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TerrainForge

Free-form terrain brush for Valheim: 9 operations (flatten/raise/lower/smooth/ramp/shore/paint/restore/snow), 5 shapes, undo/redo, path ramps, terrain stamps (copy/paste), snapshots, radial menu, presets, 14 languages (auto-detect), server + client.

Date uploaded 2 weeks ago
Version 0.3.3
Download link MRAnalytics-TerrainForge-0.3.3.zip
Downloads 178
Dependency string MRAnalytics-TerrainForge-0.3.3

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2202 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2202

README

TerrainForge

Invítame un café en cafecito.app


📋 Descripción / Description

ES: Una brocha de terraformado libre para Valheim. Aplana, sube, baja, suaviza, crea rampas (dos puntos, ángulo fijo y senda), costa, pinta y restaura terreno de cualquier tamaño, superando el límite vanilla de ±8 m, con deshacer/rehacer, cinco formas de brocha, menú radial, perfiles guardados, stamps (copiar/pegar terreno), snapshots de terreno y 14 idiomas + auto-detect (detecta el idioma del juego automáticamente).

EN: A free-form terrain brush for Valheim. Flatten, raise, lower, smooth, create ramps (two-point, fixed-angle, and path), shore, paint and restore terrain of any size, surpassing the vanilla ±8 m limit, with undo/redo, five brush shapes, radial menu, saved presets, stamps (copy/paste terrain), terrain snapshots, and 14 languages + auto-detect (automatically detects the game's language).


🎯 ¿Por qué cliente Y servidor? / Why Client AND Server?

ES: Los cambios de terreno se guardan en el mundo y el servidor los replica a todos los jugadores. Como el juego recorta los edits a ±8 m, TerrainForge debe instalarse también en el servidor; si no, el servidor regenera el terreno recortado mientras los clientes ven el edit completo → desincronización.

EN: Terrain changes are saved in the world and replicated by the server to all players. Since the game clamps edits to ±8 m, TerrainForge must also be installed on the server; otherwise, the server regenerates clamped terrain while clients see the full edit → desync.


📦 Requisitos / Requirements

  • BepInEx 5 (x64, Mono) en cliente y servidor. Usuarios de Thunderstore ya lo tienen.
  • Jotunn (ValheimModding-Jotunn) — registra la herramienta personalizada. Está en manifest.json; Thunderstore lo instala automáticamente.

📥 Instalación / Installation

  1. Compila (ver abajo) o copia TerrainForge.dll.
  2. Colócala en:
    • Cliente: ...\BepInEx\plugins\TerrainForge\TerrainForge.dll
    • Servidor: <servidor>\BepInEx\plugins\TerrainForge\TerrainForge.dll
  3. Reinicia el juego / servidor.

🎮 Uso / Usage

Equipa la Varita TerrainForge (te la dan al entrar al mundo; vuelve a conseguirla con la tecla dar herramienta, F8 por defecto), apunta al suelo y mantén aplicar (clic derecho por defecto) para esculpir bajo la mira.

While aiming, a solid ring marks the real generated area, with faint guides in the operation color (full-strength zone, max brush radius, max aim distance). In Ramp mode the real A-B corridor is drawn while marking. The HUD (bottom right) shows operation, radius, shape, paint, and undo/redo counts; a second line shows aimed height, current target, and local slope in degrees. Guides can be toggled in Preview > Show Guides.


⌨️ Controles / Controls

Acción / Action Tecla por defecto / Default Key
Aplicar brocha / Apply Brush Mantener Mouse1 (clic derecho)
Subir radio / Increase Radius = (también Ctrl + rueda)
Bajar radio / Decrease Radius - (también Ctrl + rueda)
Cambiar operación / Cycle Operation ,
Cambiar forma / Cycle Shape .
Cambiar pintura / Cycle Paint /
Usar altura apuntada / Use Aimed Height Mantener Shift izq.
Deshacer / Undo Ctrl+Z
Rehacer / Redo Ctrl+Y
Cuentagotas / Eyedropper G
Modo rampa / Ramp Mode H
Ángulo rampa fija / Fixed Ramp Angle Mantener Alt + teclas de radio / rueda
Menú radial / Radial Menu Q (mantener)
Modo ajuste / Adjust Mode V
Ajuste fino (0.1 m) / Fine Adjust Mantener Shift + rueda / teclas de radio
Copiar Stamp Ctrl+Shift+C
Pegar Stamp Ctrl+Shift+V
Obtener Varita / Get Wand F8
Menú principal / Open Menu F5

Teclas extra (sin default, asígnalas en TECLAS):

  • Operación directa: Aplanar, Subir, Bajar, Suavizar, Pintar, Restaurar, Rampa, Costa, Nieve
  • Siguiente / anterior perfil
  • Siguiente / anterior stamp (historial)

🔄 Operaciones / Operations

Las operaciones ciclan: Aplanar, Subir, Bajar, Suavizar, Rampa, Pintar, Restaurar, Costa (aplana hacia el nivel del agua + margen, para playas) y Nieve (pinta nieve como Pintar pero solo nieve; con Shift la quita y restaura el suelo original).

Operations cycle: Flatten, Raise, Lower, Smooth, Ramp, Paint, Restore, Shore (flattens toward water level + margin, for beaches) and Snow (paints snow like Paint but snow-only; hold Shift to remove and restore original ground).


📐 Formas / Shapes

Círculo, Cuadrado, Línea, Rectángulo, Polígono (tecla .).
Circle, Square, Line, Rectangle, Polygon (key .).

  • Línea/Rectángulo: dos pulsos de Aplicar (A y B; semiancho = radio, esquinas definen área con bordes suaves).
  • Polígono: un vértice por pulso, doble-pulso cierra (3+ vértices).
  • Todas las operaciones de área aplican sobre estas huellas con soporte de deshacer.

⚙️ Modos de caída / Falloff Modes (Subir/Bajar / Raise/Lower)

Cicla en AJUSTES → "Caída Raise/Lower":

Modo / Mode Efecto / Effect
Punta / Pointy Pico central (original), controlado por "Potencia caída"
Plano / Flat Disco uniforme, mismo peso en todo el radio
Suave / Smooth Campana coseno, transición suave
Lineal / Linear Decrece en línea recta del centro al borde

🌐 Idiomas / Languages

15 opciones: Auto, English, Español, Français, Deutsch, Русский, 中文, 繁體中文, 日本語, 한국어, Polski, Português, Türkçe, Українська, Italiano — default Auto.

Auto-detect: por defecto Auto detecta el idioma configurado en Valheim (Localization.instance.GetSelectedLanguage()) vía reflection. Si el idioma no tiene traducción completa, usa English como fallback.


💾 Snapshots (Backups)

Pestaña SNAPSHOTS en AJUSTES: ponle un nombre para guardar todos los tiles editados en BepInEx/config/TerrainForge/snapshots/<nombre>.dat, luego cárgalo después (incluso en otra partida). La importación restaura con propiedad y es deshacible; tiles no cargados avisan limpiamente.


🧱 Stamps (Copiar/Pegar Terreno)

Pestaña STAMPS en AJUSTES:

  • Ctrl+Shift+C copia el área marcada (forma actual) al portapapeles (RAM).
  • Ctrl+Shift+V muestra preview fantasma (wireframe) en la mira; Q/E rotan, Alt+rueda rota continuo, Shift+rueda escala, click confirma.
  • Historial de 10 stamps en RAM: teclas "Siguiente stamp" / "Stamp anterior" para ciclar.
  • Guardar stamp a disco (.stamp en BepInEx/config/TerrainForge/stamps/, tope 12), cargar al portapapeles, listar y borrar desde la UI.
  • Herramienta stamp: en AJUSTES → "Herramienta stamp" (4 opciones): Igual a brocha (default), Cualquiera, Pico, Varita TerrainForge. El HUD muestra STAMP LISTO [2/5] cuando la tool correcta está equipada y hay stamps en el portapapeles; si no, avisa Stamp: herramienta no equipada. Ctrl+Shift+C/V no funcionan sin la tool equipada.

🔧 Operaciones Detalladas / Detailed Operations

Aplanar / Flatten

Sigue el suelo bajo la mira por defecto, se adapta a lo que apuntes (p.ej. una rampa). Mantén Shift izq. para nivelar a tus pies.

Subir / Raise

Eleva terreno según modo de caída y potencia.

Bajar / Lower

Baja terreno según modo de caída y potencia.

Suavizar / Smooth

Promedia cada punto con sus vecinos (blur real), alisando lomos, escalones y ruido. Mantén pulsado para suavizar progresivamente.
Modos: Completo (ambos sentidos), SoloLomos (solo baja), SoloHoyos (solo rellena).
Forma Línea + Suavizar = suavizado a lo largo de un camino.

Rampa / Ramp

Tres modos (H): dos puntos (marcas A y B, une ambas alturas con pendiente recta), ángulo fijo (B da dirección y largo, la altura sigue Ángulo rampa, ajustable con Alt + radio), y senda (marcas una curva A→B→C…, doble pulso cierra). El radio de la brocha pone el ancho de la rampa y la suavidad solo ablanda los bordes laterales. Vista previa: corredor relleno semitransparente + anillos de altura en A y B.

Costa / Shore

Aplana hacia el nivel del agua + margen (playas/costas), con suavidad mezclando como Aplanar.

Pintar / Paint

Tipos: Dirt, Cultivated, Paved, ClearVegetation, DeepSnow, Reset.

Restaurar / Restore

Devuelve el terreno a su estado original.

Nieve / Snow

Pinta nieve como Pintar pero solo nieve; con Shift la quita y restaura el suelo original.


🎨 Vista Previa / Preview

  • Anillo sólido: área real generada.
  • Guías tenues: zona a plena fuerza, radio máximo, distancia máxima de mira.
  • En Rampa: corredor A-B real (bordes + relleno semitransparente) + anillos de altura en A y B.
  • En Flatten/Shore: anillo marcador de nivel objetivo.
  • Bloqueado por servidor/ward: guías en gris.
  • Bajo agua: preview flota en superficie.

🖥️ Menú In-Game (F5)

3 pestañas con scroll global (rueda del ratón):

Pestaña / Tab Función
TECLAS Reasigna teclas: click → presiona tecla/botón; Esc cancela. Combos: mantené modificadores y después tecla principal. Botones ratón soportados.
AYUDA Referencia completa de operaciones, controles, preview, multijugador, guardado.
AJUSTES Todo editable en vivo: sliders, toggles, ciclos, perfiles, stamps, snapshots, idioma. Se guarda al cerrar.

Botón en ESC: el menú de pausa tiene un botón "TerrainForge" que abre el menú.


🌍 Servidor + Cliente / Server + Client

  • Requerido en ambos para edits >±8m y replicación correcta.
  • Sección Servidor (autoritaria via config sync):
    • PermitirEditsTerreno (default on)
    • SoloAdmins (default off)
    • RespetarWards (default on)
    • TopeRadio / TopeDelta (0 = sin límite)
  • Servidor sin el mod ignora la sección → cliente funciona para test.

⚡ Rendimiento / Performance

TilesPorFrame (1–32, default 4): tiles por frame en trazos grandes. Evita lag.


🛠️ Compilar / Build

Requiere .NET SDK 8+ y las DLLs de referencia del juego + BepInEx.

dotnet build -c Release \
  -p:ValheimDir="D:\Steam\steamapps\common\Valheim" \
  -p:BepInExCoreDir="%APPDATA%\Thunderstore Mod Manager\DataFolder\Valheim\profiles\TuPerfil\BepInEx\core" \
  -p:JotunnDir="%APPDATA%\Thunderstore Mod Manager\DataFolder\Valheim\profiles\TuPerfil\BepInEx\plugins\ValheimModding-Jotunn" \
  -p:Deploy=true
  • ValheimDir: carpeta raíz de Valheim (donde está valheim_Data/Managed).
  • BepInExCoreDir: carpeta core de BepInEx del perfil que uses.
  • JotunnDir: carpeta del plugin Jotunn instalado en ese perfil.
  • Deploy=true: copia el .dll a PluginsDir.

📝 Notas / Notes

  • Radio de herramienta vanilla grande es best-effort y puede desincronizar otros clientes; la brocha personalizada es el camino fiable para edits grandes.
  • Mantén DeltaMáxSubida / DeltaMáxBajada consistentes entre servidor y clientes.

📝 Changelog

Ver CHANGELOG.md.


🔗 Enlaces / Links

CHANGELOG

Changelog


[0.3.8] - Hotfix for 0.3.7

Context

  • The 0.3.7 log supplied for review showed repeated network prefab registration failures because the stable hash 506871212 was already present, plus invalid null item entries during ObjectDB registration. The log also showed the tool being registered, so the precise runtime failure still needs confirmation in game.

Fixed

  • Network prefab registration now reuses an existing entry when it matches TerrainForgeTool, instead of attempting to add the duplicate key again; hash collisions with another prefab are reported and left untouched.
  • Invalid null item entries are removed before rebuilding ObjectDB indexes, and the tool clone is cleaned up if registration fails.
  • Terrain editing and the brush HUD stop when the required tool is unequipped, including while free camera remains active; equipped inventory data is checked for cases where free camera hides hand slots.

Verification

  • The supplied log identifies the duplicate-key and ObjectDB symptoms, but does not confirm that the game hands out the rod or that terrain editing works after these changes. Test in Valheim before publishing this hotfix.

[0.3.6] - 2026-10-21

Fixed

  • Reworked the F5 panel layout: tabs are split into two rows, window sizing follows screen dimensions, and each operation only shows the controls it uses.
  • Ramp now has a dedicated panel that keeps Two-Point, Fixed-Angle, and Connected Path visible, with width, softness, and fixed-angle controls grouped together.
  • Circle and Square are hidden while Ramp is selected because ramp placement uses its own line/path geometry; both shapes remain available for brush and Copy/Paste selection.
  • Renamed the Path ramp option to Connected in English and Spanish and clarified that 3+ marked points create one continuous ramp.

Planned

  • Added Circular ramps to the 0.4.0 roadmap: prototype both a level ring/annular terrace and a connected spiral that rises or descends around a center.

UI

  • Opening the F5 panel now freezes local player input and camera look, dims the game behind the panel, and opens at a larger resolution-aware size.
  • Added a dedicated Copy / Paste brush mode to the Q wheel; Apply selects the area according to the active shape, while the configured paste shortcut opens or confirms the placement preview. Its HUD identifies the mode separately from Paint.
  • Copy mode now honors the selected shape: mark two corners for Rectangle, endpoints for Line, or vertices for Polygon; Circle/Square copy the aimed brush footprint. The HUD shows the next selection step.
  • Folded Snow into Paint as the DeepSnow paint type; the existing height modifier still removes snow. Existing configs that selected Snow migrate to Paint + DeepSnow.
  • Added a dedicated Copy/Paste tab with visible terrain copy, paste-preview/confirm, clipboard history, and saved-stamp controls; copy/paste buttons close the menu so the requested world action can run immediately.
  • Reused the F5 operation glyphs in the Q radial wheel, selected-operation hub, and an in-world aim badge.
  • Replaced the long, crowded status text with a compact TerrainForge card showing operation, radius, shape, target height, undo/redo, and only relevant contextual status.
  • Kept permission and server warnings visible with a distinct alert color.
  • Free camera now clamps its height above sampled terrain, preventing downward flight through the world while preserving aim toward lower terrain.

Changed

  • TerrainForge now registers its own TerrainForge Rod prefab with Harmony. Jotunn is no longer required.
  • Removed Jotunn from the Thunderstore dependencies; BepInEx is the only required mod dependency.
  • Plugin metadata was aligned at version 0.3.6.
  • Re-register the rod for each ObjectDB instance and retry network-prefab registration after ObjectDB is populated, covering startup-order and world reloads.
  • Verify ObjectDB indexing and network-prefab insertion; report failures instead of silently claiming registration succeeded.
  • Revalidate the rod against the live ObjectDB during gameplay so later database rebuilds by other mods cannot leave auto-give using a stale registration state.

[0.3.5] - 2026-10-17

Added

  • Terrain stamps — dedicated shape selection: select Circle, Square, Line, Rectangle, or Polygon in the Q-wheel Copy/Paste mode; the HUD guides the selection. Paste uses a movable preview and explicit confirmation.
  • Free camera (F) reworked: while flying, right-click no longer triggers lock-on, brush drift or a screenshot; Ctrl+wheel adjusts the brush radius; brush adjustments keep priority over free-fly input; on-screen banner shows the fly distance.

Changed

  • Saved stamps now use version 2 (adds the selection mask); version 1 stamps still load.
  • Documentation: README and CHANGELOG are now in English, with a complete wiki manual available in 14 languages. Internal roadmap added.

Fixed

  • Free-fly camera vs. brush input: suppressed vanilla SecondaryAttack / Block / Attack handling and the scroll-wheel conflict while flying, so aiming, radius and adjustments work from the free camera.
  • Preview of a region-cropped stamp now skips cells outside the copied rectangle.

[0.3.4] - 2026-10-15

Added

  • Persistent HUD: position coordinates, current biome and nearby resources (with counts) always visible next to the tool status.
  • "Reset keybinds" button: in the keys tab, resets every keybind to its default value in one click.
  • Valheim-native UI: full UI redesign using the Averia typeface and Valheim's palette (gold, dark greys), with native-styled buttons, panels, tabs and scrollbars.
  • Native radial menu (Q): working mouse wheel via ZInput.GetMouseScrollWheel(), fixed button hover (radius 34–130 px), identical to vanilla radial menus.
  • Forced visible cursor: in the F5 menu and the ESC button, the cursor is forced visible and unlocked every frame via OnGUI().
  • Slope heatmap (H): slope overlay: 🟢 0–15° → 🟡 15–30° → 🟠 30–45° → 🔴 45°+.
  • Height heatmap (J): height overlay: 🔵 low → 🟢 mid → 🟡 high → 🔴 peak.
  • Stamp Preview Pro: contour lines in the stamp preview — draws a 1 m curve over the stamp area in Valheim gold.
  • Improved Shore operation: a dedicated falloff mode for Shore (ShoreFalloffMode: Linear, Smooth, Flat, Pointy), defaulting to Linear for more natural beaches; a linear falloff is used by default to reach the water level more reliably; configurable in SETTINGS → "Shore falloff".
  • Visible ramp-mode selector: the ramp mode (two-point / fixed-angle / path) is now shown as three selectable buttons instead of a single cycling button.
  • "Quick actions" section in the keys tab: buttons for Undo, Redo, Fix height, Copy/Paste stamp, Previous stamp, Clear marks and the heatmaps — no need to rely only on the hotkey.
  • Vanilla tool blocking (BlockVanillaTerrainTools): while the TerrainForge tool is equipped, vanilla hoe/cultivator terrain edits are ignored.
  • Material diagnostic (log): a button that dumps the terrain shader and texture slots to the log, to assess the feasibility of non-biome textures.
  • Tool color (ToolTint / ToolTintColor): tints the model and icon of the TerrainForge Rod (a Hammer clone) to tell it apart from the vanilla Hammer at a glance. Only affects this mod's tool.

Changed

  • F5 panel reorganized: the SETTINGS tab now groups options into labeled sections (Tool, View, Vanilla, Server, General) instead of a single block of toggles; the tool tint (ToolTint / ToolTintColor) is editable directly in the UI.

Fixed

  • Preview: circles/square hidden on Line/Rect/Poly while marking point A.
  • Cursor visible in the F5 menu and the ESC button (OnGUI forces it visible).
  • Radial menu (Q): the mouse wheel now keeps the selection. Previously, with a centered cursor, the pick was wiped instantly and the wheel looked unresponsive; now only the pointer over an option changes the selection.
  • Alt+Wheel (fixed height): more reliable wheel reading.
  • Menu window: initial size 680×720, min scroll 460 px, wider keybind rows.

[0.3.3] - 2026-10-15

Added

  • Professional bilingual documentation (ES/EN): README, CHANGELOG and WIKI fully rewritten in both languages with professional formatting, tables and complete coverage of every feature.

Fixed

  • Radial menu (Q): working mouse wheel (uses native ZInput.GetMouseScrollWheel), fixed button hover.
  • Preview: circles/square hidden on Line/Rect/Poly while marking point A.
  • Cursor visible in the F5 menu and the ESC button (OnGUI forces it visible).
  • Mouse wheel in the radial menu (Q) using Valheim's native API.
  • Menu window: initial size 560×600, min scroll 400 px.

[0.3.2] - 2026-10-14

Added

  • 14 languages + auto-detect: automatic detection via reflection (Localization.instance.GetSelectedLanguage()). Languages: English, Español, Français, Deutsch, Русский, 中文, 繁體中文, 日本語, 한국어, Polski, Português, Türkçe, Українська, Italiano. Default Auto; falls back to English.

Fixed

  • Preview: circles/square hidden on Line/Rect/Poly while marking point A.
  • Cursor visible in the F5 menu and the ESC button (OnGUI forces it visible).
  • Mouse wheel in the radial menu (Q) using native ZInput.GetMouseScrollWheel().
  • Menu window: scroll view min height 400 px, initial window 560×600 px.

[0.3.1] - 2026-10-14

  • Version fix to resolve a Thunderstore conflict.

[0.3.0] - 2026-10-13

Added

  • Undo / Redo (Ctrl+Z/Ctrl+Y): every application stores exactly the vertices it touches. Configurable depth (0–500) with a slider + textbox in the KEYS tab. Live counters in the HUD. History is cleared when leaving the world.
  • Live HUD data: a second line with the aimed height, current target and local slope in degrees.
  • Eyedropper (G): fixes the Flatten height at the aimed point (takes priority over Shift). The HUD shows fixed.
  • Fixed-angle ramps (H): a FixedAngle mode where B gives direction/length and the height follows SlopeAngle. Adjust in-game with Alt + radius/wheel.
  • New shapes: Line (two-click capsule), Rectangle (two corners), Polygon (click per vertex, double-click closes). All with undo and preview.
  • In-game SETTINGS tab (F5): everything editable live — cyclers, sliders, toggles. Saved on close.
  • Smooth modes: Full / Ridges only / Dips only (cycle in SETTINGS). Line + Smooth = smooth along a path.
  • Shore operation: flattens toward the water level + margin (beaches). Softness blends like Flatten.
  • Preview improvements: the footprint edge tints red on slopes; Flatten/Shore show a target-level ring.
  • Feedback effects: native dust + hit effect on every application (throttled while holding). Toggle General > PlayEffects.
  • EN/ES localization: General > Language switches the menu, HUD, messages and help. Key labels are rebuilt when the menu opens.
  • Radial menu (Q): choose the operation with the mouse; release confirms, Esc cancels. Suppresses the brush while open.
  • Named profiles: save/load/delete up to 12 full setups (SETTINGS → Profiles).
  • Live measurements: the HUD shows line/ramp length, rise and angle, rectangle W×D+area, polygon perimeter+area.
  • Path ramps (Path): a curve A→B→C… (double-press closes) → smooth Catmull-Rom. Preview corridor + trail, live length, undo.
  • Target height by text: UseFixedHeight/FixedHeight in config + a Fix/Release textbox in SETTINGS. G captures in the same state.
  • Terrain snapshots: saves edited tiles in a versioned binary (.dat in snapshots/, max 12). Import restores arrays with ownership and is undoable; missing tiles warn.
  • Wards + server caps: RespectWards blocks foreign wards; RadiusCap/DeltaCap are server-enforced caps visible in the HUD/preview.
  • Chunked application: configurable tiles/frame (TilesPerFrame, 1–32). Terrain appears progressively, one undo per stroke, auto-continues if you release the key.
  • Server authority: Server section (AllowTerrainEdits, AdminOnlyEdits). Server values win via config sync; clients cannot apply/undo/redo against them (HUD SERVER: BLOCKED). Servers without the mod ignore the section.

[0.1.0] - 2026-10-12

Added

  • Free brush: Flatten, Raise, Lower, Smooth, Ramp, Paint, Restore under the crosshair. Flatten follows the aimed height (Shift = level at your feet); Smooth averages neighbours.
  • TerrainForge Rod (Hammer clone): auto-given/equipped on join, give key F8.
  • Two-point ramp: click A, click B → a straight slope joins both heights (radius = ramp width). A wide, flat corridor with a soft edge (softness = lateral blend).
  • Configurable brush radius (60 m), shape (circle/square), paint cyclable in-game.
  • Live preview: a solid ring = the real area; faint guides in the operation color = full-strength zone, max radius, max aim distance. For Ramp: the real A–B corridor (both edges). Guides toggleable via Preview > ShowGuides. Top-left HUD (op, radius, shape, paint).
  • In-game keybind menu (F5, configurable) with its own skin + an in-game help tab.
  • Removal of the vanilla ±8 m clamp (UnlockDeltaLimit). Must also be on the server.
  • Optional vanilla tweaks: scaled hoe/cultivator radius, no build cost, edits in protected zones.
  • The crosshair works over water (heightmap raymarch without a collider).
  • Configurable required tool (Any, Pickaxe, TerrainForgeTool).

Notes

  • Edits persist via the TerrainComp ZDO and replicate through the server → required on both client and server.