Valheim

Valheim

Mob pass-through with dirt walls.
I have had three mobs at least that I can relatively say that they passed through a one tile wide dirt wall instantaneously. At first I thought it was specific to Abom's but now I have seen it with all swamp mobs. I believe the issue may arise when a wall has been risen over a shoreline(or water area) where two parts of the water are adjoined yet separated by the wall. I can safely say that there is in fact a bug or some sort of issue now. It is impossible to deny and no other conclusion supports the evidence. They simply passed through walls right in front of my eyes essentially. A blob did it just now moments ago in-game with-in 10 tiles of me.
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Showing 1-12 of 12 comments
MaCarBre Jan 27 @ 12:51am 
Originally posted by Samoth:
I have had three mobs at least that I can relatively say that they passed through a one tile wide dirt wall instantaneously. At first I thought it was specific to Abom's but now I have seen it with all swamp mobs. I believe the issue may arise when a wall has been risen over a shoreline(or water area) where two parts of the water are adjoined yet separated by the wall. I can safely say that there is in fact a bug or some sort of issue now. It is impossible to deny and no other conclusion supports the evidence. They simply passed through walls right in front of my eyes essentially. A blob did it just now moments ago in-game with-in 10 tiles of me.
Are you sure mobs went though the wall as opposed to just spawning inside? Considering your loading issues, I wouldn't be surprised that it's related to that.
Samoth Jan 27 @ 1:44pm 
Very.
jonnin Jan 27 @ 3:35pm 
yes, there are rare and minor bugs like this. Take your hoe and modify that area a little bit and see if it clears up. Open worlds are subject to singularities, and coding around those is tricky and sometimes you miss them. A singularity is like trying to do high school trig to represent a rocket that goes absolutely straight up at perfect 90 degress to the world, then spins, and then falls back down. Which way does it fall? The simple trig zeros out and you can't compute it!! The only way to deal with it is to add a bogus, redundant layer to preserve the lost information (here, its a very well known problem that is solved by a math tool called a quaternion). These kinds of math problems can do interesting but unwanted things like reverse textures, make a wall pass through, make something fly off in the wrong direction, make something that gets hit spin forever, and so on -- you have probably seen some of that in other games here and there. By making a slight modification to the area, you make it recompute the math for that area and probably clear it up since, as I said, its very rare.

you could also preserve the map and try to get it sent in for analysis to run down the bug, since it could be unpossible to reproduce and find it so it can be fixed. So I would back up the map and alert the devs to see if you can help get this cleared up, then modify it so your game is fixed, and move on.

*** I assume you don't have any mods. Those can also cause all sorts of things to happen...
Last edited by jonnin; Jan 27 @ 3:48pm
Samoth Jan 28 @ 4:39pm 
strictly vanilla, no console activation on this rig ever. I may try to modify it some, but as you stated as well. It is a rather rare occurrence, and now I am mildly familiar with it's triggers. Seems i will just have to keep it in mind as well as using double walls more standardly. I don't have the motivation to document it for them.
Noticed this too. You can easily test this by making a walled square area in the water by raising the ground. If you drop fish or spawn mobs inside they will eventually get out. And not by jumping over the walls, they just go through the ground. Tried having an aquarium in my base made like this but it did not work as the fish got out even if there was a roof and additional walls around.
Last edited by Ammikaameri; Jan 29 @ 5:58am
MaCarBre Jan 29 @ 6:43am 
Originally posted by Ammikaameri:
Noticed this too. You can easily test this by making a walled square area in the water by raising the ground. If you drop fish or spawn mobs inside they will eventually get out. And not by jumping over the walls, they just go through the ground. Tried having an aquarium in my base made like this but it did not work as the fish got out even if there was a roof and additional walls around.
Just made the same box. Blobs outside, wolves inside[i.imgur.com]. No wolves went outside, and no blobs went inside no matter how I load, stay or approach the area. When did you make this box of terrain of yours? (month/year). Are you also playing on external disk or old hard disk? Did you build the box on a spot where there was a previous pre-generated world location?
Last edited by MaCarBre; Jan 29 @ 7:34am
Originally posted by MaCarBre:
Just made the same box. Blobs outside, wolves inside[http//blob%3Ahttps]. No wolves went outside, and no blobs went inside no matter how I load, stay or approach the area. When did you make this box of terrain of yours? (month/year). Are you also playing on external disk or old hard disk? Did you build the box on a spot where there was a previous pre-generated world location?
The link didnt work.

The whole base where I had this issue is raised from the sea (shallow part), so originally that spot was sea / underwater. The mobs stay there for a while but eventually they all end up outside. I tried to have fish and greydwarves there. My base is built on top of this square area which acts as the cellar so there is no way out except through the ground.

The base is fairly big so there are around 10k instances, don't know if that affects it or not. Could have something to do with teleporting and/or loading too.

I did later add stone walls around the ground walls and it may have helped a bit, but still every mob inside eventually ends up outside in the ocean.

EDIT: The game and the save is on a very fast nvme. Forgot to answer that one.
Last edited by Ammikaameri; Jan 29 @ 7:21am
MaCarBre Jan 29 @ 7:36am 
Originally posted by Ammikaameri:
The link didnt work.
Corrected the link. Could you upload your world file so I can inspect it? When did you built that area (which month/year).
Originally posted by MaCarBre:
Corrected the link. Could you upload your world file so I can inspect it? When did you built that area (which month/year).

The base and the world was created sometime after the release of Mistlands. The mistlands in my old world generated a bit weirdly and I had to move my character to a new one. So maybe it is related to that.

I'd note that I do have one greydwarf in the cellar that is in an iron cage. He does stay in his cage. But everyone who has access to earthern walls phases out eventually.

Sorry, I'd rather not upload the world file.
MaCarBre Jan 29 @ 8:18am 
Originally posted by Ammikaameri:
Sorry, I'd rather not upload the world file.
If it's due to not wanting to expose your world to the public, you can also upload files on google drive and share the link on Valheim.com/support via bug report. If you just wanna keep your world for yourself, that's fine. Might be related to instance count. Will try spawning some structures. We had such issues in the past.
Samoth Jan 30 @ 1:28am 
I'm curious what type of game the tester is playing, is it networked? Is it a closed session, local to that rig? Is it a copy that has migrated between systems? Is it a newly generated world and toon? Just because you don't have it happen inside the 15 seconds you spent inside some console created world does not constitute a failure of replication, it's a failure of the tester.
MaCarBre Jan 30 @ 2:13pm 
Originally posted by Samoth:
Nobody said that the issue isn't in the game. I literally said that I need to do more testing in an area with more instances. You don't have to concern yourself how and how long I test things. If you want to speed up my testing process, rather consider uploading a world. Out of 100 mobs. So far had one blob seemingly pass the earth wall after spamming things like crazy on 5 FPS, which is an indication that something is off, like it was in the past, but not as concerning, because it doesn't happen easily.
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Date Posted: Jan 26 @ 3:33am
Posts: 12