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There is a reason, after all, why to many suggestions/requests, the "standard answer" is "use this/that mod". Coders did a very good job, many of the times ('cause they're often professional devs too). The most problems with mods comes from official game's update, changing the situation, so "breaking" Mods' code but, having the features integrated in the game's core, that won't probably happen more.
I'm not suggesting that whichever mod should be integrated in the core, but the ones players are asking many and many times, if IGS also agree about the features, can: shortest developing/testing/deploying times (as it's not like to code from scratch). No more "two years" to see better ships (and there have been a very long thread, about Ocean's biome).
Getting a little more in topic, just a day ago I was reading about a "ships" mod which attracted my interest (still not tried it tho): https://valheim.thunderstore.io/package/OdinPlus/OdinShip/
And, about "stronger ships", I'm seeing there is this one too: https://valheim.thunderstore.io/package/Smoothbrain/Sailing/
Both of them seems "in line" with Valheim development, so why not having them in the core? (or even decide to support the Mods, at last, like WoW and other games does, to avoid them to break at every update).
When WoW updates it breaks mods too, just like every other game that supports mods. Code changes, the mods can't call upon the changed code properly so the mods break.
In WoWs case, mods only really break during an expansion transition, but they also have PTR realms that are live way before it goes main branch so modders have ample time to fix it.
Deep Rock Galactic offers mod support through mod.io, their major updates break mods as well. If the author of the mod doesn't update it or someone else takes over the mod, it stays broken.
Monster Hunter games don't officially support mods, but there are tons of mods you can find for the games, they get broken upon updates as well.
What you notice is mods break less often because the code those mods call on doesn't change that often anymore, as the games are finished or don't receive substantial updates.
Their is little difference between officially supported and unsupported mods.
Officially supported modding will typically allow modders to opt into updated content to maintain the mods and/or allow them to easily access the source code for making mods.
Valheim doesn't have anything that is really stopping modders from making their mods, the files aren't encrypted and the encryption changing after every update to prevent mods and cheats from being developed, no anti-tamper checks. If it did, that would mean IGS has taken an anti-modding or deterring mod stance, which is different from not supporting mods.
TLDR: While Valheim doesn't officially support mods, nothing is being done to deter modding from happening.
Mods break because the mod authors don't update the mods fast enough; either because they don't have access to the patches before they go live long enough or they don't bother to check the test branches to make sure the mod still works.
From what I've seen most modders are armatures, it's more of a hobby.
It's easier to wait for the mod to break to fix it than stay on top of every single update during an in development Early Access game.
Take materials for a portal/workbench so that when you make landfall while exploring you make both and then destroy the boat and bring it back to base in case you need it again.
When transporting large quantities of metal I do my scouting first for a good location of a base before making the trip and being sure to have a decent shoreline for parking the boat and removing the metal with some nearby chests or a cart on a prepared road leading to said base location. Then you destroy the boat and bring it back to a base should you need it again.
Just finished the new content via single player and never had my boat get destroyed by enemies. Be careful of getting too close to mistlands while sailing and use the mini map to determine the nearby terrain. Plains aren't too bad because deathsquitos die in 1 hit and deal barely any damage when wearing root chest piece for pierce resistance (which I used in Mistlands still with padded armor).
Swamp can be a bit hard with ranged draugers, abominations and wraiths so you want to either commit in a good swamp spot or in an easier biome. You can make a workbench to get on top of a crypt making you immune to most enemies allowing for easy ranged attacks or axe attacks against an abomination when it clips through the crypt.
My point was: look at what companies like Apple usually does: they know they can't "think all" as well as they can't "develop all". They also know there are extremely good and pro devs around the world. So, at every major OSX/iOS release, users find some good features, which was previously implemented outside by means of apps and patches, re-implemented/integrated in the "core product": this means they're internally supported by the company and won't break in the next releases. Sure not all good features, but some are "adopted" by the developing company. I was suggesting exactly that: maybe one of the IGS devs can "have a look around", speak with external developers, cooperate with them to add the most wanted (now external) features which are also in line with IGS roadmap, like ships and other things.
Only time I took a boat into the mistlands was a karve to get to a dverger fort for the first time that was on an island. The maneuverability of the karve was needed due to the amount of chain islands and small access ways to get to said location. The area was also devoid of mist so I could see whether or not seekers or gjall were around.
Beyond that I wouldn't land a boat in mistlands just like I wouldn't land a boat right outside a fuling village lol.
As for storage space in the longboat that could be a problem in multiplayer though technically you could make multiple boats.
Just throw bile bombs, it's basically the same thing lol
They seem to be making gjall only shoot one fireball instead of two, on the current PT branch. You should also be able to hear the gjall from a distance. It's the seekers that trouble me most when going ashore.