v1.4.15 — what Valheim 1.0 quietly broke, and a radial menu
Valheim 1.0 added one extra value to the calls that put an item into a station, and changed how a mead barrel records what is in it. Neither is a large change. Between them they stopped every Bone Servant working, at every station in the game, and quietly took the Aswid's four-times fermentation away.
Alongside those: the radial menu, flight on a gamepad, and six fixes to the Sverm's colony.
Every Bone Servant stopped working
At a smelter, kiln, windmill or spinning wheel, 1.0's extra parameter meant an
EndOfStreamException in the log on every tick and a Bone Smith standing in front of the station
holding its ore. The Bone Cook hit the same wall at hearths and ovens, and reading the cooking
slots failed the same way.
The mead barrel failed differently and worse, because it failed silently: 1.0 identifies a barrel's contents by a number instead of a name, so the servant's "do you take this?" was answered no for every ingredient, and barrels were never filled at all.
All four are fixed. Nothing a servant was carrying was ever lost — it simply could not put it down.
The Aswid's blood brews lost their fermentation speed
Same root cause. The check for "is one of our blood bases in this barrel?" read nothing for every barrel, so blood brews fermented at vanilla speed. They are back to four times as fast.
Race powers in the radial menu
Valheim 1.0's radial menu — hold the right stick, or press the keyboard's radial key — now has a group named after your race, with one entry for each of its forms and abilities: the Fenrir, Aswid and Skadi forms, the Trol's True Form, rock and log, the Trenta's three powers, the Dvergar runes, the Sverm's Ravager Strain, and Grow Claws.
This is not a preference, it is the only way in. Every physical controller button is already bound by vanilla in all four layouts; there was no button left to put an ability on.
An entry does not call into the race. It presses the key you already have bound, so unlocks, cooldowns, day/night rules and the messages that go with them behave exactly as they do from the keyboard, and a rebound key is followed automatically. See Gamepad and the radial menu.
Skadi's Drake and Moder can fly with a gamepad
The flight toggle and the flight controls read only the mouse and keyboard, so a pad player could neither take off nor move once airborne. Block now takes off, lands and cancels a landing, the left stick powers forward and back, the run button sprints, and the right stick steers the way the mouse does. Keyboard and mouse are unchanged.
Sverm Seeker Workers keep the forge
The workers now have the Bone Smith's brain, whole. Put the Bone Servant sigil — a Bone Fragment — in a chest within the work radius of the nest's edge and they carry ore and fuel from it to the smelters, kilns and mills around, then bring what comes out back to that chest.
They still defend the nest: anything within 12 metres stops the work, the fight itself is left to the game's own combat, and a worker goes back to what it was carrying afterwards. They still mend what you built. The nest's hover now shows what each of its workers is doing, and the compendium page says all of this.
Four bugs in the same area, all of them quiet:
- Workers multiplied on every reload. The nest only counted workers it had just hatched, so every worker that came back with the save was invisible to it and a fresh one hatched on top, two minutes at a time. Workers are counted from the moment they exist now.
- Workers hatched stuck inside the nest. They were put down at the nest's own centre, inside several metres of collider. They now come out on the same ring outside the nest the troops use.
- Workers hit as hard as a full Seeker. They were always meant to bite at half weight, and the code said so, but nothing ever halved the blow.
- Troops and Blister Ticks chased anything they could see. They kept the vanilla creatures' unlimited alert range, so a garrison would run off after something across the valley and a tick would burst far from home. They now fight within 25 metres of the nest — or of you, while they follow you.
A thrall you lead away stops judging fights from home
While a summoned creature followed you, the game kept measuring every enemy by its distance from the station the creature came from, so the further you led it from home, the fewer fights it would take. It now judges them from you while it follows, and goes back to guarding its station when you let it go. This covers every summoned creature in the mod that can follow: the Draugh spawner's thralls, the Dvergar bank's mercenaries, the Fenrir trough's pack and the Sverm's troops.