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CorpusValheim

Ice

Materials

So cold...

Deep North

Ice

Natural gathering sources

Mining sources

Each destroyed hit area requests its own drop list. Bounds and weights are authored inputs, not total deposit yield or percentages. Resource modifiers, one-of-each selection and runtime randomness affect the result; null means no independent entry chance is specified.

Floating configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Practical guidance

Editorial

Terrain operations apply level, raise, smooth then paint in that order. Level/raise deltas clamp to [-8,8] metres; smoothing stores a separate [-1,1] metre delta. Circular raise falloff is (1-distance/radius)^power; smoothing uses 1-(distance/radius)^power even when its square flag is supplied. Buoyancy uses clamped immersion fraction, force scaled by fixedDt*50 and mass, followed by damping. Static unsupported objects lower by 0.2 metres per fall update until the queried support height. Wear updates are batched at an adaptive five to one hundred components per frame around a one-second target; exact update cadence is not fixed. Liquid grids redistribute depth then drain edge cells; surface waves depend on world/time/geometry.

Ice has no ordinary crafting recipe in the active recipe registry. Obtain it through the listed sources: Greydwarf, Greydwarf Shaman, Ice Pond rock, Ice Shore 1, Shimmering Sand rock, Skeleton, Tar Pit1, frozen Skeleton1 and 4 more listed sources. The linked uses show what it contributes to; an ingredient requirement is not a recipe for making this item.

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Game version 1.0.12Version, artwork & sources