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Try walking around with F2 menu opened and watch for bigger changes in instance count.
https://steamcommunity.com/sharedfiles/filedetails/?id=2874989013
and there are places where you can have as many as 4 biomes intersect. The only way to tell for certain is to spend time in the area and watch what spawns and where. These are the spawning rules:
https://valheim.fandom.com/wiki/Spawning_mechanics
Specifically zone spawns:
https://valheim.fandom.com/wiki/Spawn_zones
add to that the fact that zones can blur and have a few tiles from one biome tucked into another biome like this swamp feature I found in the plains that was a frost cave when I entered it:
https://steamcommunity.com/sharedfiles/filedetails/?id=3256374906
Crank all the graphics settings to minimum except for the render scaling. With the settings that low, it is extremely easy to see the lines on the ground textures. It is especially obvious on sloped terrain. These lines indicate the zone borders.
Each zone is 64x64 meters, so if you can fine one side, you can easily measure to the other side using core wood beams or large stone walls (it will take 16 of them from edge to edge).
Also, if you are near the shore, you can see the water "squares". The water closest to the shore will be a slightly different color. Usually more of a brownish tint.
It's how zone survey looks like. Map is at max zoom-in.
ZC or Z-C - Zone corner
Z-number - average instance number in zone
CB - cloud berries
T - Drakkar
There should be more strightforward way to do it, instead of using F2 debug menu or messing with graphic settings.
Or base of 5 blocks or more should create it's own sub-zone.
Or zones should be transparent to players, and should not cause any sudden block destructions.
Ive never had an issue with things being destroyed, but I have had issues with pets being outside of their walls due to the loading order of things, which is a pain.
Load order and forced loading needs some work for sure.
In Valheim, parts probably have no ownership data, except for doors and chests, if ward is active.
For example: A base that spans two zones. One part of the base is reinforced with iron grids, other is depending on first for structural integity. Player approaches the weak part of the base and stops, before the strong part can load, and then waits until the structural integrity grace period is over. Should the weak part of the base collapse then, "without any valid reason" ?
Zones are pretty small, a medium sized base can easely happen to be built on zone border.
If a piece goes through a zone border, that piece acts like it is attached to ground. Meaning it will not fall.
However....
The second the next zone is loaded, it instantly reverts to the integrity it is supposed to be.
HOWEVER AGAIN.....
and this is the dumb part... IF the piece that piece is supposed to be connected to, does not load within the first second or two (because pieces load in a specific order, usually depending on the order they were placed), the piece will fall before its attached piece has a chance to actually load in.
Meaning if you have a large base with a lot of pieces, the load order might royally screw up and it wont load the pieces that are supposed to be attached to the already loaded pieces first. Thus build pieces can just break off for no reason other than the game not loading things in the correct order.
I am going to assume that is what was happening to your sign in your other post in the bug section. The piece it was attached to was not loading fast enough and the sign ended up "floating" and breaking.
But I think developers already know about that issue, so it will most probably be fixed.