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Releases: Shuiei/valheim-world-editor

v1.18.0

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@Shuiei Shuiei released this 11 Oct 03:24

Claude can now work in the editor: shape the ground, lay roads, plant forests, build houses and dungeons from a prompt, while you watch. Also: item stands and armour stands can be filled, serving tray food stays on the table, and the Workshop can generate dungeons.

Downloads

File For
ValheimWorldEditor-v1.18.0-win-x64.zip Windows 10/11 (unzip the whole folder: the program needs the .dll files beside it)
ValheimWorldEditor-v1.18.0-linux-x64.tar.gz Linux
WorldEditorBridge-1.18.0.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge, and on Nexus Mods)

The plugin's code is unchanged since 1.17.0; its version follows the editor's.

Added

  • Claude in the editor (Settings → Allow Claude to connect). An MCP server inside the editor, on this computer only and with a secret token, for Claude Code, Claude Desktop (ValheimWorldEditor --mcp-stdio) or any MCP client. Claude looks at the open world or the Workshop (heights, biomes, objects, screenshots from any side, a map of the area with coordinates, the game's pieces), and changes it:

    • floors, walls with doors and gable roofs over a rectangle, from the game's pieces; any piece placed with the game's snapping, and the support check to see what would fall;
    • ground levelled, roads laid, ground painted, forests planted, C# scripts (with a dry run);
    • chests filled, signs written, stands dressed, dungeons generated.

    What Claude changes stays pending, one undo step each: it never saves, applies live or saves a blueprint, and it changes nothing while live with Auto on. History → Take back Claude's changes removes all of its changes and keeps yours. See docs/claude.md.

  • A building skill for Claude Code (.claude/skills/valheim-build in the repository): a workflow for buildings and places that look hand-made: a design brief, mock-ups, building in phases, checks, then interiors and landscaping.

  • Item stands and armour stands can be filled from the Inspector: Holds puts a weapon, shield, trophy or fish on a wall stand, or food and potions on one lying flat to set a table; Wears dresses an armour stand slot by slot and sets its pose. Each list offers only what the game lets that stand or slot take.

  • Generate dungeon in the Workshop: the Build panel's Library opens the Dungeon panel's generator, with Open on the plot and Add to the plot.

Fixed

  • Serving tray food stays on the table: dishes, meads and feasts placed, pasted or added with a blueprint are marked as pieces, as the game marks them. Before, they were loose items in game, falling and despawning away from a base.

Changed

  • The Windows package holds ValheimWorldEditor.exe with its four native libraries beside it, and the program carries its name, description and author. Some antivirus programs flagged 1.17.0: it unpacked those libraries to a temporary folder at each start, which looks like what a dropper does.

Full list: CHANGELOG.md.

v1.17.0

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@Shuiei Shuiei released this 10 Oct 22:51

The editor now reads the game's look straight from your Valheim (no more copy, no Python), follows the game in live mode, and makes dungeons. It runs on .NET 10. This release also brings 1.16.0 and 1.15.6, which were never published.

Downloads

File For
ValheimWorldEditor-v1.17.0-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.17.0-linux-x64.tar.gz Linux
WorldEditorBridge-1.17.0.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge, and on Nexus Mods)

Update the plugin too: live follow needs its new /watch and /zone calls, and 1.15.6 changed how it applies objects. Use the same version of the editor and of the plugin.

What's new since 1.15.5

1.17.0

  • The game's look is read straight from your Valheim, in the editor itself: models, textures, the terrain shader and the map. No more copy of a few minutes at the first start and after every game update (the editor reads the game's files for a few seconds the first time and after an update), no 150 MB game-look folder (the old copy is deleted), and no Python inside the packages: 23 MB less to download on Linux, 10 MB on Windows.
  • Live: the open area follows the game. What players build, remove or change, and the ground they dig or pave, appears in the editor every 2 seconds without dropping your changes. Where the game changed ground you also changed, Apply live asks first.
  • When Valheim is not found, the start page explains how to find its folder (Steam's Manage › Browse local files, the usual places). A folder next to the game folder (steamapps, common, valheim_Data) leads to it.
  • The editor runs on .NET 10 (.NET 8 support ends in November 2026). Nothing to install: the packages carry it.
  • Fixed: a Place line exactly a whole number of spacings long sometimes left out its last object; another world opened while the first was still drawing lost its rivers; damaged blueprint values no longer stop saving.

1.16.0: dungeons

  • Generate a dungeon (Dungeon panel) from a style and a seed: crypt, catacombs, temple, fortress, prison, Dvergr hold, goblin warren or ruins, with rooms furnished for their purpose, monsters, a boss behind a keyed gate, loot and hidden caches. Place in the world puts it 5000 m up with a linked portal pair; Open in the Workshop opens it as a blueprint.
  • Dungeon tool: add rooms to the game's own dungeons (Frost Caves, burial chambers, sunken crypts, infested mines…) where their open ends are, with what the game would put in them, add or remove doors, delete rooms and close open ends. The game builds what you make, no mod needed.
  • Blueprints keep what objects hold: chests' contents, signs' texts, creatures (with their stars), ruins.
  • Chest contents as in game in the inspector: the container's slots in a grid.

1.15.6: safety and speed

  • Saving a world the game saved since the editor read it, saves cut short, two terrain objects in one zone, settings written halfway, a damaged history file: each is now handled without losing data. An unexpected error no longer closes the editor.
  • Many smaller fixes (Area Backup and Restore, Mask, Path, Script, SSH keys with a passphrase, the world generator closer to the game's).
  • Faster: the map and areas on many-core computers, worlds with very many objects, less memory over long sessions.
  • Plugin: an apply the server takes long to start (a world save) no longer runs late after the editor sent it again, which made new objects twice; objects linked to others (spawners, connected portals) keep their links when a live delete or move is undone; a malformed object fails the whole apply before anything changes.

Full list: CHANGELOG.md.

v1.15.5

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@Shuiei Shuiei released this 09 Oct 14:52

Copying the game's look now works with Valheim for Windows, and the editor's log is easier to find and share.

Downloads

File For
ValheimWorldEditor-v1.15.5-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.15.5-linux-x64.tar.gz Linux
WorldEditorBridge-1.15.5.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge)

The plugin's code is unchanged since 1.15.4; its version follows the editor's.

Fixed

  • Copying the game's look works with Valheim for Windows (#2, #10). It stopped with "ValueError: 15 is not in list": the Windows game has its terrain shader for Direct3D and Vulkan only, and the copy looked for the OpenGL one, which only the Linux and Mac games have. It now takes the Vulkan one there, and the editor turns it into the same shader: the ground looks as it does from a Linux game. If it failed for you, click Try again on the start page.

Added

  • Open log, at the bottom of the start page and next to Try again when copying the game's look fails. It opens the editor's log: attach it when you report a problem.
  • The log is now ValheimWorldEditor.log (was log.txt), started over at each run like the game's LogOutput.log. Each line has its time, and it now holds the game-look copy's own output (the error that stopped it, too), which Valheim folder and game build it copied from, and errors in background tasks.

Full list: CHANGELOG.md.

v1.15.4

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@Shuiei Shuiei released this 09 Oct 13:40

Undo after Apply live now really removes placed objects for the players, and the editor no longer fills the graphics card's memory over a long session.

Downloads

File For
ValheimWorldEditor-v1.15.4-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.15.4-linux-x64.tar.gz Linux
WorldEditorBridge-1.15.4.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge)

Update the plugin on your server too: the live undo fix needs both this editor and this plugin.

Fixed

  • Undo after Apply live removes the object for the players too, on servers with mods that make objects again under a new id when they appear (ServersideQoL does, for build pieces, plants, fires, turrets and more). Before, the undo found the object "already gone" and players kept seeing the copy until they logged out and back in. Each removal now also says what the object is and where it stands, and the plugin removes that object at that place when its id is gone (within 10 cm, once each). Another kind of object at that place, or an empty place, is left alone.
  • The editor no longer fills the graphics card's memory over a session (1.15.3). Each trip between the map and the 3D editor left the whole area's models, textures and ground on the card (about 165 MB a trip), and each move to another area left about 40 MB more. Both are now deleted, so the editor stays near the same size however long it runs, and leaves room for a game played beside it.

WorldEditorBridge

  • An object to remove whose id is gone is looked for by its kind and place, and removed if found. Editors from before still work as they did.

Full list: CHANGELOG.md.

v1.15.2

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@Shuiei Shuiei released this 09 Oct 06:46

Your history now survives closing the editor, the Blueprints tool sits with the other tools, and the README and the mod page are rewritten.

Downloads

File For
ValheimWorldEditor-v1.15.2-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.15.2-linux-x64.tar.gz Linux
WorldEditorBridge-1.15.2.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge)

The plugin's code is unchanged since 1.0.1; its version follows the editor's, and it brings the new mod page.

New

  • The history is kept after the editor closes. After each Save to world or Apply live it is kept with the world. Open the world again, even days later, and its steps are back in History, tagged earlier session, ready to undo: the ground as it was, a deleted object back with its contents, a placed one removed. When the world may have changed since (live, or saved by the game), the editor asks once before undoing those steps.
  • Blueprints on the tool rail is a tool like the others: the blueprint list opens next to the rail, in place of the last tool's options.

Fixed

  • The saved-world page no longer claims each save makes a full backup (it has not since 1.14.0): each save is read back and checked before the old one is removed.
  • The server form, the README and the plugin's pages now say that the plugin's token is written the first time the game or server starts with it.

Docs

  • A rewritten README with a quick start and answers to common questions, and start page pictures showing the Workshop.
  • A new WorldEditorBridge page on Thunderstore and Hexium: what people use live editing for, how it works, what to expect, and what each connection message means.

Full list: CHANGELOG.md.

v1.15.0

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@Shuiei Shuiei released this 09 Oct 01:22
220db0f

Build in the editor and in game: the Workshop, a building plot that places pieces exactly as the game's hammer does, and a library of Homestead blueprints you paste into any world or build in game. Plus offline saving that keeps your history, the area's size changed on the fly, and a mountain preview.

Downloads

File For
ValheimWorldEditor-v1.15.0-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.15.0-linux-x64.tar.gz Linux
WorldEditorBridge-1.15.0.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge)

Each editor download holds the editor and a README.txt for that system. The plugin is unchanged since 1.0.1 (its version follows the editor's).

What's new since v1.1.0

The full list, version by version (1.2.0 to 1.15.0), is in the changelog.

The Workshop (start page, 4th card)

  • A blank plot to build a building: Build lists everything players build (the hammer's tabs, the cultivator's plants, the serving tray's feasts) with pictures, by crafting station, searchable; Select moves, turns and deletes pieces (Ctrl + click adds, Shift + click takes a row).
  • Pieces go where the game's hammer would put them, from the game's own data for every piece (colliders, snap points, placement rules): point at a wall's top and the next stands on it; snap points within half a metre meet. Ctrl + wheel lifts a piece; , and . turn it by 22.5°.
  • Support check: each piece tinted in the game's build-mode colours (light blue on the ground, green to red), worked out by the game's own support rules. Cut shows the building only up to a height, to build inside it.
  • Save blueprint keeps only the building pieces, with a name, description and tags.

Blueprints are Homestead's

  • Saved into Homestead's folder, so they show in its hammer tab, ready to build in game; its own blueprints are listed in the editor. The editor finds Homestead in your game and warns when it is missing.
  • The Library (in the Workshop) shows each blueprint's 3D picture, its cost in game (materials and crafting stations), description and tags. Open one, add one, drag it onto the plot, or drop .blueprint (Homestead, PlanBuild) and .vbuild files from your files.

Blueprints in a world

  • A Blueprints button on the tool rail: paste a blueprint into the open area. It shows as see-through models before you click; Ctrl + wheel lowers it into a hill.
  • Clear the site: the ground in the building's way is dug down to its lowest piece, and the trees and rocks there are taken away.

Editing

  • Save to world (offline) works like Apply live: the area and its history stay after saving; undo and save again to take a change back. No backup folder at each save any more: nothing of the old save is removed before the new one reads back right.
  • The area's size (3 × 3, 5 × 5, 7 × 7 zones) changes on the fly next to the Area arrows.
  • Mountain shows the mountain before you click; the circle turns red where it does not fit.

Fixes

  • Zooming out no longer fogs the area over.
  • Objects shown untextured (white) after opening another area while models were loading.
  • Buildings copied with the Select tool keep their shape when pasted on a slope.
  • A wide brush circle no longer drops a line down at the area's edge; zone borders follow the ground after undoing a mountain.

v1.1.0

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@Shuiei Shuiei released this 08 Oct 21:01

Go past the game's ±8 m: mountains, canyons and caves that every player sees, console players included, with no mod. Plus C# scripts to generate anything over an area.

Downloads

File For
ValheimWorldEditor-v1.1.0-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.1.0-linux-x64.tar.gz Linux
WorldEditorBridge-1.1.0.zip The live-editing plugin (also on Thunderstore and Hexium as Tie-WorldEditorBridge)

Each editor download holds the editor and a README.txt for that system. New: the plugin is no longer inside the editor's download; it is its own download, WorldEditorBridge-1.1.0.zip (copy plugins/WorldEditorBridge.dll into BepInEx/plugins), or install it with a mod manager. The plugin itself is unchanged since 1.0.1. The program file is about 20 MB larger (the C# compiler for scripts).

What's new since v1.0.1

No limit: past the game's ±8 m

  • A No limit switch in the brush options lets every ground tool (brushes, Path, Area, pasting) move the ground as far as you like.
  • Saving (or Apply live) turns that ground into invisible ground discs: the game's own invisible locations, which level the ground for every player's game, counted as generated ground. Console players see it too, with no mod. The hoe and pickaxe then get their ±8 m from the new ground.
  • Trees, rocks and bushes where the ground moved more than 2 m are taken away; building pieces stay.

Mountain tool

  • One click raises a lone peak, ridge, mountain range, mesa, volcano or rolling hills, each made from a seed with a natural profile, ragged outline, ridges and gullies; slopes mostly stay under 35° so they keep grass and trees.
  • Randomize rolls a new one of the preset that fits in the open area; it clears what it buries and grows the biome's own trees and rocks on its slopes.

Cave tool

  • Draw a line: a trench with an entrance slope at each end, roofed with the game's big boulders (by biome), upside down so their flat side makes an even ceiling, turned and sized at random, hung by their real shape, and the walls raised into the rock so no daylight comes in at the sides.
  • A line drawn as a ring makes a ring-shaped cave. Presets: tunnel, cave, cavern, and Randomize.

Script tool

  • Write C# to shape the ground, paint it and place or remove objects over the open area: anything the tools do, by rule and at once. The editor compiles scripts itself (no .NET install needed).
  • A small API: Area, Ground (heights, set, raise, paint, biome, shapes, mountains), Objects (list, place, remove), Noise, seeded Rnd, Print. Everything a run changes is one undo step; mistakes and errors give the line.
  • Examples to start from (mountain range, terraces, canyon with a river, boulders, ring of trees, paved base, noise landscape) and a scripting guide with the full API and recipes.

The full list is in CHANGELOG.md.

v1.0.1 — Linux: the 3D view without GPU drivers

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@Shuiei Shuiei released this 08 Oct 17:39

A fix for Linux: the 3D view and the map no longer stay blank without GPU drivers or in a VMware virtual machine.

Downloads

File For
ValheimWorldEditor-v1.0.1-win-x64.zip Windows 10/11
ValheimWorldEditor-v1.0.1-linux-x64.tar.gz Linux
WorldEditorBridge-1.0.1.zip The plugin as a Thunderstore / mod manager package (the same DLL as in the plugin folders)

Each editor download holds the editor, a README.txt for that system, and a plugin folder with WorldEditorBridge.dll for live editing. The game's own files are not included: the editor copies its look from your Valheim install by itself the first time.

Plugin: unchanged since 1.0.0 (only its version number follows the editor's), so updating it on your server is optional.

What's new since v1.0.0

Fixed

  • Linux: the 3D view and the map stayed blank without a GPU driver (Mesa's software OpenGL, llvmpipe) and in VMware virtual machines: Avalonia turned OpenGL off for those renderers.
  • Leaving a live world closes its connection to the game.

Checked on every change

  • The code is analysed (no .NET analyzer warning allowed, formatting as .editorconfig says).
  • The Linux and Windows packages are started as a player would and must open and draw the test world (both now verified: Linux under Xvfb, Windows on a Windows machine).

The full list is in CHANGELOG.md.

v1.0.0 — the native app, tamed animals and runestones

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@Shuiei Shuiei released this 08 Oct 15:23

The editor is now a native app: its own window drawn with OpenGL, no web engine. Plus tamed animals and runestones in the 3D view, and clearer tool previews.

Downloads

File For
ValheimWorldEditor-v1.0.0-win-x64.zip Windows 10/11 (only tried under Wine so far: reports welcome)
ValheimWorldEditor-v1.0.0-linux-x64.tar.gz Linux
WorldEditorBridge-1.0.0.zip The plugin as a Thunderstore / mod manager package (the same DLL as in the plugin folders)

Each editor download holds the editor, a README.txt for that system, and a plugin folder with WorldEditorBridge.dll for live editing. The game's own files are not included: the editor copies its look from your Valheim install by itself the first time. If you used an earlier version, it copies the new models (runestones, tamed animals) once on its first start: a minute or two.

Plugin: since 0.41.0 its id is Tie.WorldEditorBridge, so its settings are in BepInEx/config/Tie.WorldEditorBridge.cfg (was local.worldeditorbridge.cfg). On its first start it moves the old file to the new name, keeping the port and token. The editor finds either name, so older plugins keep working.

What's new since v0.40.1

The native app

  • One program file for Windows and Linux, in its own window; the web editor (WebView2 / WebKitGTK / browser) is gone, with every feature it had (the JavaScript Script console is not carried over).
  • Every control explains itself on hover; the status bar shows where the mouse is, the ground's height against the original (and the ±8 m limit) and the zone.
  • The editor remembers its choices between runs: View switches, the map's place, the brush, the Area action, Select's options, the clipboard.
  • Move the area by one zone with ◀▲▼▶, or let it Follow the view near its edge.
  • Live: the players are shown in the 3D view with their names (View: Go to a player); Reload and Auto apply in the top bar.
  • Select: saved selections (per world, also after saving). Area and Select: pick a Replace kind from an object clicked in the world.

View

  • Tamed animals: the boars, wolves, lox, hens, deer and necks players tamed, with their models (wild ones stay under Other objects).
  • Runestones: shown with their models; they can be picked and deleted (offline and live), which removes that location for good. They cannot be moved or copied: the game builds them from their location.
  • Unsaved marks: a green dot on each new object not saved (or applied) yet. Limit marks: the red on ground at the game's ±8 m limit; both can be switched off.
  • Game look on/off, See-through buildings, 3D resolution (Sharp, Balanced, Fast), and Defaults / All / Ground presets.

Tool previews

  • Path: before a click, a circle under the cursor shows the path's width and soft edge, and the stretch the next point adds; the ground the path covers is tinted.
  • Select: the object under the cursor is outlined faintly before a click picks it.
  • Place: the brush's outline shows under the cursor.
  • Tool lines (brush circles, path, area, measure, selection boxes) are drawn a few pixels wide: they broke into faint dashes when the 3D view ran below the screen's resolution.

Fixed

  • Apply live: an error from the game is reported and the changes stay waiting; deletions refused by the game are sent again; a double click no longer creates objects twice.
  • After going between the map and the 3D editor, models were drawn without textures.
  • A character with a backup copy of its file could be listed under the copy's name.
  • Folders under the home are shown as ~/…, so no user name is on screen.

The full list is in CHANGELOG.md.

v0.40.1

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@Shuiei Shuiei released this 07 Oct 19:58

Tidier tool panels, pieces that snap like the hammer, a lighter 3D view, and frame rate tools.

Downloads

File For
ValheimWorldEditor-v0.40.1-win-x64.zip Windows 10/11 (only tried under Wine so far: reports welcome)
ValheimWorldEditor-v0.40.1-linux-x64.tar.gz Linux
WorldEditorBridge-0.40.1.zip The plugin as a Thunderstore / mod manager package (the same DLL as in the plugin folders)

Each editor download holds the editor, a README.txt for that system, and a plugin folder with WorldEditorBridge.dll for live editing. The game's own files are not included: the editor copies its look from your Valheim install by itself the first time.

The plugin itself is unchanged since 0.20.5 (only its version number follows the editor's), so updating it on your server is optional.

What's new since v0.35.0

Tool panels (all tools)

  • The settings you use most come first; the rest fold under one line at the bottom that says what is inside, open or closed as you left it. The Mask lives in that fold ("mask on" while it is on).
  • ? next to the tool name shows how to use the tool; the how-to text is hidden otherwise.
  • Area: one Action list (Ground, Objects inside, Copy, Bring back) with only that action's settings and one button to do it (Enter too).
  • Place: the chosen kinds sit in the panel with their weights and a ✕ each; + Add kinds opens the full list (search, favourites, recent, pick from world) in a drawer beside it.
  • Select: Delete, Whole building, Same kind, Invert and Exact place first; the rest under More actions and Moving.

Building pieces (Place tool)

  • Snap to pieces already there: walls, fences and floors lock onto the pieces around them like the hammer, Beside (end to end, at their level) or On top of the piece under the cursor.
  • Elevation for anything placed: on the ground, a height above it, or one height for all; PgUp / PgDn change it, Alt + click takes the top of a piece.
  • Layers: a line of walls or fences several pieces high in one go.
  • Walls placed one by one no longer sink half into the ground.

3D view

  • Drawn only while something happens: an idle editor no longer keeps the processor busy.
  • 3D resolution (View, Look): Sharp, Balanced or Fast. On a scaled screen, Balanced draws a quarter of the pixels, for more frames per second (notably in the app's window on Linux).
  • Help shows the frame rate while the view moves, and Record frame rates writes it to a log (perf-window.log / perf-browser.log in the data folder), to compare the app's window with a browser.

Fixed

  • Area tool: after Undo or Redo, the counts inside the selection and the Replace list showed what was there before.

Full instructions: README · Live mode · CHANGELOG