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Meanwhile what you need is something alongside the pillar to point your mouse at so the next piece gets close enough to snap on. Just freeform place a temporary wall or log alongside it overlapping the end.
Honestly switching to the beta test build is your best bet, might as well learn the new, no digging UI.
It doesn't carry over for me either. I tend to complete a game to the point the game is programmed and then start over again with a new map seed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3001366818
You might need to use another quarter wall to walk the full wall lower, but eventually you can get the pillar in location
https://steamcommunity.com/sharedfiles/filedetails/?id=3001368435
For example, if you flatten the same piece of land a bunch of times, once it reaches the point where it can't be "flattened" anymore, the instances to not increase. It calculates the endpoint.
Previously (from what I understand), if you flattened the same spot of land, it would count each change as an instance.
[EDIT] ANd every tree you cut down, or even damage, every rock you hit, they all are calculated in the same manner.
The performance and instance of landscaping is negligible if you actually have a system that meets the requirements. You'll be bogged down by light sources and building pieces faster.
As for mods that still use the old terrain code, there are lots. More likely than not any mod that is used for mass terrain editing is still using that original code.
Buildshare has "terrain master" which runs the original terrain code, allowing you to flatten large areas, but between how the mod runs and how the old code runs, doing large areas is more likely to cause the game to crash. I used this mod a lot because I like to build and I like to have copies of my builds outside of having to remember which world they're on.
The other one I remember is SKToolbox, because it has a gif of character walking and the ground being auto leveled as they move. I have no clue if that one has been updated to use the new terrain code or not.
Mods can't "use the old terrain system." The data is now stored with the final result versus each change made on all worlds newer than the optimization update, or on old worlds that have ran the "optterrain" command. Again, it's the final value that's stored that's read into memory.
Try this yourself. Generate a new world. Use the mod that was giving you issues to level a small piece of land, looking at the instances before and after. Generate a new world, and then level the same patch of land. Compare the values.
Personally, I've only ever used PlanBuild for flattening an area, because it's all I've ever needed.
You mean like TerrainReset[valheim.thunderstore.io]? Though that one hasn't been updated in almost 2 years (still compatible with the current terrain modification system, however).
I know that PlanBuild has that feature as well, but I don't know if TerrainReset can do it in a larger area or something. It came in handy when I made some screw-ups while exploring the terrain options on the mod.