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Mod scripts for the Comfy Valheim server.
License: GNU General Public License v3.0
This project forked from mu-arch/comfymods
Mod scripts for the Comfy Valheim server.
License: GNU General Public License v3.0
Unfortunately, I can't use ColorfulLights because the mod does not work when the key for "use" is different.
(Colours cannot be assigned)
The key combination seems to be hard coded in PluginConfig.cs
Sky Tree not visible over 3,000 Y - Comfy Ticket - https://discord.com/channels/820120530107367435/1113846747370889286
Was hoping if it be possible to add raspberry and blueberry icons to pinnacle, this is a nice mod but would be nice to have more icons from the game that are located in area etc
I'm trying to use Gizmo's new Copy function, but every time I press P
, this error appears:
[Info : Unity Log] 07/24/2023 02:21:05: Setting selected recipe 0
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Gizmo.Patches.PlayerPatch.UpdatePlacementGhostPrefix (Player& __instance, System.Boolean flashGuardStone) (at <4f522afd18f14439ac1eae8564ffe61e>:0)
(wrapper dynamic-method) Player.DMD<Player::UpdatePlacementGhost>(Player,bool)
(wrapper dynamic-method) Player.DMD<Player::LateUpdate>(Player)
I am not using any mod other than Gizmo, Server_devcommands and Official_BepInEx_ConfigurationManager.
All are updated to the latest version available through thunderstore.
Gizmo is at version 1.7.2.
Hi redseiko !
Thanks for Pottery Barn it's been a lovely mod 😄 .
I found out that both female and male armor stands are working properly but for the chest armor : only the arms are displayed.
I made a screen shot as I thought you'd be interested in knowing that. I loaded only your mod to be sure it is not induced by a mod combo.
Here it is, hit me up if you need more details :
Have a nice day !
Edit : did not tried with other armors, may try later.
Hello there. I've referenced my own current valheim-based assemblies in the project, but building EnRoute is telling me that some functions being used are not in those assemblies references.
Is there a modified version of assembly_valheim
or related assemblies that resolve this? I did notice that the project is configured to use assembly_valheim_publicized
, which I don't have.
Thanks for all of your work on Comfy. All pretty awesome stuff.
Chat filter toggles are not saved in config, we prefer to have HUD disabled by default to reduce spam.
Would it be possible to add this to the configs so it saves state of toggles?
[Info : BepInEx] Loading [Chatter 1.4.1]
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type Chat and name IsTakingInput and parameters
[Error : Unity Log] ArgumentException: Undefined target method for patch method static void Chatter.ChatPatch::IsTakingInput(Chat __instance, Boolean& __result)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.CreateAndPatchAll (System.Reflection.Assembly assembly, System.String harmonyInstanceId) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Chatter.Chatter.Awake () (at <33ef1175632f4ca886f1eaa1cd3155ed>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.UI.Image:OnCanvasHierarchyChanged()
Switch to default chat mode /shout.
Can't switch back.
Forgot to hijack original command.
These are probably on your mental list already, but two things I thought might be useful/nice would be:
Toggle shout/whisper/say based on the last one used
Allow for stacking or streamlining player names and the associated text:
current:
Player Name
Text they send
optional:
Player Name: Text they send
Mod: Pinnacle 1.3.0
Game Version: 0.216.9
The error occurs when the map is opened. After the map is opened, press TAB several times (to appear and disappear the search box) and no more errors appear for the further map opening
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Pinnacle.RectTransformExtensions.SetPosition (UnityEngine.RectTransform rectTransform, UnityEngine.Vector2 position) (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.PinListPanel.RefreshPinListRows () (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.PinListPanel.SetTargetPins (System.Collections.Generic.List`1[T] pins) (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.PinListPanel.SetTargetPins (System.String filter) (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.PinListPanel.SetTargetPins () (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.MinimapPatch.SetMapModePostfix (Minimap+MapMode& mode, Minimap+MapMode& __state) (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
(wrapper dynamic-method) Minimap.DMD<Minimap::SetMapMode>(Minimap,Minimap/MapMode)
(wrapper dynamic-method) Minimap.DMD<Minimap::Update>(Minimap)
Hello,
I think I wrote the previous message in the wrong place.
Would it be possible to translate the visible texts? like "Write something here", shout, whisper etc?
Thanks
I play Valheim in VR mode, and use the gizmo-like features supported in the VR mod. Those features are not available when using the cultivator. I do not see any good reason why the parts were moved to the cultivator menu. Please move them back or make it configurable.
Hi 👋
Enhancement Request!
Would it be possible if we could also resize or move the recipe UI at the bottom of the build menu? With the recent update and all tabs showing at the top, it makes usability a little challenging making it all fit if you want to show more of the build items.
Title, I just find it annoying that you need to use /s every time I need to talk to someone that is very far away from me, and this mod seemed the right place to ask for this feature, thank you :).
When I launch with it enabled I get a forced console opened that I cant close.
Tested by disabling the mod and it goes away.
Player.log
log for debug attached.
Hello, and thanks for a good looking and clean chat!
I have a little request that would make it better for us.
The server will be the sender of a message relayed from another player.
When relaying from multiple players, it does not create a divider and the new username is not shown.
Would it be possible for you to change this:
static bool ShouldCreateDivider(ChatMessage message) {
return MessageRows.IsEmpty
|| MessageRows.LastItem?.ChatMessage?.MessageType != message.MessageType
|| MessageRows.LastItem?.ChatMessage?.SenderId != message.SenderId;
}
Into this?
static bool ShouldCreateDivider(ChatMessage message) {
return MessageRows.IsEmpty
|| MessageRows.LastItem?.ChatMessage?.MessageType != message.MessageType
|| MessageRows.LastItem?.ChatMessage?.SenderId != message.SenderId;
|| MessageRows.LastItem?.ChatMessage?.Username != message.Username;
}
Hello, maybe I should update the mod to Misty, because I added it to my server and you can't see any difference in its operation. The problem is that lag occurs even when there are more people in one place..
When you create a new pin, first the pin is created by the game then Pinnacle opens the PinEditPanel using that new pin's settings.
(https://github.com/redseiko/ComfyMods/blob/main/Pinnacle/UI/PinEditPanel.cs#L153-L171)
Here is where the vanilla game adds a new pin (because it needs to pop up the name input field) and I intercept it.
(https://github.com/redseiko/ComfyMods/blob/main/Pinnacle/Patches/MinimapPatch.cs#L155-L164)
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
(wrapper dynamic-method) PieceTable.DMDPieceTable::UpdateAvailable(PieceTable,System.Collections.Generic.HashSet`1,Player,bool,bool)
Player.UpdateAvailablePiecesList () (at <9be67623c6d74705a14f96d3a8ff485d>:0)
Player.SetPlaceMode (PieceTable buildPieces) (at <9be67623c6d74705a14f96d3a8ff485d>:0)
(wrapper dynamic-method) Humanoid.DMDHumanoid::SetupEquipment(Humanoid)
(wrapper dynamic-method) Humanoid.DMDHumanoid::EquipItem(Humanoid,ItemDrop/ItemData,bool)
Player.ToggleEquiped (ItemDrop+ItemData item) (at <9be67623c6d74705a14f96d3a8ff485d>:0)
(wrapper dynamic-method) Humanoid.DMDHumanoid::UseItem(Humanoid,Inventory,ItemDrop/ItemData,bool)
Player.UseHotbarItem (System.Int32 index) (at <9be67623c6d74705a14f96d3a8ff485d>:0)
(wrapper dynamic-method) Player.DMDPlayer::Update(Player)
Error when equip cultivator, conflict with Advize_PlantEverything
Advize has been notified as well.
Seems in the recent valheim updates, colorfullights doesn't seem to have an effect on some parts of the flame, and the "glow" around the torch is the same color as the original.
Would be nice to catch the Portal HUD Text Spam so it doesn't flood the chat window
So I just read valheim's assembly code while trying to work on my mod.
The important bit: I found out that when you attempt to create a new pin (through double clicking) it checks if the m_selectedType
is not equal to the Death pin type if so, pin is created.
Tested it out and looks like that's the cause.
I encountered this bug as well a version or two back but never understood what was causing it.
It would be helpful to be able to set the default chat channel. We sometimes have new people join our server and not know how to shout and think everyone is ignoring them because we're not in range to hear. I see other mods used to have this feature but don't see any for the new update.
Sorry if this is the wrong place to request this. But, basically the title.
AUGA's Build Hud needs to be disabled for this mod to work, which makes the hud difference a little jarring. If possible, an AUGA patch would be greatly appreciated. This seems to be the only mod left that increases build hud size that's still compatible, so I'd hate to have to choose between this and having a halfway decent UI !
Mod: Pinnacle 1.3.0
Game Version: 0.216.9
The error appears in the terminal when a character is selected and connection to the server is in process
[Info : Unity Log] 06/18/2023 15:06:50: Session auth respons callback
[Info : Unity Log] 06/18/2023 15:06:56: Unpacking compressed mapdata 25722
[Error : Unity Log] NullReferenceException
Stack trace:
Pinnacle.CanvasGroupExtensions.SetAlpha (UnityEngine.CanvasGroup canvasGroup, System.Single alpha) (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
Pinnacle.PinEditPanel+<LerpCanvasGroupAlpha>d__47.MoveNext () (at <e5a64132c02845a0b8f5b10680d0b8ee>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <80fe1a4e36fe44618284312cb721a597>:0)
[Info : Unity Log] 06/18/2023 15:06:56: Starting respawn
[Info : Unity Log] 06/18/2023 15:06:56: tip:$loadscreen_tip08
Hello! F1 key doesn't bring up the configuration menu. The only color that can be set is in the Config file itself, which means that you have to completely quit Valheim, edit the local config, and then relaunch Valheim in order to use a different color.
I was hoping you'd be interested in adding an option to hide the vehicle name when you're on/next to it. Or, optionally, just when you're seated/attached to a boat or pulling a cart.
Thanks for all your work.
Can you add support for another Message type for items being picked up?
This mod works exactly how I would want, except for not affecting the Wisptorch.
Could also be good to add a default color if possible, for lights in hard to reach places.
Hey there!
The mod seems to work, but after the patch, BepInEx console has started to spit out lot of exceptions coming from LicensePlate.
[Error : Unity Log] MissingFieldException: Field 'Chat/NpcText.m_textField' not found.
Stack trace:
LicensePlate.ShipName.UpdateShipName () (at <7447a2e9c6b24727899958fa65641d1b>:0)
It certainly is an interesting conflict. Rune Magic by hyleanlegend
Not sure if you can/want to sort it out, but Once you set up a standing stone with the weather protection ward, any colored pieces in the circle only show as colored when hovered over with the build hammer and hover moves off target, for like 0.5 seconds, then the color is gone again. I'm not sure what the ward is actually doing to remove rain, wet status effect, etc... but it certainly conflicts... [see below]
If you move the colored object out of range of the dome, like my repeated tests with a cart, do the hammer hover and un-hover, it changes to the correct color and stays that way so long as you don't move it back to the ward. Instantly default color when you do enter it again.
it does look like he is aware ..... https://www.nexusmods.com/valheim/mods/1359/?tab=bugs
YOUR mod is Great. So nice to have the colors I want. I can live with the rain if I need to. LOL
Thank you for your time so far, and any more time you might spend on this mod. I appreciate it!
-Grimm
As the title states, in the newest update of Valheim (patch 0.214.2) and Pinnacle 1.2.0 removing any pin (if it has text as well as an icon) leaves the text behind. The text is not attached to the map content, as scrolling the map keeps the text in position relative to the window, not the content. The issue persists when closing and re-opening the map, but is corrected when logging out and back in.
Screenshot included, I have removed two pins and then scrolled the map.
As the title said, the current latest version (1.4.0) of TorchesAndResin doesn't refill the Standing blue-burning iron torch.
Hello,
Would be nice if this mod was compatible with:
https://valheim.thunderstore.io/package/Mydayyy/ServerSideMap/
Or to implement similar functionality for sharing map & pins with other players.
Also I would appreciate some kind of automatic Pin Creation when interacting with stuff - crypts, dungeons, ores, berries etc...
Similar to: https://www.nexusmods.com/valheim/mods/182?tab=description
Track boats and carts on the map would be useful too.
Would love if you could work in compatibility with WackyEpicMMOSystem. The level text from the mod is hidden by the health bar and cannot be repositioned. The level value and its color is super important with this mod installed.
WackyEpicMMOSystem: https://valheim.thunderstore.io/package/WackyMole/WackyEpicMMOSystem/
Whenever I type a message and hit enter nothing happens and I get red text in the log. I've attached my log:
Will you be updating this for 217.14?
Unfortunetly still the same after creating a new player profile. Pin fonts to not resize with the slider. The only thing that appears to change is the map moves from left to right with the slider movement.
From Support Ticket in Comfy Discord
Red's preliminary findings:
It's cause the pin text is now TextMeshPro
Norse SDF
Shader: Norse SDF - Outline
Shader Properties:
ID_OutlineColor = new Color(0f, 0f, 0f, 1f);
ID_OutlineWidth = 0.175f;
Without the ability to place waypoints, Pings are the best method of map to real world navigation. Esp when boating through the mistlands.
Additional details regarding feature (not all are needed, any would do):
-Set a ping to show up permanently until a new ping is placed and/or give the ability to clear permanent pings.
-Adjust time that a regular ping stays visible.
-If time permits, add permanent pings auto-canceling when you get near to them (within an adjustable radius of the ping location) similar to map pins in Elden Ring.
So I tried to put on a fireworks show by assigning a different color to each campfire. For some reason, no matter which campfire I try to launch the fireworks from, it only uses the color that was most recently assigned to a campfire. So for example, if the last campfire color I changed was green, every campfire I launch the fireworks from will launch green fireworks, regardless of the actual color of the campfire. Is there anyway the fireworks can use the color of the campfire they are launched from instead?
having this mod enabled is causing stability issues in Valheim.v0.212.7. Sometimes crashing during game, or always on exit. Disabling/removing this mod restores stability. Other mods include:
When I have colorful lights enabled, I'm unable to use Shift+E. I cannot rename animals or use the keybind for anything else that may require its use.
We chat a lot in /s and to avoid typing it all the time I made a small mod that adds the channel prefix (/s, /say, /p) according to the last used channel if none is specified when sending a new message.
/p is from Smoothbrain’s Groups mods
Would it be possible to have this built into your mod instead?
Adding the same colors to the input text before sending would make it easy to see what channel you are about to send to.
Maybe even some small buttons to change channel for new players who don’t know the slash commands would be nice, as long as it doesn’t harm the otherwise neat and clean design of this mod.
redseiko, I have not idea if this is something you can (or want) to address in ComfyMods-Chatter-2.1.0. We also use the Groups mod by Smoothbrain. Since the Hildir update, Chatter and Groups don't seem to like each other. As soon as you try to enter any text in the chat window, it won't work and the following errors are thrown:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Groups.ChatCommands.get_groupChatActive () (at <b768d2d141c04903becfde7a0e354412>:0)
Groups.ChatCommands+SendMessageToGroup.Prefix (Chat __instance) (at <b768d2d141c04903becfde7a0e354412>:0)
(wrapper dynamic-method) Chat.DMD<Chat::InputText>(Chat)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
(wrapper dynamic-method) Chat.DMD<Chat::SendInput>(Chat)
Chatter.Chatter+<>c.<ToggleChatPanel>b__24_2 (System.String _) (at <f6872419bacd445ca9a3d4060b30638d>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Groups.ChatCommands.get_groupChatActive () (at <b768d2d141c04903becfde7a0e354412>:0)
Groups.ChatCommands+SendMessageToGroup.Prefix (Chat __instance) (at <b768d2d141c04903becfde7a0e354412>:0)
(wrapper dynamic-method) Chat.DMD<Chat::InputText>(Chat)
Terminal.SendInput () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
(wrapper dynamic-method) Chat.DMD<Chat::SendInput>(Chat)
Chatter.Chatter+<>c.<ToggleChatPanel>b__24_2 (System.String _) (at <f6872419bacd445ca9a3d4060b30638d>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <80fe1a4e36fe44618284312cb721a597>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <c3806d8b402548cebcdac84224b2a2a9>:0)
TMPro.TMP_InputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <c3806d8b402548cebcdac84224b2a2a9>:0)
Fishlabs.GuiInputField.OnSubmit (UnityEngine.EventSystems.BaseEventData eventData) (at <abc2973239274336a7c65e00c9f4ab0e>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISubmitHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e97aac8d17514bea83fadfd039e9187a>:0)
UnityEngine.EventSystems.EventSystem:Update()
Hello! I love this mod and think it would be great to have a config option that lets you add them to another category instead of making their own.
Re HammerTime - this mod is currently testing the ability to consolate/rename piece mod categories (an update that may be released in the near future). I've been helping MSchmoecker test 15+ piece mods and all of them are picked up save for PotteryBarn. Per the author, 'the pieces in PotteryBarn are not added to the hammer when HammerTime looks for them, so they don't get picked up.' Would it be possible to change when the pieces get added to so they're seen by HammerTime?
Thanks for reading!
Hello! I am not sure if another mod is making this happen but I used to use this mod with out any issue. My build pieces hold on to their highlighted integrity colors permanently as I look around. I love this mod and don't know where else to post about this!
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