eideehi / valheim-automatics Goto Github PK
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Home Page: https://www.nexusmods.com/valheim/mods/1700
License: MIT License
[Valheim] Mods that automate a variety of tasks
Home Page: https://www.nexusmods.com/valheim/mods/1700
License: MIT License
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+)
[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)
1.4.4
The bug was reproduced with this mod alone
No response
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.
Run the game with mod installed.
Watch the config file rewrite over and over again.
No response
1.4.8
When you start the game, a console opens that cannot be closed
Automatics
Would it be possible to add an option to set [per category] dynamic pings to keep last position?
I was thinking this could be useful to keep track of animal spawns to come back later.
So that one can disable the text label on each section (like flora and deposits) but still mantain the auto pinning. For when the player wants to use (and only use) the custom icons for those.
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.
1.4.0
This mod alone did not reproduce the 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+WhereSelectEnumerableIterator
2[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.
No exceptions flooding the console window.
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.
1.4.8
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.
Automatics
No response
1.4.0
The bug was reproduced with this mod alone
No response
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.
No response
1.4.4
The bug was reproduced with this mod alone
No response
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.
No response
1.4.2
The bug was reproduced with this mod alone
游戏版本更新,模组无法使用
游戏版本更新,模组无法使用
游戏版本更新,模组无法使用
No response
1.4.0
The bug was reproduced with this mod alone
No response
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:
And I modified it so it's:
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...
"target": {
"name": "lox"
},
"sprite": {
"file": "cow.png",
"width": 32,
"height": 32
},
No response
1.4.3
The bug was reproduced with this mod alone
No response
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.
No response
Title is very much self explanatory. If you could do it it would be awesome.
1.3.1
The bug was reproduced with this mod alone
No response
Automatic processing and refueling not working, floods log with error messages.
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.
1.4.0
This mod alone did not reproduce the 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.
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.
No response
1.4.5
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!
Automatics
No response
When cluster pinning is enabled, the cluster pins are all being labelled [Automatics_Flora_Cluster_Format]
Version 1.1.0
It would be nice to be able to control the configurations on the server and lock the clients to use the server config instead.
1.4.0
The bug was reproduced with this mod alone
No response
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.
Configure individual modules on/off using Config Manager
No response
1.4.3
The bug was reproduced with this mod alone
The auto module is not compatible with the HookGenPatcher, and the stack in the box has an error
更新补丁后出现
So we can do a custom icon for moder, bonemass, etc...
Btw, sorry for 'spamming' your issues tab :)
Since thunderstore unpacks mods into directories with the format -<mod_name>, custom pin textures aren't applying.
1.4.4
The bug was reproduced with this mod alone
No response
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.
Run the mod with automatic repair enabled.
No response
1.5.0
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)
Item Drawers 0.5.6
after building one and noting the exception, just drop some items that should go to an item drawer and you will the exception above.
No response
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.
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.
1.4.0
This mod alone did not reproduce the bug
Jewelcrafting 1.3.13 by Smothbrain
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. :/
No response
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!
1.4.0
The bug was reproduced with this mod alone
No response
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.
Just walk around at full weight capacity
No response
1.4.0
The bug was reproduced with this mod alone
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.
Dialog box has been removed
Walk up to a MoreGates by RagnarokHCRP and none of the gates will open.
No response
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.
1.5.1
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.
Automatics 1.5.1
Patch to 0.218.15 Ashlands
No response
1.4.3
The bug was reproduced with this mod alone
Automatics
Foraging
Auto collection does not trigger skills
Auto collection does not trigger skills
No response
1.4.6
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.
Automatic 1.4.6
Place portal let save.
Move portal.
Try to remove pin.
No response
1.4.7
Upgraded to Valheim 0.216.9 from 0.215.2. After the upgrade, I am noticing some of the Automatics having issue, like:
(There may be more that I will note or rely on others to report to this ticket)
Here is my current r2modman profile:
0188c4ac-f525-e243-5255-2555e17f6d5d
[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()
There should be a way to choose which woods you want to auto-feed into the kiln
1.4.0
The bug was reproduced with this mod alone
No response
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.
No response
1.4.1
The bug was reproduced with this mod alone
No response
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.
Upgrade v.1.4.0 to v1.4.1. Try to start a game - no go.
Disable dll - game starts fine
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()
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.
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,
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