side panel: rename the harbor, see water-connected docks, time and coin cost, send the chest.
  • Alt+T opens the shipment board with time remaining. Recall returns the goods and the coins.
  • A small skiff clips along the route for show. Travel time is path length / speed.

[0.1.0] - Initial release

  • Buildable Trade Dock, Trade Depot, and Trade Ship pieces (Hammer > Misc) via Jotunn.
  • Route creation/start from the in-game menu (Alt+T) or the web GUI (port 8780).
  • Automated phase machine: depart -> sail out -> wall-clock transit -> materialize -> unload -> load -> return.
  • Dock sign interaction for renaming and load/unload container assignment.
  • Route/harbor state mirrored to tradewind_routes.json and tradewind_harbors.json.