Hoedin

v1.1.2·Updated 2026-09-15

Compatibility port of MagicMike's MyDirtyHoe for current Valheim. All credit to MagicMike. Temporary - it will be removed the moment the original is updated.

About this mod Author’s original text

Hoedin

This is MagicMike's mod. Hoedin is nothing more than a compatibility port of

MyDirtyHoe 2.0.2

so it runs on current Valheim. Every tool, every piece, every bit of design in

here is MagicMike's work — the only thing added was the plumbing needed to make

it load again.

It is meant to be temporary. The moment MagicMike updates MyDirtyHoe, install

his and delete this; this package will be taken down. If MagicMike would like it

removed sooner, say the word and it goes immediately.

Sorry about 1.1.0

1.1.0 (14 Sep 2026) broke every hoe operation on the client — the piece placed,

the effect played, and the ground never moved, with a stack trace in the log per

click. That was a typo-class mistake in the radius fix, not anything in

MagicMike's mod, and it was live for about two hours before 1.1.1 replaced it.

If you played in that window and thought the mod was dead, it was: update and

it works. Apologies for the wasted evening.

Why it exists

MyDirtyHoe 2.0.2 was published in June 2025 and still installs cleanly today —

which is exactly the problem. On current Valheim the hammer menu fills in, the

pieces place, the effects play, and the ground never moves. No error, no

crash, nothing in the log that looks wrong. It just silently does nothing.

Three separate changes cause it:

  • TerrainComp was sealed. m_initialized, m_width, m_modifiedHeight,

m_levelDelta, m_smoothDelta, m_modifiedPaint, m_paintMask, m_nview

and Save() all became private; the mod read and wrote them directly.

  • Signatures changed. Heightmap.Poke(bool) became

Poke(int delayed = 0, bool paintOnly = false), Piece.SetCreator gained a

PlatformUserID, and Terminal.ConsoleCommand's constructor gained an

argument before the options fetcher.

  • Terrain operations stopped carrying their settings over the wire. The game

now sends only a prefab hash and resolves it against a registry built from the

shipped ObjectDB. A modded piece is not in that list, so the server logs

"Failed to deserialize TerrainOp settings … cancelling TerrainOp" and returns

null — the piece still places, and the terrain is never touched. This one

breaks every mod that adds terrain pieces, not just this one.

Note that none of the first two is a missing name, which is why a name-only

compatibility check calls the mod healthy. It is not.

What changed

  • Every now-private TerrainComp member goes through Harmony FieldRefAccess

delegates, built once at load. This runs per terrain vertex across a radius, so

reflection on every access would have been felt.

  • Call sites were fixed against the game's own usage rather than guesswork —

Poke(1) because the game itself calls the delayed form that way, and

SetCreator(id, PlatformManager.DistributionPlatform.LocalUser.PlatformUserID)

copied from Player.

  • A Harmony prefix on ObjectDB.UpdateRegisters adds the bundle's terrain-op

prefabs to m_terrainOps before the game rebuilds its hash table, which fixes

point 3 above. A prefix rather than a postfix so the game does its own hashing —

a postfix would have to duplicate that and would rot when it changes.

  • The scroll-wheel radius works again (1.1.1). MyDirtyHoe changes the radius

by adjusting the placed piece's settings, and before 1.0.7 those settings

travelled with the terrain operation. Now only the prefab hash does, so the

server applied the default size every time while the preview happily scaled —

a feature that looked like it worked and did nothing. Hoedin appends the

radius change to the operation itself and reads it back on the receiving side.

An unscrolled placement is byte-for-byte vanilla, and a sender or receiver

without this build is simply applied at the default size.

If Ctrl+scroll grew the preview but the ground always came out the same

size, 1.1.1 should fix it (1.1.0 tried and broke every hoe operation on the

client instead — do not run it). If it still does not on a 1.1.1 server, send

the server owner your BepInEx/LogOutput.log.

  • Its own plugin GUID (org.zrikzinc.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_ValheimValheimModding-Jotunn

File & checksum

Filename
Hoedin-1.1.2.zip
File size
1.3 MiB