Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
MidgardPlus
Hundreds of settings, guilds and parties, NPC factions fighting over your world, companions that level up and work your fields, new skills, a HUD you can lay out yourself, flowing water and precise building tools. Everything starts at vanilla.
| Date uploaded | a day ago |
| Version | 1.27.3 |
| Download link | OdinTheRed-MidgardPlus-1.27.3.zip |
| Downloads | 1361 |
| Dependency string | OdinTheRed-MidgardPlus-1.27.3 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-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: 2.30.0README
MidgardPlus
By Odin the Red. One mod to tune Valheim the way you want it, instead of twenty that fight each other.
MidgardPlus keeps growing. I add to it every few days, and a lot of it started as a message from a player. If something breaks, feels wrong or is missing, tell me on Discord.
Take only what you want
Everything starts off. Install MidgardPlus and your game plays like vanilla Valheim. Nothing changes until you turn something on, so you turn on only what you want.
- Want bigger stacks and nothing else? Raise
Stack size multiplierand leave the rest alone. - Want longer days? Set
Day length in secondsand that is the whole change. - Each thing the mod adds (companions, tiered portals, flowing water, excavation and more) has its own switch.
- Edits to the config apply while the game is running. Try a number, change it again, no restart.
Your settings are kept between updates. A server setting called "Settings added by updates start off" is on by default, so a new setting that arrives with an update starts off instead of changing your world under you. Owners who want their exact setup to carry over can turn on "Lock settings between updates", which keeps their settings from patch to patch.
Install
With a mod manager
Works with Gale, r2modman and the Thunderstore Mod Manager. Search for MidgardPlus and press Install. The manager brings in BepInEx and Jotunn for you and keeps the mod updated.
By hand
- Install the Valheim BepInEx pack and Jotunn from Thunderstore. MidgardPlus needs both.
- Put the
pluginsfolder from this package intoValheim/BepInEx/plugins/MidgardPlus/. - Start the game once. It writes
BepInEx/config/midgardplus.cfgwith everything off.
To remove it, delete the MidgardPlus folder. Nothing the game ships gets modified, so there is nothing else to undo.
The MidgardPlus Launcher (Windows)
Prefer a window to a text file? The launcher finds Valheim, installs BepInEx, Jotunn and this mod, and gives every setting a real control with the explanation next to it. It also has presets, a search box, export and import of settings, other mods in one click with a warning when they overlap, config backups, and a clean uninstall that keeps your settings. It updates itself.
Thunderstore hosts mods, not programs, so it lives on the site:
It is not code-signed, so Windows calls it an unknown publisher. Choose More info, then Run anyway. If your launcher's title bar shows no version number, it is very old: download it once more from that link and it takes over from there.
Or use one line in PowerShell. It finds your Valheim folder and installs BepInEx, Jotunn and MidgardPlus. You can read the script first.
irm https://midgardplus.odinthered.dev/install.ps1 | iex
Linux and Mac
Linux has a one-line installer on the site. Valheim has no macOS build; if you play on a Mac through CrossOver or Whisky you run the Windows version, so use the Windows steps inside that bottle.
Dedicated server
Install BepInEx, Jotunn and MidgardPlus on the server as well as on every player's PC. valheim_server.exe loads it the same way the game does and writes its own BepInEx/config/midgardplus.cfg the first time it starts. That file is the one that counts.
Multiplayer and servers
- The host decides. Join a server and it hands you its settings, which replace yours while you are connected. You get yours back when you leave. Keys and a few personal display settings stay yours.
- Everyone needs the mod, including the dedicated server, and everyone needs the same minor version. Any 1.9.x plays with any other 1.9.x.
- Changes go live. Edit the server's cfg, or change a setting from the admin panel, and everyone connected gets it within a second or two. No restart, no reconnecting.
- Features that affect a shared world need the server to allow them. Your own copy can't turn on free building, companions or flowing water on someone else's server.
- Update safety. If you join a server running an older MidgardPlus, any setting it doesn't know about stays at vanilla on your side, so a newer client never switches on something the server never agreed to.
If you change something and see no effect on a server, check BepInEx/LogOutput.log. On joining, MidgardPlus writes lines like these:
Applied N settings from the server.
This server sets N MidgardPlus setting(s) differently from yours. ...
followed by each of those settings with both values. That is the server's value winning, not another mod interfering. If the versions differ you also get a line saying which version the server runs.
Admin panel (F9)
Press F9 for the MidgardPlus panel. Everyone gets Guide (what is switched on here and how to use it), Leaderboard and Supporters. Admins also get tabs for commands, spawning items and creatures, every setting, and Players, where you make admins, kick and ban. Changes save to the server's adminlist.txt and bannedlist.txt.
Admins are whoever the game already treats as an admin: single player, or a Steam ID on the server's adminlist.txt. To lock the panel to certain people, fill Admin panel Steam IDs with a comma list. Plain IDs like 76561198000000000 and IDs written as Steam_76561198000000000 both work. The server checks this list itself, so nobody gets around it by editing their own cfg.
Features
Every feature here starts off. Turn on what you want in the config, the launcher or the F9 panel.
Guilds, parties and NPC factions
Guilds and parties
- Parties (
Parties) are quick groups:party invite,accept,leave,kick,listandduelin the F5 console or the radial menu. Party members always see each other on the map, can share wards, and can be set not to hurt each other. - Guilds (
Guilds) last between sessions. A guild has ranks, a leader who promotes officers, a shared goal everyone sees, its own chat and its own roster panel. Officers invite and kick. If the leader leaves, the highest ranked member takes over. The server keeps guilds in a file beside the world.
NPC factions
- Two sides live in your world and fight over it: the allied Hearthguard and the Ashen Host.
- Patrol conflicts break out near you, show on every player's map and compass, and leave guarded chests with treasure, weapons and armour behind.
- What you do is remembered. Helping the Hearthguard raises your standing and brings bigger support later; attacking them loses it. Fame and reputation sit beside the death counter, and fame makes future patrols larger, enemies stronger and rewards better.
- The Hearthguard village is a settlement of folk who live and work in it, defended against the Ashen Host. Welcome players are recognised as allies and never attacked.
- The F8 player panel has a Factions tab with the lore and where you stand.
Your screen, your way
- Lay out your HUD (
Move HUD pieces): drag any piece of the interface where you want it, resize it by the corner, and put it back if you change your mind. The map, hotbar, compass, seasons, clock and counters all move. - Equipment and quick slots (
Equipment and quick slots): helmet, chest, legs, cape, utility, ammo and three quick slots, as two hidden rows at the bottom of your bag, so everything saves with your character and your tombstone keeps it. - Quick slots take any item turns those three into proper quick slots: a torch, a hammer, a pickaxe or a potion, used or equipped with its key.
- New skills: Mining, Foraging, Sailing, Packhorse, Breath holding and Looting, each with its own tree.
Companions: warriors, gatherers, builders and gardeners
Four horns, four roles
Craft a Companion Horn, Gatherer's Horn, Builder's Horn or Gardener's Horn at the workbench and blow it to call help. Companions per player sets how many you can have out.
- Warriors fight at your side. One you tell to stay guards that spot (
Guard radius,Guard leash). - Gatherers pick up what is lying around, chop trees and mine rock when you give them an axe or a pickaxe, run to you when trouble comes, and take a full bag to a chest.
- Builders mend damaged pieces, worst first, and keep your fires, smelters and other stations fed.
- Gardeners work your fields: they pick ripe crops, put one back on the same spot so the field keeps going, and sow fresh rows on tilled ground when nothing is ready. They follow the same rules you do about tilled ground, biome, wards and no build zones.
Look at one to see what it is up to. Press E to make it follow or stay, hold E to open its bag and hand it gear, and crouch and blow a horn twice to send them all home. Tell one to stay and that spot becomes its home: it works around there and walks back after each job.
Companions following you come through portals with you. If one falls further behind than Companion recall distance, it is pulled back to your side; 0 turns that off. Companions you leave behind stay saved with the world and are still there when you come back.
Levels
With Companion levels on, every companion earns its own XP. Warriors learn from fighting, gatherers from what they pick up, builders from repairs, finished plans and keeping fires and smelters fed, and all of them a little from eating. Look at one to see its level and XP.
| Level | Health | Warrior hits | Work speed | Gear they show |
|---|---|---|---|---|
| 1 | +0% | +0% | +0% | none yet |
| 3 | +12% | +10% | +8% | leather, flint spear, wood shield |
| 4 | +18% | +15% | +12% | bronze, after Eikthyr |
| 5 | +24% | +20% | +16% | iron, after The Elder |
| 7 | +36% | +30% | +24% | silver and wolf, after Bonemass |
| 8 | +42% | +35% | +28% | black metal and padded, after Moder |
| 9 | +48% | +40% | +32% | carapace, after Yagluth |
| 10 | +54% | +45% | +36% | flametal, after The Queen |
These are the numbers with the default XP and max level. Companion XP multiplier and Companion max level change them. The full table, XP per level included, is on the site.
- Gear by level (
Companion gear by level): they turn up in better gear as they level, but never past what your world has earned by beating its bosses. It is only for looks, can't be looted, and anything you put in their bag wins. - Keeping levels (
Companions keep their levels): a companion's level belongs to you, one record per horn. Dismiss one or lose one and the next you call with that horn starts where it left off. The record lives on your character, so it follows you to other worlds. - Death XP loss (
Companion death XP loss): when one dies you can lose part of the XP towards its next level. It never costs a whole level.
Feeding and gear
- Companion feeder: build it with the hammer, in the misc tab, for 10 wood and 2 resin, and put food in it. Companions within
Feeder rangewalk over when they are hurt or their last meal wore off and eat one thing, up to three foods like you. They never eat from your chests. - Gear: drop a weapon, shield or armour in their bag and they put it on. They won't swap down to something worse. What you give them stays yours.
Companion gearpicks what they arrive with: Starter, Auto (matched to your weapon skill) or Default. - Looks: Shift+E on one of your own companions to rename it, and for a Viking choose the body, hair, beard, skin and hair colour.
Companion bodypicks Viking or Dverger. - More settings:
Companion health multiplier,Companion star level,Scale companion to player skill,Gatherer reach,Gatherer ignore list,Gatherer chest range,Builder work range,Builders load wood into kilns,Companion talkandCompanion map icons.
Building
- World grid (
World grid): with the hammer, hoe or cultivator out, press H and what you place snaps to a grid with faint gold lines. Shift+H steps the grid size. Pieces that find a real snap point still use it.Crop grid sizeis used for crops, andWorld grid lines on the grounddraws the lines on the ground. - Extra snap points (
Extra snap points): Middles adds a point halfway along poles and beams and in the middle of edges and floors, Quarters adds three along poles and beams. Added points have readable names likeMid_andCentre, so you can tell them apart. - Target snap points (
Target snap point selection): aim at a piece and press Home to pick which of its snap points yours locks onto, nearest first. A small glowing ball marks it. The game's own keys still pick the point on the piece in your hand, so you can choose both. Press Home after the last point to go back to automatic. - Wall pieces (
Sign snap points): signs, item stands, banners, sconces, wall torches, station wall upgrades and other wall-mounted pieces sit flush against walls, beams and poles and lock onto corners, edge middles and the middle. - Build, terrain and planting areas: place several pieces, level a patch or plant rows in one click. Change the size with
[]-=(Build area width,Terrain area width,Planting row lengthand their partners set the most allowed). - Excavation (
Excavation): hold a pickaxe and press B. Pick a pit, line, trench, mound, flat ground, ramp or stairs, set the size, and a blue outline shows where it goes. Press Dig and it is done in one go, up toExcavation max size. It costs nothing: no stamina, stone or pickaxe wear. - Ground tools:
Hoe and cultivator work in squares,Reset ground on the hoe, PageUp and PageDown lift or sink the hoe spot, andHoe radius multiplier. - Glass and round pieces (
Glass and round pieces): glass panes, walls, floors and a half circle window, plus curved walls, round wood floors and a half circle stone arch. - Flowing water (
Flowing water): build a Water source with the hammer, in the misc tab, for 5 stone and 1 resin. Water spills out, runs downhill, pours off edges as waterfalls and fills holes into one calm pool you can swim and dive in. Take the source away and its water drains off.Water cells per source,Water spread distance,Water cells in the worldandWater sources per playerkeep it in check. - Build camera (
Build camera): press F6 to fly the view around your build, and withBuild camera placementyou build where you look. - Builder plans (
Builder plans): press F7 and pieces you place are free blue plans. A builder companion with the materials puts them up, or look at one and press E to build it yourself. - Removing pieces:
Remove pieces without their stationlets you take pieces down without the station they need nearby. Free building allows it too. Wards still protect what they cover. - Rules:
Free building,Ignore structural stability,Structural support multiplier,Build range multiplier,Workbench range multiplier,Ward range multiplier,Stations without roof or fire,Buildings decay in the rain.
World and items
Portals
- Tiered portals (
Tiered portals): three new portals in the hammer, each the normal portal's recipe plus ten bars of its metal. They link by tag to any portal, the game's own included, and glow in their metal's colour.
| Portal | Extra cost | What may pass |
|---|---|---|
| Bronze portal | 10 bronze | copper, tin and bronze, as ore, scrap or bars |
| Iron portal | 10 iron | all of that, and iron |
| Silver portal | 10 silver | everything, like the stone portal from the Ashlands |
- Destination picker (
Portal destination picker): Shift+E on any portal lists every portal in the world with its biome and distance. Pick one and you go straight there. What you carry is still checked.Portal picker on Eswaps it onto plain E. Portals carry everythinglets anything through any portal.Tames follow through portalsbrings tamed animals that follow you along, andAll tames can followlets you tell boars, hens and any other tame to follow.Tiered portal glowandGlow on game portalsare your own look settings.
Out in the world
- World finds (
World finds): forgotten caches with map stones to the next biome, abandoned camps and rare coin hoards. Saga stones (Saga stones) in every biome and the Red One's Rest, a rare shrine. Places are laid out when a world is made, so for a world you already play, rungenloconce in the console withdevcommandson. - Ships and portals on the map (
Ships and portals on the map). - Zone borders (
Zone borders): Shift+J shows the world's 64 metre zone edges as blue lines around you. - Map tables:
Copy markers from map tablesandTake markers other players left on map tables. - Everything floats (
Everything floats): ore, bars and trophies float instead of sinking. - Diving (
Underwater diving): in the water hold Left Ctrl to swim down, with a breath bar (Diving breath seconds).Use items in waterandWeapons in waterlet you eat and fight while swimming. - Flashbangs (
Flashbangs): crafted at the forge from a surtling core, 2 resin and a bronze bar. They hurt nobody, but whoever is close and watching gets a white screen and ringing ears. If flashing screens bother you, setFlashbang strengthto 0. - Mistlands mist (
Mistlands mist) and Day length (Day length in seconds).
Chests and items
- Shared chests (
Shared chests): several players can have the same chest open at once. Nothing gets lost or doubled. - Container sizes:
Wood chest size,Personal chest size,Reinforced chest size,Black metal chest size,Barrel size,Cart size,Karve size,Longship sizeandDrakkar size, as columns by rows. - Reinforced chest (
Reinforced chest): an 8 by 4 chest in the hammer menu. - Craft from nearby chests (
Craft from nearby chests): build, craft and repair with what is in chests withinChest search range. It only reaches chests you are allowed to open. - Chests tidy the ground (
Chests collect items on the ground), smelters fill chests (Smelters fill nearby chests) and chest snap points (Chest snap points). - Favourites (
Favourite items): hold Left Alt and left click something in your bag. Quick stack, Place stacks, trash and recycle all leave favourites with you. - Trash (
Trash items): open your bag, point at something and press Delete twice to get rid of it for good. - Recycling (
Recycling): near the station something was made at, point at it and press End to get back part of its cost (Recycle return). - Fermenter timer (
Fermenter timer): look at a fermenter to see a bar and the time left, the same for everyone on a server.Fermenter timer stylepicks Text, Bar or Both. - Grow timers (
Show grow timers): crops, saplings and picked bushes show how long they have left. - Cart hitch (
Hitch carts with a key): stand near a cart and press G to hitch it. - Hammer takes apart ships and carts (
Hammer takes apart ships and carts), once they are empty.
Sailing
All in 10 - Sailing.
- Tailwind (
Tailwind when sailing): Always behind puts the wind behind your ship at its real strength. Helpful keeps the game's wind but never worse than a crosswind. Only the sail sees it; the weather everyone sees stays the same. - Speed and turning:
Ship speed multiplierfor every ship, and a speed and turning multiplier each for the raft, karve, longship and drakkar, likeLongship speed multiplierandLongship turning multiplier. - Sea serpent alert (
Sea serpent alert allowed): aboard a ship, a hostile sea serpent withinSea serpent alert rangepings like the Wishbone, faster as it closes in, and a message says where it is. Each player can turn it off withSea serpent alert.
Player tweaks
- Stats:
Carry weight bonus,Base health bonus,Base stamina bonus,Base eitr bonus. - Regen and stamina:
Health regen multiplier,Smooth health regen,Stamina regen multiplier,Eitr regen multiplier,Stamina cost multiplier. - Movement:
Run speed multiplier,Path speed multiplier,Fall damage multiplier,Double tap to dodge. - Rest and food:
Comfort range multiplier,Comfort level bonus,Rested duration multiplier,Wake up fully restored,Food duration multiplier. - Skills:
Skill XP multiplier,Skill loss on death multiplier,Show every skill from the start, and New skills (New skills): Mining, Foraging, Sailing, Packhorse and Breath holding. - Handy:
Stack size multiplier,Item weight multiplier,Auto pickup range multiplier,Skip intro,Death counter,Panel scalefor 4K screens, and a radial menu page (Radial menu page).
Production and combat multipliers
- Gathering:
Resource yield multiplier(trees, rocks, ore),Pickup yield multiplier(anything you pick). - Smelting:
Smelter speed multiplier,Smelter output,Bronze per craft. - Brewing, bees and fire:
Fermenter speed multiplier,Beehive speed multiplier,Beehive honey multiplier,Beehive capacity,Fireplace fuel duration multiplier,Infinite fireplace fuel. - Farming:
Plant grow time multiplier,Crop grow times,Bush regrow times,Plant anything(berry bushes, mushrooms, thistle and dandelion in the cultivator),Crops grow in any biome,Extra crop biomes,Crops need room to be planted,Placed pickables cannot be farmed,Felled trees replant themselves,Tree replant chance,Tree replanting starts,Tree replant delay. - Animals:
Taming time multiplier,Taming times,Breeding limit multiplier,Breeding times,Animal grow up times. - Obliterator:
Obliterator yield multiplier, andObliterator passivesto keep the power of Megingjord, a Wishbone, a Demister or the swamp key. - Combat:
Enemy health multiplier,Enemy damage multiplier,Player damage multiplier,Creature star chance multiplier,Creature loot multiplier. - Dual wielding (
Dual wielding): hold Left Alt while equipping a second one-handed weapon or pickaxe.Dual wield damage multiplierandDual wield stamina multipliertune it.
Crafting and inventory
- Bigger bag (
Extra inventory rows): up to 4 extra rows. Your tombstone keeps every row. - Craft several at once (
Craft several amount): hold Shift and press Craft. - Repair everything at once (
Repair everything at once). - Quick stack and sort: set
Quick-stack keyandSort key. Quick stack drops what you carry into nearby chests that already hold the same thing (Quick-stack range). - Item wear (
Item durability loss multiplier): 0 turns wear off. - Recipes:
Extra recipesadds Chain, Iron nails and Tar.Recipe discoveryon Hard only teaches a recipe while you carry enough for one craft.
Weapons, armour and tools never stack, whatever you set the stack multiplier to.
Russian
MidgardPlus speaks Russian. Set Valheim to Russian and the mod's messages, hover text, guide, admin panel, setting descriptions, companion speech, saga stones and world finds follow. Supporter and companion names stay as they are.
Plays well with others
Step aside for other mods is on by default: when you run another mod that does the same job (stack sizes, crafting from chests, terrain tools and so on), MidgardPlus leaves that job to it. Never step aside for keeps a job with MidgardPlus anyway.
Settings overview
About 250 settings, in BepInEx/config/midgardplus.cfg. A dedicated server has its own copy in its BepInEx folder. The launcher and the F9 panel show every one with its explanation.
| Section | What's inside |
|---|---|
| 0 - Features | A switch for each big addition: companions, tiered portals, excavation, glass pieces, dual wielding, shared chests, world finds, new skills, step aside |
| 1 - Quality of Life | Stacks, weight, pickup range, portals, map markers, timers, hints, the F9 and F8 keys, area keys, your own look settings |
| 2 - Player | Carry weight, health, stamina and eitr, regen, movement, rest, food, skills, diving |
| 3 - Building | Free building, stability, ranges, world grid, snap points, excavation, ground tools, build camera, plans, flowing water |
| 4 - Combat | Enemy and player damage, enemy health, star chance, loot, dual wielding |
| 5 - Production | Yields, smelters, fermenter, beehives, fire, crops, planting rows, obliterator |
| 6 - World | Day length, recipe discovery, animal times, everything floats, leaderboard, server list |
| 7 - Companions | Limits, health, gear, levels, recall, gatherer and builder ranges, guarding, feeder |
| 8 - Containers | Crafting from chests, chests collecting from the ground, chest snap points, container sizes |
| 9 - Crafting and inventory | Bag rows, multi-craft, repair, quick stack and sort, favourites, trash, recycling, item wear |
| 9 - Discord | A server webhook for joins, boss kills, deaths, milestones and who is online |
| 10 - Sailing | Tailwind, speed and turning per ship, sea serpent alert |
If another program rewrites the cfg and drops settings, MidgardPlus puts them back from midgardplus.cfg.last-good with the values you had.
For launchers and tools
The package carries plugins/midgardplus-settings.json next to the DLL: every section, key, type, default, range, choice and description, generated from the mod's own code. Read it to show or edit settings before the game has ever been started, which is when midgardplus.cfg first gets its keys.
Help and bugs
- Found a bug? Post it on Discord with what you were doing, your MidgardPlus version, and the lines from
BepInEx/LogOutput.log. The warnings and errors that mention MidgardPlus usually say exactly what went wrong. - Playing on a server? Say so, and include the join lines from the log. A version mismatch can look a lot like a bug.
- Have an idea? Same place. A lot of what is in the mod started as someone's suggestion.
I read all of it.
Credits
MidgardPlus is built on the open-source tools nearly every Valheim mod stands on. Thank you to the people who make them:
- BepInEx, by the BepInEx team. It loads mods into the game.
- HarmonyX, by the BepInEx team, built on Harmony by Andreas Pardeike. It lets a mod change how the game's code behaves.
- Jötunn, by the Valheim Modding team. MidgardPlus uses it for custom items, pieces, locations and skills, for settings sync and for the mod compatibility check.
The MidgardPlus Launcher also uses SSH.NET and FluentFTP to reach rented servers.
Valheim is made by Iron Gate Studio. MidgardPlus is an unofficial modification.
Notes
Translations and images are made with AI assistance. The source code is mine.
MidgardPlus is All Rights Reserved. Please don't reupload it; link to it instead.
CHANGELOG
Changelog
1.27.3
Two small switches people asked for. Both start off.
New settings
- Keep achievements. Steam achievements keep unlocking for your character even after the game has marked the character or the world as cheated, for example by dev commands. It is your own choice and a server never sets it. Asked for by Encounter and fartfries.
- Detailed log. The fixes of the last few releases write a line to the log whenever an arrow meets a grate, a floor is checked as a roof, water spreads, a door opens itself, a sail fades or an area is laid out. That is how the bug reports got solved, but it filled logs up. Now each kind of line is written only the first time it happens, so a log you send still shows what went on. Turn Detailed log on to get every line again. Asked for by TylerS76.
1.27.2
Two fixes for MidgardPlus running beside other slot mods.
Other mods
- MidgardPlus now steps aside for InventorySlots. It already stood down its own equipment and
quick slots for four other slot mods, and this one was missing from the list, so on a server with
both on, two mods fought over the same bag: items scattered down the grid, empty rows in the middle
and two sets of slots on screen. Put
equipment_slotsin Never step aside for if you want ours anyway. Seen on Leorick's server. - Beside ExtraSlots, quick stack, sort and Place stacks work again. When MidgardPlus could not read another mod's slot layout it switched its own quick stack and sort off, and it also took over the game's own Place stacks button and made it do nothing. Place stacks is now left to the game whenever MidgardPlus cannot tell the slots apart, and quick stack and sort keep to MidgardPlus's own bag rows, 4 plus Extra inventory rows, and leave every row past them alone. Found by Tera277 and TylerS76.
1.27.1
The second day of reports on 1.27.0, from TylerS76, fartfries, Leorick, NightGod and Cheeto, and two faults that only show on a dedicated server. Everything new starts off.
On a dedicated server
- Picking anything could throw, sixty times a minute (Leorick's log). The game's own pick reads the local player for its effect, and a dedicated server has none. It only bites when another mod gives the server ownership of world objects, which FiresGhettoNetworkMod does, and then every pick on that server throws before anything drops. With no local player MidgardPlus now does the pick itself, the same way the game does.
- A failed pick doubled what the next one gave (fartfries, thirty nine thousand tar from one pit). Pickup yield multiplier raised the amount before the pick and put it back after, but in a step the game skips when the pick throws, so every failed try left it doubled. It is put back whatever happens now, and says once what threw.
- Every dedicated server logged twenty one warnings about placeholder pieces. The check asked whether the shader can draw, and on a machine with no graphics card nothing can. The pieces were fine. A headless server no longer asks.
Building
- The curved stone wall and the stone arch were covered in white blocks (TylerS76). The stone texture is a sheet that is mostly white with the cobble in one corner, and our pieces mapped onto the whole sheet. They map into the cobble at the game's own scale now. Wood only ever looked right because its texture repeats.
- Round floors would not snap together. The game refuses any piece landing within five centimetres of another of the same name, and both round floors have their origin at the centre of the circle, so two quarters making a half always collided. They allow it now, the way the game's own stone arch does, and have snap points on the rim and the straight edges. They also sit level with square floors; ones already placed will draw eight centimetres higher.
- Curved walls overlapped at the joints. The mesh was exact. Each end had an inner and an outer snap point twenty centimetres apart, and the game would pair one wall's inner corner with the next wall's outer one. Inner corners only now, landing exactly on the round floor's rim, so eight walls close a ring.
- Water left a raised well and ran down the outside (TylerS76, three times). A source's place was rounded to the nearest metre of ground without looking at its height, so a source set against a raised wall could start on top of the wall. It starts from the ground beside it now. Pools that already behaved are worked out exactly as before. The log says the rim it found, the level it chose and how many cells it rejected as wall.
- Arrows pass through cages and grates takes the Carved Darkwood Divider, the Dvergr Metal Wall, and the Ashwood Decorative Wall, Divider, Window and Floor.
- The hoe says once per tool how wide it worked and why, because Hoe radius multiplier at two is four times the area and the area keys are easy to press with a hoe out.
Characters and skills
- Every character on one account shared Hearthguard reputation. It was kept under the account, not the character. It is kept per character now; the first character to log in takes the account's record once, and says so, and any other starts from nothing.
- Hunting glow lit nothing, and Hunting only ever rose from hares. Both asked for the game's animal faction, and the hare is the only creature in it: deer, boar and neck are forest monsters to the game, wolves mountain monsters, lox plains monsters. They go by what the creature is now. The knife bonus on Looting had the same fault. The glow says once what it lit, or why it lit nothing.
- raiseskill and resetskill take the added skills, by one word (breathholding) in any case, and all includes them.
- Your food runs out together only ever pulled timers down. It took the average and then capped it at the shortest food, so thirty, twenty five and thirty all came out at twenty five. The cap is gone: the total before is the total after, and the log shows both.
New, all starting off
- Keep gear on death, a server setting: weapons, tools, armour, shields, ammunition, utility items and trinkets stay on you and stay worn; everything else goes to the tombstone. Asked by NightGod.
- Keep food after death, a server setting, and Auto eat with its warning and eat percents and a pause near a workbench or on a boat, yours alone. Asked by NightGod.
- Loot rarity adds gear to found chests, a server setting: a found chest with no gear of its own that passes the rarity roll gets one piece fitting its biome, already marked. Never a player's chest, never Hildir's. Asked by TylerS76.
- A weight for each creature trait, Shielded, Hardy, Enraged and Reflective, each starting at the even split of today. Set one to nothing and it never appears. Asked by fartfries.
1.27.0
The day's reports from TylerS76, Tera277, Void, Cheeto, Eimak, sarmo_alt and NightGod, worked through one at a time, with every fix checked against the game's own code by a second pair of eyes before it went in. Nothing new is switched on. Two keys move. The minor bump is for the five saved keys Transmog only for allies adds, which the version rule requires.
Things that did nothing
- Boars did not come through portals (Eimak, sarmo_alt, since 15 September). Tames follow through portals only ever brought a tame that was told to follow, and the game never lets you tell a boar to follow, so the setting quietly did nothing for the animal most people keep. It now lets a boar, a hen or any pet only tame be told to follow, and every portal trip logs each tame in range and why any of them stayed behind.
- Gatherers walked past coal at a lit kiln and bars at a running smelter (Cheeto). The companion treated the kiln's five metre warmth as fire and would not step into it, and the coal lands two and a half metres from the kiln. Only the burning core of a fire counts as fire now, so companions also stock chests near a hearth again. The log says once per item kind why a gatherer left something.
- Instant enemy loot never ran. The patch had no attribute on its class, so it was never applied, and even applied it changed a timer the game had already started. It now moves the ragdoll's own timer, and logs the seconds it moved.
- Marked gear vanished from chests. A chest saved its contents before the marks went on and then reloaded the unmarked copy, wiping every mark. The marks are saved with the chest now. Creatures that drop no gear, greydwarves among them, never drop marked gear; the log now says the chance it read and why each item stayed plain, so a quiet setting lock cannot hide behind it.
- Conflicts were logged but never announced in game. Players within four hundred metres now get told in the middle of the screen.
- See through sails did nothing and said nothing. The sail's shader cannot fade; it is swapped for one that can, and the first try is logged whatever happens.
- The Forsaken Power could not be moved in the HUD editor when no power was chosen. It can now.
- Mod indicator showed an empty line. It names MidgardPlus's own items and other mods' items, and says nothing when there is nothing to say.
- Ore support outlines and beehive range ignored the server's setting. Both follow it now.
Things that did the wrong thing
- Ctrl click into a chest could still be eaten if the launcher had ever recorded your enchant key, and the enchant keys then sat on Left Alt, which is also the Favourite item key, so favouriting a piece at the table could reroll it. Enchanting moves to R and R with Left Shift, once, and says so.
- A quick stack or sort message ran off a smaller screen (Tera277). Centre messages are measured against the width they actually render at now, not a character count.
- Ore pins said ___MINEROCKS and landed on plain rocks (NightGod, TylerS76). Only rocks that drop ore get a pin, it carries the ore's name, and the old ones clear themselves off your map.
- Reflective creatures could kill you in one blow. A reflection is held to a tenth of your health at strength one and never more than three tenths.
- Even food timers did not even out. They settle on every meal now and end together.
- First person lost the body when moving fast. The hide follows the camera now, and it stays out of the intro and the death camera.
- Killing a villager lowered reputation with no word. It says so at once, and by how much.
- Double doors open both leaves and retry a leaf still swinging.
- Extra bosses are tiered. Each carries a target health one step above the vanilla boss whose altar it answers at, 1500, 3750, 6250 and 8750 before the strength setting, with rewards from the next biome. An extra boss power is checked when a character saves and loads, a boss stone gives one back if a vanilla power replaced it, and every altar refusal is logged with what it saw, so the next Bonemass report will say exactly why.
- The map crash after a conflict could not be reproduced; the pin draw is guarded and logs what it catches.
- Floors count as a roof, arrows through grates, curved walls, water spread and placeholder textures could not be reproduced either. Each now logs exactly what the game decided, so the next report carries its own answer. Nothing in them changed behaviour.
New
- Transmog only for allies, a server setting starting off: players outside your party or guild see your real armour.
- Search on the launcher's Features page ranks names and keys before loose mentions, every setting has a card, and a page says when simple view is hiding settings.
1.26.1
Everything reported since 1.26.0, and the quietest fault in the mod.
Fixed
- The settings lock now tells you to your face when it puts something back. If you change a setting straight in midgardplus.cfg and the lock holds a different value, the lock wins and writes your file back. That is right, and it always said so, but only in the log, which nobody reads until something is already wrong. Three times in one day that silence became a bug report about a feature that was simply switched off: enchanting that did nothing, a skill that would not rise, and a world that would not take its new places. It now says on screen, once, which settings it put back and where to change them so they stick. There is no setting for it: a change you asked for being silently undone is never something you wanted kept quiet.
- New places could quietly never arrive. The work in 1.26.0 ran once, the instant the world's zone system started, and if the game had not finished working out where places go by then, or the network was not up, it gave up and never tried again. It now waits and keeps checking until the world is genuinely ready, says so if it has been waiting five minutes, and tells a player who is not the host that this one belongs to whoever runs the world.
- Food that runs out together was doing it wrong. It re-evened every second, so eating one thing visibly moved the timer on everything else, over and over. That is not how food works and not what was asked for. It settles once now, at the moment you eat, and never pushes anything past its own full length; between meals every food ticks down normally. It was already a switch and already off by default, and it stays that way.
- The compass markers ignored their own switch. The compass itself was put right in 1.25.0, but the markers on it had the same fault one layer down: while a faction conflict was marked they were drawn whatever you had set. Both do what you tell them now, conflict or no conflict.
- Extra upgrade levels showed a red station warning when nothing was wrong. Past an item's normal top level the recipe asks for a workbench level no workbench can reach, so the crafting panel blinked red as though you could not do it, while the upgrade worked perfectly well. An extra level now never asks for a better station than the one you are standing at, so the warning only appears when something really is missing. Explained by TylerS76, who worked out exactly what it was.
- The equipment panel said the wrong thing when it could not fit. It claimed the game allows nine rows, when nine is our own limit and the panel needs one of them. It now states the real number and the Extra inventory rows setting explains why four extra rows is the most it will take.
New
- Seasons turn the trees. Spring is fresh, summer is deep, autumn goes orange and gold, and winter drains the colour from the leaves. It is the same change the grass already had, applied to the leaf materials the trees are drawn with, so it costs nothing and changes only what you see. The log says how many leaf materials it found, so if a tree does not turn you can tell whether it was missed or is drawn in a way that cannot be tinted. Raised by Lyferian, who said seasons did not change the scenery and was right: only the grass was changing.
1.26.0
The answer to the thing people are most tired of: an update that adds a place no longer means starting again. Thanks Arthritic Gamer, who said it plainly.
New
- New places can now arrive in a world you already started. Valheim decides where every place in
a world goes once, when the world is made. A village, a saga stone or a forgotten cache added by a
later update was therefore never in an older world's map, and the only way to see one was to start
again. That is the real reason updates have meant a new world, and it is a fair thing to be tired
of. Turn on
Bring new places to an old world, load the world once, and anything missing is put into land nobody has walked yet. Ground you have explored or built on is never touched and nothing already standing is moved. Raised by Arthritic Gamer, who was right.
1.25.0
The fault behind Lyferian's world that would not let him move, the compass that ignored its own off switch, and messages that ran off both edges of the screen. Thanks Lyferian, Tera277, Void and TylerS76.
Fixed, from reports
- A patch of world where you ran on the spot and slid when you landed. Lyferian tracked it to one area, found it followed the last faction fight, and kept the world so it could be looked at. That was the whole answer. When a conflict ends, its fighters are sent home, and the mod was taking them even if one was in the middle of a swing. The half finished attack was left behind with nothing to swing, and it threw an error every physics step from then on, for as long as that area stayed loaded. Thousands of them a minute is what stole the frames and made walking feel like running in place. A fighter in the middle of an attack is now left alone and taken on the next sweep instead, and if one is somehow still swinging ten seconds later it says so in the log before taking it.
- The compass ignored its own off switch. It was drawn whenever a faction conflict was marked, whatever you had set, so anybody running factions could not turn it off. Off means off now.
- Long messages ran off both edges of the screen. The middle of the screen does not wrap, so anything longer than a line was unreadable at both ends, which is what Tera277's screenshot showed and what Void hit on the Ctrl click refusal in 1.24.0. Rather than shorten them one at a time, anything longer than about ninety characters is now shown at the top left, which does wrap. Short messages are untouched. There is no setting for it: a line you cannot read is not a preference.
- Enchanting could be switched on and do nothing at all, without saying so. It needs Loot rarity on as well, because marks are what it works on and runestones come from it, and the setting text said so, but the game said nothing. Turning on the table and finding it inert is exactly what it looks like when something is broken. It now says so in the log the moment the table is registered, and tells you on screen if you try to use one.
- A warning said the extra boss powers could not be built when they could. The mod looks for them twice, once while the game is still assembling its item database and once when it is finished, and it was complaining about the first look. Two people sent logs worried about it. It only speaks up now if a finished database really is missing one, and it says plainly how many powers were built.
New
- An item's tooltip can say which mod added it. With a pile of mods installed it is often not
obvious where a sword came from or which mod to ask about it.
Say which mod added a thingputs the mod's name at the bottom of the tooltip. Things that came with Valheim say nothing, and a mod that adds items without leaving its own code on them cannot be traced and says nothing either. Asked for by pinkanella. - First person view. The camera scrolls all the way in to your own eyes instead of stopping behind your shoulder, and your head is hidden while it is there so you can see past it. Scroll back out and everything is as it was. Asked for by Tera277, and TylerS76 called the head problem before it happened.
- Your food runs out together. Everything you have eaten is given the same time left, the average of what each had, so three foods eaten at different moments run out together instead of one at a time. You gain nothing overall, you stop topping up one slot every few minutes. Asked for by TylerS76.
- The blast furnace takes every ore. It accepts everything the ordinary smelter accepts as well as what it already took, and gives exactly what the smelter would give, so one building handles all of it. Asked for by fartfries.
- Two ways to change what the horn does.
The horn calls companions overcan be turned off, so blowing it tells you where each companion is and how far, and leaves them standing.The horn leaves companions that were told to staykeeps the ones minding a place where they are. Asked for by Tera277. - Say what an update brought. Everything new starts switched off, which is right for servers and bewildering for players, who see a feature that does nothing. Turn this on and once per version, the first time you spawn, MidgardPlus names how many new settings arrived and a few of them.
- A limit on companions of each kind.
Companions of each kind per playercaps how many warriors, gatherers, builders or gardeners one player can have out at once. 0 is the old behaviour, where only the overall limit counts. Set it to 1 and somebody with four companions must have one of each rather than four gardeners. Asked for by Tera277.
1.24.1
Two faults in the Ctrl click fix that went out in 1.24.0, both found by Void within the hour.
- Ctrl click could still be eaten, if the launcher had ever written your enchant key down. The keys were moved off Ctrl as the mod loaded, and then the settings lock, which runs after that, put the old key straight back from its own record. Anybody whose lock file held that key got no fix at all. The keys are moved again after the lock has had its say, so the lock can no longer undo it.
- The refusal filled the middle of the screen and ran off the edge of it. It was sent as a centre message, which the game draws large and never wraps, so on a smaller screen the end of the line was simply not there. Every enchanting refusal goes to the top left now, where the game wraps it and it does not sit over what you are doing, and the line itself is shorter.
1.24.0
Everything reported against 1.23.0 in its first day, plus the one fault behind four of those reports. Thanks TylerS76, Tera277, Lyferian and fartfries, who found all of it within hours.
Nothing new is switched on by this release.
The extra bosses never worked for anybody
- The offering burned and nothing was ever raised. Two separate faults, which is why the reports disagreed with each other. On a host or in single player the summon was handed straight to the server code in the same process, and the message had just been written, so its read head sat at the end: the first read threw, the error was swallowed, and nothing reached the log at all. On a dedicated server the message arrived and read correctly, but the test for somebody standing near the altar asked the game for its list of player objects, and a dedicated server never makes any, so the list is always empty and nobody is ever near anything. Both are fixed, and the refusal now says where it looked and how far, so it can never be silent again. Found by TylerS76, Tera277 and fartfries.
- The Extra bosses setting said a troll answers at Eikthyr's stones, meaning the creature it is built from, and it was read as needing a troll trophy. It names the four bosses now and says you never need any other trophy. Found by fartfries.
One fault behind the naked Hearthguard, the frozen world and the fighters stuck at one health
- Faction fighters stood bare and unarmed. The gear was cloned from the game's item list, and an item cloned that way carries no link back to the thing it came from, because the game only fills that link in when a real one is dropped on the ground. Dressing a fighter reads that link to work out what to draw, so the very first piece threw, and the throw carried out of dressing, out of spawning, before the fighter was even tagged as belonging to a conflict. Nothing was worn and nothing was recorded. Every other place in MidgardPlus that clones an item already set that link; only this one did not. Found by Odin and TylerS76.
- That throw stopped every other character on the machine. The game runs all characters through one loop with nothing to catch a fault, so one broken fighter meant that every character after it in the list, including the player, stopped moving and stopped checking whether it had died, and the list was rebuilt from scratch every frame instead of being cleared. That is why one small area of one world left a player running on the spot and sliding when he landed, why fighters stood at a sliver of health instead of falling, and why the log filled with hundreds of the same error. Lyferian spent an evening bisecting his mod list for this and it was ours. His own note, that the only thing different about that spot was the last patrol fight, was the whole diagnosis. Our own bodies now carry a guard, so MidgardPlus can never again stop the rest of the game on somebody's machine. Found by Lyferian and TylerS76.
- The log said fighters went home and they were still standing. They were never tagged, for the reason above, so the sweep walked past them in silence while clearing the other side correctly. The tag is written before the gear now, and the sweep recognises fighters that already exist in worlds from before this fix. Found by TylerS76.
- Fighters left over from a restart could not be cleared by hand. A new
factions clearconsole command sends every loaded faction fighter home. On a dedicated server only an admin may use it. It never touches anybody's companion. - The Hearthguard fame and tier readout moved after a reload, because its resting place depends on whether the death counter is showing. Once you have moved it yourself it stays where you put it.
Pieces that would not appear
- Turning a setting on mid game appeared to do nothing. The game only ever learns a piece while that piece is switched on and you are holding its materials, and it only looks at certain moments, none of which is a setting changing. So the enchanting table, and every other piece behind a setting, stayed invisible in the hammer until something unrelated made the game look again. It now asks the game to look as soon as a piece is switched on. Nothing is given away: the game's own rules still decide, we only make it ask. This covers the enchanting table, the reinforced chest, the three tiered portals, the waterfall, the flowing water source, the companion feeder, the Skiff, the Wain, the item drawer, the glass and round pieces, the dvergr and marble pieces, planting anything, reset ground on the hoe, and anything added later. Found by Odin.
Enchanting
- Ctrl click stopped moving things into a chest. The enchant keys started life on Left Ctrl and Left Ctrl with Left Shift, which are the game's own Transfer and Split stack, and the enchant click ran ahead of everything and took the click whether or not there was a table anywhere near you. A stack of wood answered with Only weapons, shields and armour take marks and stayed where it was. The click now goes straight to the game unless you are standing at an enchanting table holding something that can take marks, the keys start on Left Alt and Left Alt with Left Shift instead, and a config still sitting on the old Ctrl keys is moved across once and says so in the log. Found by Tera277.
- Marked gear glows in the colour of its step. A new Loot rarity glow setting, on by default, needing Loot rarity. A marked piece lying on the ground catches its tier colour from a distance that grows with the step, an Epic drifts sparks and a Legendary carries a small coloured light, and a marked weapon glows in your hand. The colour, the sparks and the light are all taken from things the game already ships, nothing is stored on the item, and the lighter graphics preset drops the sparks and the light by itself.
- The glow knows what the piece is made of. A piece carrying a fire, frost, lightning, poison or spirit mark, and a weapon that deals one of those itself, takes that element's own particles and its own colour, and its light moves the way the element moves: fire gutters, lightning snaps, frost holds steady, poison pulses, a spirit weapon breathes. The particles are the game's own, looked up once each, and an element the game has nothing for falls back to the runes in that element's colour. Raising a piece at the table to something that carries an element throws that element over the table as well.
- Raising a tier at the enchanting table had one of its four effect layers. Not because the game had nothing to lend: the finishing sparkle and both halves of the guardian power were there the whole time on the stations and the boss stones, and our own lookup was throwing every one of them away for carrying a networked object, which all of them do. It takes them now, exactly as the game plays them itself, so a raise sounds and looks like a step up rather than a click. The sparkle also reads from the inventory window, which is where the game keeps its own, the lookup waits while the world is still coming up instead of giving up on its first look, and when a layer really is missing it says which list it read and what was in it.
Flashbangs
- A Flashbang can daze creatures now. Two new settings, both starting off. Flashbang daze seconds decides how long a creature caught in the flash stands reeling: it loses whoever it was chasing, stops being alert and staggers where it stands until it wears off. It reaches as far as the flash blinds you, twenty metres, the creature has to be able to see where the flash landed, and a tamed creature is never dazed, so nothing you own is caught in your own throw. Flashbang dazes bosses is off as well, so the Forsaken shrug it off until you say otherwise. Each machine only dazes the creatures it owns, so it works the same in single player, on a host and on a dedicated server.
Building
- Floors count as a roof only worked for one thing out of nine. The game asks one shared question to decide whether you are under cover, and MidgardPlus was answering it in the least visible of the places that ask. Now the rain, the shelter and rested effect, crafting stations, fires, beds, fermenters, hatching eggs, beehives and windmills all get the same answer. Found by TylerS76.
- Area building and area planting only grew to the right and away from you. The grid was counted from a corner instead of from where you aimed. It grows evenly around the aim point now. Found by TylerS76.
- Arrows pass through cages and grates missed the iron cage walls and floors and the lathed timber wall. Not one of those pieces has cage, grate, fence or bars in its name, which is all the old list matched on. They are named outright now, and the log says if a piece it wants is not in your game. Found by TylerS76.
- Water from a water source ran through raised ground. The test that looks for a wall between two bodies of water checked buildings, rock and ships but not the ground itself, so a hoe raised bank or a rock lip was invisible to it. The setting always said it never goes through ground; now it does not. Found by TylerS76.
- Curved walls were built for a ring twice as wide as the round floors, so the two could never meet. The wall now closes a ring exactly around a round floor, eight to a circle. Curved walls already standing in a world will take the new, tighter shape. Found by TylerS76.
- Double doors: a pair placed the same way round was never recognised as a pair, a pair wider than two and a half metres was out of reach of each other, and the second leaf was told to open once while it was still swinging, which the game ignores, leaving one half open. Found by TylerS76.
- The item drawer shipped as a plain white box if it could not find a wood material, and several pieces could fall back to a snow or worn material, which reads as blank. Neither can happen now. Found by TylerS76.
- The saga stone at the Red One's Rest sank into the stone floor, and the Saltvik trader floated. Both are placed by measurement now rather than by a guessed height. Neither fixes a place you have already been: a location is fixed in the world the first time you go near it.
Ships and stations
- Building on ships does nothing in this version, and says so. It shipped in 1.23.0 having never been played, and the first person to play it found that pieces do not move with the ship at all. The cause is not proven, and rather than ship a second guess it is switched off in code, with both settings left in place and their descriptions saying plainly that they do nothing yet. Nothing is removed: anything already built on a deck stays exactly where it is and keeps standing. Found by TylerS76.
- See through sails never found the sail. It looked for a part of the ship that the game has not used for some time. It searches properly now, and says in the log when it cannot find one.
- The Skiff had no speed of its own, because the sailing code only knew the game's four ships. It has its own speed and turning settings now, both starting at the Skiff's own value.
- Smelters fill nearby chests did nothing for the blast furnace, the windmill or the spinning wheel. Those stations hand over a whole stack at once, and a chest was asked whether it could take the entire stack and skipped if it could not, so the output went on the floor. The room in every nearby chest is measured first and a stack is split across them, preferring a chest that already holds that item. If they truly cannot hold it, it drops as before. Nothing is ever lost. Found by fartfries.
Other mods
- MidgardPlus now knows about Epic Loot. With it installed, our Loot rarity and Enchanting turn
themselves off and say so, because they are two answers to the same question and running both puts
two sets of marks on one item. Your values stay saved and come back if you remove it. Put
epic_lootin Never step aside for if you want both anyway. Asked by Tera277. - The same for ZenMap and our carried map and map at the cartography table.
Launcher
- The Features page counted a setting still at the game's own value as off, which is not the same thing, and there was no way to list what had never been touched. There are now chips for At the game's value and Adjusted, and the count says how many are still untouched. Found by TylerS76.
- The search results page told you to press the page name to go to where a setting lives, and did not show one. The button was being added to the wrong part of the card and had never appeared. It shows the page and the section now. Asked by Tera277.
- The installed mod list on Your mods can be folded away, so the Thunderstore search is not a mile down the page. Asked by Tera277.
- Mods can be brought in from Gale as well as r2modman. Asked by Lyferian.
- The forsaken power was the one HUD piece that could not be moved in the layout editor, because it had never been listed. Found by TylerS76.
- Eleven Russian setting descriptions had drifted away from their English ones, including Parties and Guilds, which still described a much older set of commands.
1.23.0
The biggest release so far. Four more bosses, loot that rolls with marks on it, a map you can carry and draw roads on, a Hunting skill, boss fights that scale to the group, control over the coast, and a long list of things people found and reported. Thanks TylerS76, Tera277, Lyferian, Zero and Lirix.
Everything new here starts off. A server that changes nothing sees the game it saw yesterday.
Fixed, from reports
- A faction conflict told you to check your map and nothing was ever marked there. The client decided for itself whether to ask the server for the marker, whether to accept the answer, and whether to keep a pin it already had, all from its own copy of a setting the server owns. That copy falls back to off whenever the server has not confirmed it, so a client could sit with factions reading off while the server had them on. The message still arrived, because it travels by the game's own route and asks the client nothing. The server is the only authority now: the client always asks, the server answers with nothing when factions are off, and the answer carries whether they are on. Found by TylerS76.
- Faction conflicts were over before you could reach them. Both sides spawned fourteen metres apart, all at once, pointed at the same spot, so the whole fight was one burst of well under a minute. Meanwhile the conflict is always placed at exactly the distance the setting says, so the walk was as long as the battle or longer, and at close range the fight ran before you had taken twenty steps. The fighters now muster when somebody comes within seventy metres, and each side arrives in up to three waves forty five seconds apart, so you arrive during the opening clash and have two more waves to join. A conflict with nobody left alive now ends at once instead of leaving its pin over an empty field for a quarter of an hour. Found by TylerS76.
- The great battle notice flashed up and was cut off. It was one long sentence sent as a centre message, and the game fades those out in four seconds in the big middle font. The centre now says the short of it and the rest goes to the top left, where it stays and can be read. Found by TylerS76.
- Village hut walls stood in a pinwheel. Floors and roofs were placed from the pieces' own snap points, as the 1.18.4 notes said, but the walls and fences were not: every wall piece has its snap span along its own sideways axis, and the code measured that as though it ran front to back. Every wall was turned a quarter turn, and because the measurement kept whatever direction it happened to read, the walls and the fences were turned opposite ways. Each panel stood as a fin across the floor instead of sitting on its edge. Walls now stand square, and the two open triangles at the gable ends are filled in as well. Villages in ground you have already visited keep the huts they already have; new ground builds them properly. Found by TylerS76.
- The villagers told you to mind a dock that was taken out in 1.18.4. They warn you about the roof beams now. Found by TylerS76.
- A horn answered for other players' companions. If a companion's owner could not be read, the horn counted it as yours, and sounding a horn while at your limit claimed it, dragged it to your side and made it follow you. Ownership could also be taken just by commanding a companion with the vanilla tame key. All four horns now act only on a companion whose record names you, and read that record from one place that fails safe. Found by Tera277.
- Anybody could open anybody's companion bag by holding use on it. It refuses now unless the companion is yours.
- Gardeners were missing from the companion roster, so a gardener away from you was never sent home by crouching and sounding the horn, its gear was never kept, and the server never counted it. Nothing already in your world is removed by this.
- Gear could not be spawned above the game's own top quality from the console or the admin panel, even with extra upgrade levels on. The game's own spawn command clamps the level to four in two places and was never patched, and the panel had the same constant copied into it. Both now reach what the item actually goes up to, and both say in the log what was asked for against what was given. Found by TylerS76.
- Faction fighters were left standing forever after a server restart. The roster of who belonged to which conflict lived only in memory, so every fighter out in the world when the server stopped belonged to nothing afterwards. Loaded fighters that no live conflict claims are now retired, under the same rule that never takes one away from a player standing near it. Found by TylerS76.
- The fame line sat on top of the clock. With the death counter off they were both on the same row starting at the same place, and the fame bar hangs below its own box, so the season line landed underneath it. All three now count the fame row and the bar's height, and the fame box is wide enough for the Russian line. Found by TylerS76.
- Lighter graphics at its lowest could take the last per pixel light, leaving the ground reading as flat glowing green under a dark sky. The step above it already held a floor of one light and the lowest step did not. It holds the same floor now, and lighter graphics writes one line saying exactly what it changed and what the game is drawing with. Found by Tera277.
- The admin panel listed every item twice. Fallen Warriors and spirit callers carry their own copies of real items, named the same, with the same icon and description, so there was nothing to tell them apart by. They are left out now, but only when the real item is there too, so a mod that names an item that way keeps it. Found by Odin.
- Quick stack and sort stood down when Extra Slots was installed, even though that mod publishes a way to read its layout. It reads it now. With two slots mods installed at once it still stands down, because it cannot tell whose cells are whose, and moving somebody's armour is worse than doing nothing.
Four more bosses
- Offer a boss's own trophy back at its own altar and something older answers. Mosskin the Hollow Thane at Eikthyr's stones, Vordr of the Reeds at the Elder's, Hrimnir the Frost Warden at Bonemass's, Skarde the Blood Standard at Moder's. Each is tougher than anything around it, carries a real boss health bar, leaves its tier's metal, and grants a power of its own.
- You cannot hold a boss's trophy until you have beaten it, so the order takes care of itself.
- Off by default, with settings for their strength, whether they grant powers, and how long one waits before it goes back under the ground.
Loot that rolls, and enchanting
- Drops can carry marks: Magic, Rare, Epic and Legendary, one more mark at each step. The tier decides how many marks, not how big each one is, so a Legendary is not a different game.
- Seven marks, all of them numbers the game already keeps: damage, attack stamina, armour, movement, durability, weight and one resistance. Nothing new was invented for them to sit on.
- Build the enchanting table and carve runestones at it. Hold a key and click a piece to reroll what it has, or hold another to push it up a tier.
- Marks live on the item, so they travel into a chest and into another player's hands, and they survive being taken into a world that does not have MidgardPlus at all: the item is plain while the mod is gone and gets its marks back when it returns.
- Each mark is a share of the item at quality one and is added after the game has done its own sum, so extra upgrade levels and marks add up rather than multiplying each other.
- Off by default.
A map you can carry
- Take a map from a cartography table. It holds the land as you had explored it when it was drawn, not a live map, and you can put markers on it out in the field and draw roads across it by hand.
- It travels with the item, so it can be left in a chest for somebody else, and a map from another world refuses to open rather than drawing nonsense. Bring it back to the table to redraw it.
- There is also a setting that puts the whole map behind the cartography table, so on a server that plays with the map off it becomes a place you travel to rather than a key you press.
- All of it off by default.
Hunting
- A Hunting skill that rises from shooting and killing wild animals, and a faint light on nearby game so you can spot it without opening the map. How far it reaches and how strongly it reads both grow with the skill.
- It never lights tamed animals, other players or their companions, and it does not shine through hills.
- There is also a bonus on the Looting skill for killing an animal with a knife, for people who want butchering to mean something without a second skill to grind.
- All off by default.
Bosses and progress
- Boss fights can scale with how many of you are there. Health climbs, but not in step with the group, because five players with five times the health bar is the same fight five times over. The crowd feels it in more summons instead. Damage barely moves, because scaling a boss's blows by headcount punishes the worst geared person in the room first. Alone, a boss can be set a little lighter.
- Boss progress can be kept per player, so what you personally have beaten decides what spawns for you, what the traders will sell you and what your companions can carry. Someone joining a world where the bosses are already down starts at the beginning instead of arriving at the end.
- Both off by default.
The coast
- Raise the limit on how far ground can be lifted or lowered, past the game's own eight metres. The world always keeps the true shape, so putting the limit back simply draws the ground shallow again and nothing is destroyed. This also makes the excavation depth setting do what it always promised.
- Move the sea up or down, taper the waves near a shore so a dock stops being a hazard, and put a ceiling and a floor on how far water may rise and fall in a storm.
- All at the game's own values by default.
Ships and carts
- A Skiff you can build before bronze, quicker and lighter than a karve, and a Wain that carries far more than a cart and is harder work to pull.
- New and unproven: you can build on a ship. Place regular pieces on a deck and they sail with it. This has never been played, it is off by default, and the setting says so. It is built to fail safe: a piece whose ship it cannot find stays exactly where it is, nothing is ever deleted, and turning the setting off leaves every piece standing where it physically is.
Other
- The companion feeder can be a table instead of a chest.
- The Silver portal can follow its tier instead of carrying everything.
- Sixteen things have their own artwork at last, including the village marker, the Wishbone pin, all three tiered portals, the waterfall, the feeder, the water source, the reinforced chest, the item drawer, the flashbang and six of the skills.
- Every one of the settings is now named on a card in the launcher. Two hundred and twenty of them were not before, which is why they were hard to find.
- The launcher only opens once now. Clicking the shortcut again brings the window you already have to the front instead of opening a second one.
- The launcher's What's new page kept showing settings after you marked them seen. It replaced the whole remembered list each time, so any run that saw a shorter list dropped things you had already seen. It adds to the list now, and it tells you when it could not save instead of saying it had.
1.22.0
Floors that keep the rain off, stands that hold what you tell them, the map icons Valheim hides, and battles the whole server hears about. Thanks Zero.
Fixed
-
The square hoe and cultivator worked a square turned against the grid. The ring MidgardPlus draws is laid out along the world's own axes, but the tool itself keeps whatever way you happen to be facing when you place it, and Valheim cuts its square in the tool's direction. So the marker showed one square and the ground came out as another sitting inside it. A square tool is now turned to the world before it works, so what you see is what you get and it lines up with the build grid. Found by Zero.
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Turning square mode off did not always give you the circle back. The tool's original shape was remembered against the settings object the game hands over, and the game builds fresh ones when it copies its item database, which happens when you join a world. A fresh object had no note against it, so the already squared shape was written down as though that were the game's own, and after that there was nothing to go back to. The shape is now remembered against the tool's name, which does not change, and the log says plainly when the tools go back to round. Found by Zero.
-
A line in the 1.20.2 notes was wrong and is corrected there: it said a builder only loads a smelter that is completely empty and never tops up a part filled one. It does top them up. An empty station is its urgent job, and on its ordinary rounds it refills any that has dropped to half or below. Only the urgent pass looks for empty ones, and reading that pass on its own is how the mistake was made. Nothing in the mod changed; the note did.
New
- Floors count as a roof. Valheim only shelters what is under a real roof piece, so a second storey gives the room below it nothing and your furniture rots indoors under a perfectly good floor. With this on, anything with a floor above it stops taking the weather. Off leaves the game's rule alone.
- Item stands take any item. Item stands, weapon racks and the armour stand hold whatever you hand them instead of the short list each one allows.
- The map icons the game hides. Valheim draws four icons it never offers you: Hildir's three
and the memorial stone. Turn on
Extra map iconsand the extra map icon key steps through them, and the next pin you place takes the one you stopped on. Press past the last to go back to normal. - Creature traits. Some of what you meet now carries a trait that changes the fight, and says
so when you look at it. Shielded takes about a third less from every blow. Hardy simply
has more in it. Enraged hits half again as hard once it is under half health. Reflective
gives you back a quarter of what you deal it, which will kill you if you keep swinging without
reading the name. A creature is given its trait once, the first time the world loads it, from its
own id, so it is the same trait every time you meet it and every player sees the same thing.
Tamed animals, your companions and the faction fighters never take one.
Creature trait chancesets how many out of a hundred carry one,Creature trait strengthscales what they do, andCreature traits pay bettermakes them drop about half again as much so the fight is worth it. All of it off until you ask. - Ore goes on your map. Walk past a copper, tin, silver, obsidian, scrap or black marble
deposit and it gets a pin, so you can come back with a cart instead of trying to remember the
shape of a hill.
Ore mark rangesets how close you have to be. They are ordinary map pins, so you can rename them, tick them off or clear them yourself, and it never puts down a second pin for a deposit it has already marked, even across sessions. - Great battles.
Great battle chancedecides how often a faction conflict comes out as a great battle instead of a skirmish: about twice the size on both sides, a tier harder, everyone on the server told when it starts, and on every player's map while it lasts. 0 keeps every conflict an ordinary one, which is how it worked before.
1.21.0
Standing with the Hearthguard works like a reputation should, raids can be made to mean something, and the villagers remember their own names. Thanks TylerS76, FunKooT, fartfries and Tera277.
Standing with the Hearthguard
- Eight ranks instead of a number nobody could read. Hated, Hostile, Unfriendly, Neutral, Friendly, Honoured, Revered and Kinsworn. Your rank and where you sit in it are on the HUD, in your own language, and the bar takes the colour of the rank rather than a red to green smear.
- Neutral no longer gets you killed. The Hearthguard turned on you the moment your standing went below zero, which is to say the instant you clipped one with an axe. One point out of two hundred made you an enemy for good. They now only raise a hand to you at Hostile or worse, so Unfriendly is what it sounds like: they would rather you left, not that they want you dead.
Fixed
Fixed
-
Extra upgrade levels could not be spawned from the F9 panel. The quality row was built with exactly four buttons, written back when four was the most any item could have. Turn Extra upgrade levels up and the panel had nowhere to put the fifth, so those levels simply did not exist as far as the panel was concerned. It now builds as many buttons as the setting allows. Found by TylerS76.
-
The Gardener could not see your crops at all. It sweeps for ripe crops on a list of physics layers, and that list never had
itemon it. A good share of Valheim's ripe crops sit exactly there, so the gardener was not refusing to pick them, it was looking everywhere except where they are. That is why every report of it standing idle said there were no crops in reach while it stood in a field. The sweep now includes that layer. This is the fifth and last thing that was wrong with the gardener, and it is the one that was stopping it harvesting. -
Losing Hearthguard reputation told you nothing. Striking one costs a single point on a gauge that runs from minus a hundred to a hundred, so the bar did not visibly move and the standing word did not change. Every reputation message now carries the running total, so you can see it go. Found by Odin the Red, who hit one on purpose and watched nothing happen.
-
With the fame leaderboard off, you were never told at all. The message was gated behind the optional
Faction famesetting, so a server running reputation without the leaderboard punished people silently. Reputation and fame are different things and the gate should not have been there. -
The square hoe and cultivator worked a square turned against the grid. The ring MidgardPlus draws is laid out along the world's own axes, but the tool itself keeps whatever way you happen to be facing when you place it, and Valheim cuts its square in the tool's direction. So the marker showed one square and the ground came out as another sitting inside it. A square tool is now turned to the world before it works, so what you see is what you get and it lines up with the build grid. Found by Zero.
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Turning square mode off did not always give you the circle back. The tool's original shape was remembered against the settings object the game hands over, and the game builds fresh ones when it copies its item database, which happens when you join a world. A fresh object had no note against it, so the already squared shape was written down as though that were the game's own, and after that there was nothing to go back to. The shape is now remembered against the tool's name, which does not change, and the log says plainly when the tools go back to round. Found by Zero.
New
-
The Hearthguard forgive. New setting,
Hearthguard forgive minutes, ten by default. Every ten minutes you go without striking or killing one, a reputation below neutral climbs a point back towards it. They never forgive their way past neutral, so it only undoes harm, and hitting one starts the wait again. Before this the only way back was killing the Ashen Host, which is a hard thing to arrange when the Hearthguard are hunting you. 0 keeps them unforgiving. -
Every villager in Saltvik was called MP_Villager. They are given a proper name the first time they are built, and the name is written into the world, but it was only put on the villager during that first moment. Load the world again and the name was read back and then never used, so everyone in the village showed the prefab name. They wear their names now, every time. Found by Odin the Red.
New
- Upgraded sieges. New feature switch, off. With it on,
Siege strength,Siege wavesandSiege lengthdecide how many attackers a raid on your base sends, how fast the waves come and how long it goes on, each against what the game would do by itself.Sieges grow with your worldadds a tenth again to the numbers and the length for every boss this world has beaten, so a world that has killed all of them is raided about sixty percent harder than one that has not. Every raid is put back exactly as Valheim makes it the moment you turn it off.
So it can be worked out next time
-
The extra level station rule now writes what it did to the log. MidgardPlus already holds the required station level at whatever the game's own top quality asked for, so an extra level never demands a station you could not already have built. TylerS76 reports extra levels showing as though the station is not good enough anyway, and reading the code does not explain it: the cap is correct and it binds to the right method. So the cap now says, at most once every thirty seconds, which level was asked for, what it was held to, and which station you are standing at. If you see that message and the game still refuses you, the log will name the gap.
-
Only the deaths you care about on the compass. New setting,
Deaths on the compass. It has always shown every tombstone you had not cleared off your map, at any distance, so a rough evening left a row of skulls across the compass. Set it to 1 and you see only where you died last, which is the one you are walking back to. 0 keeps every one, which is how it has always worked, so nothing changes until you ask it to. -
The Upgrade tree had no card in the launcher. Nine settings and a whole character progression system, and the only way to find the switch was to stumble on
Upgrade tree keyin the search box, which is exactly what happened to fartfries: the key was there, the thing the key opens was off, and nothing pointed at the setting that turns it on. It has a card now, in both languages, with all nine settings on it.
Launcher 1.5.48
- Hold this version. A button beside the version line keeps MidgardPlus on the version you have installed, so the launcher stops fetching newer ones. Press it again to follow the newest. Asked for by Tera277, who was updating a server every time friends came online. Zero suggested blocking the launcher in the firewall, which would work but would also stop it updating itself and fetching BepInEx and Jotunn, so this is the version that does not break anything else. The hold applies to the server install path too, English and Russian.
1.20.2
The huts stand up, the fighters go home, and the builder learns to say what it is looking at. Thanks TylerS76 and FunKooT.
Fixed
- The village huts were built out of the wrong piece entirely. Measuring what the game actually
hands over:
wood_wall_logis 2.5 by 0.6 by 0.6, a single log lying on its side, and the hut was placing it as though it were a wall two metres tall. So the walls lay flat on the floor, and the roof, which takes its height from the wall, came down to knee level. TylerS76 called it as a missing log and possibly the wrong orientation, and he was right on both counts. Huts are now built from a real wall piece, two courses to a wall, and a village comes out of the ground with 86 pieces where it used to manage 65. - Nothing ever cleared up after a faction conflict. The fighters were only ever removed if the spawn failed while it was being set up. When the fifteen minutes ran out the conflict was forgotten and everyone it had spawned stayed in your world for good. Found by TylerS76, who noticed the Vikings hanging around and could hear a Dvergr he could not see chasing a deer. A conflict now remembers what it spawned and sends them home when it ends. Anyone with a player within 48 metres is left alone and tried again a minute later, so nobody vanishes out of a fight you are in the middle of.
So it can be worked out next time
- The builder now says what it is looking at, once a minute, the way the gardener learned to today. It counts the smelters, kilns and furnaces it can see and says which it is skipping and why: out of its work range, not counted as player built, given up on a moment ago, already has something in it, or it has none of the thing they want in its bag or in a chest it may open. FunKooT reported a builder sitting on a pile of copper without loading any of it, and there was no way to tell which of those five it was. Now there is.
- Reading the code for that turned up something worth knowing: a builder only loads a smelter that is completely empty, so a part filled one is never topped up. That is left as it is for now, and written down here so it is not a surprise.
- A conflict writes where it started to the log, and a map pin says when it is placed or that the game refused it. TylerS76 reported being told to check the map with nothing marked on it, and nothing in the log said whether the marker was ever made.
1.20.1
Everything 1.20.0 found out the hard way, plus the things TylerS76 spotted within the hour. Thanks TylerS76 and Odin.
Fixed
- Skip intro stopped skipping the intro. Valheim added its own opening film on the main menu,
played by
FejdStartup.TryPlayIntroCinematic, and MidgardPlus only ever turned off the three startup logos. So the setting did half its job and the film played anyway. It skips both now, whether Valheim's own Skip intro cinematics option is on or off, and the film is still there to watch from Cinematics in the main menu whenever you want it. This was tried once before and taken back out in 1.18.0 because it threw a wall of red text: that came from resolving the logo fields in a static initialiser, which is still fixed, and the new patch asks for its method by name and steps aside quietly if a future Valheim has not got one. The logos still go. - The Fame bar sat on top of the words above it. The reputation gauge was placed a fixed distance below the top of its line, which only worked at the font size it was written for. It now hangs under the text box itself, so it cannot touch the line whatever size that text is. Found by TylerS76.
- The HUD lines were two different sizes. Deaths and the Hearthguard line were set one size larger than the clock and the season line, which is why the stack looked uneven. All four take one shared size now, so they cannot drift apart again. Spotted by Odin the Red from the same screenshot.
Portals
- The Iron portal takes the Iron Pit, and the Bronze portal takes Hildir's Brass Chest and Hildir's Bronze Chest. Asked for by TylerS76, who also warned that Brass is not a typo: the Black Forest one really is brass, and the one named Bronze is a different chest again.
- The Silver portal already carried every one of the twenty eight things Valheim will not put through a portal, silver ore and bars, dragon eggs and Hildir's Silver Chest included. That part needed no change, and the notes now say so plainly instead of leaving you to find out.
Tools
- A build check now reads the running game and lists exactly which items Valheim refuses to teleport, so a question about what a portal carries is answered from the game rather than from memory. It turned up that the rule blocking items above tool tier 1000 has never matched a single item in Valheim, in any version this mod has shipped against.
1.20.0
The gardener you can actually call, a village where you wake up, and the safety fix that should have been in 1.19.1. Thanks Lyferian, amanda, TylerS76, Tera277 and Zero.
Fixed
- The Gardener's Horn did nothing. The code that answers a horn checked for the other three by name and stopped before it ever reached the gardener, so crafting one and blowing it was silence. It calls a gardener now, and the horn sits with the other three in the F9 admin panel.
- The stamina check patch could stop the whole mod loading. If it could not find the game's own stamina check it threw while Harmony was still working, and a patch that throws at that moment takes everything with it. It steps aside and says so in the log instead, and asks for the exact overload it wants so it can never match the wrong one.
- The
Companionssetting still said three horns and named warriors, gatherers and builders. There are four. English and Russian.
New
- Hugin points you at it. Once you are up and about, the raven mentions the folk living nearby, how far off they are, and tells you to look at your map. It is the game's own tutorial raven, so it only ever says it once.
- A supply chest in that first village, beside the trader, holding a hammer, a hoe, a cultivator, two torches, wood and stone. The server tops it back up every half hour, so the second player to walk in is not staring at an empty box.
- A village near where you wake. One village is now always laid out in the meadows within 600
metres of your start, so you meet the folk and the trader early instead of hunting for one. The
rest are scattered by
Village rarityas before, no closer than 500 metres. It shows on your map from the moment you start and on the compass, so you can walk to it rather than hunt for it. The new setting isVillage near the start, and turning it off leaves only the scattered ones. Like every place in Valheim these are laid out when a world is made, so rungenloconce withdevcommandson for a world you already play.
Fixed
-
Saga stones came with squares of missing texture around them, bright pink, sitting in the ground. They were built by copying a whole vanilla runestone place, and the copy was made before the game had loaded that place's own art, so the stone slabs it stands on came out blank and stayed that way in the world. A saga stone is now built the way the Red One's Rest already was, from a runestone the game has finished loading, and nothing else is copied with it. Found by besmen42, who tracked it to one shrine in the swamp and checked his game files first.
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A saga stone already standing in a world you play keeps its pink blocks, because places are written into the world when the land is made. New land gets the fixed one.
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Old coin hoards never turned up. The
World findssetting has promised rare coin hoards in the Black Forest and the Swamp since the day it shipped, and not one has ever been placed. They are built from the game's own dolmen treasure, and that is not the kind of pickable the mod was looking for: Valheim picks it up withPickableItem, the mod asked forPickable, found nothing of the sort and quietly dropped the whole feature. The log had been saying so every single launch and blaming the wrong thing while it did. It builds them properly now, twelve coins to a hoard. -
The Gardener could not plant a single seed. It counted the seeds in its bag by the prefab name,
CarrotSeeds, and Valheim counts them by the item's own name,$item_carrotseeds. Those never match, so it always believed its bag was empty and never sowed a row. It reads the item's own name now, and sowing is tested and working. Found by Odin the Red, who handed one a stack of carrot seeds and watched it do nothing with them. -
The Gardener filed its own seeds away into a chest. It stocks what it gathers into nearby chests like a gatherer does, and seeds went with everything else, so the one thing it needed to do its job was the first thing it gave away. A gardener keeps its seeds now.
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It only ever planted the first kind of seed it was carrying. Give it carrots and turnips and the turnips sat there until the carrots ran out. It works through every kind of seed in its bag, taking a different one first each round.
-
It only recognised twenty one of the thirty crops. It found crops by the farming tag the game puts on them, and the game only tags twenty one. It knows a crop by the plant that grows it now, which is how it was always meant to work and what lets crops from other mods count. This was not enough to make it harvest. See below.
-
The Gardener never said why it was standing still. Every line it wrote explaining itself was at debug level, which BepInEx does not write to the log, so a gardener doing nothing looked exactly like a gardener that was broken. It now says plainly, once a minute, what it sees: no crops in reach, crops not ripe yet, crops inside somebody else's ward, an empty seed bag, or ground that will not take a plant and the game's own reason why. When it is working it says what it picked and what it sowed.
Not fixed yet
- The Gardener still does not pick your ripe crops. Sowing works: give it seeds, stand it on tilled ground and it plants every kind it carries. Harvesting does not, and I am not going to dress that up. Four separate things were wrong with the gardener and I found and fixed them one at a time today; this is the fifth and it is not done. Since it cannot pick, it also cannot put a crop back on the spot it took it from, because that only happens after a pick. It will tell you in the log what it sees while it stands there, which is how the other four were caught, and that is what I am working from next. If you are running a gardener, it is a planter for now.
Tools
- A new build check reads the packaged DLL and confirms every method MidgardPlus patches, and every part of the game it calls, still exists in the installed Valheim. Against this build that is 528 patch targets and over a thousand game members, none missing. This is the check that would have caught SoulDaemon's chest bug before it shipped.
Note
- 1.19.1 and 1.19.2 were built and never uploaded. Everything in them is here. The village near the start is a new place in the world, and the version rule makes a release that adds one a minor bump, so this is 1.20.0 rather than a patch.
1.19.0
A new companion, quick slots that hold more than food, a stamina fix that was half done for longer than I would like, and patrol Vikings who finally turn up wearing something. Thanks Lyferian, amanda and Tera277.
The Gardener
- New companion: the Gardener. Craft a Gardener's Horn at a workbench, level 2, and sound it. Asked for by amanda on the website.
- It picks ripe crops in reach and puts one back on the same spot, so a field keeps producing and the surplus goes to you. It only replants when your companion's bag holds the seed for that crop.
- When nothing is ripe it sows fresh rows on tilled ground, in the same grid and spacing the game uses when you plant by hand, so its rows line up with yours instead of sitting at an angle.
- It obeys every rule you do: tilled ground, the right biome, other people's wards, no build zones, slope and something already standing in the way.
- It works out which crops it can plant by reading the game's own plant pieces, so crops added by other mods work too without me listing them.
- Like the Gatherer it stocks what it picks into nearby chests, keeps out of fights and runs from trouble rather than swinging at it.
Quick slots take any item
- New setting: Quick slots take any item, off by default. Your food slots will then hold anything, so a torch, a hammer, a pickaxe or a potion can sit in one and its key uses or equips it, exactly as right clicking it in your bag would.
- Off keeps them to food only, which is how they have always worked.
- With this on, the equipment panel does everything the separate slots mods do, so you can drop one if you were only running it for quick slots. MidgardPlus still stands aside when it sees one installed, because two mods resizing the same bag is how rows go unsorted.
Stamina
- Fixed: a low Stamina cost multiplier lowered what an action drained but not what it demanded, so at 0.05 an attack cost you almost nothing yet the game still refused to swing until you had the full amount. The check now scales the same way the cost does. Found and correctly diagnosed by Lyferian, who had been working around it with another mod.
- The same gap in the skill tree's stamina reduction is fixed with it.
Hearthguard patrols
- Fixed: Hearthguard Vikings on patrol turned up with no hair, no clothes and no weapon, then kept their distance from the Ashen Host instead of fighting. Both halves were the same bug. They had nothing equipped, and someone with nothing in their hands has no attack to make, so their AI stayed well clear. Spotted by Lyferian, who worked out the cause from the underpants.
- They now take a name and a face the same way the village folk do, and arrive with gear for the patrol's strength, so they look right and hold the line.
Under the hood
- The assembly version stamp had been left at 1.16.0 since that release. It is correct again, and the released DLL now says what it is.
1.18.4
Everything here came from people playing 1.18.3 and telling me what broke. Thanks TylerS76, Tera277, Zero and Odin.
The Hearthguard village stands up
- Fixed: villages generated as scattered planks with pieces floating or half buried. Valheim's clear area does not level ground, and a village on any slope left its pieces hanging, which then failed the game's own support check and broke them apart. A village now flattens its own ground first.
- Fixed: hut walls and roofs were placed at fixed heights that assumed pivots the game's pieces do not have. Every piece is now placed from the piece's own snap points, so the huts stand with a closed roof.
- Fixed: the villagers had no clothes. Their look is now written where every machine can read it, instead of relying on a path that only ever completed on the machine that made them. Villagers in a world you already have will put clothes on by themselves.
- The dock is gone. It could never reach the water, so it was always a plank lying on grass.
The Wishbone actually finds things now
- Fixed: the Wishbone never found ore. Not tin, not copper, not any of it. It only ever looked at places, and an ore deposit is not a place, so the hint promising treasure and ore was never true. There is now an Ore setting that finds tin, copper, obsidian, silver, scrap piles, black marble and flametal, and the old setting is honestly labelled treasure and silver, which is what it really finds.
- New: Wishbone reach, so it is not stuck at the game's own twenty metres.
Building and tools
- Fixed: Build in caves and crypts did nothing at all. It was lifting the restriction on the wrong copy of the piece, so the game never saw it. Wards, no build areas and boss altars still refuse, as before.
- Fixed: planting rows ran off at whatever angle you were facing instead of following the world grid.
- Fixed: the hoe and cultivator snapped their height to the ground under the cursor. They now work at your own height like the game does, and drop to the ground only while you hold the alternative place key.
- Fixed: the hoe drew a circle while working in squares, so the preview lied about what it would do.
Laying out your HUD
- Fixed: the stamina and eitr bars could not be moved. Their two frames were sitting exactly on top of each other, so every click went to the same one. You can now pick between stacked frames by clicking.
- Fixed: dragging was sticky and needed a flick of the mouse to escape. A slow drag now lands where you put it.
- Fixed: the editor could not be opened with your inventory open, so nothing that only appears there could be placed. It opens over the inventory now, and the equipment and quick slots panel can be moved and will stay where you put it.
- Fixed: the edit bar was cut off at the top of the screen, and it swallowed clicks meant for the compass underneath it.
- Fixed: the labels naming each piece overlapped the HUD text they were naming.
Other
- Fixed: quick stack and sort moved things out of the quick slots belonging to Extra Slots. They leave another slots mod's slots alone now. If that mod ever changes in a way MidgardPlus cannot read, quick stack and sort will do nothing and say so rather than risk moving your gear.
- New: pick any weather from the F9 panel, with a button for whichever one the game gives the strongest wind, so you can see what the sea really reaches. It holds until you put it back.
- Fixed: the clear water button in F9 never appeared at all.
- The three companion horns have their own artwork at last, instead of all three being a wishbone.
1.18.3
A hotfix for what turned up once people actually played 1.18.1, including the HUD layout editor, which needed a second pass. Thanks to Odin, TylerS76 and Zero for finding all of it within the hour.
- Fixed: the third food slot was missing from the equipment panel while the setting still said three. The nine slots live in hidden inventory rows, and a bag already using eight rows left nowhere for the ninth to sit. It now fits whenever there is room, and when there genuinely is not, the game says so and names the two ways out instead of leaving you guessing.
- Fixed: the equipment panel covered the skills, compendium, trophies and achievements windows. It was forcing itself to the front every frame. It now steps out of the way while any of those is open. Thanks TylerS76.
- Fixed: the equipment panel left an empty hole where a slot was switched off. It now lays out only the slots you have.
- Fixed: the clock, death counter, fame line and season line could sit cut off at the top or the left edge. Their text boxes were anchored from the middle while the text ran from the left, so the clock began ten pixels off the edge and the fame line a hundred. They also now move themselves when you change resolution, which they never did before.
- Fixed: a large health bonus ran the health bar off the top of the screen, because the game gives the bar 32 pixels for every 25 health with no limit. The bar now stops at a sensible length while the number stays true, and the same goes for the stamina and eitr bars and the food strip under them. The new Longest HUD bar setting controls it, and raising it to 2000 gives the old behaviour back.
- New: pick any weather from the F9 panel, including a one press Biggest waves button that chooses whichever weather the installed game actually has the strongest wind for. It holds until you put it back rather than drifting, so you can test what the sea reaches. Note that it is not the thunderstorm: the Ashlands storm and the snow storm hold the wind at its ceiling, while the thunderstorm only touches it at its peak. Thanks Zero, who wanted to know whether his island base was high enough.
- Fixed: the clear water button in the F9 panel never appeared at all. It was looking for a group name the panel stopped using.
- Fixed: the HUD layout edit bar itself was cut off at the top of the screen. Its panel was anchored from its middle, so the top two thirds of the title and buttons sat above the screen edge at every resolution. Thanks TylerS76.
- Fixed: the stamina and eitr bars could not be moved in the HUD layout. The game hides both of them while you are standing in a menu, so there was nothing on screen to take hold of. They now stay shown while you are laying out your HUD, and anything the game is genuinely not drawing is left out of the editor with a line in the log rather than shown as a frame that does nothing. Thanks TylerS76.
1.18.1
Everything new here starts off, and nothing changes until you turn it on. This one is all requests from the Discord and the website.
Lay out your HUD where you want it
- New: press the HUD layout key and drag any of it. The compass, clock, season line, fame line, death counter and weapon readout, and the game's own minimap, hotbar, health, stamina, eitr and status icons. Each one moves and resizes, snaps to edges and to its neighbours, and can be put back on its own or all at once.
- So yes, the clock can sit above the minimap now. Thanks pinkanella for asking, and TylerS76 for saying it needed a mod.
- Your layout is yours. It is saved on your own machine and never sent to or from a server.
Trees grow back
- New: fell a tree and a sapling of the same kind takes its place. Thanks FunKooT.
- Choose whether it happens when the tree falls, when you clear the stump, or both, set the chance, and set how long the sapling waits before it starts growing. Thanks Arthritic Gamer for the last two.
- It plants only where you could have planted it yourself: not in a ward you cannot build in, not in a no build area, not inside a dungeon, not where a building stands, and only in a biome the sapling can live in.
- Only the trees the game has a sapling for come back, which is beech, fir, pine, birch and oak with their small variants. The Mistlands, Ashlands, swamp and Deep North trees have no sapling in the game, so they are left alone rather than being replaced with the wrong species.
Building and crafting
- New: area repair. One hammer press mends every damaged piece within the radius you set, nearest first, stopping when your stamina runs out. Wards and station range are respected exactly as a single repair is. Thanks Arthritic Gamer, Tera277 and FunKooT.
- New: a crafting queue. Set how many you want, press craft once. It stops on its own when the materials run out, when you walk away from the station, when your bag is full, or when you cancel, and it tells you which. Thanks Arthritic Gamer.
- New: the hammer, hoe and cultivator can be set to never wear out, and to cost no stamina, as two separate switches. Thanks FunKooT.
- New: extra upgrade levels, so gear can go past the game's own quality cap. The cost keeps climbing on the game's own curve and each level is worth the same as the last one was. Thanks FunKooT.
- New: repair everything the moment you open a workbench, with no separate press. It still pays whatever Repair cost the server asks for. Thanks NightGod.
Seeing and feeling the world
- New: see through sails, so your own ship's sail stops blocking the view. Yours alone, at whatever strength you like. Thanks Arthritic Gamer.
- New: the Wet effect can keep its look but lose its penalty, or be kept off you entirely.
- New: armour never slows you, which takes out the speed penalty heavier armour carries while leaving gear that speeds you up alone.
- New: brightness for each of the nine biomes on its own, for anyone who cannot see in the Mistlands or the Black Forest.
- The season line can be moved, and by default now steps out of the way of the death counter and the clock instead of sitting on them. Thanks Tera277.
1.18.0
Everything new starts off. A server and its players need the same version.
Saltvik, a village with a trader who buys and sells
- New: Hearthguard villages, off until a server turns them on. A settlement with huts, a square, a fire and a dock, built from the game's own pieces, with villagers who live there and greet you by how you stand with the Hearthguard.
- New: a trader who keeps a real shop. Stock comes back over time, prices are in the game's own coins, and what is on the shelf depends on how far the world has come, so an early player is not sold late gear.
- The trader buys from you too, when the server allows it, and what you sell goes back on the shelf for someone else.
- Your standing with the Hearthguard changes what you are charged, what you are paid, and what you are allowed to buy at all. Stand low enough and they will not trade with you.
- The server decides every trade, the stock and the coin. The trader's purse is finite and refills only at restock.
- Villages only appear in land nobody has explored yet. Turning this on will not change a world you have already been through, and it will not touch anything you have built.
The upgrade tree
- New: a character upgrade tree, off until a server turns it on. Five branches, the warrior, the hunter, the smith, the wayfarer and the enduring, five nodes each, and you earn points as your skills rise and as the world's bosses fall. Each node is a small thing and the last one in a branch is worth working towards. Every bonus has a ceiling, so a server that turns the strength up cannot run away with the game.
- You can take your points back. The server sets what that costs and how often you may do it.
- Your choices are kept by the server for that world, so they follow you between sessions, and the server is the only thing that decides what you have earned.
- Open it with the Upgrade tree key, which starts empty, or from the radial menu.
Groups: parties and guilds
- Parties and guilds are now two layers of one thing, called Group, in one panel with two tabs. A party is for right now and is gone when everyone leaves it. A guild is for keeps, with ranks, a roster, a guild message, saved chat and a saved member history.
- A guild mate can be brought straight into your party without an invite.
- New: a guild leader can hand the guild over, and a member can ask for it. Before this the only way out for a leader was to leave.
- New: a saved member history, so a guild can see who joined, left, was promoted and who renamed what.
- New: decline an invite instead of ignoring it, in both.
- Party commands now work in the chat box, not only the F5 console. Only guild commands did before.
- Wards and friendly fire are now one pair of settings covering both, instead of two pairs. The old per system switches still work on their own, so a server that upgrades and changes nothing behaves exactly as it did.
- Fixed: both panels rebuilt themselves from scratch every two seconds, which made them flicker, lose your place in a long roster and lose the controller cursor.
- Fixed: guild and party chat could be dressed up with colour tags, and a message could be made to look like a second line from somebody else.
- Fixed: a leader who left a guild with no officer, the server log filling with warnings a client could cause, and a few other things nobody had reported yet.
Lighter graphics and less work every frame
- New: Lighter graphics, your own setting and never the server's. Off, Balanced or Low end, with separate control of shadows, grass, detail and effects, for older cards. It changes only the running session and never overwrites what you chose in the game's own graphics menu.
- Fixed: MidgardPlus went through all two thousand item definitions again every single time any setting changed, including every time a server sent its settings. That was a visible hitch and it is gone.
- Fixed: the mod asked the server about faction events every three seconds even when factions were switched off.
- A long list of smaller things the mod was doing every frame while you held a hammer, a hoe or a cultivator, or while the compass, clock, ammo readout or beehive ring were on screen, are now worked out once and remembered.
- Honest note: this gives more frames on older cards and less work for the mod. It does nothing for your ping.
Building
- Fixed: waterproofing a piece could not see tar or resin in nearby chests, even with Craft from nearby chests on. Thanks Lucas Smaniotto.
- Fixed: Remove pieces without their station did nothing. The fix was not where it looked: the feature stood down whenever anything else had already refused the removal, including MidgardPlus protecting a loaded cart. Wards still protect what they cover. Thanks TylerS76.
- Fixed: a plan made from a pickable, such as stone, could still be picked through the Foraging skill, still gave skill experience, and still paid out with a pickup multiplier. A plan is now never a source of anything by any route, and the same goes for a placed pickable that never grows back. Thanks Spiritwind.
- New: the season line on the screen can be moved, and by default it now steps out of the way of the death counter and the clock instead of sitting on top of them. Thanks Tera277.
Factions
The faction system announced in 1.16.0 did not do several of the things it said it did. This release makes it true.
- Fixed: guarded supply chests were always empty. The chest was filled a moment after the game had already decided it had nothing in it, so nobody has ever found anything in one. They now hold a mix that grows with your fame, and a few of the Ashen Host stand guard on them.
- Fixed: on a dedicated server, killing anyone in a patrol never changed fame or reputation at all, and no message was ever shown. Kills are now reported to the server, the server alone decides, and it tells you at once.
- Fixed: the Hearthguard only knew who their allies were on the machine that made them, so on a server nobody was recognised, everyone looked welcome, and their name showed as Dverger. Their side now travels with them and every player sees the same thing.
- New: striking a Hearthguard costs you reputation, which the notes promised but was never written.
- Fixed: a conflict often failed to start and gave up silently. It now tries sixteen directions at the distance you set before giving up.
- Fixed: the protected starting area was measured from the middle of the world instead of from the real start temple.
- Patrols keep away from player building, wards, dungeons, water, the start temple, and anyone with a fresh character, and they no longer grow without limit on a long running server.
Fixed
- Fixed: features a server turned on never started for players who had them off in their own file. The mod set these up once when the game started, reading your own settings, before the server had said anything. New skills, the Looting skill, Reset ground on the hoe, chest snap points, sign snap points and extra snap points were all affected. They now follow the value in force, including one the server sends and one changed in the F9 panel, with no restart. Thanks Drajen and Tera277.
- Fixed: equipment and quick slots could never appear, and the bag would not shrink again, for anyone who had used another slots mod first. MidgardPlus recorded whatever bag height it first saw as the normal one, so a bag another mod had grown stayed grown for good. It now corrects itself. Thanks SweatyT.
- Fixed: when equipment and quick slots cannot appear, the game now says which setting to change instead of doing nothing quietly.
- Fixed: a wall of red errors at startup with Skip intro on, on Valheim 1.0.15. Skip intro now skips the Coffee Stain, Iron Gate and Valheim logos only, and leaves the opening film to Valheim's own option. Thanks Zero and TylerS76.
- Fixed: added snap points showed as Mid_1-2 and the target picker showed the word snappoint. Points are now named for where they sit, and read in plain words in your own language. Thanks TylerS76.
- Fixed: sconces, wall torches, wall lanterns and braziers did not take back snap points the way signs do. Thanks TylerS76.
- Fixed: Russian players saw a literal {1} instead of what a companion was doing, on eight status lines.
- New: a server owner can allow unfiltered companion names. The filter stays on unless the server turns it off. Thanks SweatyT.
- New: MidgardPlus now notices PassivePowers and its family, loaded or left behind as files, and says so, because leftover files from it stop the forsaken power on F from working and MidgardPlus never touches that power. Thanks Spiritwind.
Launcher 1.5.40
- Fixed: tooltips were white on white and could not be read. Thanks TylerS76.
- Fixed: searching for bonus, stat or stamina did not find the stat settings, and the Features page search was a dead end for any setting no feature owned. Thanks TylerS76.
- Fixed: with no server folder chosen, the launcher quietly saved server settings to a folder on your own PC and said it had saved them. It now shows the real path, says plainly when nothing will read it, and tells you what a running server does with the file. Thanks Tera277.
- Fixed: syncing a server pack left behind mods the server had dropped. The launcher now removes the ones it installed for that pack, and never touches anything it did not install. Thanks Tera277.
- New: a Reload button for midgardplus.cfg, and the launcher re-reads the file when you come back to it with nothing unsaved. Thanks TylerS76.
- New: a What do you want to do card on the first screen, so finding a setting, the features list, presets, your mods and your server are one click away.
About the notes for 1.16.0, 1.17.0 and 1.17.1
Those three releases went out with the same release notes by mistake, so the notes did not say what each one changed. Setting the record straight:
- 1.16.0 added guilds, with the hall, roster, ranks, guild message and guild chat, the NPC faction system with patrols, map and compass markers, guarded chests, fame and reputation, and controller support for the panels.
- 1.17.0 added companion gear that survives death, the clock, beehive pollination range, instant loot, smoke passing through open pieces, building in caves and crypts, personal ore support and portal map pins.
- 1.17.1 was compatibility with Valheim 1.0.15 and nothing else.
The release now checks that its notes are not a copy of an earlier version's, so this cannot happen again.
1.17.1
- Guilds now have a two-pane hall with persistent guild chat, saved member history, leader rename controls and editable member, officer and leader rank labels.
- NPC faction conflicts reliably begin at the selected distance, appear on every player's map and compass, and leave filled guarded chests with randomized treasure, weapons and armour when supplies are on. Dvergr, companion Vikings, skeletons, draugr and elite draugr vary the patrols.
- The F8 player panel now has a Factions tab, showing each faction's lore and your standing with no extra key. Faction patrol kills now always update faction fame and reputation even when the optional leaderboard is off, with an immediate message. The Hearthguard, Dvergr and wandering Viking allies, hold back the Ashen Host of skeletons and draugr. Hearthguard guards recognise welcome players as allies, defend them and never attack them. Helping the Hearthguard earns reputation and increases their future patrol support; attacking them loses it. The same identity is ready for future villages and traders. Fame and reputation sit beside the death counter, and fame increases future patrol sizes, enemy strength and rewards. All faction settings start off.
Older versions are listed on the MidgardPlus website: https://midgardplus.odinthered.dev/