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v1.0.3 Update
Updated 16 hours agov1.0.3
- Added an issues report template through github.
Update Overview:
Version 1.0.3 completely resolves the severe multiplayer desync issues (teleporting monsters, invincible enemies, and combat lockouts) introduced in previous versions. We have entirely rewritten how the mod handles ZNetScene errors, moving from a "memory-editing" approach to a safe, non-destructive "exception-catching" approach.
Bug Fixes
Resolved Multiplayer Server Desync:* Fixed the critical bug where monsters would teleport, environmental damage was delayed, and weapons became unresponsive.
->The Cause:* Previous versions attempted to fix corrupted ghost objects by emptying (.Clear()) and rebuilding the active network dictionary mid-frame. This created a microscopic window where the dictionary was empty. If a combat or position packet arrived from the server during that exact millisecond, the client dropped the packet entirely.
->Switched to Non-Destructive Finalizer:* The mod no longer edits, clears, or touches the live ___m_instances game memory. Instead, it uses a Harmony Finalizer.
->How it works:* Vanilla Valheim is now allowed to run its object cleanup uninterrupted. If a corrupted tombstone or ghost entity causes the engine to crash (NullReferenceException or ArgumentOutOfRangeException), the Finalizer silently catches the crash before it can reach the Unity engine loop and suppresses it.
->->The Result:* You get 100% of the framerate protection and log-spam blocking, with zero packet drops and perfect compatibility with other server-sync mods (like CreatureManager and Extra Slots).
Active Protections
*Missing Prefab Hash Blocker: The CreateObject interceptor remains fully active. If a mod is uninstalled, it will continue to catch missing prefab hashes (e.g., -2006884892), blacklist them instantly to protect your CPU, and reduce the console output to a single warning.