Valheim

Valheim

Fungi Jul 8, 2023 @ 2:18am
How to move a pillar vertically?
In other games there are usually buttons to move some building element in Y axis / vertically. Here I found no way to do this and this is a real problem while trying to i.e. add a column below already existing, hanging column, so that it touches the ground. The only way I find is to dig a hole and attach it from below, which is nonsense. Am I missing something?
Originally posted by Mharr:
They're just in the process of adding this now, it exists in the test version.

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.
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Mharr Jul 8, 2023 @ 3:42am 
They're just in the process of adding this now, it exists in the test version.

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.
Jbones Jul 8, 2023 @ 9:27am 
as another option - sometimes you can use the sit function to sit down and sometimes it changes your perspective enough you can now aim at the bottom of the upper pillar
knighttemplar1960 Jul 8, 2023 @ 12:27pm 
Originally posted by brandonrjones81:
as another option - sometimes you can use the sit function to sit down and sometimes it changes your perspective enough you can now aim at the bottom of the upper pillar
You can use your pick to dig down, place the post, then use the hoe to refill the hole.
Mharr Jul 8, 2023 @ 6:16pm 
Modifying the terrain does leave a permanent performance cost in the region though, unless reverted later using mods.

Honestly switching to the beta test build is your best bet, might as well learn the new, no digging UI.
Last edited by Mharr; Jul 8, 2023 @ 6:17pm
Originally posted by Mharr:
Modifying the terrain does leave a permanent performance cost in the region though, unless reverted later using mods.

Honestly switching to the beta test build is your best bet, might as well learn the new, no digging UI.
I've been doing it that way for over 800 game hours now so I thought it worth mentioning. My rig is pretty decent. I've never noticed the performance hit and any hit I do take is somewhere its mostly safe (like in the middle of my base).

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.
kaypy Jul 8, 2023 @ 7:48pm 
The immediate option is to use a bit of scaffolding. A quarter wall will give you a snap point to place a full wall lower, which will give you something to aim the pillar at

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
Last edited by kaypy; Jul 8, 2023 @ 7:49pm
FissionChips Jul 8, 2023 @ 7:50pm 
Originally posted by Mharr:
Modifying the terrain does leave a permanent performance cost in the region though, unless reverted later using mods.
I'm fairly certain that's backwards: performance issue was fixed quite some time ago, while mods using old terrain methods could reintroduce the problem.
sarteck Jul 8, 2023 @ 8:22pm 
Originally posted by FissionChips:
I'm fairly certain that's backwards: performance issue was fixed quite some time ago, while mods using old terrain methods could reintroduce the problem.
I don't know what "mods using old terrain methods" you'd be referring to, but altering terrain in any way does create instances that have to be calculated. The difference is that the endpoint is now calculated instead of all the changes made along the way.

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.
Last edited by sarteck; Jul 8, 2023 @ 8:24pm
Hiryukaen Jul 9, 2023 @ 1:19am 
Originally posted by sarteck:
Originally posted by FissionChips:
I'm fairly certain that's backwards: performance issue was fixed quite some time ago, while mods using old terrain methods could reintroduce the problem.
I don't know what "mods using old terrain methods" you'd be referring to, but altering terrain in any way does create instances that have to be calculated. The difference is that the endpoint is now calculated instead of all the changes made along the way.

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.
sarteck Jul 9, 2023 @ 2:39am 
Originally posted by Hiryukaen:
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.
It depends on your number of alterations to the terrain versus your number of build pieces which will bog the system with instances more. Particle light sources are a big FPS drain, though, yes. Dvergr lanterns not so much.

Originally posted by Hiryukaen:
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.
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.
Mharr Jul 9, 2023 @ 4:29am 
I was thinking in terms of mods that can simply remove all terrain edits in an area like they never happened. Seems like the cleanest way to dig temporary building site holes.
avatar.zero Jul 9, 2023 @ 5:21am 
Originally posted by Mharr:
I was thinking in terms of mods that can simply remove all terrain edits in an area like they never happened. Seems like the cleanest way to dig temporary building site holes.

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).
sarteck Jul 9, 2023 @ 5:47am 
Originally posted by avatar.zero:
Originally posted by Mharr:
I was thinking in terms of mods that can simply remove all terrain edits in an area like they never happened. Seems like the cleanest way to dig temporary building site holes.

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.
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Date Posted: Jul 8, 2023 @ 2:18am
Posts: 13