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ValheimRAFT-2.4.1

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@zolantris zolantris released this 11 Nov 12:32
· 19 commits to main since this release

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