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ObeliskValheimOptimizer
Lightweight Valheim optimizations with safer light lifecycle handling.
By DragonMotion
CHANGELOG
0.1.2
- Moved the persistent
LightFlickeroptimization fromAwaketoApplySettings; the component is no longer disabled during prefab construction. - Moved
LightLoddistance clamps fromAwaketoOnEnablewhile keeping global light/shadow limits unchanged. - Preserved Valheim's reduced-flashing accessibility behavior.
0.1.1
- Added the event-driven SkyAlpha Optimizer. It reuses the overhead mask until movement, teleport completion or relevant geometry changes.
- Reduced the temporary SkyAlpha render LOD override from an unconditional 10x bias to a capped 2.5x bias.
- Added separate, default-off switches for rain wear and normal piece roof/wet checks.
- Preserved Ashlands roof checks, underwater wetness, structural support, lava and ordinary damage.
0.1.0
- Added persistent LightFlicker suppression while preserving every TTL-driven effect.
- Added client-side LightLod distance and point-light caps.
- Reduced visual smoke lifetime and spawn density without bypassing ventilation checks.
- Added off-screen pause and conservative emission limits for fireplace particles.
- Added delayed cleanup for an asset-audited allowlist of 26 vanilla orphan EffectList VFX.
- Replaced allocating ground-loot auto-stack overlap queries with a fixed non-alloc buffer.