Valheim

Valheim Dev Tracker




22 Jun

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Greetings vikings!

This week it’s time for both Midsummer and the summer solstice, which has long since been a cause for celebration here in the north! Just like last year, you can celebrate in Valheim by building your own Maypole (or Midsummer pole, as we call them in Sweden). This year we’ve also added a flower crown, and some more colourful banners, to make the summer even more festive. We hope you’ll have some fun with it!



As we added the new items, we also updated the game with the Steam Cloud save fix that we have mentioned in previous blog posts. Hopefully this should mean a smoother game experience for all of you, and we want to thank everyone who helped test the update in the Public Test branch!

Last week we revealed that ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Jun

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    Munin on Steam Forums - Thread - Direct
You know why mods break everytime there is an update? Because they are not supported.

Even with Steam Workshop mods would break after updates. It doesn’t magically update mods to make them compatible with the latest game version.

If you have any constructive criticism or further questions, please let us know.
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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    richard on Steam - Thread - Direct
Yet another hotfix, fixes issue with world creation caused by the steam cloud-save overhaul.

Again, sorry if this caused issues for some of you.
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    Irongate Smiffe on Steam Forums - Thread - Direct
You can remove the tar liquid. but you will delete other things aswell around you! The command to do it forcedelete. and you have to be at around the centre of the Tar for it to work best.

Write forcedelete 10 (for 10 meter radius) while you stand in the centre of the tar. This command removes ANYTHING that is destructable or spawnable with very few exeptions (boss stones is one exeption)

20 Jun

Comment

Originally posted by --Ben-Shapiro--

Thanks for the response! We will wait for the fix, hopefully we can get it back, I won't touch anything for a few days in case we can recover. Even if the save is lost, I learned my lesson in backing up semi-regularly lol

fix is out, but it wont automatically load your old world if its already borked. (since a new world has been created in worlds_local and is loaded instead) , try removing the borked world in worlds_local and your old original untouched world in worlds/ should load....in theory

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    Irongate Smiffe on Steam Forums - Thread - Direct
And now we pushed our public-beta-test to the live version.
We tested and this should work 100% now.

Some people will have files loading now in worlds_local which are newly made worlds.
Check first in worlds folder so the original world is there, then remove the one in worlds_local and then just start the dedicated server =)
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    richard on Steam - Thread - Direct
Dedicated-server world loading fix.

This patch fixes the world load issue introduced in 0.209.8, causing dedicated servers to fail to load worlds saved in the now legacy “worlds/” directory (and instead creating a new empty world)

Unfortunately if you already got a world-reset caused by this, try removing the broken world from "worlds_local/" (but don’t touch “worlds/” ). This will make the server load the original working world from “worlds/” instead.

We're really sorry about this, thank you for being understanding!
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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    Irongate Smiffe on Steam Forums - Thread - Direct
Hi!

Sorry sorry sorry for messing things up.
What happens is the dedicated server tries to load your world default from worlds_local folder, instead of the old worlds folder. Which ends up not finding your old world of course. So it creates a new world.db and world.fwl file and stores those in worlds_local.

This is just files you can remove from worlds_local after verifying your old world.db and world.fwl file is still in your worlds folder.

What you can do to make the dedicated server work again is either to manually move world.db and world.fwl from worlds to worlds_local folder. then start your dedicated server again.

OR

Go to worlds folder and see so your world.db and world.fwl file is still there.
Then to worlds_local, delete the newly created world.
Then join the public-beta-test and this should fix itself.

Both client and server needs to be in public-beta-test for this to work since the client versions needs to...
Comment

Originally posted by --Ben-Shapiro--

Add a note to warn people about losing their world save! This is awful! We lost hundreds of hours of world progress updating our server. The world files just disappeared. Not even a warning to backup before we updated, everything is just gone.

Edit: Before you tell me to check my worlds_local folder in .config, it doesn't exist. I don't have that folder, just a 'prefs' file in the .config>unity>irongate>valheim folder path. No local world backups to move, nothing at all. We lost everything to this update.

your old worlds should still exist in worlds/ directory, the issue is that dedicated servers fail to load from that directory and instead creats a new world in worlds_local/ we are trying to get a fix out as soon as possible. Unfortunately if the issue already happened, its easiest to just manually copy your world from worlds/ to worlds_local/ and it should be fine. as far as we know, really sorry about this :(

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This patch features a couple of new things, but most importantly it fixes some issues regarding Steam Cloud saves. You as a player should not need to do anything, and the saves should be moved automatically. However, for this patch we do advise people to make backups of your saves, just in case.

The bug with Steam Cloud saves would cause players to lose progress if they were playing on multiple accounts on the same PC. To solve this, we have done some changes to how the game saves:

From now on cloud saves are saved under the Steam userdata folder. Local save files for dedicated servers and multi account machines will be stored in a new “_local” folder next to the old save file location, and the old save file location will still be there but nothing new will be saved there. You will be able to see which characters and worlds are located on the Cloud and which ones are locally stored or not yet moved out of the old folders. When starting a local save with Cloud s... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

16 Jun


14 Jun