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Releases: zolantris/ValheimMods

ValheimRAFT-v3.0.0-beta.2

05 Feb 01:32
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Welcome To 3.0.0 (beta for now)

Land Vehicles can now be built. This is a beta these vehicles are UNBALANCED.
They will be absolutely fun to use. But not balanced and may have bugs or other
errors.

  • vehicles have a bit of trouble going up mountains. But you can turn and slowly
    move up the mountain.
  • Losing momentum can cause the vehicle to go the opposite way. Use the break /
    anchor wisely.
  • Land Vehicles can wreck forests and mine rocks. Their damage is configurable
    through RAM config sections.

Other fixes

  • Carts can be added on vehicles
  • Stability of vehicles drastically improved. See "CenterOfMass" percentage
    allowing you to move the center up to 50% lower than the vehicle's lowest
    point. Or at 50% exactly at it's lowest Y point.
  • Bounds and rendering are exact. No issues with bound ever again (unless a mod
    adds a massive collider).
  • Improved ram collisions. There is now a filter for repeated hits to ensure
    that velocity is over a threshold other to not do a hit.
  • Improved logic to protect player when teleporting. There is a collision check
    when the ram attempt to hit a player so it does not hit the player if they are
    currently teleporting.
  • MapSync should have 0 Null reference errors. But this logic will continue to
    be improved/optimize.

3.0.0 Upcoming Features / TODOS

  • Swap out the wheels for treads.
  • Swap out the wheels colliders for rotators.
  • Add power system so vehicles are balanced
  • Make Land-vehicle engine require tar.
  • Make Land-vehicle coal engine variant
  • Make land vehicles break and require maintenance to repair coal / tar
    generator
  • Add refinery to harvest tar more efficiently.
  • Make Land-vehicles very slow coal engine
  • Fill the location under the vehicle with treads and a platform of some
    sort. Maybe just expand the treads.
  • Align the vehicle wheels a bit better for no square vehicles.
  • Allow rotating of the vehicle based on the wheel position...This is a
    problem with normal rafts too where the points become inaccurate due to bad
    logic (it's complicated).

What's Changed

Full Changelog: ValheimRAFT-v3.0.0-beta.1...ValheimRAFT-v3.0.0-beta.2

ValheimRAFT-v3.0.0-beta.1

02 Feb 07:46
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What's Changed

A rough version of >=3.0.0. This is a beta until it looks good.

Preview video: https://youtu.be/Vrw3IMY7JkM

Features

  • A LandVehicle with up to 5 wheelsets generated.
    • Wheels will continue to be added for larger vehicles.
    • Land Vehicle logic with just wheels at thresholds 30, 60 in Z axis of vehicle.
    • wheel radius is adjustable.
    • wheel suspension is adjustable
    • Turning speed is adjustable
    • Turning direction is NOT adjustable. The vehicle forward and reverse are locked for now. Wheel direction will not matter so build the vehicle smartly.
  • The landvehicle is locked for rotation movement. It will not rotate at all, however the wheels remain able to rotate and adapt to environment
  • The landvehicle is able to smash through terrain if the rams are enabled for vehicles
  • Improved ram collisions. There is now a filter for repeated hits to ensure that velocity is over a threshold other to not do a hit.
  • Improved logic to protect player when teleporting. There is a collision check when the ram attempt to hit a player so it does not hit the player if they are currently teleporting.
  • MapSync should have 0 Null reference errors. But this logic will continue to be improved/optimize.
  • DEV: adds a hot reloading C# package to unity.

LandVehicle Beta FAQ

  • How do I break?
    • Press the space bar / jump.
    • Alternatively dropping an anchor will break.

LandVehicle Limitations

  • Land vehicles are not meant to smash low objects. Consider adding a ram for lower items so the vehicle's wheels and ram are near aligned at the front.
  • Large landvehicles can get beached by having their flat part be stuck. Turning will not let you escape unless a wheel is on the ground/
  • Breaking is essentially anchoring. We do continue to have support for anchoring logic and this is used for vehicles in multiplayer.
  • Multiplayer support needs testing!

New Contributors

Full Changelog: ValheimRAFT-v2.5.3...ValheimRAFT-v3.0.0-beta.1

ValheimRAFT-v2.5.3-beta

20 Jan 05:02
a012956
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What's Changed

Full Changelog: ValheimRAFT-v2.5.0-beta.1...ValheimRAFT-v2.5.3-beta

ValheimRAFT-v2.5.3

20 Jan 12:48
e05d648
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What's Changed

PRs #174 #172

New Prefabs

  • Anchor prefab.
    • It's fully animated
    • Will make the vehicle more stable when deployed. IE it reduces tilt / uplift by 75%. So if you were pushed up 1 it would only be 0.25 distance moved. Much better experience on a boat now for those that don't want to go creative mode but build.
    • Have HUD messages above them.
  • Hull Left and Right floors for sealing corners.
  • Windows (2x2, 4x4, 8x4).

Remove Logic

  • No more hud messages. People did not like it. So it's removed. See anchor's prefab for the new location. It can be disabled under HUD section of config too.
  • Anchors will not work for water vehicles and subs unless you place a prefab. (Flight still has anchor)

New Logic

  • (Major change) Vehicles get a custom collider that matches the boat. You can make a catamaran without hitting rocks in between.
  • Vehicles are rams. They can destroy spires, rocks, trees, etc. Config the Ram blades for the same damage. Vehicles will always have 10 radius AOE at minimum.
  • Vehicles have a box around them underwater for shading the environment. You can disable it with HasUnderwaterHullBubbleEffect or customize the color/transparency with UnderwaterBubbleEffectColor.
  • Cameras can have their collision disabled. This is a default behavior to prevent more nausea and jitters. Disable this tweak with removeCameraCollisionWithObjectsOnBoat and set to false if you like having the camera smash into walls. It mostly useful for panning and smaller boats or at high speed...recommend keeping it on but it's opt in for all clients. Not server enforced.

Stability

  • Client (non-physics clients) and Server syncs are less jittery.
  • Tweaks to bouncing boat logic. Should be gone from this iteration.

Full Changelog: ValheimRAFT-v2.5.3-beta...ValheimRAFT-v2.5.3

ValheimRAFT-v2.5.0-beta.1

12 Jan 19:02
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What's Changed

Full Changelog: ValheimRAFT-v2.4.3...ValheimRAFT-v2.5.0-beta.1

ValheimRAFT-v2.4.3

30 Nov 08:15
285bea4
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What's Changed

Summary

  • Adds tutorial text that shows anchor status when player attempts to move vehicle or change speed when anchored. Disable it under zolantris.ValheimRAFT.cfg Tutorial section HasVehicleAnchoredWarning=false
  • Fixes ship transfers between players. Allows ejecting other controlling players, and syncs the wheels across all sessions. Players can see the wheel turn and other players attached to it.
  • Fixes ship average, top, bottom modes
  • Adds ship averageHull pieces mode for floatation
  • Makes harmony much higher prioritized effects area prefix for fire areas. Should allow cooking to work even with heavier mods unless they use VeryHigh or First priority.

Full Changelog: ValheimRAFT-v2.4.2...ValheimRAFT-v2.4.3

ValheimRAFT-v2.4.2

25 Nov 00:43
947e2e0
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What's Changed

fixes

  • water meshes hiders place in the correct alignment on and off vehicles now.
  • add bail for bed spawn logic so there is no persist if the bed is not yours. This should remove a error that spammed if the bed did not have a persistent id but was not owned.
  • Fix id check that was looking for 0 instead of a valid int. This was spamming errors on the vehicle when the player saved their dynamiclogin point.
  • Makes physics safe, there is minimal sideways force pushing the vehicle instead of massive force at lower 0.05 setting for waterSidewaysDamping.
  • All of the physics logic has an update key so it may be flipped per version published. Likely minor versions will do this to soft reset things to balanced configs. Keys will be output into config like this <key>_2.4.2
  • ActivatePendingPieces runs much faster and will not run if the vehicleInstance is null.

chores

  • Small fixes for build paths.
  • Autodoc generation automatic copy and override when running archive. This requires the doc to exist.

Full Changelog: ValheimRAFT-v2.4.1...ValheimRAFT-v2.4.2

ValheimRAFT-v2.4.3-beta.1

25 Nov 11:35
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What's Changed

  • Feat/improve boat ownership transfer by @zolantris in #155
  • Adds support for boat leaning in wind towards sail push direction.

Full Changelog: ValheimRAFT-v2.4.2...ValheimRAFT-v2.4.3-beta.1

ValheimRAFT-2.4.1

11 Nov 12:32
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Features:

  • See underwater above when looking underwater. It flips the mesh like Vikings do swim, but I think a bit more accurately. Can't be perfect with this as best it could be is a mirror I think.
  • build underwater. The boat will still use float colliders, so beware of being underwater when near land. Will launch you on spawn.
  • Underwater zones can be applied without needing a raft. You can build underwater now...fully with this mod. Using a RuneMagic water mesh bending approach is an alternative, but this mod feature lets the player walk directly through water in areas considered "water free". More performant in the end I think.
  • Vehicle ballasting
  • Improved flight mechanics (now can ascend/descend at any rate at ForceSync mod)
  • Underwater logic for tame creatures + monsters can land on the vehicle. All feature flagged.
  • Vehicles DynamicLocations (beds) have map pins that can update. You will see your vehicle and the vehicle in a configurable area. Or you can flip a flag and see the entire world's vehicles.
  • Translocation of Vehicles and players. Player can use vehicle move command to move up to 5000 X Y Z coordinates. IE you could get to the Yggdrasil root or ashlands instantly with your entire vehicle.
  • This mod includes DynamicLocations 🎉

DynamicLocations Features

  • Setting a bed will now sync that bed per world and on death you move to the vehicle current location even if moved.
  • Logging out of a vehicle will log you back into that current vehicle's area of the world even if moved. It will take a bit longer as it teleports you.

Fixes

  • Can cook again on vehicles without requiring destruction of the fire
  • Can cook underwater if enabled.
  • Piece Activation is much more robust. It will be much harder to fail the activation process.
  • Vehicle commands work again for move and and improved

Compatibility

  • Likely does not work with Vikings Do Swim. This mod uses similar logic to let you land on the vehicle. However it does not change Swimming mods so it may still work well.

Prefabs

New prefabs.

  • Water Tool: You have a water tool that lets you edit the excluded zones with vehicle colliderEditMode if not in edit mode, you will not be able to hit these boxes when building. Meaning the box does not interfere with building. Edit mode will also create collider debuggers lines around each box.
    • The box requires 8 placed pieces. To create a volume. The cube is then created from the volume. If you place 3 points and then spam place in one spot it should be enough.
  • Experimental: Boxes can be swapped to other primitives. IE Sphere, cyclinder, Quad. Default is a cube.

Other features:

  • Document all ValheimRAFT commands
  • Document how to use configuration manager.
  • Re-write and protection of activate pending pieces.
  • Document DynamicLocations API and features
  • Document hidden unity flags: thanks chat-GPT...especially for hidden unity flags)
  • Rewrite of Onboard logic. There is full api for onboard players and this pattern applies to Underwater zones
  • Improve Activation of pieces
    • Freezes vehicle until activation
    • Adds state during activation
  • new VehicleCommands vehicle report-info outputs relevant information for submitting a report about the problem for raft. This report can be added to logs and will be required to do validations. Should help mitigate time needed to find people's ships and worlds when Testing issues.

2.4.1 Only

  • Makes flight much more stable
  • Makes ballast more compatible with flight
  • IMPORTANT: Avoids reversing TargetHeight which could have sent ships crashing into ground and below it if 2.4.0 was released.
  • No more pendulum sway for submersibles as the colliders follow the vehicle properly now.
  • significantly less problems with collisions as collider prevents some issues on top of the already existing ocean floor protections.

Full Changelog: ValheimRAFT-v2.4.0...ValheimRAFT-v2.4.1

ValheimRAFT-v2.4.0

10 Nov 11:23
e4d06d1
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What's Changed

Full Changelog: ValheimRAFT-v2.2.5...ValheimRAFT-v2.4.0