Skip to content

Releases: DooDesch-Mods/Palworld-Palvolve

Palvolve 1.8.1

Choose a tag to compare

@DooDesch DooDesch released this 13 Aug 13:10

One fix for the config migration that shipped in 1.8.0.

Fixed

  • A second dropped config used to erase the backup of the first. The config that a migration replaces is kept, but the backup had one fixed name, so dropping another file overwrote it. That is the moment it mattered: something looks wrong, you drop a second file to fix it, and the config you actually wanted back is already gone. Backups now carry the date and time they were made, and the five most recent are kept.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.8.0

Choose a tag to compare

@DooDesch DooDesch released this 13 Aug 12:24

Twenty settings used to live in a file every update overwrites. Now they sit in your own config, and the website shows all of them.

Added

  • Your config_user.lua can now set twenty settings it could only read about before. The animation timings, the finale style, the multiplayer request limits, the talent bonus per stage, how many stones an evolution costs, which key confirms. All of it used to mean editing scripts\config.lua, which the next mod update overwrites. The website writes them and config_user.lua carries them through updates.

  • Every setting is on the website, grouped and searchable. palvolve.doodesch.de/simple keeps the four quick switches at the top and puts the full list under them, with a search box, a running list of what you changed, and a reset for each value.

  • Each setting says which file it belongs in. "Server file" or "Player file", and for the ones the host hands to its players, that too. Guessing which half of a dedicated setup a value belongs to was the most common way to set it in the wrong place.

  • You can load your running config back into the website. Drop your config_user.lua on the quick setup page, change the two values you came for, download it again. Your tree and every other setting survive the trip.

  • The settings you changed copy out as text. One block for a Discord thread or a ticket, with both the readable name and the line to put in the file.

  • A server decides how an evolution looks, not each player. The five sequence timings, the top spin speed, the element colours and the finale style now travel to a client with the tree, the way the costs and the stone rule already did. What stays with the player: the confirm key and its timings, the effect budget, and the diagnostics. Leaving the server gives all of it back.

  • A config dropped next to the mod moves itself somewhere an update cannot reach. The mod's own scripts\ folder is the one people find on their own, and the one a mod update replaces. A config_user.lua left there is now moved to %LocalAppData%\Pal\Saved\Palvolve\, or on a server to <server>\Pal\Saved\Palvolve\, and a note stays behind saying where it went. A config already at that path is kept as config_user.lua.bak.

  • A value the mod cannot use says so in the log. A number outside its range names the range and what it was read as, an unknown chatMessages or confirmKey lists what is accepted. Values used to be corrected in silence.

Fixed

  • unlockCatchTech = false in a user config did nothing. The README has described that switch since 1.4.0, but the loader never read it. The only way to get the vanilla rule back was editing the mod's own copy, which every update replaced.
  • An unknown confirmKey took the whole key binding down with it. A key name UE4SS does not know reached the binding as an empty value. The config now accepts sixteen keys and says so in the log when it rejects one. The binding checks the name before it registers.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.7.1

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 23:00
eec8982

A crash fix for 1.7.0. Update if you play on a server.

Fixed

  • The evolve wheel crashed the game for a Pal with many ways out. The submenu grows the game's own wheel to the number of options, and the wheel the game draws has seven segments. One with 23 took the process down with it, with no error and nothing in the log. 1.7.0 is what made this reachable: a client is now handed its server's tree, and a big tree has Pals like that. The wheel stops at seven, the ones you can actually use come first, and it says how many are not shown. The Evolutions tab in the Palpedia lists them all.
  • A tree borrowed from a server outlived the visit. Going from a Palvolve server straight to a server without Palvolve kept the first server's tree. The decision now sits where the world is classified, which is the one place that can tell "no tree is coming" from "it has not arrived yet". This was listed as a known gap in 1.7.0.
  • "Please try again in a moment" never resolved. Reaching for evolution while the mod was still working out whether the server runs Palvolve asked the player to retry and then said nothing more. The answer now arrives by itself, whichever way it settles.
  • A quiet server never said which version it runs. chatMessages = "replies" and "off" also swallowed the line that names the server's Palvolve version, and that line is where every support case starts: a player has no other way to see it. It is now sent whatever the setting says. Everything else the mod says on its own still follows the setting.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.7.0

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 21:54
63e56ef

A server hands its evolution tree to every player who joins it.

Added

  • No more copying config_user.lua to every player. A dedicated server or a co-op host sends its tree in the handshake, in one message, and the client draws and offers exactly what the server runs. Nothing to install, nothing to keep in step by hand.
  • Two files that differed could mean two different pairs. Picking an evolution sends the position in a list, and the server read that position in its own list. Nothing on screen said so.
  • The rules travel with the tree. Whether a stone is required, how many, the material cost model and the workbench level come from the server too, so the numbers a player sees are the numbers the server acts on.
  • Leaving gives you your own tree back. Entering a world you own restores the file on your disk, so a visit cannot outlive itself.
  • The chat can be turned down. chatMessages = "replies" keeps what answers something you did and drops the rest; "off" keeps only the answers to !palvolve commands. A server carries its setting to its players, so an admin sets the tone once. Whether your client and the server agree on a version is always shown.

Fixed

  • Every message on a server showed raw ids after the first disconnect. "SheepBall" instead of "Lamball". The name lookup holds two game objects between calls since 1.6.4, and one of them belongs to a player: when that player left, the handle stayed valid to look at and dead to use. A failed lookup now fetches both again.
  • Chat lines from the mod are tagged. They used to carry [Palvolve] only when they happened to take one particular path, so the same screen showed some with it and some without.

Notes

  • The tree a server sends is on loan. It never reaches your disk, and the Survival Guide keeps describing your own tree.
  • Received data is read, never executed, and only a fixed list of settings can come off the wire.
  • Measured for this release: the channel to a client carries 65535 bytes in one message, and 131072 kills the server process outright. The largest published community tree, 613 pairs across 279 Pals, encodes to about 12 KB, so there is no splitting and a wide margin below the size that is fatal.
  • One known gap: going straight from a Palvolve server to a server without Palvolve keeps the first server's tree until you enter a world of your own.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.6.4

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 18:51

The Evolutions tab shows its portraits, and the largest tree anyone has published runs smoothly.

Fixed

  • The tab had no portraits in it after a Workshop install. The mod looked for its images at a few fixed paths that only ever matched a manual install, while the game's own loader puts the mod four folders deeper. Every subscriber got circles with two letters in them. The mod now reads its images from wherever it was loaded, which covers both layouts.
  • 137 portraits were missing from the mod. The website had them all along; the mod shipped 287 of 424. Custom trees hit the gaps first, which is why some Pals stayed blank while their neighbours were fine.
  • Three adaptations have no artwork anywhere. Snock Ignis, Tanzee Cryst and Gumoss Botan now show their base form instead of an empty circle.
  • A dedicated server never got its config folder. It was only created when the mod found no config at all, so every server that already had one somewhere kept looking for a folder that was never there. A server now creates <server>\Pal\Saved\Palvolve on startup before it reads anything, and says so in the log if it cannot.
  • The Workshop install left a second LogicMods folder inside the first one. The install rule named a folder instead of its contents. The pak worked from there, it was just in a place nobody would look.
  • F2 named a target you could not afford while ignoring one you could. The check picked the first target that passed level and conditions, and only looked at materials afterwards. Materials are part of the choice now.
  • An evolution can no longer hang silently. When another mod tears down the shared timer hook that UE4SS gives Lua mods, every timed step of this mod stops: the Pal stays recalled, the stone is spent and nothing says why. The mod now notices when the timer stops, names the cause, aborts the run and refunds the cost, from the wheel as well as from the key.

Changed

  • Clicking through the tree is much faster, measured against the largest tree anyone has published. 613 pairs across 279 Pals: every click used to walk the whole list and sort every Pal with a comparison that resolved two names each time, roughly 4600 name lookups before a single line of the page was written. The list is built once now, the names are resolved once, and a page you have already seen is not built again.
  • A portrait costs a fraction of what it did. Encoding one ran four string operations per byte; those are table lookups now.
  • The mod does nothing while the tree is closed. A hook that ran on every button press anywhere in the game now returns immediately unless the tree is open, and the pollers keep the widgets they found instead of searching for them sixteen times a second.
  • F2 is off until you ask for it. Set confirmKeyEnabled = true in config_user.lua to get the key back. The wheel and !palvolve evolve are unchanged.
  • The tree header counts the way the configurator does. It shows the same two numbers the website prints for the same file: Pals, and how many pairs of the tree are active.
  • The mod reports the game build it was tested against as 1283 (Palworld v1.0.3.101283).

Reported by players on Discord: the empty portraits with a screenshot, the doubled LogicMods folder, and the server whose config folder never appeared.

Tested against the largest published community tree, "我的树(仿造数码树)", 613 pairs across 279 Pals: https://palvolve.doodesch.de/c/ZMbLwdKzRi

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.6.3

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 15:55

The Evolutions tab works from the Workshop, and dedicated servers keep their tree through an update.

Fixed

  • The Workshop install left the Evolutions tab empty. The page ships in a small pak, and the item's install rules never mentioned it, so the game copied everything except the page. Manual installs from the release zip were not affected.
  • A dedicated server lost its tree whenever the mod was updated. The only place a rented server could keep config_user.lua was the mod's own folder, and updating the mod replaces that folder wholesale. Servers now read <server>\Pal\Saved\Palvolve\config_user.lua first, next to the world saves, where no update reaches. The folder is created on the first start.
  • A config still sitting in the mod folder says so in the log, with the path to move it to.

Nothing changes for players: %LocalAppData%\Pal\Saved\Palvolve\ stays the only place the game client looks.

Changed

  • A missing pak says so in the log now. The mod checks the page asset shortly after startup and names the file and the folder it belongs in.
  • The same goes for the other two parts of an install. A missing main.dll and PalSchema data that never arrived each get one line saying what stops working.

Reported by iknowimgodly on Discord after an update wiped a 166-pair server tree.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.6.2

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 14:21

No more freezing when you switch Pals.

Fixed

  • Switching Pals with the Evolutions tab open could stop the game for seconds, and doing it a few times in a row could leave it unresponsive. Drawing the page reads every Pal portrait and encodes it, and that work ran where the whole game waits for it. It now happens beside the game instead of in front of it
  • The portraits are loaded ahead of time again. That step existed but sat in a development-only file that never shipped, so every player paid for it on the first page. One log showed a single page taking 7.4 seconds against 30 ms with the portraits ready

Thanks to the player who sent the full log - both causes were in it.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.6.1

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 13:26

The Evolutions tab shows the tree again.

Fixed

  • The Evolutions tab opened onto nothing. The page it draws lives in a small pak, and 1.6.0 packed everything except that one file. The tab was there, the tree was not
  • The pak ships now, so the tab shows what a Pal evolves from and into, the way it was meant to
  • The native part reported 1.5.2 while the rest of the mod said 1.6.0. It now matches

Nothing in your config or your world changes. Update and open the Palpedia.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.6.0

Choose a tag to compare

@DooDesch DooDesch released this 12 Aug 12:26

The evolution tree, in the game.

Added

  • The Palpedia has a third tab. Open it, pick a Pal, and "Evolutions" shows what that Pal evolves from and what it evolves into. Each step lists the level, the stone and the conditions it needs
  • The tree follows the list on the left. Pick another Pal and the tree moves with it. Click a Pal inside the tree and that one takes the centre, so you can walk a whole line without leaving the screen
  • Conditions fold away when a Pal has many ways out. Lamball has 22 of them; the switch in the corner unfolds them and folds them back
  • The screen is in your language. All 19 lines of it, in the same 17 languages as the rest of the mod
  • Palvolve can give up F2 entirely. Set confirmKeyEnabled = false in config_user.lua and the mod claims no key at all. The wheel and !palvolve evolve still work

Fixed

  • The main menu ran hundreds of failed name lookups per screen. Pal names are looked up through the local player character, and there is no character in the menu. A failed lookup was not remembered either, so every pass asked again

The tree reads the config your server actually runs, so what you see is what your world does.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md

Palvolve 1.5.3

Choose a tag to compare

@DooDesch DooDesch released this 07 Aug 20:19

Lamball can evolve again, and 41 other Pals with it.

Fixed

  • One Pal in your world could stop evolving. Its Evolve entry stayed grey with "has no evolution" while the tree had one for it. Every other Pal in the same world was fine
  • The cause is how Palworld spells its own Pal ids. The game ignores upper and lower case when it compares them, but hands back whichever spelling it saw first. Its own files spell 42 species two ways: SheepBall 260 times, Sheepball once. Which one you get depends on load order
  • Palvolve now matches ids whatever the spelling. Nothing in your config changes. A tree that worked keeps working
  • Three more places had the same problem - evolving into one of those species could say "swap failed" and refund you even though the swap had gone through, and a rollback could fail to find the Pal it was meant to restore
  • Alphas got caught by the same thing. Their ids carry a BOSS_ prefix, and the game spells 20 of those two ways as well

Reported by SephVII, Ryan and HenryFrost.

Build your tree: https://palvolve.doodesch.de
Uninstall guide: https://github.com/DooDesch-Mods/Palworld-Palvolve/blob/main/UNINSTALL.md