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[Valheim] Mods that automate a variety of tasks

Home Page: https://www.nexusmods.com/valheim/mods/1700

License: MIT License

C# 100.00%

valheim-automatics's Introduction

Automatics - Valheim Mod

Automatics is a mod that automates the tedious tasks of life in Valheim. Most of its features exist in existing mods, but it has been re-designed to make it easier for me to use.

Important
  • This mod has been developed by an individual and is not associated with the game’s developer in any way. Please refrain from asking the developer any questions regarding this mod.

  • This mod has been developed with the sole intention of single-player usage. Please be aware that it is not supported for server operation, and we kindly request your understanding in this matter.

Features

Tip
Each of the features described below can be completely disabled using the "Disable Module" option in the configuration.

Automatic door

Automatically opens and closes the door near the player. The interval and distance to detect the player can be changed from the configuration.

Automatic mapping

Automatic pinning animals, monsters, floras, veins, dungeons, etc. that exist around the player to the map. The pinning allows for each object and the detection range of the object can be changed from the config.

Custom icon pack:
You can also define your own icons in png and json files. See docs/custom-icon-pack.adoc for custom icon pack specifications.

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Automatic processing

Refueling pieces that need fuel. Deliver materials to pieces that process materials, and store items produced by pieces. These tasks can be automated via containers around the piece.

Automatic feeding

Modifies tamable creatures so that they can eat food from containers and the player’s inventory, not just items on the ground.

Automatic repair

It can automatically repair items when the player is near a crafting station or when the crafting station GUI is opened or automatically repair nearby pieces when the player has a hammer equipped.

Automatic mining

Automatically mines minerals in the player’s surroundings. You can also add a shortcut key that allows you to mine at any time.

Automatic pickup

Automatically pick up items around the player. You can also add a shortcut key that searches the surroundings for the same items as the interacted item and pick up them all.

Console commands

Automatics add a few commands to help the user.

automatics

Usage: automatics (OPTIONS…​)

Displays the usage of commands added by Automatics.

OPTIONS

-i, --include=VALUE

Show only commands whose names include the word specified in this option.

-e, --exclude=VALUE

Exclude commands whose names contain the word specified with this option.

-v, --verbose

Displays detailed usage of the command.

-h, --help

Displays a help message and exits the command.

printnames

Usage: printnames (OPTIONS…​) (WORD|REGEXP)…​

Outputs internal or display names that contain the specified string or match the specified regular expression. If multiple arguments are specified, only those matching all of them will be output.

WORD

A text contained in the internal or display name. (e.g. $enemy_, $item_, $piece_, Boar, Mushroom, Wood door); All partially matching internal and display names are output.

REGEXP

A regular expression of the internal or display name to be output. Must be prefixed with r/ (e.g. r/^[$]item_, r/^boar$)

OPTIONS

-h, --help

Displays a help message and exits the command.

Examples

  • printnames ling r/^[$]enemy_

  • printnames r/^[$@]location_.+(?<!_(enter|exit))$

  • printnames mushroom r/^[$]item_.+(?<!_description)$

printobjects

Usage: printobjects [TYPE] (OPTIONS…​)

Display objects that can be handled by Automatics in the nearby.

Note
The result of this command may show objects that you feel are not of the target type. For example, a Flint appear in the Flora search. This is not a bug but means that Automatics can treat Flint as Flora.

TYPE

Type of object to be displayed. Specify one of the following: animal, container, door, dungeon, flora, mineral, monster, spawner, spot, vehicle, other.

OPTIONS

-r, --radius=VALUE

Specify the range within which the object is to be searched. [Default: 32] (Unit: Meters)

-n, --number=VALUE

Specify how many objects matching the condition are to be displayed. [Default: 4]

-i, --include=VALUE

Show only objects whose internal or display names match the word specified in this option. It works as a regular expression by concatenating r/ at the beginning of the string.

-e, --exclude=VALUE

Exclude objects whose internal names or display names match the word specified with this option. It works as a regular expression by concatenating r/ at the beginning of the string.

-h, --help

Displays a help message and exits the command.

removemappins

Usage: removemappins (OPTIONS…​)

Remove map pins that match the specified conditions. If no options are specified, all duplicate pins will be deleted.

Note
Please disable the "Automatic Mapping" feature before using this command. It may cause malfunctions.

OPTIONS

-r, --radius=VALUE

Specify the maximum distance from the player’s position to the pin to be removed. If set to 0, all pins will be targeted. [Default: 0] (Unit: meters)

-i, --include=VALUE

Pins that contain the specified string in their name will be targeted for deletion.

-e, --exclude=VALUE

Pins that contain the specified string in their name will be excluded from the deletion target.

-n, --dry-run

Enables the dry run mode. When this option is specified, pin deletion will be skipped, and only text output to the console will be performed.

-d, --dangerous-mode

When this option is specified, non-duplicate pins will also be included in the deletion target. Please use this option with caution, as incorrect usage can result in the deletion of all pins on the map.

-h, --help

Displays a help message and exits the command.

Configurations

I recommend using Configuration Manager.

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The README would be too large if we described all the details of the configuration, so we split it into separate file.

Open CONFIG.adoc to see the configuration details.

Adding object definitions to Automatics

You can use the Configuration Manager to define objects that you want Automatics to work with.

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Open docs/add-user-defined-object.adoc to learn more about adding user-defined objects.

Supplementary explanation

Matching by "Display name" and "Internal name"

In some features of Automatics, there is an option that allows the user to add targets as needed. The "Display name" and "Internal name" are used to identify these targets. The display name and internal name are matched according to different rules.

Display name

Display names are the names that appear in the game, such as Boar, Deer, Dandelion, etc. The matching rule for "Display name" is a partial match, meaning that if the target display name contains the specified string, it matches. It is case-insensitive.

Internal name

Internal names are the names used inside the game program, such as $enemy_boar, $enemy_deer, $item_dandelion, etc. The matching rule for "Internal name" is an exact match, meaning that if the target internal name is identical to the specified string, it matches. It is case-insensitive. Note that internal names for translations added by Automatics are prefixed with @, not $, as in @internal_name

Matching Samples
Table 1. Target data
Display name Internal name

Greyling

$enemy_greyling

Greydwarf

$enemy_greydwarf

Surtling

$enemy_surtling

Table 2. Matching result
Grey ling $enemy_greyling $enemy_greydwarf $enemy_

Greyling

Match

Match

Match

No match

No match

Greydwarf

Match

No match

No match

Match

No match

Surtling

No match

Match

No match

No match

No match

Languages

Language Translators Status

English

Translation Tools

100%

Japanese

EideeHi

100%

Contacts

Bug report on Issues

Only bug reports are accepted under Issues.

eidee.net - Discord Server

Questions, suggestions and comments are welcome on the Discord Server.

License

Automatics is developed and released under the MIT license. For the full text of the license, please see the LICENSE file.

valheim-automatics's People

Contributors

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Stargazers

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Watchers

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valheim-automatics's Issues

Automatic repair causes frame stutter

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.4

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

When using the automatic repair there is a brief frame stutter when moving. When automatic repair is off the animation remains smooth. I had only item repair on, not piece repair. I had to disable automatic repair because it was causing to much lag.

Steps to reproduce the bug

Run the mod with automatic repair enabled.

Logs and screenshots

No response

Config file constantly being written in a loop

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.4

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Watch the config file in a separate editor such as VSCode. It constantly is flushed and rewritten while the game is running. This is wasting needless IO operations. Should not be writing the config file constantly unless something changed.

Steps to reproduce the bug

Run the game with mod installed.
Watch the config file rewrite over and over again.

Logs and screenshots

No response

After Valheim patch 0.216.9, Automatics has broken functionality

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.4.7

What happened?

Upgraded to Valheim 0.216.9 from 0.215.2. After the upgrade, I am noticing some of the Automatics having issue, like:

  • Automatic feeding the smelter
  • Automatic pin mapping
  • Automatic feeding

(There may be more that I will note or rely on others to report to this ticket)

List of Mods required to reproduce the bug

Here is my current r2modman profile:
0188c4ac-f525-e243-5255-2555e17f6d5d

Steps to reproduce the bug

  1. Update to public release of Valheim 0.216.9 with Automatics mod enabled.
  2. Check Automatics functionality (currently, does the smelter auto craft? Do the map pins show? Animals dont feed)

File attachments

[Error : HarmonyX] Failed to patch void Fireplace::UpdateFireplace(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <695d1cc93cca45069c528c15c9fdd749>:0
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at HarmonyLib.CodeMatcher.get_Operand () [0x00016] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.CodeMatcher.SetOperandAndAdvance (System.Object operand) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at Automatics.AutomaticProcessing.Patches.Fireplace_UpdateFireplace_Transpiler (System.Collections.Generic.IEnumerable`1[T] instructions, System.Reflection.Emit.ILGenerator generator) [0x0018e] in <6a52e55e52a54864824b4cdbae6eac96>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <695d1cc93cca45069c528c15c9fdd749>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <695d1cc93cca45069c528c15c9fdd749>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at HarmonyLib.Internal.Patching.ILManipulator.ApplyTranspilers (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Func`2[T,TResult] getLocal, System.Func`1[TResult] defineLabel) [0x00093] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Internal.Patching.ILManipulator.WriteTo (Mono.Cecil.Cil.MethodBody body, System.Reflection.MethodBase original) [0x00066] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteTranspilers () [0x00084] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x0002b] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at HarmonyLib.Internal.Patching.ILManipulator.ApplyTranspilers (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Func`2[T,TResult] getLocal, System.Func`1[TResult] defineLabel) [0x00093] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Internal.Patching.ILManipulator.WriteTo (Mono.Cecil.Cil.MethodBody body, System.Reflection.MethodBase original) [0x00066] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteTranspilers () [0x00084] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x0002b] in <474744d65d8e460fa08cd5fd82b5d65f>:0
Rethrow as HarmonyException: IL Compile Error (unknown location)
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x00378] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.Process (MonoMod.Cil.ILContext ilContext, System.Reflection.MethodBase originalMethod) [0x00042] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.Manipulate (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo, MonoMod.Cil.ILContext ctx) [0x00006] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.HarmonyManipulator.Manipulate (System.Reflection.MethodBase original, MonoMod.Cil.ILContext ctx) [0x00007] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Public.Patching.ManagedMethodPatcher.Manipulator (MonoMod.Cil.ILContext ctx) [0x00012] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at MonoMod.Cil.ILContext.Invoke (MonoMod.Cil.ILContext+Manipulator manip) [0x00087] in <6733e342b5b549bba815373898724469>:0
at MonoMod.RuntimeDetour.ILHook+Context.InvokeManipulator (Mono.Cecil.MethodDefinition def, MonoMod.Cil.ILContext+Manipulator cb) [0x00012] in <4e2760c7517c4ea79c633d67e84b319f>:0
at (wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?1882262528(object)
at HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at MonoMod.RuntimeDetour.ILHook.Apply () [0x00059] in <4e2760c7517c4ea79c633d67e84b319f>:0
at HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) [0x00047] in <474744d65d8e460fa08cd5fd82b5d65f>:0
Rethrow as HarmonyException: IL Compile Error (unknown location)
at HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) [0x0005f] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00033] in <474744d65d8e460fa08cd5fd82b5d65f>:0
Rethrow as HarmonyException: IL Compile Error (unknown location)
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00045] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00095] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) [0x00007] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at HarmonyLib.Harmony.PatchAll () [0x0001b] in <474744d65d8e460fa08cd5fd82b5d65f>:0
at NoSmokeStayLit.NoSmokeStayLitPlugin.Awake () [0x00065] in <11631bd82b874131b9be3b4ff41d7d93>:0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.GameObject:.cctor()
UnityEngine.UI.Graphic:CacheCanvas()
UnityEngine.UI.Graphic:get_canvas()
UnityEngine.UI.Image:OnCanvasHierarchyChanged()

Update auto pickup to stop overencumbering users. Or add a variable to stop autopickup after player has reached x weight

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

If you're at your weight limit and trying to walk anywhere, you start picking up rocks and other trash overencumbering you. Since there's no plan to be able to filter items, which would be the most effective solution, at least add a means to stop auto pickup when a condition is met. Either set it at 300/450 or allow the user to set it, similar to how there's a minimum item number cutoff for automatic processing. Thanks.

Steps to reproduce the bug

Just walk around at full weight capacity

Logs and screenshots

No response

Object reference not set to an instance of an object

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.5.0

What happened?

Install Item Drawers and build one (need 10 fine wood) drop items and:

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Automatics.Patches.Container_Awake_Postfix (Container __instance, ZNetView ___m_nview) (at <0b650f0721424348b7292b3ac996ec5b>:0)
(wrapper dynamic-method) Container.DMDContainer::Awake(Container)
UnityEngine.Object:Instantiate(GameObject)
Player:DMDPlayer::SetupPlacementGhost(Player)
MonoMod.Utils.DynamicMethodDefinition:TrampolinePlayer::SetupPlacementGhost?-1485527040(Player)
PlanBuild.Blueprints.BlueprintManager:Player_SetupPlacementGhost(orig_SetupPlacementGhost, Player)
MonoMod.Utils.DynamicMethodDefinition:HookPlayer::SetupPlacementGhost?-79421824(Player)
MonoMod.Utils.DynamicMethodDefinition:TrampolinePlayer::SetupPlacementGhost?-1281691648(Player)
PlanBuild.Plans.PlanManager:Player_SetupPlacementGhost(orig_SetupPlacementGhost, Player)
MonoMod.Utils.DynamicMethodDefinition:HookPlayer::SetupPlacementGhost?693326208(Player)
Player:UpdateAvailablePiecesList()
Player:DMDPlayer::SetPlaceMode(Player, PieceTable)
Humanoid:SetupEquipment()
Humanoid:DMDHumanoid::EquipItem(Humanoid, ItemData, Boolean)
MonoMod.Utils.DynamicMethodDefinition:TrampolineHumanoid::EquipItem?1544854528(Humanoid, ItemData, Boolean)
PlanBuild.Blueprints.BlueprintManager:Humanoid_EquipItem(orig_EquipItem, Humanoid, ItemData, Boolean)
MonoMod.Utils.DynamicMethodDefinition:HookHumanoid::EquipItem?-1227717376(Humanoid, ItemData, Boolean)
Player:ToggleEquipped(ItemData)
Humanoid:UseItem(Inventory, ItemData, Boolean)
Player:DMDPlayer::UseHotbarItem(Player, Int32)
Player:DMDPlayer::Update(Player)

List of Mods required to reproduce the bug

Item Drawers 0.5.6

Steps to reproduce the bug

after building one and noting the exception, just drop some items that should go to an item drawer and you will the exception above.

File attachments

No response

Dark Wood Doors

Dark Wood Doors
I just added some Dark Wood doors to a building and they do not automatically open when I walk up to them like the Wood Doors do. I did discover if I jump at them then they will open, but this is annoying. Also, they don't stay open until you walk through them - they open then close immediately after.

LControl+A autodoor disable/enable

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Since version 1.4.0 I can switch off Automaticdoor with LControl+A but not switch it on.
Also some gates do not work anymore. I have to cancel them and build again.

Steps to reproduce the bug

  1. LControl+A to disable Automaticdoor (theis works)
  2. LControl+A again to enable. It is still disabled and I have to enable manualy

Logs and screenshots

No response

[Feature request] Automatic doors only when looking at them

Hi,
I would like it for automatic doors to only open when the player looks at them. A certain angle within their cameraview or based on character rotation.
Example usecase where this might be handy;
Early game, using existing tiny structures as first base, the door will currently constantly open if the player gets close. Even when your workbench is next to it.

Can't start a game with v1.4.1

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.1

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

I'll be honest, I did not try with just automatics 1.4.1, but only thing I've updated today was Automatics from 1.4.0 to 1.4.1.
When I try to start my game, I can select character, and when I select world to load, and try to load... simply nothing happens. I can click the button all I want.
I've noticed error in console mentions Automatics, so I've copied it below.

Renaming Automatics.dll allowed game to start without issues.

I have 60+ mods, but until today they've all played nicely with each others, and none of them had issues with Automatcis 1.4.0

I only have auto-doors "module" enabled, if that helps.

Steps to reproduce the bug

Upgrade v.1.4.0 to v1.4.1. Try to start a game - no go.
Disable dll - game starts fine

Logs and screenshots

Log:

[Info   : Unity Log] 03/11/2023 20:03:26: show character selection

[Info   : Unity Log] 03/11/2023 20:03:27: OnCharacterStart

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Automatics.Patches+<>c.<FejdStartup_Awake_Postfix>b__0_0 (System.Object sender, FejdStartup+StartGameEventArgs args) (at <22c7936e25484513ae594b929358d2da>:0)
FejdStartup.OnWorldStart () (at <0a1a436be26b421bb46752e573a7aa2f>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <c9fb31c2eee14ce4aeb36e4c61e154d8>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <c9fb31c2eee14ce4aeb36e4c61e154d8>:0)
UnityEngine.UI.Button.Press () (at <67859b8eac9e4f3b99606821e32b26c6>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <67859b8eac9e4f3b99606821e32b26c6>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <67859b8eac9e4f3b99606821e32b26c6>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <67859b8eac9e4f3b99606821e32b26c6>:0)
UnityEngine.EventSystems.EventSystem:Update()

Auga Support?

It Seems To Work With Auga's Mod But Fills Console With Map Pinning Errors, Dynamic, And Static, I Switch It To Relies On A Button Press With The Static Map Which Work Sometimes To Not At All. I Love This Mod And I Love Using The Custom Map Pins.

Errors.txt

Map icons don't match content

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

I've used auto map pinning with default Custom Map Icons example 2.0.0. That worked fine for test, and I had several raspberry fields marked on map with raspberry icon.

Then I've set to add more custom icons, added icons for a few other plants and animals, and when I've gone back into game old raspberrry locations changed icons, but - it started using "lox.png". I've played for a while like that and noticed that eg. new icons were all being pinned and displayed correctly, including lox.

I've now started new icon pack, changed all icons, and lox icon changed name from lox.png to cow.png yet - again in game those few old locations have lox icons (well, new "cow" ones).

I couldn't find any explanation how are icons tied to locations. All cloudberry fields turned to new icons, all bluberries, jotunnpuffs, magecaps and all, everything converted to new icons (all images AND PNG names are different) but those few raspberries... cow icons ;D

My low is defined like this:

"target": {
      "name": "lox"
    },
    "sprite": {
      "file": "cow.png",
      "width": 32,
      "height": 32
    },

Now I know that if raspberries contained "lox" it would interfere, but according to Jotunn Docs, name is "RaspberryBush" so .. no "lox" inside the string.

Any idea what could've happened?

And would this doc ( https://valheim-modding.github.io/Jotunn/data/zones/vegetation-list.html ) be good place for internal names used by map pinning functionality?

Only thing that comes to mind is that in example json pin sections are, in order:

  1. boar
  2. deer
  3. raspberry

And I modified it so it's:

  1. boar
  2. deer
  3. lox
  4. raspberry
  5. blueberry

Could it be that mod somehow internally indexes JSON array, so BOAR=0 DEER=1 RASPBERRY=2 and so on, and when I made changes it became BOAR=0 DEER=1 LOX=2 RASPBERRY=3 ... and so old locations that maybe "remember" being [2] are now pulling icons for current [2] which is lox?

Also (did not test) what happens to the map and icons if mod is removed at some point? Do icons default to something like default "dot" marker? or will it corrupt the map? Save game? or would it just erase all existing pins from map? I wasn't brave enough to test yet...

Steps to reproduce the bug

  1. use example 2.0.0 map icon pack
  2. let it pin few raspberry bushes
  3. change example's json and add "lox" pinning section with any custom png and put it BETWEEN deer and raspberries sections:
"target": {
      "name": "lox"
    },
    "sprite": {
      "file": "cow.png",
      "width": 32,
      "height": 32
    },
  1. go back in game, and existing pins will become the new lox icons

Logs and screenshots

No response

Automatic Door is no longer per player

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

This mod alone did not reproduce the bug

List of mods to reproduce bug

Lots (24) but it was working fine before updating this mod to 1.4.0 (no other mods were updated). Discovered it earlier today and didn't get a chance to test it without other mods.

What happened?

Expected: I(host) can have Automatic Door enabled while another player has it disabled and doors will only open automatically for me (or that the host's setting will override other players' whenever the host is present).
Actual: Whoever was first to enter an area (or has otherwise been there the longest) will override the other's setting.

Note: I was hosting locally (via the "Start Server" menu option) and have Automatic Door enabled, other player does not.

Side note: I think this might happen to other features (automatic processing) as well but haven't properly tested them.

Steps to reproduce the bug

  1. Have Automatic Door enabled
  2. Enter an area no one else is in (e.g. via long distance portal)
  3. Note functioning auto-doors
  4. Have another player with Automatic Door disabled enter area
  5. Note Automatic Doors apply for all
  6. Have original auto-door player leave area and return
  7. Note doors no longer open automatically.

Logs and screenshots

No response

Automatic processing failing

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.3.1

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Automatic processing and refueling not working, floods log with error messages.

Steps to reproduce the bug

  1. Place item covered by mod.
  2. Wait.
  3. (So far tried fireplace, hearth, cooking station, standing wooden torch, charcoal kiln)

Logs and screenshots

Player-prev.log

Automatic pickup deletes Surtling cores

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.4.8

What happened?

I was on my friend's server we both have Automatics installed but when we got near the surtling cores inside a dungeon, instead of picking it up, the item is dissapearing.

List of Mods required to reproduce the bug

Automatics

Steps to reproduce the bug

  1. Enable auto pickup with default configuration
  2. Enter dungeon
  3. Go near a surtling core
  4. Check that the item is picked up but it's not in the inventory

File attachments

No response

Config - double negatives & Config Manager

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Not exactly a bug as such, but double negatives seem to confuse Config Manager. I was setting auto pickup to FALSE (in config manager) but it ended up being "disable = false" instead slightly more expected "enable = true" for enabling the feature. I've ended up being so annoyed by autopickup (kept picking up stuff mid fight overburdening me), until I opened conf in text editor and noticed that.

Anyway, since you suggest using config manager you might look into clearing that up a bit to make it little bit easier to understand.

Steps to reproduce the bug

Configure individual modules on/off using Config Manager

Logs and screenshots

No response

NullReferenceException

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

This mod alone did not reproduce the bug

List of mods to reproduce bug

Build Restriction Tweaks 0.4.0

Enable BRT with Automatics #7 Automatic Repair enabled and you will see the following exception on the console repeatedly:

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CraftingStation.CheckUsable (Player player, System.Boolean showMessage) (at <35c0f7aa1999477788815a7bf78200d7>:0)
Automatics.AutomaticRepair.ItemRepair+<>c__DisplayClass8_0.b__0 (CraftingStation x) (at <8c72363294194c5aa81f46a90142a1c5>:0)
System.Linq.Enumerable+WhereSelectListIterator2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable+WhereSelectEnumerableIterator2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
System.Linq.Enumerable.Sum (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
Automatics.AutomaticRepair.ItemRepair.Repair (Player player) (at <8c72363294194c5aa81f46a90142a1c5>:0)
Automatics.AutomaticRepair.Module.OnPlayerFixedUpdate (Player player, System.Single delta) (at <8c72363294194c5aa81f46a90142a1c5>:0)
(wrapper dynamic-method) Player.DMDPlayer::FixedUpdate(Player)

Either disable Automatics #7 Automatic Repair or uninstall BRT 0.4.0 and the exceptions will stop hapenning.

What happened?

No exceptions flooding the console window.

Steps to reproduce the bug

  1. Install Automatics 1.4.0.
  2. Install Build Restriction Tweaks 0.4.0.
  3. Build a Workbench in a Troll Cave (might want to kill the Troll First).
  4. Enjoy the red exceptions text flying by in the console window.

Logs and screenshots

image

image

The second screenshot only has 2 exceptions because I disabled Automatics #7 Automatic Repair. If I don't do that the exception continue and ultimately impact gaming performance.

Automatic Door toggle keybind can only disable, won't re-enable

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Pressed Automatic Door enable/disable keybind and it disables as expected but pressing it again does nothing. If I also run the configuration manager mod I can re-enable it that way and use the keybind to disable it again, but again not re-enable.

Steps to reproduce the bug

  1. Enable Automatic Door (optionally, observe it working as intended)
  2. Bind a key to the Automatic Door enable/disable toggle
  3. Press keybind for Automatic Door enable/disable toggle (observe disable message and non-auto doors)
  4. Press keybind again, note lack of enable message and still non-automatic doors

Logs and screenshots

No response

Automatic collection is not compatible with collection skills

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.3

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

Automatics
Foraging

What happened?

Auto collection does not trigger skills

Steps to reproduce the bug

Auto collection does not trigger skills

Logs and screenshots

No response

After Valheim patch 0.217.14, Automatics has broken the game

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.4.8

What happened?

When you start the game, a console opens that cannot be closed

List of Mods required to reproduce the bug

Automatics

Steps to reproduce the bug

  1. Install Automatics
  2. Start the game
  3. ???
  4. Don't play game

File attachments

Screenshot_1

[ Title that succinctly describes the bug ]

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.2

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

游戏版本更新,模组无法使用

What happened?

游戏版本更新,模组无法使用

Steps to reproduce the bug

游戏版本更新,模组无法使用

Logs and screenshots

No response

[Question] Custom Icon pack as a mod.

Hi there Eideehi!
So, if I was to make a pack of icon to use with your mod's automatic pinning. Is there a way that I could make it work with the mod just by subscribing to the "icon pack mod" in thunderstore?
Not sure if I was clear enough so:
Basically:
Make a mod that consists of .png's and a json.
Upload to thuunderstore with your's as dependency.
People who download my mod will have those icons used.

Thanks in advance. And thanks for the awesome mod!

Ashlands update some problems

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.5.1

What happened?

With the new Ashlands update I have noticed some bugs with firing and crafting the coal furnace and kiln.
The coal furnace uses wood from the nearby chest, but it is not added as fuel, so nothing is produced.
The kiln has the same problem nothing is added as material.
In addition, pinning burial chambers, troll caves, etc. no longer worked.

List of Mods required to reproduce the bug

Automatics 1.5.1

Steps to reproduce the bug

Patch to 0.218.15 Ashlands

File attachments

No response

More gates "doors"

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

There was a dialog box where you could put the names of MoreGates by RagnarokHCRP mod like "Portcullis" or "Gate" but that has been removed.

What happened?

Dialog box has been removed

Steps to reproduce the bug

Walk up to a MoreGates by RagnarokHCRP and none of the gates will open.

Logs and screenshots

No response

Cannot Auto-pin Locations on Server

There seems to be a server-specific bug with auto-pinning locations such as dungeons, mountain-caves, crypts, etc...
These locations simply do not pin while logged into a server. They work fine in single-player. This should be easily replicable but please let me know if you need any additional info.

Thank you,

Beehives not working

I can't seem to get beehives to work. I place a chest next to them, I checked the config file. It should be storing, but they won't.

EDIT: Had to re-configure the config a few times and then it loaded the range setting. I don't know how it broke for me but I don't think it was a bug in the mod, just something in my install.
My beehives are now correctly dumping into a chest.

Not compatible with the Monmod patch

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.3

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

Y1%GPA%K %XPDX6RG$B9GTX

What happened?

The auto module is not compatible with the HookGenPatcher, and the stack in the box has an error

Steps to reproduce the bug

更新补丁后出现

Logs and screenshots

Y1%GPA%K %XPDX6RG$B9GTX

Any idea?

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ExtendedPlayerInventory.BepInExPlugin+HaveEmptySlot_Patch.Prefix (Inventory __instance, System.Boolean& __result, System.Collections.Generic.List`1[T] ___m_inventory, System.Int32 ___m_width, System.Int32 ___m_height) (at <4c0568a64cd44a31b6fcb2184a5e5942>:0)
(wrapper dynamic-method) Inventory.DMDInventory::HaveEmptySlot(Inventory)
(wrapper dynamic-method) Inventory.DMDInventory::CanAddItem(Inventory,ItemDrop/ItemData,int)
Automatics.AutomaticProcessing.AutomaticCraft.Run (Smelter piece, ZNetView zNetView) (at <4194280648e14ef9b5bf68be6409a9a5>:0)
Automatics.AutomaticProcessing.Patches.SmelterUpdateSmelterPostfix (Smelter __instance, ZNetView ___m_nview) (at <4194280648e14ef9b5bf68be6409a9a5>:0)
(wrapper dynamic-method) Smelter.DMDSmelter::UpdateSmelter(Smelter)

Portal Pins not removing when destroyed with being set in config too

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.4.6

What happened?

Portal Pins not removing when destroyed with being set in config too. I had moved my portals but shows old and new locations. Double checked setting and I enabled to remove destroyed objects. Tried disabling and re-enabling. Was unable to manually remove as well. Right clicking icons does nothing. Using automatics 1.4.6. Is their a way to clear all static map pins with console? To start fresh.

List of Mods required to reproduce the bug

Automatic 1.4.6

Steps to reproduce the bug

Place portal let save.
Move portal.
Try to remove pin.

File attachments

No response

[Suggestion] Automatic shield equip and unequip

When Equiping a one-handed weapon the shield with the most block power in the inventory (if none in the first inv. row) will go along with it, both when equipping and when unequipping. (yes, like in v+)

Static-mapped pins disappear immediately upon creation

Is there an existing issue for this bug?

  • I have searched the existing issue

Mod version

1.4.5

What happened?

Hej! I have auto-pinning of static objects enabled (blueberries, thistle, copper deposit, etc.), and have had for a couple months. I also have the option enabled to NOT save them, since I enjoy being able to click on the ones I want to save. Historical gameplay is: I approach a copper deposit, a static pin is added, and if I do not click it, when I walk away, the pin goes away, but if I do click it, it stays there even if I walk away.
Since updating today, static pins are disappearing immediately upon being created. Default creation time for the pins is 0.25s, so there is quite a bit of flickering when it comes to creating nearby pins because they will be created ever quarter second and then disappear a quarter second later or similar... and repeat indefinitely. There is no time to click it to save the pin like I'm used to.
I can turn "Save Static Object Pins" on, and it will save them indefinitely (not desired for me). But as soon as I turn that option back off, the bug behavior starts again.
Thanks for looking into this!

List of Mods required to reproduce the bug

Automatics

Steps to reproduce the bug

  1. Have "Automatic Mapping" enabled.
  2. Have "Static Object Search Range" >0.
  3. Have "Allow Pinning Flora/Mineral" enabled.
  4. Have "Save Static Object Pins" disabled.
  5. Get close to something that should be pinned like a copper deposit.
  6. Watch the pins get created and immediately destroyed.

File attachments

No response

[Feature Request] Auto ping icon without name

Apologies if this is already possible and I misunderstood.

Would it be possible for autoping to only place icons, no name?
I would like to get icons for plants, but only an icon with a multiplier if applicable would suffice.
Since I'm using custom icons, the icon itself conveys enough info about what it is, and it stops clutter on my map.

Duplicate Pin's being created on top of each other.

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.4

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

I've noticed that Map Pins are duplicating when I leave an area and then return, it puts a new Pin on top of the current Pin with exactly the same name.
Obviously this only happens when 'Save Static Object Pins' is Enabled.
For areas I frequent a lot I've seen 7 or 8 Pin's over top of each other and the Pin and Text seem to have like a Drop Shadow effect on them. You can 'Right Click' remove the overlapping Pins but it shouldn't be stacking up like this.

Steps to reproduce the bug

  1. Enter an area where a Static Object would be Pinned.
  2. Leave the area
  3. Return to the same area and a new Pin will be created over top of the previous one.

Logs and screenshots

No response

Location pinning - performance drop

Location pinning range set to 1 or more causes drop of FPS to unplayable levels.

Other pinning options (even dynamic!) works fine and performance is great, but as soon as location pinning is enabled, game drops to like 2 FPS.

Option request: Auto Store only in containers that already have 1+ of the item

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.3

Is this a bug caused by this mod alone?

The bug was reproduced with this mod alone

List of mods to reproduce bug

No response

What happened?

Not a bug, obviously, but a feature request. I'd like a toggle that would only allow stations to auto store in containers that already contain at least one of the item. If none are found, drop the output on the ground.

That would really help organize the output and reduce the randomness. For example, right now I have a couple of smelters outputting to multiple chests nearby. I just want them all to go into a single chest. I realize I can reduce the radius for pickup and not have as many chests near, but many other "auto store" mods have this feature and it's very handy and something I've come to rely on.

Steps to reproduce the bug

  1. Have multiple machines producing items within range of multiple chests.
  2. Items go into multiple chests rather than a single chest.

Logs and screenshots

No response

Losing all map markers

Is there an existing issue for this?

  • I have searched the existing issues

Mod version

1.4.0

Is this a bug caused by this mod alone?

This mod alone did not reproduce the bug

List of mods to reproduce bug

Jewelcrafting 1.3.13 by Smothbrain

What happened?

Ive added about 6 differnt kinds of jewel mineable nodes from Jewelcraft under the mineral section, clicked on auto marking and in the mining section ive selected auto mining. For mining section i have ticked, need pickaxe equiped.

The nodes show up on minimap and main map. After mining them the node marker disapears as with the new option for that, but all map markers that i have placed or from boss stones or anything on entire map disapear.

Identifer:RawOrangeGemstone
label:Humite Gems
Pattern: $jc_raw_Orange_Gemstone

that is what i used for one minable type..

Cat woke up and is wanting his morning luvin so sorry for typos and rushness. He's already closed my window out twice. :/

Steps to reproduce the bug

  1. Find gem, make sure it is auto marked on map.
  2. Make a marker close by so you can see it on minimap
  3. Switch to pickaxe and auto mine gem site,
  4. Watch all your markers disapear

Logs and screenshots

No response

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