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SIF Green house
A Sif-inspired Mountain greenhouse ward: grow crops, shelter from weather and restore green ground within its radius.
By SmeagsMods
| Last updated | 12 hours ago |
| Total downloads | 13 |
| Total rating | 0 |
| Categories | Crafting AI Generated Misc |
| Dependency string | SmeagsMods-SIF_Green_house-0.1.4 |
| Dependants | 0 other packages depend on this package |
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: 5.4.2351README
SIF Green house
A Sif-inspired carved Mountain garden ward. Experimental user-test candidate: test in a disposable profile/world before your group adopts it.
Build and toggle
Use the hammer and the normal vanilla ward interaction. Ownership and permitted-player access remain native. Default state is off.
Recipe: the installed vanilla ward requirements (currently 5 Fine wood, 5 Greydwarf eyes, 1 Surtling core) plus 3 Ancient Seeds and 1 Heart of the Forest. The native item for the Heart is TrinketBronzeHealth. Materials recover normally. Native station requirements are preserved.
Enabled Mountain greenhouse
The 12 metre horizontal radius works only on actual Mountain ground:
- Native crops grow despite biome/cold restrictions, including beneath roofs.
- Cultivated soil and plant spacing still matter. The ward does not waive collisions or build permissions.
- Reversible green ground visuals; normal Cultivator cultivate/grass operations work locally.
- Environmental cold/freezing and new rain wetness are prevented. Existing Wet and swimming wetness expire normally.
- Local weather precipitation particles are filtered without changing surrounding weather.
- A persistent, very transparent green bubble has subtle yellow/red patches. It hides when switched off. This is a decorative sphere, not an exact map of the horizontal gameplay footprint on slopes, above ground or across biome boundaries. It appears only when the ward centre is Mountain.
Night light and crop growth
Yellow ward lines retain their native glow. At night an enabled Mountain ward casts a warm local point light with 6 metre range, one half of its radius. It switches off during day or when the ward is disabled.
Healthy, loaded crops in the central 4.2 metre horizontal radius earn 20% extra growth progress at night by default. This is a 1.20x growth rate, not a promise that every crop takes 20% less total time. Daytime, blocked crops, outside positions and disabled wards earn no extra time. Overlapping wards do not stack the bonus. Already-earned progress is retained. Unloaded/offline time is not retrospectively rewarded.
Night growth / BonusPercent configures the extra rate (0 disables it). All players/server should use the same setting; this initial version does not synchronize configuration. Native crop plants and cultivated finite Gourds Galore vines are covered; tree saplings and wild swamp vines do not receive the crop-speed bonus.
Boundaries and safe testing
- All participating clients and the server need the mod. Remote multiplayer and full disk-save reload remain unverified.
- Terrain heights, biome maps and terrain paint are not rewritten by the ward. Ward-off/removal restores its ground overlay.
- Snow remains on rocks, trees, buildings and the ward itself. Sky, fog, wind and weather audio remain Mountain weather.
- Terrain edges use normal vertex resolution; distant terrain may not display the small patch accurately.
- Other biomes are not converted. Arbitrary third-party growth scripts are not automatically supported.
- Mature crops/vines retain their normal lifecycle when protection is disabled. Juveniles return to native restrictions and may die. Harvest or relocate crops before removing protection.
- Remove placed wards before uninstalling. Hot plugin unloading is not supported; restart the game when changing mods.
- Point-light appearance depends on the game's lighting settings. Overlapping visual bubbles can be more visible; their growth bonus still does not stack.
No automatic installation or publishing. Back up your saves and test the release candidate before upload or shared-world use.
Verified in isolated Valheim 1.0.21 with Gourds Galore 0.3.14: 179 passing checks for native toggling/access, recipe, crop and finite-vine roof support, cultivation/spacing, scoped weather/terrain, night light and growth accounting. Six native model angles reviewed. Remote multiplayer, full disk-save reload and physical mouse input remain unverified.
Version 0.1.3 updates the icons and increases nighttime light range to 6 metres. The nighttime growth-bonus radius is now 4.2 metres. The gameplay checks above are the 0.1.2 baseline; 0.1.3's asset embedding, scoped light-range change and 35% growth-area change with unchanged 20% growth rate were checked offline while Valheim was in use. Close and restart Valheim when replacing a mod DLL. This package has not been installed automatically.
0.1.4 performance fix
Optional Gourds Galore discovery is now cached once at startup, including when Gourds is absent. This removes repeated assembly scans from crop timers without changing crop speed, ward coverage, light range, visuals or permissions. Gourds remains optional.
In an isolated before/after test with 30 added native crop fixtures, the active-ward clear-day maximum frame duration improved from 2351 ms to 8.1 ms. All five fixed 12-second sample intervals had zero frames over 33 ms. These are controlled test-scene measurements, not promised performance for every modpack or world. Close Valheim before replacing the old DLL, then restart; do not leave both versions installed. No automatic installation or publishing.
0.1.4 native regression: 181 passing checks on Valheim 1.0.21 with Gourds Galore 0.3.14. Current radii, finite-vine growth, roof/soil/spacing, weather, cultivator and toggling verified. Remote multiplayer, full disk-save reload and physical mouse input remain unverified.