Glider
Build cleanup: Windstone visual code is linked directly into Glider.dll at build time. Keeps configurable power tiers, power/angle indicators, and the updated Windstone recipe.
About this mod Author’s original text
Glider 0.1.13 — Windstone detail pass, launch angles and Windborne
Test build compiled against the supplied Valheim assemblies. No in-game or multiplayer validation has been performed for this version.
Install
Close Valheim. Replace your previous Glider plugin with plugins/Glider.dll. Remove duplicate older Glider.dll / KiteGlider.dll copies. Keep your existing config.
The plugin, Glider item and launch-pad prefab IDs are retained. Existing pads should use the larger model after reload; they now occupy about 2.2 × 4 metres, so check surrounding clearance. New pads are under Hammer → Misc → Windstone Launch Pad. The build-menu icon remains the temporary wooden-floor icon.
Material and model pass
- Preserves the broad sloped stone silhouette and pointed front (+Z).
- Extends the stone to 4 metres, roughly two 2m wooden floors end-to-end. Longitudinal snap points were extended as well.
- Adds coarse painted slate, mineral, crack and moss textures embedded in the DLL.
- Adds real recessed rune channels: stone is cut away above the dim glow, rather than drawing the rune over an intact surface.
- Enlarges the native Greydwarf eye, Surtling core and feather decorations; adds visible socket rims, core brackets and rope wraps.
- The stone and channels contain 448 rendered triangles, plus the bindings, glyphs and reused game-item geometry. The smooth collision mesh has 46 triangles, ignoring small grooves so walking remains practical.
- Combines the small binding meshes by material to reduce draw calls.
The textures are newly authored for this model. The ingredient decorations reuse the game's static meshes/materials without item scripts or colliders. This is an interpretation of the concept, not a pixel-identical recreation.
Angles and hover controls
Look at the pad:
- E / Use: launch, while standing on the pad with the Glider equipped in the utility slot.
- Shift+E / Alternate placement + Use: cycle 45° → 60° → 75° → 90°. The hover text displays your actual bound inputs and current angle.
- Angles are elevation above horizontal. 45° launches forward and upward; 90° launches straight up. Rotate the whole pad when building to aim the forward direction.
- The selected angle is stored on that pad's network object. Existing pads start at 90°.
- The rune changes between directional chevrons and a circular vertical-launch glyph. The channels stay physically carved; their active glow pattern changes.
- This is a hover interaction menu, not a separate mouse-driven dialog.
The owning peer processes angle changes. The caller checks ward access; requests must correspond to a nearby player. Multiplayer synchronization and save/reload still need live testing.
Windborne landing protection
Every successful launch applies Windborne, shown using the feather status icon. It prevents fall damage only, including if you close or unequip the Glider during that flight. Other damage remains unchanged.
Protection is removed after the first landing's damage calculation, with a brief takeoff-contact guard. It also clears on death, teleporting, swimming or attaching to another object. There is no fixed duration cutting short a long glide. Switching launch angles does not grant the buff; only a successful launch does.
Launch behavior and recipe
- Requires an equipped Glider and at least 1 stamina.
- No fuel/eitr cost; normal gliding still drains stamina.
- Three-second cooldown per player across all pads.
- Checks headroom and the ascending ballistic path for terrain/building obstacles before launching. It does not guarantee an unobstructed flight after takeoff or along the descending path.
- Press jump after launch to deploy. Opening early preserves the upward portion of the impulse.
- Pad recipe unchanged: 20 Wood, 10 Stone, 2 Surtling Cores; nearby workbench.
- Glider recipe unchanged: level 3 workbench; 20 Wood, 10 Feathers, 6 Deer Hide, 8 Leather Scraps, 2 Surtling Cores.
In BepInEx/config/angell.kiteglider.cfg, the retained [LaunchPad] UpwardSpee
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: