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ValheimVisualEnhanced
A client-side visual enhancement mod that enriches Valheim with subtle world-aware effects while preserving its vanilla style. THIS IS NOT RESHADE.
By Pumpkin
CHANGELOG
Changelog
0.5.26
- Fixed a Unity log error the fireflies produced on every swarm in both biomes: "Particle Velocity curves must all be in the same mode". It had no visible effect - the drift and the slow updraft looked exactly as intended - but it filled the log, which matters because the log is what a bug report gets read from.
- No setting changed and nothing to retune: whatever
SpriteandSpriteScaleyou have set carries over as it is.
0.5.25
- Fireflies are no longer little squares. Each one is now drawn as a soft glow - a bright
core with a faint halo, which is how Valheim's own particles look. The hard one-pixel dot
earlier versions used is still available as
Sprite = Pixel, and it looks best atSpriteScale = 1, because that sprite is a square and enlarging it shows it. - New
SpriteandSpriteScalesettings in both firefly sections, so the Meadows and the Plains can be set differently from each other. A third option,Sprite = NativeThistle, draws Valheim's own Thistle particle sprite instead of one the mod makes; that sprite turns out to be a four-point spark, so it reads as tiny stars rather than as fireflies. - Both firefly colours are less saturated. The Meadows gold and the Plains orange keep their identity and stay easy to tell apart, but neither burns like a lamp now.
- None of this changes what the effect costs: still one particle renderer per swarm, still no lights, colliders, shadows, extra cameras or per-firefly objects.
- New diagnostic for bug reports:
General.CaptureFireflySpriteOncecopies the game's own particle sprite into a PNG beside the mod, so a look can be discussed from the asset rather than from a description. It switches itself back off.
0.5.24
- Plains fireflies no longer wink out mid-flight. Each one was being yanked back to its group whenever it fell more than 3 m behind, and re-placing a firefly makes the one you were looking at vanish instantly. They are now only re-placed once they are far enough away that you cannot see it happen.
- Groups now wander on wide, curving paths instead of marching in a straight line. Two things were causing that: groups were being born almost outside the distance at which they get pulled back toward you, so they spent nearly their whole life being steered straight at you; and that steering replaced their heading entirely instead of blending into it. Groups now start closer in, carry a steady turning tendency that drifts slowly over time, and turn back on a wide arc.
- Groups last much longer before re-forming elsewhere, and each firefly lives longer, so a swarm stays put and readable instead of constantly replacing itself.
0.5.23
- Fixed: the new Plains fireflies were not actually grouping. Each one was being assigned to a group by its position in an internal list that does not keep still, so every group was reshuffled twice a second and the result looked exactly like the scattered Meadows swarm in a different colour. Groups are now decided by which one a firefly is closest to, so clusters hold together and travel as units.
- Plains fireflies are now far more numerous and much more visible: 40 instead of 24, closer in at 20 m, and in tighter, clearly separated knots.
- They no longer disappear almost as soon as you notice them. Each one now lives about twice as long, which was the single biggest reason the swarm felt fleeting.
- Groups travel noticeably faster, so a cluster crosses your view rather than crawling.
- A group left far behind by a riding player is now re-formed nearby instead of pathetically trying to walk back.
0.5.22
- New: orange fireflies in the Plains at night. They are a separate effect from the
yellow Meadows fireflies, with their own settings under
Plains Fireflies. - Unlike the Meadows fireflies, which scatter and drift individually, the Plains ones travel in small groups. Each group has its own position and heading, wanders slowly across the plain, turns gently as it goes, and turns back before it strays too far from you. Every firefly in a group shares that group's travel and adds a small personal drift on top, so a cluster moves as a unit while its members mill inside it. They are also noticeably livelier than the yellow ones.
- Defaults are 24 fireflies in 4 groups, adjustable from 1 to 8 groups. Fewer groups makes each one denser and more obviously a swarm.
- Under a roof, in rain or a wet storm, and during a Seasonality or Seasons winter they fade out exactly the way the Meadows fireflies do.
0.5.21
- Cloud shadows now appear more often by default.
CloudCoveragedefaults to0.5instead of0.4andCloudSizeMetersto75instead of85, which is the combination the owner settled on in game. Note that0.5.19and0.5.20looked sparser than0.5.18for most existing installs only because a regenerated configuration silently dropped a savedCloudCoverage = 0.5back to the0.4default; the effect itself did not become rarer. - Meadows fireflies drift slightly faster.
0.5.20
- Underwater caustics now deform as they move instead of sliding. Two new settings in
Water Caustic Lightingreplace the old "two static patterns laid over the seabed" look:Interference(default0.6) blends the two caustic layers from a plain overlay toward an interference network, so the bright parts become narrow crossings instead of two full-strength patterns stacked on each other.0restores the previous overlay.Distortion(default0.5) stirs the pattern with a slow irregular distortion so it deforms while it travels.0restores the previous smooth motion and skips the extra texture sample entirely.
MaskQualitystays atLow512. A0.5.19build briefly raised the default, which was reverted once it became clear that resolution is not what limits how many cloud shadows you can see.
0.5.19
- Cloud shadows now fade away smoothly as the sun sinks toward the horizon instead
of switching off at one instant. The fade runs from about 15 degrees of sun
elevation to about 5 degrees, roughly the last 75 in-game minutes of daylight, and
Automation.AutoFadeAtLowSunturns it off if you want shadows right down to the horizon. - Underwater caustics no longer cost a full-screen pass when there is no water in view. Standing inland with the sea out of sight now skips work that could not have been seen anyway.
F10writes the diagnostic dump by default, and it now also saves a date-and-time-stamped copy so several samples can be compared. The dump names the single reason cloud shadows are currently hidden, the same way it already did for caustics.
0.5.18
- Raised the default
Water Caustic Lighting.Intensityto1.8, the value the effect reads well at in game after the surface-orientation change; existing configurations keep their saved value.
0.5.17
- Winter from RustyMods Seasonality or shudnal Seasons now dims cloud shadows to
30% of their strength instead of removing them completely, through the new
Automation.WinterCloudShadowStrength(0restores the old full fade-out,1ignores the season). Snow weather still fades cloud shadows out completely. - Cloud shadows now gather in larger systems. A much bigger, slower noise field
decides where the existing detail is allowed to form, so an overcast day shows
broad bands and gaps instead of one uniform dapple size. The average coverage
stays where
CloudCoverageputs it. - The smallest detail octave is dropped when a shadow-mask texel can no longer
resolve it. This removes the fine shimmer that appeared at high
ShadowDrawDistanceor on the lower mask qualities;MaskQualitynow changes sharpness without changing which features exist. - Underwater caustics now follow the surface they light up. Vertical walls, stone faces and boat hull undersides receive noticeably less than floors and the seabed, because caustic light enters from above. No additional texture samples were added.
0.5.16
- Meadows Fireflies now choose their spawn points the way Valheim defines a sheltered area: a candidate position is rejected when a player-built piece is the first surface above it, so fireflies no longer hover inside a roofed base or on a built floor while the player is outdoors. This reuses the probe the spawn already performed, so no additional raycasts were added.
- Firefly particles now vary their breathing between two alpha curves, and their yellow carries a small colour-temperature spread, so a swarm no longer pulses as one flat colour. A slow updraft is applied by Unity's particle system, which adds no per-frame C# particle work.
0.5.15
- Added optional compatibility with shudnal's Seasons 1.9.2: Meadows Fireflies now smoothly disappear during its winter as well, read directly from the loaded plugin so the effect also works with Seasons' opt-in global keys left disabled. Seasons remains a non-required dependency.
- Added
Automation.AutoDisableInSnowandAutomation.AutoDisableInWinterSeason, both enabled by default: cloud shadows now smoothly fade out during Valheim snow storms in the Mountains and the Deep North, and for the whole winter in every biome when RustyMods Seasonality or shudnal Seasons reports winter. The snow state, the current environment name, and both season-mod states are included in the diagnostic dump. - Fixed Meadows Fireflies re-seeding all live particles when an unrelated setting changed; they now re-seed only when a firefly setting changes, and they no longer pop in place while a cloud-shadow slider is dragged.
- Fixed repeated per-frame work when the game runs on an unsupported rendering path, and reset the cloud carrier each world load so its precision cannot drift across long sessions.
- Failed renderer detachment is now reported as
Disposal pendingin the diagnostic dump, and the Enhanced Environment restores its temporary sun-angle change even when it is switched off during an environment change. - The hotkey settings table and configuration descriptions were synced with the in-game text, and the release script now refuses to package when a setting is missing from either README.
0.5.14
- Reworked cloud-mask projection to a horizontal world-XZ mapping. Cloud shadows now follow the same wind vector as Valheim's minimap, particle wind, and cloth force without a competing positional shift from the moving sun.
0.5.13
- Replaced low-sun cloud-motion compensation with a smooth automatic fade-out of cloud shadows at dawn and dusk, removing the stretched fast projection.
- Adjusted cloud-mask advection direction; it is superseded by the complete horizontal world-XZ mapping in 0.5.14.
0.5.12
- Added smooth low-sun motion compensation for cloud shadows. The moving cloud pattern slows near the horizon, avoiding unnaturally fast shadows at dawn and dusk, and returns to normal wind-driven speed as the sun rises.
0.5.11
- Added enabled-by-default
Automation.AutoDisableInMistlandsAndAshlands. Cloud shadows now smoothly fade out in the Mistlands and Ashlands while caustics remain independent; the state is included in the diagnostic dump. - Replaced the package icon with the current user-supplied artwork.
0.5.10
- Made the current tested settings the defaults for new configurations:
caustic intensity
1.2, Meadows Fireflies radius24, and the disabled-by- default Enhanced Environment's selected presetEmberfall. - Replaced the package icon with the current user-supplied artwork.
0.5.9
- Meadows Fireflies now use Valheim's public wet-weather state to smoothly disappear in rain and wet storms, then return when the weather clears.
- Replaced the package icon with the current user-supplied artwork.
0.5.8
- Added optional compatibility with RustyMods Seasonality 3.8.2: Meadows
Fireflies now read its
season_winterglobal key and smoothly disappear in winter, without adding Seasonality as a required dependency. - Replaced the package icon with the current user-supplied Valheim Visual Enhanced artwork.
0.5.7
- Hosted the visual-example screenshots in the public
Bellorite-oss/ValheimVisualEnhanced-Mediarepository and replaced local Markdown paths with direct HTTPS image URLs, so previews render on Thunderstore. - Removed documentation screenshots from the installable archives; the package README now loads them from the public media repository instead.
0.5.6
- Rewrote the public description to present the mod as a vanilla-style visual enhancement and to make clear that it is not ReShade.
- Added four numbered visual examples for caustics, Meadows fireflies, Enhanced Environment, and cloud shadows to the packaged documentation and Nexus page source.
0.5.5
- Renamed the user-facing Fantasy Environment feature to Enhanced Environment.
Existing palette settings and
ToggleFantasyEnvironmenthotkeys migrate once to the renamed configuration section andToggleEnhancedEnvironmentkey. - Added two deliberately stronger all-day palettes: amber/crimson
Emberfalland teal/violetAuroraVeil.
0.5.4
- Added
Automation.AutoDisableMeadowsFirefliesUnderRoof, enabled by default, to smoothly fade Meadows fireflies while the player is under a roof or in an interior. - Expanded
Water Caustic Lighting.Intensityfrom0..1to0..3; values above1now reach the shader without being clamped.
0.5.3
- Stopped replacing live fireflies shortly before their natural fade-out.
- Reduced the brightness variation and lengthened the final fade, eliminating sharp distant blinking while retaining a subtle living quality.
0.5.2
- Added smooth per-particle fade-in and fade-out for Meadows fireflies.
- Added a gentle, desynchronized brightness pulse to avoid abrupt distant firefly flicker without introducing C# per-frame particle work.
0.5.1
- Fixed Meadows fireflies on Valheim clients that do not expose built-in particle
shaders through
Shader.Find. - The firefly renderer now clones the already-loaded material from Valheim's native Thistle particles, while keeping the effect's own 1x1 texture and yellow particle tint.
0.5.0
- Added enabled-by-default Meadows fireflies for outdoor nighttime Meadows.
- Kept the effect to one particle renderer with a yellow 1x1 source texture, no lights, shadows, colliders, extra cameras, or per-firefly GameObjects.
- Added firefly count, radius, brightness, and enable settings plus diagnostic state output.
0.4.0
- Added selectable Fantasy Environment palettes that visibly grade dawn, day,
dusk, and night: warm
GoldenSaga, lushVerdantWilds, and coolFrostbound. - Added
Custompalette mode with configurable daylight sun and fog RGB channels alongside the existing morning, evening, and night controls.
0.3.1
- Disabled Fantasy Environment by default.
- Added the unassigned
Hotkeys.ToggleFantasyEnvironmenttoggle and its in-game status message. - Split the sun-path adjustment into the disabled-by-default
Fantasy Environment.OverrideSunAnglesetting, preserving Valheim's normal sun position whenever only the palette is enabled.
0.3.0
- Added an enabled-by-default Fantasy Environment palette with configurable morning, evening, and night sunlight/fog RGB colors, blend strength, and sun elevation.
- Applied the palette through a narrow
EnvMan.SetEnvHarmony hook without modifying Valheim's stored biome or weather environment definitions. - Added palette patch state to the diagnostic dump.
0.2.1
- Changed newly generated configuration defaults to
CloudSizeMeters=85andWindSpeedMultiplier=0.8, matching the recommended defaults. - Fixed the flowing-caustics wind response so sustained strong wind reaches its configured carrier speed with reduced calm-weather drift and no gust steps.
- Made
FlowingMotion=falsea genuine classic-motion A/B path.
0.2.0
- Updated the marketplace icon with the current Valheim Visual Enhanced artwork.
- Added enabled-by-default flowing caustics motion with a classic-motion fallback setting, without new textures or texture samples.
- Rebuilt the AssetBundle with Unity 6000.0.75f1 for Valheim 1.0 / Deep North.
- Updated the required Valheim BepInExPack dependency to 5.4.2350.
- Renamed the mod to Valheim Visual Enhanced.
- Breaking change: the plugin GUID, configuration file, DLL, AssetBundle, and
installation folder now use
ValheimVisualEnhanced. - Changed the default cloud-mask quality for newly generated configurations to
Low512. - Improved caustic contrast in shallow clear water without adding texture samples or full-screen passes.
- Replaced broad caustic brightening with a soft contrast response that keeps dark water-bottom areas dark while retaining midtone filaments and crossings.
- Raised wet-weather caustic attenuation from 25% to 50% of configured strength.
0.1.0
- Added soft, world-anchored cloud shadows driven by Valheim's wind.
- Integrated cloud attenuation into the directional screen-space shadow mask so fog and native shadows retain their normal rendering order.
- Added optional two-layer underwater caustic lighting with sunlight, weather, depth, distance, deformation, and wind response.
- Ensured water refraction moves opaque surfaces and their caustics together.
- Added automatic cloud-shadow fading at night, in wet weather, and under roofs or inside caves.
- Added independent caustics fading at night, under cover, and during wet weather.
- Added configurable hotkeys and a detailed diagnostic dump.