#suggestion-discussion
1 messages · Page 48 of 1
Hmm, maybe the Dvergir could sometimes have an accomppanying golem construct
Like a tool-bodyguard, excavator-hauler
You could already sort of do that with the stagbreaker, wouldn't be insanely overpowering
And I do maintain, the word Golem… has baggage
True, but maybe 30ore per golem is a bit much, like, 5-10 sounds appropriate
It could be that the normal ones give 5-10, but once you beat bonemass/moder starred silver golems start spawning
Yes but it's balanced out by the low spawnrate, like the odds of seeing a 2star wolf, gotta compensate I guess ^^
#suggestions message Hmm not necessarily opposed to more little details and ambience, but the ones you’ve mentioned seem a bit out of place 😅 UFOs and Loch Ness monster seem like strange choices.
i think its another translation issue and probably genuinely meant unidentified flying object, not necessarily 👽
Ahhh fair enough!
Though I have to admit… due to my interest in aliens… I would probably get a good giggle if there were UFOs in Valheim 
Bit of a tangent, but I think it’s so funny that there’s a Zelda game (Majoras Mask) that features aliens like out of nowhere, complete with the stereotypical cow abduction scheme- it’s actually really great!
This absurdity is the whole point of humor).
In GTA 5 or RDR 2, UFOs are also completely inappropriate and are secret Easter eggs. But still, they generated great interest in this mystery and long reflections of the fan base about hidden meanings.
Thor is our UFO 😅
I bet u'd pop debugmode fly and try to catch one with that harpoon
How did you manage to ride a valkyrie? He flew far away 😜?
Is there a raincoat in the game? What nonsense.
There is no raincoat, but I feel like the suggestion might be referring to the feather cape? 🤔
Wish iron gate would implement a couple quality life features like the PC community can get via Mods . Give console players the opportunity to craft from containers larger inventory little things like that.
That's not how things work. A good example is that crafting from containers is rejected, hence why it's only available as a mod (meaning it won't be added to the vanilla game, especially not exclusively to consoles).
Don’t think Valheim needs crafting from containers 🤔
His msg seems to be translated by Google translator or sth
they are
I also don't see anything wrong with adding this feature to the settings menu. I understand that it is necessary to preserve originality, but still most of the survivors of this type do it for the convenience of the players (senseless running from box to box just skips).
Once you try it, you won't want to go back to the manual download option.
I just don’t think there’s enough crafting going on to warrant crafting from containers, imo 🤔 eh, don’t really have much of an opinion on it really
It trivializes the whole process. No more need to manage storage and organization if you don't have to manually look for what you need. And largely takes the player out of that aspect of the game.
Exactly; storage placement and optimization is an important part of base building- would hate to see it diminished for sake of “quality of life”
Especially given how immersive and organic the base building base, would be a shame to take away from that.
Keeping things organized is not really hard. Some effort needed of course but still.
It's very likely that those asking for "crafting from boxes" are having problems organizing things in the first place.
Which doesn't warrant trivializing something the player is meant to be involved in.
Organizing isn’t hard, but it’s a lot of fun ||I definitely sound like a maniac saying that lol|| and that’s kinda one of the draws of survival games- managing your resources, that is.
I actually just got into the habit of putting a barrel next to my tanning rack to store all my leathers! Something about linking the world with the UI to make things comprehensive is a really immersive experience for me. And of course, as per usual, I simply do not store woods/stones in any chests. But I wouldn’t impose that on other players 
I feel that they should add a lot of customization and qol options, but make them only available after beating the game for the first time. That way you still have to go through how the game is intended to be, and as a reward for sticking through it you get to change up the experience however you please in subsequent playthroughs.
What kind of customizations and options? 🤔
Don't know, the list is way too large and varied to narrow it down to anything specific, and I don't have any personal want/need for qol options outside of what already exist in game and what's available through mods. Like most people I could take it or leave it, just felt like the concept in general would be a good balance between preserving the intended game design and giving players customization options that they might want as well without ruining the experience the developers want the game to offer.
You're too stereotypical, you're used to the old (not because it's convenient, but because it's the way things are - everyone does it) and so you don't want to accept even the thought of the new. I'm not saying it's bad, I'm saying it's good. I'm saying that it's more convenient and spends much less time (yes it contradicts the given mechanics or idea of the game, but it has the right to exist). It's not about sorting by type (it remains so), it's about not having to count everything by units, autocollection just saves time (beautiful warehouses with inscriptions will remain so). Although not everyone is such a perfectionist and just throw everything in a free drawer, for them this function is suitable. So why not add it to the settings, like portals and other things.
And valheim isn't made for everyone. Your expectations need to change, not the game.
If you reason like that, there's no point in all these suggestions and working on improvements).
"add bears" is hardly an improvement 🥲 most suggestions are just people's whims
It's really not a suggestion when you're at the point of refusing to take no for an answer. Suggestions are for things that they haven't already clearly made up their mind on and when their stance hasn't been clarified.
Mmmm..... Well when there are dozens and hundreds talking about the same fad, that's a statistical opinion that might be worth listening to. Here mostly voice fads (something new), not looking for flaws in the old (old bugs). It is up to the developers, of course. But fantasies also have the right to live.
Yes but within limits of the game's ability AND lore/universe, it has to be both doable AND make sense, and most people completely disregard that
Well to say that this is the way I'm used to stacking and taking things and it's right because that's the way the game is now. And automatically crafting is wrong because it's not in the game now is not quite correct either. Well, it can be argued endlessly 🙂 .
Crafting from chests is wrong for the reasons that have already been mentioned, reasons you ignored or fail to understand (has nothing to do with it not already being in the game, it's not in the game because it doesn't belong to begin with, as determined by the people designing the game). The developers (the ones that ultimately make the final decision) have decided against it and you seem to not be able to accept that.
I've been using the "craft from a chest" option in both Enshrouded and Survival: Fountain of Youth and while I have to admit it's convenient, I also found that I'm still putting materials in my inventory from all the crafting devices those games have, then craft the stuff before dropping the left over items in the chest.
But much more important to me, was that I was also able to keep a much better eye at how much I had of certain items.
Something that I found that crafting from chests doesn't really does, given that things weren't taken from the crafting stations itself.
Like: Crafting copper arrows needing 2 copper bars and having 4 in the smelter and 1 in the chest, told me I wasn't able to craft them; even though there were enough.
However, the moment I put the 4 bars from the smelter in my inventory, the copper for the arrows as taken from my inventory and not from the chest.
So basically I had to move it from the smelter to the chest, so I got 5 in the chest, then craft the arrows which would take 2 bars from the chest, while I just a few seconds ago I had those 4 in my inventory.
It all feels like doing extra steps for convenience sake, while in the end the result is the same.
Edit: changed a calculation error. 1+4 is not 6........ I think
In my defense I can say that I for example am against carrying metal through portals and the developers are against it as it breaks/distorts the overall mechanics/idea of the game... but still it can be changed/customized (for convenience and time).
That's a good perspective
That's the problem you get when developers cave to demands and lose sight of their own intent. Not at all a good thing. It's why I mentioned earlier that any type of customization options (namely ones that impact the gameplay) should be locked behind beating the game for the first time, as to not interfere with their intended design. Want to customize resource rates, modify what's allowed through portals, etc.? Sure, just play through the game once without any of that and you'll be rewarded for sticking through it. If they're willing to compromise in one area, the integrity of the game design starts to fall into question, as does their authority on making decisions. People see that and go "we made them cave on this topic, now we have control over making them change whatever we want". Very bad situation they've put themselves into, and the solution is absolutely not to keep pushing it further.
If someone is disorganized and irresponsibly throwing things in chests without organizing them, why should they get the luxury and convenience of efficient crafting? 🤔
I agree with that, but I'm afraid that changing the code to allow the crafting from chests may be a lot more complicated as one think.
To start with that we have different chests and I'm not sure how their code works when taking items from it. (Like is the chest inventory the same code for all chests or is it different for each chest).
Second: If that option is there, does it mean it always does that? But if it does, what about the chests we find in the wild sometimes and which contain items.
What if a player wants to craft fire arrows in a meadows hut (s)he uses as temporary base and instead of using the feathers from their inventory, it uses the feathers which are in the chest in that same hut?
When a player may not realize that, we WILL get a lot of "I had crafting items in a chest and now they're gone! Is it a bug?" posts.
Third: what should be prioritized by the game when it comes to crafting materials? The chests or the inventory?
Fourth: if we want to use chests for different purposes - like storing carrots for planting them as seed carrots if our supply runs out - while also using the same items to craft something; does that mean we have to get a chest we can use to craft from and a chest we can't craft from?
Basically means all storage items - 4 or 5 chests, 1 barrel - will need to have two different versions now.
Otherwise we will at some point revert to what I said at #2.
Seeing many different problems and not a whole lot of positives, and just for minor convenience that can easily be forgone. Doesn't even need the developer intent to see the writing on the wall for the idea.
I'm going to bed 😑.
P.S. - Personally, I don't care how the chests work. I've also pretty much gone through the entire vanilla game that way. Just wanted to support the guy who suggested it and show your take on it. As if my grandfather did it this way, my father did it this way, and I did it this way, and everyone should do it this way, and everything else is unnecessary and won't work. I guess I'm just not much of a counselor).
Not a single person here made that sort of argument 🤦♂️. Has nothing to do with "we had to go through it, so you should too".
what the "recycle" emoji mean into "suggestions" channel?
Suggested before.
Don’t take it personally 🙂 I see your perspective, and I understand that crafting from chests can be convenient. I just don’t think the process of getting materials from a chest to your inventory (assuming the player has been diligent about organization and planning) is enough of an inconvenience to warrant a change.
Haven’t played the games Thorin mentioned, but I have a lot of time in Terraria. In a game where there are thousands of materials, crafting from chests makes a lot of sense. I don’t think Valheim is one of those games.
There are bigger fish to fry than chest mechanics 😉
That the suggestion has been proposed before (in some form or another)
I mean you did say that in your opinion everyone should play the game without any changes to the experience the developers intended before making any “compromises” to that experience in subsequent playthroughs. I see his interpretation even though it’s exaggerated.
I have played the through the game once, and got mods where I felt the most frustrated with the game for subsequent playthroughs. Craft from chests is one, Everything is organised but saving time running to each chest, remembering what I need, taking what I need, putting it back its just a small QoL thing. Especially when I'm at work all day and need some things streamlined to be able to fit it into my schedule.
But that being said, I don't think its a feature that everyone will want/need. Better as an optional addon maybe.
The thing about this argument is it’s based on how you make your base, if you make your base so that your chests are within arms reach from your crafting station the issue just doesn’t exist?
My chests are literally next to my crafting stations, Its still annoying sometimes though.
I’ve recently sorted my chets system and the only annoying part was the initial remembering of which chests are where as the signs I have aren’t 1 to 1 but more as a rough guideline but after a bit of time you just start to remember as you practise using your chest system
Definitely man. I played the game without even knowing about mods then found so many that solved my frustrations like inventory and farming.
What frustrations did you have with farming
With the sheer volume of farming it would take forever to plant each plant individually especially since there are so many crops you need endgame, so stuff like plant easily made it more bearable to plant the hundreds of crops I was planting.
Wouldn’t be opposed to further farming tweaks 🤔
Maybe not quite as blunt as ‘mass planting’ but I could see other means of improving the experience.
I like the farming grid so you don't place things too close together .
Not a fan of the farming grid, 1) it looks unnatural imo, 2) seems a little strange, planting multiple things at a time, and 3) I don’t think it’s immersive enough.
Would much rather see something like fertilizer and farm-based objects that contribute to the ‘extra crop proc’. This way, the player can potentially be engaged and encouraged to improve their farm (and therefore their base), which I feel falls in line pretty well with the ABCs of Valheim 🤔
Oops, that was a little longer than I anticipated 😂 to sum it up, yeah I get it- farming can be a tedious task. But I think there are ways to improve it that are engaging for players
Fertiliser using greydwarf eyes or something I have so many.
Could be a good use for all the bone fragments that tend to accumulate
Oh yeah, bonemeal
I wouldn’t even mind if it was expensive. 10 bones, 1 fish of any type- one patch of fertilizer soil.
Now the player has to invest in bones which typically requires killing skeletons (C is for combat), go fishing (stretch, but A for adventure) and of course, plan out their farmland (B is for base building)
Yeah better than greydwarf eyes tbh you never got enough of them
what would this fertilizer do?
speed up the already very fast ingame food growing production? 🤔
+1 crop harvested? A speed boost wouldn’t be great because if you don’t get back to the crop fast enough it would be wasted
so that + farming skill to get +ALOT crops? 😄
Could contribute to the farming skills chance to proc the +1 🤔 that way, the proc has a higher chance based on your farming skill as well as other factors- this way, could feel more rewarding and less 🎰 perhaps?
Oops, yeah 😅
warding = guarding / protection
hence my asking 😄
like "bone meal would protect your crops from being demolished by monsters attacking"
now that would be something more unique and not just a copy-paste from minecraft 🤔
Yep! A typo on my end haha
That’s an interesting thought for sure.
but you see how I think about doing things?
invent new things
not just "This feature from X game is cool. how to make the same thing, but valheim style"
Oh for sure, you’ve taught me a lot about thinking about how a feature could be implemented 😉
But yeah, fertilizer has way more potential than being “Minecraft bonemeal”
indeed
Smiffes words always echo to me when I think of an idea 
speed is.. um.. almost wasted since it takes what. 3 ingame days to fully grown everything?
We can already sleep at noon if we want crops faster
bonemeal would also just be a copy of minecraft. which honestly looks kinda bad if a developer just copies another games features 😅
so to balance it. we would have to make crops take longer to grow 😦
to give it some kind of.. unique spin 😦
If one really wanted to be ambitious, could say fertilizer opens up some capability for crops to grow in more area. Obviously wouldn’t be a catch-all to make crops grow anywhere you want. But say barley for example could grow in meadows if planted on fertilizer ground.
Just spitballing ideas while waiting making dinner haha
There was this really fun farming garden game called viva piñata on the Xbox 360 where using fertiliser provided a visual distinction to the crop and increased yield and you had to use the fertiliser at specific growth times for it to work
I don’t think the exact same thing would work but having a thing where using fertiliser introduced an extra growth stage and increases yield would work
An hour and a half is a long time on multiplayer servers cause coordinating sleep to skip time doesn’t work. A fertilizer would be amazing.
yeah but..
Maybe an item sold by a vendor?
main rule for valheim is that we don't add things that just benefit multiplayer
and 3 days isn't alot. we want to ||force|| you out of your comfortable home and go explore aswell 😄
I don’t understand that personally
well. we are quite unique *in that sence
I think the game is unique already cause to me it stands out from a lot of mainstream games that provide the same experience
No disrespect but I don't like that idea at all. It incentivizes staying in one place but you're meant to progress through the biomes with outposts and etc. I would like a fertilizer in the game but implemented differently.
In short: Valheim is mainly balanced as solo experience with possible coop with friends.
Speeding up crops with fertilizer would also have its effect in singleplayer, I don't understand how it just benefits multiplayer.
The progression argument is overcome if the ability to farm crop B in Biome A is locked behind Biome C.
If your argument is that the player should need to have bases in multiple places simultaneously, that is not as fixable, but I'm not sure I agree. Once I have all the materials, I wanna make a really good base in the prettiest place I can find, not make 4, or have one good, but keep going back to the previous ones.
Even if I want multiple bases, the ability to have more crops in more biomes still opens up new visual combinations.
Just don't see why people would want to speed up an already fast process...if you have nothing to do but wait for crops for 3 days we might be playing a different game 🥲
People aren't pipelining.
We really need enzymes to speed up fermentation. I got kinda bored during that mandatory step where I waited around for two hours to have enough frost resist meads.
I mean...it's fermenting? You only need resist meads until you make a cloak or root armor, but you can also do without it. Not completely mandatory to just sit and stare at the fermenter.
You do realize I was joking right?
Where?
This
..Haha then?
Hahan't.
Honestly, super fair assessment! Can totally see where you’re coming from.
Hey now, I thought it was funny! 😁
||traitor once again||
jk i dunno man it's like 2 am and I'm not english enough
I didn't get the joke either
That’s because y’all are up past midnight 👀
i know you got engaged but you're not our daddy yet
This is what I would do myself, on top of just a base like 20% faster grow speed 
Have fertilized grown placement be just like pathing. (Terrain texture swap)
The (increased) chance for +1 crop sounds good too tho 👀
Stacking additively onto the skills chance to proc +1
Just looking through the convo
If you’re referring to what I said about fertiliser I never mentioned anything about an increased chance. It would always add one extra crop to the harvest.
#suggestions message Seem very technical. Maybe you can explain a bit more what do you are searching with this suggestion or else most people here will skip the suggestion. (I searched a bit what TAA is, interesting field but I can't understand with my small knowledge on the matter what will really change with AA selection).
Sometimes an idea seems like a surefire must-have hit, when you see it in a dream.
But after waking up and having a thought about it…
Maybe a Flametal torch weapon that is gem-upgradeable isn’t a massively needed weapon
Flametal Atgeir on the other hand…
@mellow crater Hi Matt. It's indeed quite technical and usually AA in games is poorly explained. Here is an example of how TAA looks when it's added incorrectly (labelled Native in the video). https://youtu.be/3nfEkuqNX4k?si=HtbptqD90nXIvvi2&t=1569 and here is an explanation of how TAA works https://youtu.be/QAbEE9bLfBg?si=66K6bM2svBG8wwH4&t=679
What will selecting the AA allow?
- Choosing the best option for your hardware
- High end users can use SSAA and enjoy really good looking result
- Implementing FSR would allow really low end hardware to also get rid of jagged edges
So you target performances, that okay, thanks for the précision
Wasn't exactly you who mentioned having it stack with the gardening skill in that way, but you had put the notion forth at first yeah.
The convo went on a while 🤭
What would the bonuses for the gem-enhanced Flametal shields be, hypothetically?
Lighting shock on a successful parry seems nice enough, maybe the tangle effect as well, but for the blood stone…
Lifesteal? Heal?
On fertilizer,
So add a flat +1 to crops yielded? Add a chance for +1, independent of the farming skill?
That's what blob had initially suggested yeah 🫡
I would never suggest something that rewards luck, only the flat +1
If it was an addative percentage though, it pushes closer and closer to not being RNG 🤭
That was my thought- if it affects the farming skill in terms of chance of getting the +1, it feels less RNG based 🤔
That would also mean it has a less significant effect at higher skill though
Wouldn’t mind either way honestly, but a +1 from fertilizer, chance of +1 from farming skill, for a total of 3 crops from one carrot for example seems pretty generous
Actually surprised that they extra chance from the farming skill caps at 25% at level 100 though...
Good point!
Sort of, but only as you approuch 100%... unleeeesssss, we can go above 100% to then reach +1 + chance for +2 😂
I would personally buff the chance from the farming skill up to 50% at least, looking at things now.
Still surprising to me it was rather low.
And of course with how skills are right now... no one is realistically reaching 100 skill level.
Blob I know you hate the slot machine
but I feel like a separate chance for an additional crop based on your farm quality would be pretty comfortable
Spending materials to make fertiliser for a chance at an extra crop is literally gambling though 
Not really... considering the fertilized land lasts forever. It's a straight upgrade.
#suggestions message Thorn crown: who's gonna get crucified? 👀
Unless ofc a player changes the land by pickaxing into it or something 
why is everyone disliking the idea of replantable berry bushes?
Foraging is one of the main reasons to venture out besides progression, taking away from that isn't ideal.
Which suggestion in particular?
Gathering materials while you explore is a central part of Valheim’s gameplay loop so foraged and farmed materials are generally kept separate to ensure you are doing this at some point. I wouldn’t mind the ability to plant berry bushes that can’t be harvested, as decoration.
Cosmetic bushes would be fine imo
why can we repland the grapes but not the ferns?
Some vegetation is intended to be farmed, others foraged. But yeah, in that case specifically, grapes are often better foraged.
Can I ask why you would like to plant berries and similar flora?
in the Ashlands most plants get destroyed by random events making gathering resurces harder each time
You've just anwsered your own question, replanting vineberries is necessary because it is possible to have all natural berries sources mowed down by a Morgen 😅
most of my ferns got mowed down by the morgan...
Just so you're aware, you can plant vineberries in any biome 👍
Even if the bush is broken the fern still grows back
also...why not give people the choice? some builder would probably love to build with blueberry bushes
Most people are pro berry bushes as far cosmetics go.
This is where cosmetic bushes would be a nice middle ground
#suggestions message @tepid sorrel
well does the Smoke puffs respawn when a lava blob destroyed the rock were they grew from?
I wouldn’t be opposed to seedlings being locked behind a high price, quest completion, or rarity. This way, foraging is still vastly superior to farming.
the bog witch could sell seeds for the plants but only after unlocking them
Not logical at all given that grapes grow better in southern countries (or biomes).
Can 100% understand all perspectives. But man, those bushes- fruits or not, are way too beautiful to not be available for player placement 
They’re not actually grapes, they’re a magical fruit called vine berries 😉
Ah, he uses google translate often, assuming that was the cause of the word grapes haha
Oh right, keep forgetting that 😅 sorry LordEK!
Slow and safe is also valuable.
Games shouldn’t be restricted by how real life works
Hmm.... And in our country this magical berry is called grapes. It still doesn't explain why this southern berry is so indulgent). There should be restrictions on exclusive biomes like other plants and vegetables.
Although I wouldn't mind wrapping all the walls with these thickets (the truth is the blood-red is a bit tense and scary) 😉 .
Even though I'm not really a fan of farming and gardening..... I appreciate the beauty.
And decorating my garden with different ornamental plants would not be superfluous (berries and flowers that can be placed, for example, in a certain radius, only on the base, without the possibility of their regular collection - just pictures).
Players in survival games are divided into several types: builders-architects, gardeners-farmers and wars loving original types and skins of weapons and armor 🤓.
I do it all 🤘
Players have wanted the ivy plants found in the meadows for some time, I feel like vineberries are a great way to achieve this while not being entirely retroactive.
Usually, yes. Games like this unobtrusively force you to do all that stuff. But there are still people who are more narrowly focused, creative that 🫵
Exploration and dungeon delving 🫡
ABCs of Valheim playstyles- Adventurer, builder, combatant 🙏
…Dungeons-crawler Explorer Forsaken-hunter Gardeners Hunter..
-# I’m gonna done all the letters xD
I like it too... But he's too bright, flashy or something.
Ever since the beginning of the game, when I found old overgrown shacks, I dreamed I would decorate the whole house with Greenery.🌱 🌿 ☘️
I watched a video with explosives in a barrel. I had previously been negative about explosives or bombs in Valheim (especially since gunpowder hadn't been invented yet). But basically it's just a barrel with a combustible substance - tar or oil (like in BG 3 for example). For example, to craft such a barrel would require: 40 resin, 6 wood, 3 Surtling kernels and maybe 2 hoops for the barrel. You can put it up and set it on fire with a torch or fire arrow (after 3 seconds the explosion for 6 meters around). Does not destroy stone buildings, but destroys wooden ones within the blast radius and sets them on fire, kills mobs almost . About right, only with burning spatters, not sparks: https://youtu.be/HOLs6uLQ1L0 , https://youtu.be/-3FZJgMeazo?si=EBDcV9Gt6rRLr0B8
Sounds interesting, but that material cost is crazy high 
Would make for some fun modded content I think
I just made that up from myself). But since the thing is powerful, it should cost a lot and be difficult to craft 😜.
You could also add similar mechanics to some bosses, like rolling barrels on us like in Donkey Kong 😝.
A better question is: For what purpose?
Yeah, it honestly seems like it wouldn’t really have a place in Vanilla. If there was more to sieging then maybe? But eh, wouldn’t have much of a use. That’s why I think it would be better suited in the world of mods.
By the way, where have you been? It seems you’ve been MIA recently 
Seems like something to catapult into a fortress
The two payloads currently are just damage and explosive. Cluster-type and lingering fire type payloads could be fun
Something that rains down over a large area and something that works as area denial
If fortresses had an extended dungeon, could see it being used as a placeable object to blow up walls/gates in the POI (since you couldn’t bring siege engines in there)
But I’m grasping at straws, just throwing ideas 😅
Interior dungeons in fortresses would have been so cool.
IF there was more to sneaking, placing an explosive barrel in a strategic place and luring enemies to it....
Or sneaking a bomb into the middle of a fuling camp
or just chucking one at a crowd of enemies
Some sort of a bait mechanic, perhaps, where you craft specific "foods" that cause enemies to investigate and eat them, so you can ambush them
This would really only work for Fulings and Dvergr
Well, perhaps distracting Trolls and Graydwarves while mining copper
And wolves already look for food, but maybe it could be like a feast for taming wolves
But it would just explode on impact, in the end it'd just look like another explosive payload. What's more, even if it worked as you're saying then a lot of precision would be needed in order to work, but it's the catapult...
Yeah, if it works just like the explosive payload, no real reason, but a barrel always sound to me like it has something liquid inside, hence the lingering fire
This sounds like we are about to start going on about whether "medieval" or "viking age" allows us to use greek fire or ground oil
A classic topic in a fantasy group
After facing Zil & Thungr a 3rd time, I'm surprised we don't see the "team-up" mechanic used in more ways.
A possibility: a Troll with a greydwarf(shaman) growing in their head.
The troll has been sleeping for so long the wooden graydwarf sapling took root in their head
"growing",
No...
I have enough facing trolls and greydwarves separately as to facing a troll with a fucking greydwarf-shaped tumor
I don’t like enemies riding others because it still feels like fighting one enemy
Ha, or maybe a Troll is using a Greydwarf/abomination as a living club
They should expand it and make them separate entities.
You could use a weapon for one and another weapon for the other
An enemy riding another enemy, but you could shoot down the rider and the "steed" goes berserk
Maybe halfway through the fight he jumps off his back or something? Or just more stages to the fight in general
Now that’s still a single enemy with two health bars
They’d need to behave in their own separate ways instead of being attached together like this.
Well, you could either snipe the rider and face the berserking steed or kill the steed and face the rider on equal footing
I had a bit of an "Ornstein and Smough" feeling about this
They do now tho.
Zil casts fireballs and shield while thungr attacks like a berserker
depending who you kill first makes the other a different enemy
I mean considering the small size of the fighting pit and the small size of the rider the chance of you killing the shaman first is close to zero lol
Currently it is not possible (I think) to first kill Zil
Especially with how big their health pools are, and yeah it’s not
That’s because Zil & Thungr is a single entity, which spawns Zil when killed
BL:Pre-sequel has a boss similar to this that splits into two enemies, when one of them takes off on a jetpack and starts flying around the arena. This kind of a concept could maybe work with a group of ghosts and wraiths that are bound together at the start of the fight and split apart when they take damage
Oh, duh, there already is the Oozer
...My old suggestion of a haunted armor comes to mind, maybe after the armor dies a ghost emerges?
What about a dungeon/boss arena with several empty suits of armor that a ghost will possess. After its current armor set is damaged enough it’ll switch to a random other set (with different weaknesses and moves)
That... is eerily similar to the weirdest dream about Valheim I ever saw
They don’t behave separately. Zil & Thungr is a single enemy, capable of magic and melee attacks. The idea of fighting two separate entities here is only visual.
It had a group of werewolves that spawned ghosts after dying, but the ghosts were invisible and you could see their footprints appear in the snow and dust
And they would walk to a table with old, rotting food to feast and spawn as undead knights
And I think you needed a silver sword to deal with them at that point
And there was some implication that they died of starvation and cannibalism
Sometimes dreams give you good ideas. That was not one of them
Zil and thungr would be two different enemies if they were capable of doing more than 1 attack at a time
Oh, one of the dream ideas was a crossbow that fired a torrent of guck, so kind of a shotgun crossbow with a poisonous attack
Or technically venomous
’Cause you eat a poison and are attacked with a venom, but I waffle on
And it specifically made wolves run away from the smell
So does it work more like the dundr or more like how the tars attack?
Something in between, it was a pretty unclear dream
But Dundr style makes more sense
The projectiles coould all be fired ar different speeds to mimic a torrent, but at the same time because it isn’t a hose
I dub thee… Trolnose, the mucus launcher! Able to shoot guck, freeze gland, or tar-based cluster projectiles
Or blood based ones
Poison staff
-rancid remains trophy
-guck
-ancient wood
-bukeperries
Or my favorite- the bee staff! Made with a queen bee and uh… other stuff lol
#suggestions message @pine locust Try separating your suggestions into seperate posts, so that the voting can be more accurate 🙂
Ok! Thank you for explanation! 😄
Hey, does anyone else think silver sword price is WAY to high
nope
Because if I'm not wrong the battle axe cost less than just the basic sword and that seemed off to me
It's also slower, makes you slower and it's two-handed
And you are comparing a sword made out almost completely out of silver vs an axe where the blade isn't even silver
i wanna say it makes sense since the battleaxe isn't primarily made of silver, but the iron sword only costs half the iron the silver sword costs in silver so idk.
but silver is a dirt-cheap metal that's easy to get in huge amounts so i never cared 😅
True
But all the other swords start at 20 of their respective metal if I'm not wrong
And you literally only use it for gear so it really isn't a problem
Silver sword is also unique in a way as it gets the highest amount of spirit damage of any melee weapon.
That is a fair argument tbh
And it's a weapon that remains relevant even up to ashlands
it's not a problem but i don't think it'd hurt if it was changed to be more consistent with other sword prices either~
the kind of unhinged stats it has aren't meant to be its gimmick, they're a remnant of when spirit damage sucked more than it does today, and weapons were balanced differently
Game is still EA and things can change in 1.0.
(since the silver battleaxe and silver knife were both added long after the silver sword and after spirit damage was changed to stack)
You could use it up to the ashlands but that would be pointless since there are plenty more one hand swords to that point
I'm not saying it's a bad weapon mind you but it should be made cheaper Is all I think
Numbers don't equal quality. Black metal sword is worthless in ashlands vs silver sword
Silver sword does more damage than mistwalker against charred with a lower stamina cost
Only mistwalker compares
And Silver is better against Yagluth than Black metal.
Idk I'm only trying to say it should be cheaper and it's my opinion so I'm gonna stand by it
Imagine if everything that was made with metals had its standard price raised to 40
I wouldn't want to pay 40 silver to make 3 pieces of armor that I'm just gonna replace after the boss
Not saying the sword is bad, I used to be a sword only guy but I changed Play styles and now I use more bows and axes
That's why you have the choice of... not doing it
Why would it? Silver is silver, rest of metals is rest of metals. Idk what was the argument here
I'm trying to say all other swords start at 20 and silver is 40, I get silver is magic and it has its spirit stuff but I'm just saying a heavy two handed battle axe costing less silver to make than a small sword doesn't make a lot of sense to me
It does. We explained the reasoning already.
it's a very good weapon, but i don't think keeping its cost at ~50% of a silver vein instead of ~25% is the single thing keeping it balanced, or that it is balanced in the first place (it's not imo, at least not next to the rest of the silver arsenal)
if anything, i'd just buff the damage of the silver knife and crystal battleaxe slightly and nerf the damage of the silver sword a little while making it 20 silver instead of 40 considering how drastically its viability has improved since it was first added.
you know, back when spirit sucked for the same reason poison sucks now, and when the only post-swamp enemy that took spirit damage at all was yagluth (actually i think it predates yaggy), of course it needed some pretty high slash damage to make it worth making at all.
Basically what i was trying to say
#suggestions message That's not bad. But here's my version. Since our magical world is mostly made up of islands (and two small continents at the poles), it would be more correct to make a traveling merchant on a ship. For example:
This event takes place, roughly like Attack on You. The day before the merchant sails past our island, Munin will fly in and tell us that he saw a ship passing nearby. After that, we need to launch a Surtling salute at nightfall, so that the merchant will see and dock at the island where we have an active base in the morning. A marker will appear on the map near the shore (for example ⚓
), you can approach the merchant landed on the shore and buy or trade something (not wood and stones). The next morning he sails away. The event is about once every 10 days.
Hey what do you guys think about an etir gauntlet that fires lazers or something
I think that it would do fire damage too since lazers do burn stuff
Doesn’t seem very thematic for Valheim 🤔
True but yagluth did have a Lazer spitting move so idk
Lazer 🤪 ?!
That’s true, but i feel like was more like a breath attack of sorts (Yagluth hyper beam)
Ye but then again nobody was expecting a lightning shotgun in ashlands either
So nothing Is really off the table if the devs get creative
And etir is very unstable concerning its a product of ancient beings brain tissue and sap of the Yggdrasil tree
Combined with the power of a stone like iolite or bloodstone the etir could be focused to a point
That it doesn't fit valheim considering this isn't a futuristic/sci fi setting
yes, you mean the magical lightning staff
Yes Dunder
And the developers quite literally said in the walk and talk that they were testing a "shotgun type magic weapon" or something along those lines
Yes, I know what it is. I don't understand what you're saying there
You are comparing a more thematic weapon vs a laser
I'm just trying to say that the devs can get creative with their ideas and you don't know what they will add
It was an idea I had because I knew yagluth spits lazers from his mouth, but I can see how a lazer doesn't really make sense
I think when you say “gauntlet that fires lasers” my initial thought leans towards Iron Man or Star Wars 😅 but if you were to say a magic weapon that fires a beam or ray of fire, I could see that being magic.
Semantics, I know! But I think that’s where the confusion is coming from 🙂
Yeah I understood that, I'm definitely not the best at wording things 😅
Also what does semantics mean
Ok nvm I searched the meaning on Google
Do you guys think deep north will come by December this year or sometime in 2026
Eh, hard to tell 🤔 but I’d rather wait longer for a better experience than something rushed. There’s a lot I would like to see come 1.0 🙂
It's more of a fire breath
#suggestions message The information of mob's resistances and/or weaknesses could also be found in trophy menu, when you hover the cursor on the trophy icon and/or click it.
I think 2026, first half of the year, but this is 100% based on how many time they took for others updates. The real factor is the complexity of the content they are creating, only they can approximate (roughly and with a serious error margin)
OMG I just learned something there !
What did you learn Matt?
That we could see the weaknesses in trophies menu and not only by trying different weapons
#suggestions message Hmm I think I like the idea, but what I don’t like is how much this information would rely on RNG. I think I would rather have enemy information given based on # of times an enemy is defeated z
Ah, that was my additional idea on the suggestion.
Ahhh, okay I though you gave an information about “game has already something similar to your suggestion”
I feel like the animal portal is a pretty good idea
But been suggested and shut down dozens of times
I’d prefer tamed knowing their are on a moving boat and fearing to move while on.
And also ability to direct boars a bit so I DON’T HAVE TO PUSH THEM ALL THE WAY when I want to move the enclosure 😂
I like the idea of trophy used to learn info about the monsters.
It could be some kind of altar building where players could give trophies, and allow access to info. Perhaps it could be like first you get healt, then damage, then resistance vulnerable info. Like three tiered i dunno.
I would like this
You really don't need to state you like your own idea. It's pretty redundant
Eh! And I was about to believe that they've accelerated so much that they'll do a full release this year 😒😞😟.

They are much more on the side « more means = better content » than « more means = faster production »
Thought it was a pigeon ⬆ 😏.
Don’t understand that one
What do you exactly mean ?
No, no, no, I'm not in a hurry. I'm all for quality and good testing too.
Viking smiley face, very small. I thought it was a proud brown bird with a protruding chest).
I'm sorry. Wrong translation 😂.
Your picture of your nickname reminded me of a red chicken sitting in a weird red egg in the shape of a cube😋.
Found it once while searching images to illustrate a RP session
It was too cute to not being used anywhere, I had to put it somewhere xD
#suggestions message
Can we buy surtling cores from that merchant?
Because that's certainly the hardest and most used material to get
@bitter tiger I kinda like that idea, sort of like Elden Ring messages
Possibly. Now I'm doing this kind of thing with my friends, by leaving stone pillars with signs on them, but this is not the same as big, stone with carved runes, which are really fitting to the game climate
And definitely not the one that you get for free every few min (if you have 4 of those to "invest")
He should sell half a surtling core for 999 coins
He should also sell jokes and sarcasm
You can get them from the swamp. You throw them in the fire, you get fireworks.🎉
It's basically our signal flare 😏.
Fireworks are also sold by Hildir.
Are they flying high into the sky too?
You can also use black cores as fireworks but not molten cores 
They fly high when you use them in any fireplace. And you can craft different colors too.
They are nice vanity items IMO.
Signal rockets in multiplayer would also come in handy. To show where the player is.
Also thunderstones.
I always forget those
They have only one buildable item for use so no wonder.
Yea, but that will crack the gameplay
and kill this channel
No hate, but we should probably refrain from using stickers 😅 they’re pretty big and flashy, and tend to clutter the channel. Lots of love though!
😤 😛
Neck stickers when
There is lox sticker at least.
I want one of just the upper half of it's head, so I can say top of the morgen
Now you are using your soft tissue 
Later in the game separate armor sets for Elemental and Blood magic would be neat
It’s best to use a combination of both as a mage, not just focusing on one of those skills.
Yeah, because there isn't really enough to either, it's weird there are separate skills to level
well, there isn't enough to blood magic
no direct Blood magic damage weapon, and shielding your allies gives them the level in Blood Magic
Or maybe the armor is the same but the helmet/hood is different and changes the armor bonus based on that, this way we would not need two separate armor sets and we could get different crazy effects to play around with
@jade mist
@granite geyser Apologies, I missed the no list part! It's all part of one idea, but I shoulda kept it from listing. My bad!
Specifically I think all elemental weapons would benefit from the horizontal bonus of having the projectiles home(to a reasonable degree), and this bonus could be justified as you brimming with so much life energy your magic lives and seeks out your enemies
Horizontal bonus here meaning it is not vertical progression of bigger numbers, but horizontal progression of new abilities
ALWAYS choose horizontal progress, it is more fun for the players
Well U can abuse surtling spawners for that
#suggestions message thumbs up for legendary frost battleaxe, but not entirely sure what it means to be a ‘Dyrnwyn version’
👍
If this ends up being the root cause I'm gonna actually be so stoked.
Literally a game changer 🙏
I don’t really understand the lingo in your suggestion, but I hope it goes well 😁
Tldr they group all the objects into one big group to render to save processing.
But if one of the objects is a little rebel. Puts on some eye make up, goes to heavy metal concerts.
They are kicked out of the group. The paperwork for this is done by the CPU.
It's supposed to happen a few times a frame.
In big builds it's happening 100s of times.
That ain't a limitation. That's something not working how it's supposed to
So something is turning what, by all rights should be a bunch of objects that are the same group, into "odd ones out" but consistantly
My genuine guess?
The build integrity calculations change the color that's shown when you hover over it with a hammer in real time
By changing that color property it'd do the funny odd one out thing.
I'd think Hildir would have something to say to you presenting the trophies of the slain minibosses to her, like at the very least a comment
Thats what you get! You sure showed them. Crime does not pay.
That sounds like it is working as intended, the BatchRenderer.Flush is meant to check over objects rendering in assigned batches, the function being called is typical for these checks in a dynamic setting such as Valheim's open world. If it were flushing constantly, you'd be seeing a radical performance drop. If you're suggesting batches be handled differently for better performance, that'd require reapproaching the building system entirely, for improvements only a small percentage of players would notice.
" if they are being called constantly" that is what I am telling you.
It isn't "if"
We did a unity debug.
they are
And only when wearNtear is on a build pieces.
#suggestions message at that point its not even the frost version of dyrnwyn
I don’t think deep north should have any quest weapons like Dyrnwyn. At the end of the game, all weapon types should be included equally.
Just far any of the other regulars here which are interested, one of the topics often discussed here was mentioned on Lumah's X account.
"IF we'd decide to change/tweak Forsaken Powers in @Valheimgame, what would you like to see?"
Just so you know, should you want to leave your own comment

Not on X, but here my thoughts about that:
- Eikthyr : No changes needed.
- Elder : just like Queen’s power does, it would be great if Elder’s power had an utility facet and a fight facet. Right now, cutting wood makes sense but it not really useful and most players just don’t take the time and effort to go changing power before cutting wood. As Elder is wood-themed, I would easily see either a bonus on poison/pierce resistance (which is quickly becoming useless with mead and root armor) or a bonus on crops harvesting (or temporary bonus on farming skills).
- Bonemass : No changes needed.
- Moder : No changes needed. Very specific one but perfectly balanced considering how sailing is implemented in game.
- Yaggluth : Resistance to elemental attacks sounds cool, but actually isn’t really helpful because creatures that deal us these kinds of damage are rare. It is great as it is for multiplayer, but for singleplayer I’d like to see a bonus adding some elemental damages to our attacks (or improving the current elemental damage if our weapon deal one).
- Queen : No changes needed.
- Fader : hadn’t killed him yet.
-# added the emotes for I wanted your opinions about it
-# added my upvote thus declaring my opinion on it
#suggestions message that could also be done with a slider, no need for like 5 check boxes
Moder power is very much lacking it should have an additional effect or make it last 10 mins imo
What was performance difference you observed?
Yaghlut could do elemental resistances and elemental damage bonuses. Affinity to elements, if you will
Moders power is ok and a very useful one, but since Queen gets two different abilities in one, Moder could as well.
I already gace some thoughts on this, but landed on either a motherly cooking bonus or a wind themed sneaking bonus
Or a motherly taming bonus, as Moders power is gained at a nice time for taming wolves and Lox
Eikhtyr and Bonemass are such strong buffs they really overshadow Elder, but splitting the bonus of chop damage to chop damage and axe speed/stamina use would instantly make it usable in combat
Similarly, I like how simple the queens mining bonus is, but would appreciate it split into pick damage and pick stamina use, this way it would also benefit mining the ground
@peak bobcat
Given how some of the hunt names are jokes, how about
”You took the bait”
”You are chum, chum”
”There is always a bigger fish”
”Here be serpents/hic sunt serpentes”
”Blood in the water…”
u took the bait is a great one !
"You are baited." -Trollfish 
#suggestions message This could also be triggered by killing a serpent as it proves that you can do it
That’s funny you mention this, I was just watching a video on this earlier and was going to mention something here 😁 wonder how often Lumah looks at the suggestions 👀
Boss powers would be a fun topic for the day 🙂
yeah when i was typing in the sugestin i was thinking about "you got baited"
but "you are the bait" (for the seprents) makes a lil bit more sense 🤔, less funny tho
"you got baited" is funnier
well, the "you are being hunted" gets triggered by bonemass kill
- u dont have to prove that u can take an endless wave of 6 wolves chasing ur ass down
With 3000 build pieces without wearNtear on?
120fps and 5ms thread.
Adding only 50 wearNtear build pieces?
70fps and 20ms thread.
And WearNTear was contributing not even 1ms...
Literally just the BatchRenderer.Flush.
Killing bonemass implies that you have access to silver so you can defend youself against the wolves, killing a serpent implies that you are capable of handling a serpent
killing bonemass impies that you are ready / almost ready to venture into the mountains... at day... where you can sometimes encounter 1-3 wolves that DO NOT respawn
when 6 REspawning wolves is crazy danerous... even if you can handle 12 face-on more will come untill you run out of stamina
Im just saying that killing a serpent being the trigger would be the most balanced, some people don't even have a harpoon before moder
and ur usually forced to out-move / chesee the pathing with some high ground etc
I think the part that makes a wolf raid so difficult is the spawn speed. Not the maximum amount.
harpoon is not needed
- geting away from the serpent is as easy as turning your boat to get better wind and sailing away.... imo "proving you can kill one" before is not needed
yes - u kill them and they are back before ur stamina bar is able to recover so u can't rly stand there and keep killing them with mountain gear alone
and thats not even counting the not being rested / rain -> then u rly have to out-manouver and survive them rather than fight
Maybe it should scale with players? The current rate feels ok for 2-3 but can be a lot for a single player
i mean its a raid it is supposed to be danerous (and thats top 3 most dangerous raid imo) but yes playing multiplayer helps a lot (even if the wolves are a bit stroner in multi its still more managable to handle them in a group)
I didn't say if it were being called, I said being called consistently is typical for open world games with constant rendering. I said if it were flushing constantly, it would be virtually unplayable. This function happening in abundance around build pieces is also expected, and "fixing" it would require retooling the structure system for minimal benefit. I'm unsure what you're hoping to achieve by highlighting a function that is key in Valheim's rendering processes.
This seems indeed like a good candidate to look at. I'm a big confused what do you mean with wearNtear build peaces. From the original post I understood that when you disabled/removed a certain property of objects in the game you saw a big difference in performance. Would standing in a big build, recording the performance, then disabling the problematic property and recording the difference be a feasible way to show the impact? I would love for the devs to have a concrete understanding what you discovered and implications of it.
It really isn't tbh, it's an inherent problem the developers took on by having structural integrity be a part of their game. Suggesting the developers haven't used debug to see what occurs with their wearNtear code is a little presumptuous. While it could be "fixed" by removing that element, the same could be said for just, removing trees, but they are integral and that would seem silly.
If I am understanding correctly, the "solution" for the "issue" is to remove the weathering for wood pieces...
Despite being an important part of how you build things in the game, it's an obstacle you try to overcome and an actual feature in the game, why would they remove it? That's not a solution
They should also just remove build pieces in general then, remove all building, after all, a massive number of instances are known to increase lag
Just live in broken rock pieces, 244 fps for everyone!
Crazy how people would rather completely avoid an issue rather than address it
Sure you should try and build things so that they don't get weathered, but if this is an issue that weathered pieces cause a massive fps drop that should be fixed
Very strange behavior
The suggested "fix" is to remove it apparently. I'm sure they would love the idea of removing a core feature of the game
dont know why weathering isn't a world modifier, guarantee you at least half the playerbase would rather just not play with it on. I mean we have fire hazards as an option, so why not.
Removing it was never suggested to be the fix.
The fix suggested was not to remove it lol
The suggestion was to have the devs at least look into it
Fair enough. My bad on misreading based on what others have said
Does it really make that much of a difference?
In all the time I've been playing (single player) I've never once experienced a drop in fps that affected my game or slowed it down critically in any way.
In principle I don't understand those who complain in many games that fps is not 80, but 50-60 (I have, if you believe the statistical report less than 50 and nothing). This is not a fighting game, not racing. I don't quite like the aging of the boards either, but it's one of the realistic chips of the game.
Totally opposite, I'm trying to extract the exact thing they are about. Removing structural integrity from the game would take a lot from it. Calling something 100 times every frame isn't wrong either if that something is required 100 per frame too.
However they said something about batching objects. What I understood it's some kind of object collection that has a simpler version created for batching, but that batching creation is called too often because of some behaviour, which seems more like a bug not a feature. 🤷🏼♂️
. Yes it supposedly makes a difference
@coarse idol
my base has 7 fps im ok with it
Right, my addition was that it's working as it's supposed to, I've a lot of experience with this having developed for games like Edge of Eternity and Hover which are both open world games built in Unity. I mentioned that the only real way to fix this issue would be to change fundamentals of the game's building system. I just have doubts that this is something the developers would consider this late into development, and that it is something they haven't been able to see for themselves.
WearNTear is the script that determines what the wear damage look a piece gets and its structural integrity.
The observation is that, even when the script itself is not doing much computing, just having the script on the object is causing this BatchRenderer.Flush.
Implies the script itself is solid, but something on the script is causing pieces to have instancing issues
I am going to fundamentally and respectfully say you are wrong.
As someone who has worked with the renderer... it is not supposed to flush that much.
Respectfully, I am not going to debate an objective fact mate.
I don't care about your experience with Unity.
I know what the BatchRender flushes mean. And they shouldn't be happening a crap tonne every single frame chief...
Well, I suppose you don't have to hear out someone with experience, but it'd be strange not to consider it. I would suggest that the flushes that are taking place aren't nearly as unimportant as you think, having worked with heavier assets utilizing the same tools in a faster paced game, I've become well acquainted with BatchRenderer.Flush. What you've described sounds par for the course, if not a bit under par. I am curious if you're pushing the game beyond it's intended limits to become so focused on an element that works well across all platforms.
Cool! You worked at Mid gar studio?
Yes sir ❤️
Not when 3000 pieces have 30 batch calls.
And adding 1 script to 50 of those 3000 pieces causes that number to jump to 67....
With 33 of those being just flushes...
Turn around and tell me that isn't unintended behaviour friend
I feel this is less us disagreeing, and more you misunderstanding what I found
I would be lying if I said that I played these games, but judging by the review, which I watched, just that it was a cool toy for its time (Edge of Eternity). You can see that a lot of work has been done. There were really 9 of you 😮?!
That could be the case! If it is, I'm sorry for making a fuss.
The studio is small, but reaches out for many consultants and outside help when possible/necessary.
Though that's not as catchy as advetising a game with only "x developers" 😅
Aye it wasn't the flushing itself. And more that an unrelated to rendering script is causing a 30fps drop through somehow causing an ungodly amount of flushing to suddenly start occurring.
It'd like seeing an uptick in milk sales because Southern Koala Bears have increased in population.
The 2 things can happen, but one causing the other? That's the weird bit.
I don't really know much about programming, but for me, as a simple commoner, the game works more than stable, for several years. And even if there is an error in the code, it is not so critical that it leads to correct errors and bugs (and therefore acceptable).
It could lead to like 30-40fps more with big builds if the test data is accurate
Only reason I'm proposing they just look
Still - hats off to you, sir (which I really don't have 😜) 🎩.
I can support the developers taking a look always, and if it truly is something that has been missed that'd be great. I'm going to assume I mistook the information for something else I had experienced in the past. 😅
Everyone loves small details and minor animations in games. Although they are insignificant for the player, they are quite labor-intensive for developers and load the whole system decently. It is normal to sacrifice something.
Aye. A few modders are gonna dig a bit deeper and see if we can get to the bottom of it our end.
Save the devs a job.
Only reason this is being pushed is it could be a relatively easy win for everyone ^_^
It would be nice to unload them a bit. Maybe we can work something out together, good luck.
Damn, now I want to play this game. 🙁
I have. Wear N tear is cheaper than you all seem to understand 🤔
We have re done alot with it. Hence the changes some people expected to do alot, almost did nothing 😅
You don't understand.
What we've found is so ridiculous and not even documented by unity itself.
It's not wear n tear itself.
Something in wear n tear is physically turning off GPU instancing for the object it's attached to.
It's not a "wear n tear is expensive" issue.
It's a "wear n tear is doing something unexpected" issue.
Best analogy I can give is, WearNTear is not giving the CPU more work to do... the work it's handing over is quite light.
But every time it does it is punching the CPU square in the face
The issue is, with our limited view mod dev side, we have no idea what in wear n tear is doing the punching
And the only way the devs on your end would notice it is if they did the most moronic thing in the world.
Completely remove wear n tear from every build piece in the editor...
And then attach it to like 50 pieces in scene with 1000s of pieces.
And analyss the profiler batch calls before and after those 50 pieces were added.
I guarantee you they will raise an eyebrow at the results
I'm so confident in this that, if it was tried and nothing was found, I would happily leave the discord permanently.
That's how confident I am this is worth looking at
Hope that makes clear how confident I am this isn't just a random fluke, but is actually a "hold on wait a minute" thing we've found here
Funky 🤔
I shall forward it to the main man with big brains
And no. You don't have to leave the server if it turns out you are Incorrect 😅
Damn, my chances of getting out squashed! 🤣
One thing to mention is this likely was not caught as there isn't really ever a scenario where you lot would test a scene with thousands of non WearNTear pieces, and then only add like 50 WearNTear pieces on their own and unconnected.
There is like 0 reason to do that and in turn there is 0 judgement it's not been tried.
I did it as literally a "sod it we ball" moment with a mate
So it is very plausible that's a genuine reason for this to of been missed by everyone on your end and on the modding community's end for so long haha
I've tested worse things
Sounds like I should build a world of doors.. since they don't have the wear and tear
Yeah it really needs to be tested in dev build.so you can look at the calls being made.
Its just bizarre as hell that 3000+ objects? 120fps
3050, but with 50 WearNTear?
Like 80-90... yet the wear n tear itself is doing no work at all... and suddenly all the GPU instancing is being flushed.
I'm just here like "huh?"
You know how bad a 3050 is tho?
And the one on laptop or the dedicated card version?
I think they're referring to the object count there 😛
#suggestions message graves and many items already float. Those which don’t were intentionally set that way.
@tawdry veldt
Oh the Mjolnir suggestion? Yeah
Smiffehammer 2
Before or after the light sabre?
Oh that may work too.
WE only need to have two ways to throw it. One using the over the shoulder throw for the big bosses and one using the low throw for anything that's close to the ground.
Which is why I so strongly disagree with it.
Ranged doesn't need more options, especially ranged blunt dmg. As if ember staff wasn't op enough as to have another option. And this is also one that has infinite ammo
At that point you people should just remove melee weapons in general
That actually looks a lot like that suggestion. 😄
yeah. what's wrong with "balance"
and the player isn't a god ._.
It appears in all games sooner or later and usually created by players: the only balance is the off-balance.
Just further proves the point that players SHOULD NOT be trusted with "developing" the game. It NEVER ends well
Devs' vision first, player feedback second. Always
Good thing we can suggest things, but eventually it's the devs deciding whether or not it's going to be added to the game.
If the "upvote method" was used we'd stuck with some things only a minority would want.
I feel like part of the issue is, players will come up with ideas that actually are cool, but they don’t think further than that and how it would actually take away from other aspects of the game. Gotta think about how a feature could be abused, exploited, or sometimes bad (like horses)
You can vote based on whether an idea is cool or not. You have to think about if it’s something that makes sense and is in harmony with the game.
The best ideas I find are usually those that build on the concepts already in the game and add more depth to them
Like your ideas with expanding farming, and livestock with a husbandry skill
Gotta think about how a feature could be abused, exploited, or sometimes bad
Which is what devs have to constantly think about as their decision impact the gameplay of EVERYONE who plays the game, regardless of options. But players have little mind to think about this stuff and mod authors don't care as their content is optional anyway
And often times- for me at least, the simpler the better. #suggestions message this one still lives in my head rent free 😂 just a solid idea, straightforward. Doesn’t really matter if it gets added or anything, but I can appreciate when players actually get engaged with what’s already in the game and come up with ways to expand on them without being over-the-top
On a side note, anyone remember that suggestion that was something like “add 80 biomes” or something 😂
Just merge every single biome into one with all resources, dungeons and creatures
1 biome to rule them all
Ah yes, the Valbiome
What biome are we in?
Yes.
Okay ACTUAL SUGGESTION why don't we let players build in a dungeon once there's no mobs or spawners? Or in ceirtain dungeons only? I feel like it would be so cool to explore a black forest for example and make an outpost in a troll cave.
Generally speaking, Irongate doesn’t want super safe zones, or impregnable fortresses. If you built a base in a cave, you’d have 0 risk 
with some clever exploiting game mechanics you can build in caves 🤐
Scales and his forbidden knowledge that he refuses to share 😭
Lol
Which one of em? I've seen all and none seem to do what I want
DungeonBuild: If set, can build in dungeons.
Under Global Keys
Oooooooo I see I didn't see global keys
Or just disable raids and/or enable passive mode
No that's not what I want at all. I like raids
see. it's fun to fight 🙂
The meadows become quite the pandemonium post-fader
Not really. Even with all of the new enemies enabled for night time, meadows don't really have that much chaos.
Every night fuling, seekers, charred hunt every deer, boar, and greydwarf in sight
I’d maybe have some of them replace others, mainly charred replace skeletons
Well, could be worse if wolves and slimes also spawned
Or maybe just have the most recent enemies spawn and the others VERY rarely. The charred also seem to always spawn in packs of three
Maybe drop that to a warrior and a marksman duo.
Or just twitchers
I just loosed several tamed 2 star Asksvin inside a gigantic fenced in perimeter surrounding my base, that already has watchtowers containing workbenches outside my walls. On occasion I'll just hear something getting obliterated, but the night mob progression is non-issue for me now 😅
#suggestions message Probably there will be another use for it after 1.0 but we never know.
A better option would be to remove it and replace it with morgen sinew
Either way really. Don’t see it getting removed though, hopefully it gets more uses 🤔
I’ve been thinking about a more direct Blood Magic weapon:
bleeding crystal. Uses 15% hp and 25-30 eitr
Spray out five small crystals that stick to enemies and terrain, then grow and rupture in a blast of damage
Well, this one isn’t a weapon but here goes.
A dagger that can kill tamed mobs, and when you do they don’t drop their meats and furs, instead they spawn little spirit orbs that seek out planted crops. The crops then grows. More orbs from bigger and starres pets.
I'm starting to understand less and less about wanting faster crops, just grow more crops until you reach the level of turnaround you want.
What would you think about bloodstone weapons restoring some health on an active protection bubble when dealing damage?
Because the bubble shield wasn’t strong enough yet 🙃
I agree it sounds like a cool idea though
Seems pretty powerful 🤔
I was thinking of ways to encourage a combination of melee and magic weapons, and also many people think the bloodstone weapons aren’t powerful enough.
Bleeding Slayer tho. 🩸🔥
Yeah faster crops isn’t necessary, I agree. A spell like that could be fun with maybe something that needs blood magic to grow, maybe a crops gives an alternative when it’s fed some blood
Blood onions(red onions) and turnips become beet roots
#suggestions message so, nullify the effects of rain from basically the start of the game?
It’s made with neck tails 
Agreed, if we ever get a means to nullify the wet debuff, it has to be at least like Mistlands tier or something lol
A cape like that is something the serpent scales or trophy could be for
I don't mind the dampness at all. If it is removed somehow, then the point of using fires and warm dwellings is lost.
Agreed, and furthermore, I’ll be honest- I don’t like how every cape after wolf cape has frost resistance 👀 basically eliminates the nightly harsh environment factor. But I get that it might be annoying for a lot of players.
I would rather the building materials degrading due to rain to be removed. Doesn’t add emersion just in my opinion is a nuisance.
I was thinking about it some time ago. And just in my head I came to conclusion that getting the protection bubble that charges up while in combat - from dealing dmg with a bloodstone weapon would be just too OP
Yeah I made a suggestion some time ago when I proposed that bloodstone should get a little rework where they would get f.ex. flat +10% dmg but you would deal that bonus damage to yourself as well (to a certain threshold)... Ppl didn't like it... And imo THAT would be the solution there...
#suggestions message
But no one else has it 😜.
I always add that mod when I do a playthrough
#suggestions message It would be nice to have a bomb that would pick up sunken objects from the bottom. Throw into the water (approximately in the place where, for example, drowned the ship), acts on the area (circle 2-3 meters) and creates a kind of magic bubble on the water, for 1-2 minutes, from which you can take the appeared resources.
Are there any volcanoes in Ashland 🌋? Exactly erupting volcanoes, not lava pits.
No, there are not
It's a shame. They would've looked really good in there. 😕
A kind of a microbiome or a set piece volcano? Kinda like a naturally occurring fortress
Maybe something you could trigger an eruption from, and it produces valuables?
And rivers of boiling water (not lava)?
With a small miniboss, some kind of lava monster. 🤔
Lava glob version of the bonemass
A Balrog
Or a gigantic Surtling
Something that is the warlock equivalent to the globs, or maybe a more draconic looking Askvin
Asksvin sorcerer.
🪄
Obsidian golem that bleeds lava
It's more trivial than that - nature itself is against us 😜.
I don’t like dangers that I can’t kill
Since the green AL cape got improved, I'm probably going to be carrying 2 capes a lot of the time. If only wolf had cold resist, it would be 3.
Any problem which is best solved by reducing it to a inventory problem is a negative for me.
Also I don't believe there is anything wrong with that kind of progress. In fact, I would argue that is the most satisfying type of progress in the game.
I would never have concidered a second playthrough if we only progressed in raw numbers.
Are there really no rivers of water in the Ashlands?! Do fish swim in the lava or in the boiling ocean?
Fish spawn in the ocean
At the very least, I wouldn’t mind if frost damage was unaffected by frost resistance capes. Simply put, it seems that frost damage is pretty much never an issue 🤔
For example, if the capes resisted cold weather instead of frost as an entirety, I think that would be a good change.
I can't even remember when I would have encountered frost later in the game though. I'm not against that idea, but I am heavily indifferent.
I’m curious if we rarely see the frost damage type because it’s so easily and passively countered? I suppose we see dvergr frost mages, but I feel the fire ones are far more dangerous. Perhaps the deep north will introduce more frost enemies?
The issue as I see it- and I could be wrong, is for frost damage to be a threat, you essentially have to balance it around the idea that players will have frost resistance 99% of the time.
Capes that give you frost resistance could be separate from those that give frost immunity
Like if warmer capes gave complete immunity and some just lessened the effect or didn’t work when you are wet as well
But hey, take that with a grain of salt- I am far from an expert on balanced damage and resistances and all that 
Troll caves in particular could do with a bit of variety, they are ALL same now, unless you count othe amount of chests as a factor
I was suggesting that it's so cold in the north (at least at night) that warm cloaks don't help, and you have to drink frosty or warming mead (or new hot food) all the time.
Then again, maybe troll caves could have a more interesting loot container than just a chest, maybe something more troll-like, like how putrid holes have those piles of bones and offal
Or maybe the occasional skeleton from a troll
#suggestions message What do you want exactly ? Devs are already doing a great job with dungeons, especially if you can keep on mind that Valheim isn’t a dungeons crawler type of game. Look, they even put secret rooms and traps as well as gigantic rooms and small corridors
@frank zephyr Can you elaborate more on what it is you would like to see? 🤔
More, and better!
Faster, more intense
The biggest issues with the dungeons are the dissappointing dead ends. Many are made up of interesting parts but the winding corridors and cliffs often have nothing at the end to discover.
I mean especially the parts that change elevation within the dungeon. They seem to be rare and often end immediately. Rarely have I seen ones that extend in black forests, and never in the swamps.
And it seems the devs got better while making rhem becaude the later dungeons in the mountains usually avoid this issue and the ones in mistlands are superb
Yeah deads ends are an issue, I can agree with this
The dead ends do make sense concidering their in-universe purpose.
The early dungeons aren't incredible, but I've never had a negative reaction to them.
Sorry I didn’t mean all dead ends, but those pointed by Sakke (especially on floor changing)
I think dungeons are in pretty good right now, but I wouldn’t be opposed to a little more rooms and maybe some treasures to be found 🤔
Frost caves are absolutely perfect
Infested mines are the best IMO, but frost caves feel great too
Sunken crypts always bring to me the old Dungeons crawlers RP, you know, before the birth of detailed scenarios
Infested mines are extremely good too, I can get on board with that. Sealed towers are pretty neat as well. I don’t want to talk about fortresses.
Hum… I don’t really consider fortresses as dungeons
The mechanic is way to different IMO
Fair point 🙂
Putrid holes are dungeons, fortresses are not
My only complaint about dungeons as a whole is that when you’ve been playing a long time they become very samey, so some additional room types of different sizes shapes and visuals and maybe allowing for more extremes in generation like more verticality and size would be a welcome change
Even adding variation to the entrance room so there’s more than one type of entrance room would help to add a little more spice
They may not be instanced but fortresses are definitely the "dungeons" of the ashlands in a similar vein to the fuling camps in the plains
I actually enjoy overworld dungeons quite a bit because they feel more integrated into the world rather than an interactable hole you walk into. I think it's nice they have both in the ashlands with the overworld dungeons being primary
I dislike overworld dungeons quite a bit myself. Because the rules applied to the player are far more loose within the overworld, which also leaves a lot of room for cheeky interactions and cheese. 
Would be neat if they could apply something like the immersive portals mod in minecraft for dungeon entrances, so the actual dungeon itself can still be held way up above the world while making it look like it's seamless.
At least personally, I believe the controlled environment of the instance dungeons could personally provide far greater challenges, with mechanics that just don't work outside of them for many reasons.
There are quite a few different shaped skeleton dungeons (with mazes and secret rooms) in the forest. But we completely forget about them when we evolve and become a bit stronger. And what we could find in them (surtling cores, gold, gems that beckoned us) we simply don't need. The same thing happens with multi-level caves in the mountains or in Mistland.
And in fact these dungeons are very well designed. And all of us were actively stuck there exploring them.
But now we have a lot of resources and all these caves are abandoned. It's not about them, it's about us.
I think the North will take these caves, fill them with new mobs and resources and they will again become interesting and exciting.
Perhaps just developers, with the development of the player, should increase the complexity of the world (mobs). Or perhaps completely update the biomes (for example, the Forest, after defeating the 5-6 boss), adding to the old dungeons a little new resources and mobs.
I don't see that happening.
Valheim is not designed to be retreadimg the same content and places over and over. Rather, it's a super linear progression to "the end".
And I say this with my top desire being content throughout the whole world that we only unlock way later within the last few biomes (thus giving us stuff to backtracking for or seek out in duplicate older biomes as we travel through them).
Just don't ever see the old dungeons (updating) in that way.
New dungeons that are just sealed for late game though... seems more feasible 🤞
Would love if they found a solution to overcome the chunk limit for dungeon size too...
As then perhaps we might get some bigger almost mini biome dungeons 👀
Idea of large caves with more big underground chambers or structures is always exciting 
Better puzzles, traps, and hidden chambers within would also be welcome.
Have to be realistic with my expectations though. Even if improved, It would likely not be anything too crazy. Which is fine, since in a little can go a long way with how little actually exists cutrently.
That would become "very samey" very quick as well tho... 🤔 U would need A LOT of variations to make it otherwise and I think that ratio work/value might not be worth for the Devs 🤔 + imagine possible issues with every new entrance point - bugs, glitches that could lead to more issues and more work...
The room/corridor generator makes them random, all of them are slightly different, they feel the same only bcs u cleared a lot of them.
In the Northern biome will be new caves with dungeons (I think something combining all types of caves and dungeons with labyrinths and secrets).
But a bit of a shame for the old biomes (initial Meadows and Forest), to which we almost never return.
Just start another world and new character, and poof Ur back to meadows
Adding dungeons etc wouldn't make u come back there with Ur ashlands character... Or even If u did u'd be way tooooo strong to have fun in a meadows/BF tier dungeon...
That's why I suggested, as an option to strengthen the mobs to 2 stars and add some late resource. Or for example, replace them with skeletons from Ashland - after opening this biome, as if a portal from hell opened and scary fire monsters poured into peaceful biomes. In my opinion quite realistic (just change some spavns).😉
So the content in older biomes would change as the player progresses?
Well, I guess so. Mobs would be stronger, more likely to get 2 stars at least.
A 2-start draugr is still a joke to your 100 armor
Just as we are being raided out of nowhere by wolves, trolls, surtlings, and others. Perhaps not in all biomes, but only in dungeons they would also appear.
Why not keep the later content to the later biomes?
And then again... The portal from hell =/= Ashlands - a biome once thriving but scorched by fader... There is no devil there... So that doesn't RLY add up. And filling them with new resources that weren't there since the beginning is even more bs imo
I was just speaking figuratively about hell. I just don't find much reason to return to the biomes I've already passed long ago.
Biome progression - boss kills -> turn off most of the easier raids throughout the game tho... So Ur not getting raided by a bunch of draugrs (2-stars or not) while equipped with ashlands tier stuff
Lile any mmo has a low lvl starting area that u come back only if u skipped a quest but rly want that 100% completion
I told you. Complication (change of mobs in biomes) would occur after passing a checkpoint - defeating a boss in Ashlands for example.
Nah... U said "after opening this biome" which I'd understand as "visiting" which is complete bs idea
Or after a visit to Ashlands. No one will swim there with a bronze axe, but already quite pumped (passed all biomes and bosses).
But I thing you get the "Ashlands" visit notification still at sea - the "red ocean" is a part of the ashlands biome 🤔 nevertheless it's still :
- Pointless
- Not rly the most needed stuff as why would u go back to BF dungeons? Just because skellys change colours and u wanna purge the "dark boned" ones? What new resource would need to lie there?? So it wouldn't break the games balance and be interesting enough at once...?
Like a hard mode that comes on at a certain point. Just besides the mobs that would be more or less strong for the player, you need something else that would make him come back, like metal in the swamp, mountains and plains, which is needed always. And in the meadows and forests there are no resources that would be worth coming back for or visiting such biomes again and again. That's it.
Like some keys to puzzles, doors with a secret in the North, magic crystals, anything. How would that upset the balance? If the biomes have long been passed (they're like partially updated). This is to ensure that the passage of the game was not only forward and forward, but closed, as intended. From the end of the game we would return to the beginning (not only to collect berries and activate the Force).
@remote shale This is already possible with the Barber Station ✂️ 💈
Unless you're meaning, beard & hair can have their colors changed independently of eachother?
yes black hair white beard,is that possible with the station?
No it isn't.
No it isn't! Decent idea
also a hide helmet option would be nice 🙂
I remove it whenever I am not planning a fight. I can see my character face, it looks cool and I think I gain a 5% speed also
Oh, and at ashlands level I also change the cape because ashen cape looks weird without helmet and especially without the ashes around.
Helmets don’t have movespeed penalty
None of them ? I always thought they had
Yeah, none of the helmets.
Fenris hood grant movement speed, however.
Well, that change nothing to the fact my character looks better without his helmet and ashen cape (when not at war) 😁
How many times have people suggested to make the cart usable?
It is, you only need to learn how to use it
Adding some troll skeletons to troll caves seems like something that should not even require new models, as the skeleton already exists.
But some troll caves could extend down and have some branches to them, currently they are more like Troll Holes
IMO trolls caves and morgen holes aren’t dungeons but arenas, so I don’t feel like they need more corridors or anything
Very useful when you need to bring your 50 copper to your little meadow village
It is very useable
It allow to do a one-time long travel instead of multiples short travels
The troll holes can be small and not identical at the same time, having more than two trolls in a dungeon would quickly get out of control. Maybe one at the door and another behind a mighty boulder-door, something you need great strenght to move
Or a brakeable stone wall like the ice walls in the mountains
by learn how to use it, are you referring to making a flattened path?
It already is, you literally interact with it and the character starts using it
I don't mean interactable, I mean more viable
||I know||
*useful
Cart changes to make it function differeny/ new carts are pretty common suggestions, yeah.
What would you like to see changed about it?
maybe it's changed since I've last used it, but IIRC you can't use it up the slightest of hills. I don't think you should be able to carry it up a mountain, but I also don't think you should be required to terraform an entire path just to use it on a 5 degree slope
I don’t think it’s been changed in any way. I get it, yeah it’s a common topic here 🙂
It becomes heavier, you might just suggest a weight indicator to get a better feel for what's more viable to move up slopes.
You can use it up hills if it’s not carrying too much weight
I mean it has a good use already, for moving materials across long distances
There is a little number next the inventory indicating the weight
It is very useful for bringing silver down from mountains
U can, just don't over-load it... In my experience 1500-1700 (at 2000 it's getting practically too heavy to pull) weight units make it "full" and you can still get it up most of the hills
Yes, that DOES mean that the cart uses (usually - carrying metal ores) less than a half of its capacity
Allow to run ValheimDedicated server without password if special flag is set NoPassword=true.
#suggestions message I'd like to see some musics instruments, but implemented in the simplest way : per-registered songs and animations. Else players would be distracted from the game objective AND devs would have so much work...
@keen mortar #suggestions message Please, just play the game. These others chests does exist.
Yes, I know that smaller chests exist. You clearly missed the point.
- Reinforced chests exists (iron chest I mean but same)
- Blackmetal chests exists
what are you asking for ?
Some instruments could likely easily be implemented with abc. style custom music
Some games like Starbound and LotR online have them and it does not seem too complex
Although the kinds of horns from the times most likely had no way of making different notes, and they had drums, so maybe have a few different sizes
Then what is the point?
Yeah, I’m having trouble with seeing what that suggestion is about as well
Its a list of things that exist in game now, and… thats it
Is it there should be half-sized versions of the ones that are in game?
Ah, reading this way it makes a bit more sens, but I can only guess why would we want half sized chests.
Hmm yeah that’s an odd one 🤔
I like chest options, but we already have quite a few to choose from. Was extremely happy when barrels were introduced! Not sure what more there could.
Please make Ashlands easier, I can't handle the mobs coming at me all the time, my friends gave up playing, I don't think all this difficulty makes sense, because the other maps made sense with the difficulty, it was something organic, now it just seems impossible and frustrating.
World modifiers can be used to reduce combat difficulty or death penalty
It was harder before, now it's in good state.
Its pretty hard but thats what they want for the game. Hopefully players can just skip to Deep North in theory and save Ashlands for last. But thats just what I personally want as an option
Honestly I think it'd be cool if you could choose if you wanted to do deep north or ashlands first
Not sure how the boss drops from deep north/Fader would work then
Maybe a 2 fragment key that allows you to ascend to valhalla? 
All bosses will need to be killed to reach Valhalla as they all have their own sacrificial stone
Right lol
They make the character hitbox change in accordance to sneaking and I’m happy
Like crouching to get into tight spaces?
It looks like you have clearance to sneak through open walls you can’t walk through normally but you just can’t
Your height stays the same
That sounds abusable tbh, only player characters having pathing options through certain choke points just sounds a bit broken.
I could see that, raised terrain already poses that issue though
Sure, but that requires some materials, and ranged enemies still pose a threat.
Not to mention enemies that can fly 😛
It is really hard yes, but once you start mastering these creatures it feel really rewarding. Because it was a bit hard for me, I changed the difficulty in worlds modifiers so I loose less levels (else I would never go over 35 in my main weapon and that wasn't fun) and I goes a bit better, and by fighting a lot I have understood the pattterns and got some strategies (like using askvins to bite charred) that makes it all simpler.
There is a use for every single fish, quite literally
But I see what you meanwith each having their own use, kinda strange blowfish for example can’t make poisons and only makes food
Magmafish could make a swimming potion for the ashlands, and catfish could make one that repels leeches
Why need this #suggestions message when we got a whole list on the left side of the screen the moment we discover a new material and its connected recipes?
Also: stars next to items won't work, as we already have those for workbench upgrades.
they're also added to the compendium i think, you just need to pay attention to the game
Slightly unrelated but many times I've had a skill level up and couldn't tell what it was behind another text in the same area. Not of huge importance but it does feel a bit undermined with no way to check that, not even in the message log.
- It is designed to be more combat-oriented
- World modifiers
- It is supposed to be hard, it's at the end of the game after all
We did tell her all that, it’s ok
Once again I didn't scroll down...
What if it was in lore that trolls evolved or grew up from troll fish
I love this idea
#suggestions message The brutal survival game can be brutal at times 🤔
I think the day should have a ton of spawns and dangers but the whole biome should calm down during the night
Despite the whole game essentially telling you that night is dangerous and day is the safe time to explore...
Every single survival game insists night to be dangerous, it only makes sense in a game full of creatures
Tales of trolls are told on roadstones. I don't remember exactly, but they are immortal and were exiled to valheim as they are.
I've decided to play with fire here (which is only natural). And I came across this problem. At the initial levels, we can build, only from wood, a place for a fire and ventilation (if you build the old way, in one cell). But they burn well with time and can burn the whole house (which again is quite normal). But even if you set aside a fireplace with large stones, it makes a huge fireplace. So I suggest small, thin walls of firebrick (like the walls at a bread oven). 😉
About my Glowing Alter recommendation, the great part is, anyone using a longship can keep the basic materials to build a crafting bench and an alter on any island on their ship, and all the materials you need to search for a certain type of cave entrance can be found on the island you're searching. So if you needed to find Burial Chambers, you can either take bones with you, or find 1 burial chamber and take all the bones with you to find more.
If you need to find Sunken Crypts, you kill a few Draugr and take the entrails around to find Sunken Crypts
#suggestions message Personally, I got lucky with my search for the Queen and came across her not far from my base. But a lot of people are really looking for this dungeon for a long time. And some hints-guides really wouldn't hurt.
wow that is very lucky. What a cool coincidence
I love the random crazy things you can find in the world
Yeah, lucky you. And the crystals for the gate were quickly found. Some people have to go halfway across the map to find everything.
it took me MONTHS to get 8 (I work a lot so I can't always play) and when I finally got the 9th fragment, I found 5 fragments in the same infested mine! If only I found that mine months ago XD
The gateway to the Queen was at my elevation. Whereas the entrance to normal infested shakti is usually down in the valleys. If it's any help.
Man, that idea for a dungeon entrence detector for infested mines started out fine... but then lost me once it devolved into an altar again.
Don't get the fascination with altars 😂
Also, being logical, making it a build piece you have to have the resources to place down and then use makes it far less convenient and thus useful for exploring. A trinket would suffice, or item you use on occasion within your hotbar.
true, but how do you fairly configure a trinket or hotbar item to search for a different type of entrance?
Valheim devs confirmed they don't like opening a menu, then going through a submenu, etc etc
so it would be difficult to create just 1 item that can search for each biome
actually you made a really good point, I created an alternate version of the suggestion to include your idea of making a trinket. Thanks for the constructive feedback Zion
The implementation of that system seems complicated. It might be better off as a mead of some sort instead whose active effect is like a better wishbone in somehow indicating the presence of various structures/runstones/vegvisir/etc. Afterall... troll endurance mead is a thing even though the belt is in the game, granted the wishbone is a "guaranteed" find unlike the belt
And in my opinion, it would be nice if the developers added to the game about magic, magic amulets or bracelets or rings with some functionality and buffs, instead of attributing everything to drunk alcoholic (magical) drinks 😉.
Who says they're alcoholic
What if it’s alcohol that makes it magical?
Personally, I like the runestone system so my solution would be different (though I still like the idea of a wishbone mead, but only for things that the wishbone can find). I would rather see a new type of boss runestone which gives a clue as to where the closest boss spawner or vegvisir is. For example, a Moder one could be like "Her distant cries can be heard to the east". Obviously the final version would be cooler, but it would give a generic direction and a generic distance ("distant" could mean like >1000m)
In fact, we are all chronic alcoholics, lying on the bed, either sleeping or delirious. Then we are thrown into heat (when Gyal attacks or we fall into the lava in Ashlands), then into cold (when a dragon attacks or we are without armor and in the snow). We keep drinking mead and seeing scary monsters, and then we die of hangover 😝.
Well, it's a couple degrees, almost like beer.
to go with my suggestion and my tears
I made walls out of earth (pretty high). But sometimes the roof still breaks a bit at the entrance. Although I have rather from an attack on enemies who got into the passage, through which I push out the cubs (and inside I try to keep only two adults). Before that I kept in a narrow stone shed, but apparently there was not enough space for breeding.
Yeah but earth walls are ugly
Uh-huh. You get used to it. I don't do it very smoothly, and some people can do smooth squares. Try marble (base) - they don't break it much.
My solution is to never have more than two of any tame so they cannot stack like that. Not ideal but it works out.
Then what's the point lol
"ONLY limit yourself to 2 animals" isn't really a solution, the 2 I have in a separate area do this too
They will do it, but nothing can escape if you building higher than 2 of them stacked. 👍
I have walls with an overhang for my asksvin pen and the only way they’re able to escape is if they lay an egg too close to the wall and it hatches out of bounds of the pen but the same could probably be accomplished with an even smaller lip I use the stone wall overhang
The real problem is their movement. They should be trying to move around the pen instead of all going into a corner.
I don’t really get the going into a corner ai either, I’m guessing they think theyre able to pathfind out of the pen?
Yes, it's the "corner or bust" that's the problem xD why can't they just chill everywhere else
I’ve had like 15 asksvin in my pen tho with no issues it just eggs that can be an issue but I have no idea how to solve for that other than just checking periodically and moving eggs too close to the edge of the enclosure
Do any of you play with Fire?
Yesterday I decided to light my beacon (a big bonfire on top of a tower rented from the Fulings).
Suddenly the fire spread to the wooden steps and parts of the old roof, then spread to the roof of the barn below. Till night extinguished and repaired the damage. Also, the old, all-wood base burned down the Christmas tree with all the presents that was behind the wall by the fire - a shame 😭.
Well at least the house didn't burn down 🗣.
Keeping the Lox is like cleaning the paddock out of shit. But I have to throw out their other litter - babies 💩.
to add to the previous point now that my screenshot timer ran out xd
In general, almost all the mobs are climbing on each other and this would have long ago should have been fixed somehow.
Sometimes it's bigger than the actual hitbox, look how much space there is between the two in the pic I posted
You spoiled them yourself, with such a gorgeous pen, so they get spoiled 😜.
Yeah, the point I was making before isn't that they won't stack, it's that they won't stack so high you can't keep them penned up.
Maybe there should be a max stack then
I've never tried it, but perhaps spikes could kick them off eachother? 😆
D: mean!
They gon' learn the hard way 😈
My point kinda is, if you look at my pic your first thought shouldn't be "oh the building isn't high enough" but more like "wtf are those creatures doing"
Oh I agree, that's why I upvote virtually anything seeking to solve the problem, really just offering options I use for the time being.
Like spraying water on cats who try to do naughty things. 
Exactly, but instead of harmless water, it's jagged spikes.. oh.
But how cool they made it that the baby cuddles up to the adults, no matter how much you drive him away, like he's reaching for a boob 😗.
Maybe the best option above all is a stable-like structure with individual spaces.
They have thick skins.
Oh EK, your translate skills are sometimes funny 🥲
Maybe the best option above all is a stable-like structure with individual spaces.
It's true. The little ones go to the big ones looking for a tit.
That's why I got the idea, to extract milk).
I have never seen anything like that happening personally. Pathing is typically random, and they usually pile up in a corner because their pathing is pointing to a corner as a way out, even though it's not.
Maybe the big Boxes are just blocking their way. But it looks that way from the outside.
*Lox.
#suggestions message Yeah, this here is why I literally never take lox 😅 hate the climbing lol
The conversation does inspire a possible solution though, perhaps an object that could be placed along fences to keep a tame's pathing within the bounds of the penned in areas. Something to create a field or area of custom sizes that would change pathing to only happen within that field. Perhaps like a shield generator but smaller and square. A feeding trough could double as such an object when not filled with food or tames are happy.
Hmmm, would likely only have one for the mines (since the mist cna make it hard to see sometimes). Not sure the others really need it. 🫡 
#screenshots message At least in the wild it can be funny sometimes, like lox trying out for the cheerleading squad, but when tamed it is a major pain to deal with.
I was thinking an additional ability for the Queen's Forsaken Power could be a temporary ability to see through mist. Not unlike Moder's buff to exploration.
Not complete dissipation, but not as thick so you could navigate easier.
I have about 10 Lox grazing and patrolling the vast plains right now, terraizing the local fauna. I'm a cattle rancher 😎.
Bit unrelated to the suggestion that was made, and also completely pointless for it considering queen is the very end of your time in the biome. 
Setting this aside as it's own idea, I am not really huge on it since that is when it would be the least useful with players moving onto ashlands.
Well that's why it'd be additional, but I return to the mistlands often for hares, mushrooms, and sap personally.
For the hitbox discussion... yeah... yeah indeed the climbing onto of eachother can be pretty wacky and I also would love of they just would not hahaha
Not to mention, constructing generators requires cores.
Think if we could upgrade the whisp light a few times. That would be my go to solution. Just have it cost some materials from the mistlands.
Would be even better if the required materials changed for each level (to ones that make sense for a progression).
Maybe 2 levels tops 🤔
One mid mistlands, and one after miatlands.
The cores that you can also throw into a bonfire 🎆 🎆
There's been multiple conversations confirming the wisplight cannot be changed for performance reasons.
The wisplight can still move around, but the radius of the dissipated mist should remain the same. that would solve 'half' of the problem, no?
What if the queen was actually blind, and uses other senses to move around, like heat vision to see enemies/prey. That could then be incorporated into the forsaken power (going along with the idea of being able to "see" through the mist vs clearing it). Not a fan of ideas that are just "clear more mist", especially ones tied to the queen (who has nothing to do with the mist being there in the first place let alone having the ability to clear it).
I think that is an unreasonable excuse 🤭
Just solve for a better performant option if the current setup is that poor.
Current one flying all around is not all that great imo anyway
That's exactly what I suggested once upon a time 😉
Even tho I find it funny that we can witness a Tsunami of wolves. Not only their hitboxes needs adjustments (so does our char) but their pathing should be somewhat fixed. (or simply add another command to "stay")
I suppose, but a similar thing could be said to the logic of any other forsaken power, Moder has nothing to do with wind or sailing, nor Eikthyr with stamina usage. It's really more designed for ease of access for progression or combat going forward.
Moder power never made much sense to me either, thematically hahaha. She has more of an ice theme than a wind one.
I don't think it's unreasonable personally, with everything that can occur in the open world of valheim, having mist clearing is already a heavy dynamic calculation. That on top of enemy pathing, passive mob pathing, object physics, etc. It can be too much to be console friendly to say the least.
With the plains biomes generating further out, the power comes at a good point in progression for long sailing trips
There is exactly such a mod with Wisp levels for fireflies and I think silver.
Sure, point in progression it makes sense perhaps, just thematically not so much.
Wonder what anyone who has used the mod says in regards to possible performance hits, if any.
I used it in both my low one 1050ti, 8gb, i5(7th) and in my "new one" 3080, 32gb, i5 (9th). Just by being in the mistlands, while (iirc) i lost 5 fps while in mistlands with a lvl 2-3, in my current one it didn't do anything. Edit: I went from 75~70fps to 65-ish.
It'd be hard to gauge performance hits a console would take from a larger wisplight radius, which I believe is the main concern.
In my second playthru I noticed that what bothers others, and then eventually me, is that the wisplight does a horrible job at dissipating the mist. So a fixed radius around the character, just like the sword does would solve a lot of "face rock" encounters.
There's also Dwergs lanterns that shine twice as hard - and it's all playable.
Well, the discussion started because locating mistlands dungeons is more difficult than it needs to be, and you can easily walk right by one with the current options.
If you run into rocks, you might want to evaluate how you move around tbh
But that's "easy" just climb those big pillars and do an "assassins creed" view from up there... xD
Sprinting will keep the wisplight locked in front of your character as well.
This only works for structures visible through the mist though.
You're going to have that "issue" while moving around regardless of whether it's a fixed area around the character or not, because the mist, although being cleared quickly, isn't instantaneous.
Yeah, looking for mistlands dungeons require a different approach - running around "zig-zag" and thoroughly clearing every little piece of it - it works well... When I tested myself (compared to the internet map viewer) I usually found like ~3/4 of those located on the island this way...
Perhaps if your existing trinket gave you a sign. Maybe your wisp changing color when near mines 🤔
Yeah, not bad. Or flickering with increasing frequency.
I feel like Moders power is pretty thematic, she is a dragon that theoretically relies on wind to fly 🤔
plus tears/ocean
Tears into artisan table is a stretch, unless we go with tears becoming a lense
I don't think wind is relied on for flight, otherwise Moder would fly like a kite. 😂 Wind is more of a result of Moder flying, and used for gliding.
There's no command of wind when fighting Moder, and it does come across as more of a progression convenience.
For some reason, I suddenly want more tropical plants in southern biomes. For example, palm trees with coconuts in the Ashlands.
Or separate small tropical islands not far from the warm red waters of 🌴🌵🦀🐊🐬🐳🐢🐍🦂🕷🍍🍌🌶🏖.
@main depot
You will be disappointed
@warm glen sounds like you've yet to discover how overwhelming the amount of leather scraps a boar farm can yield really is, not to mention starred boars 😅
Could say that about any flying enemy though 
Sure, but Moder is the only flying boss 😁
I could see icy wind making sense... and if she maybe used a wind wing flap 🤔 perhaps that also chills you for a bit if hit (short duration slow effect).
Then sure.
And if perhaps the wind from her power also made you cold on use unless you had your resistance (cape/potion).
Because it's icy winds 😂
brave warrior posting for the "just build an earth wall" gang
Keeping lox around is a rough experience lol
Don't make me post mine...
Using wood seems a bit reckless no? They damage that very quickly... one raid or night spawn mob could result in the wall getting a massive hole.
Yes but there's like 100 of them i dont care xd
Fair enough
Those "babies" demolish everything where they walk.
RIP bushes and trees 🥲
I just found out that steam did end up saving all my worlds (ik they do but I haven’t tried on my new pc!)
#suggestions message ah yes, using fully mature trolls to make bait for baby trolls, so you can catch them and turn them into mead 🤌
Do you mean that the developers will finish North and will not do anything else? And they will not implement anything from the proposed here in the game or what?
The developers have said there will be no more content updates past 1.0
And they will not implement anything from the proposed here in the game or what?
They will, before release version or at release version. But not after.
And especially a tropical biome, it doesn't fit the theme at all
@drowsy apex just look up 4 messages in suggestions my boi
Also, if you give the right click a different function, you take its ability to block
Is there any downside to having archers over warriors? Seems like people would just spam the ranged attack option if they could choose.
I don’t think anything substantial, I suppose? 🤔
Archers shot has a larger aggro radius than melee which can be relevant
It would be nice to remove the rng but they would need to become more balanced
Hmm I’m simply indifferent about being able to summon specific types of skellets 🤔
Like they’re cool I guess! It’s cool having 3 March around you, but I don’t really pay attention to their attack type. Maybe I should though 
Also you can already choose which ones you want to keep
You can always haul around a butchers knife and kill which ones you don't want until you eventually get the version of skelet you want
@versed epoch that's already ingame
The Skellets we summon are hungry, and we have no way of feeding them. The game has no milk, no cheese. The closest thing I can think of that a skelly would want to eat is maybe eggs, or bonemaw meat
It’s just an oversight because they use the same code as tamed animals
noob player I am
I wonder if it’s possible to clean that up a little bit for 1.0 🤔
Tbh the suggestion page is kinda a pain, you'd have to scroll for days to see a bunch of repeated posts. It should be done more like the hunter call of the wilds suggestion page where it basically turns each suggestion into a page but you can scroll through them on one screen
You find repeat posts by searching key terms. Really not that difficult to find duplicates.
I assume that means "threads".
And that wouldn't do anything, people would still suggest the same things that have been suggested 10000 times and you would still have to scroll a lot to find anything
About the tropics, it's that simple. Wanted to vacation in some southern country I guess 😜.
So I'd suggest tasking someone to highlight the 30+👍 sentences. And clean the rest (or close this thread and open a new one with top 50 suggestions that are still relevant).
For... what?
Well... to make it easier to navigate. So that developers can see what players really like and would like. And there already choose something from a short list of what to do for the release version.
They already do, every single day.
This formatting works for them, it's all that matters
#suggestions message Aren't there any now?
#suggestions message A merchant coming by ship to our island to exchange goods would be nice 😌.
I'm in a belief that the devs might add some suggestions they personally like, no matter if those suggestions have lots of 👍s or 👎s.
#suggestions message would be nice as maybe another use for molten cores
Hmm.... It's nice if they actually view it all 😏.
They do, like Rianu stated.
@coarse idol you saw that link right?
With the commercials? Yes.
my russian isn't up-to-date. but it looked like either a influencer spam, or virus links
what you think?
It's more like spam. I didn't risk going through it. I'm surprised the bot missed it. When I wrote in Russian, I was blocked).
I block as new ways to get around automod arises
most of the russian alphabet is blocked for example
Yeah. Our Russian hackers are inventive beyond belief 😅.
I mean. we already block tons of atempts every day
To be honest I got here myself not quite honestly (we have discord banned now) 😋.
?
Vpn 😇.
Yes, that's why I'm a Dutch citizen now and a UK citizen in an hour 🤗.
ah
Well, now I'm an outlaw. I should probably cover my tracks and delete my confession 🙈🙉🙊.
😄
Kinda feel a trader that trades meat for money would cause a massive inflation problem
But if the trader had specific items they trade for specific foods, that could work
Or if bringing them the food unlocked an item in their shop and gave you some money the first time only
The farming component is there, why not build your economy by exchanging meat for fuel for light fixtures, for example).
@pastel tree #suggestions message I've always thought a taunt really makes sense for tower shields, our vikings using their weapons to clank against their shield for intimidation would work well. This could be used to loudly aggro nearby enemies the same way mining/chopping does as well.
The player with a tower shield is already at enough of a disadvantage without every enemy being aggro. Why not put this on all shields and weapons?
In theory they'd be taking hits while your party does damage, and it has high enough block stat to do such a thing, but also enough block to take on a horde of enemies. Other shields are currently great for parrying, and parrying multiple enemies isn't a good idea as you can't react anyways.
Tower shields are too weak to even handle one enemy in the later biomes
@frank zephyr If you want to know the answer to #suggestions message ask it in https://discord.com/channels/391142601740517377/1202177337328934973, not in the suggestions channel.
Unless you meant it as a suggestion? In that case you should consider to rewrite it so it becomes a suggestion instead of a question.
I use them quite often personally, and they handle everything just fine, even hits from Lord Reto 🤔
tower shields are terrible for anything above normal
tower shields are terrible for anything above normal Fixed the sentence for ya 👍
"I actively know when and where to block but I choose to ignore the benefits of parrying and just block them and lose stamina" Honestly gigachad move
The argument that tower shields are terrible so don't touch them is an odd one I'll admit.
Adding an aggro control element would elevate them tremendously.
what is the point of throwing away stamina and 20% movement speed to block enemies that can continue mauling you
To be unique and quirky 😎
To allow your party or tames to continue attacking without taking damage.
here me out, you parry them so your party or tames do 2x damage!
Couple the tower shield with bonemass and a couple meads, you might as well be impenetrable.
stagger them with an atgeir so your tames do 2x dmg
You'd only be parrying select enemies.
You can parry almost everything in the game
Not all at once though?
you cant block anything more than you can parry ?????
You can stagger almost everything in the game (at once) (atgeir gang)
parry armor is WAY higher than tower shield block
You really aren't understanding I guess, I understand that much, the point is that you would have all the focus and be taking no damage.
You take no damage if you stagger
S key and space bar are all you need for no damage
But that doesn't fit your narrative so: 😎
thank you
Right, but you'll need to attack afterwards to capitalize.
Breaking news you need to hit stuff to do damage
Your party or tames can just as easily stagger and captilize on that damage boost, while taking 0 focus.
yes you're totally gonna take your tames into dungeons or across every island with you the entire way!
even if i play with tames i would rather atgeir to ensure they are staggered and do zero dmg to me or the tames....
That's just a terrible attitude tbh
im sorry to break your fantasy but there's no arguement to run a tower shield other than levelling block skill
There is, you're just refusing to see it. It's not difficult to envision for me I suppose because I've played many games that utilize a tank class. Suggesting that tames are the only way to poke holes in the idea is deifnitely odd, considering most big landmasses have multiple biomes and tames take only 30 minutes.
It'd also be good co-op, which isn't the point, but definitely don't just focus on tames?
Tames/friends are your argument on why tower shields are good
When playing with a party parrying or atgeiring is just more effective (with friends/tames)
Your party can do that all the same, without even being swung at is the real point, elevating team play.
but you can't even block that much until you get staggered... parrying absorbs way more..
furthermore, spin with an atgeir and you take zero dmg!
have you crafted and used an atgeir before? give it a try its great. it can also parry more than a tower shield blocks
You really can, even at level 50 block you'd have 175 block armor with a tower shield, coupled with bonemass you hardly take any damage.
That's really besides the argument against utilizing taking focus away, and only serves to help that style in a group.
Staggering literally takes all focus away
atgeir is the best melee wep in the game if you use it properly
And especially since you can restagger almost anything in the game (Even on the harder difficulties)....
Anyways, repititively glazing the style you utilize isn't a healthy discussion, upvote or downvote the idea 🤷♂️
using tower shield is like playing sports in a wheelchair
It's not glazing the style it's just acknowledging which one is more effective than the other
it is in serious need of a buff/complete rework
Parrying/Atgeir is more effective then being a sitting duck and letting things go ham on you
dw that's a terrible attitude, we're clearly just not seeing the power of tower shields 
You'll be alright, it really can't be that deep
If a taunt is added, why should it not be on all shields and weapons?
That's similar to asking why tower shields can't parry.
I believe the power of tower shields is hidden in combining them with spears, high knockback so you can just block, throw, block while going to pick up spear rinse and repeat
@visual burrow
I know about modifiers, however I don't want to make the mobs easier for me. I want to be an ingame mechanic which allows me to make the base or the crops a safe place, as long as there is fuel
The world modifiers are an in-game mechanic that allows you to do the same.
And the whole point is that you should not feel safe not even in your base in the first place, that's why raids exist.
That's something that will very likely never be added