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Valheim mods I have developed. Completely open source. You have my permision to modify and redistribute.

Home Page: https://valheim.thunderstore.io/package/Tekla/

C# 85.11% HTML 14.89%
valheim valheim-mod

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valmods's Issues

[ColorfulSigns] Update the BepInEx version

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

[RemoveDeathPins] Occasionally not dying at 0 HP

Describe the bug
Sometimes, when being killed, the player does not die, but remains alive at 0 HP, able to move, but not able to perform any actions.

To Reproduce
Steps to reproduce the behavior:

  1. Die.
  2. See if you actually die.

Expected behavior
That the player dies when their HP hits 0.

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser [chrome]
  • Version [19042]
    Additional context
    Worth noting that this is an intermittent issue that doesn't happen every single time.

Cannot get ID and null argument exception ensues, game slows and becomes unresponsive

Describe the bug
I get the following error after the scene loads.

[Error : Unity Log] MissingMethodException: Method not found: long .ZDOMan.GetMyID()
Stack trace:
DungeonReset.Timer+d__7.MoveNext () (at C:/Repos/Valheim.TeklaMods/~DungeonReset/Scripts/Timer.cs:41)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <50b18efe22344b9eb3b7d77b08ea287f>:0)

Then the log starts filling with these faster than the CPU can keep up:

[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.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <834b2ded5dad441e8c7a4287897d63c7>:0)
SEMan.Update (ZDO zdo, System.Single dt) (at :0)
(wrapper dynamic-method) Character.DMDCharacter::CustomFixedUpdate(Character,single)
MonoUpdaters.FixedUpdate () (at :0)

To Reproduce
I suspect because I have a Ward on top of a Crypt that reset is having trouble resetting the Crypt.

Expected behavior
The game doesn't slow down with null exceptions.

Desktop (please complete the following information):

  • OS: Windows 10 Pro
  • Browser Chrome
  • Version 120

[Bug][Dungeon Reset] "Duping" on Resets

Mod Version: 5.4.1605
Game Version: 0.210.6

Note: This was also reported on the Nexus Mod page by a Rakorath. But the actions they performed differ from mine. But resulted in the same outcome; dupes.

I noticed that the locations are not "destroyed" by the mod before regenerating them. This is causing item duplication; the items are 'clipped' into each other.

I tested this out with a Draugr Village (MeadowVillage in the mod settings). What I did was killed all the mobs in a couple of buildings that were "sealed" (mobs could not get out). I destroyed one entire building and a part of another.

I did a dungeonreset command and noticed that the mobs that were in the sealed buildings respawned, the mobs still alive appear to have been left alone, the totally destroyed building was restored (albeit with 'full health' structure pieces), and the partially destroyed building was duped.
...as in the parts I destroyed were restored (again with full health structures) but, also, the pieces that weren't destroyed had new pieces created inside them (you could see the clipping and the Work Hammer on Repair would flip between the two pieces on hover over).

This was following running a dungeon that I had a second run-through. I noticed I was "E-ing" the yellow mushrooms twice..every single time. Then I came upon a Surtling Core, "E-ed" it; looted. But then saw the core still in one of those stands. "E-ed" again and got a second one.
...That's what prompted the above test.

I've also noticed the dungeon layout isn't randomized, even though the code appears to call for the "Destroy"-ing of the area. Not sure if this is intended or part of the bug, so I'll include it.

QoLPins Tombstone Remove at retrieval not firing

Describe the bug
I installed this mod exclusively for the tombstone pin removal feature (on a no map run, with a compass). Simply put, it is just not removing the tombstone pin.

To Reproduce
In each test I confirmed the mod is active. The tombstone pin has received a color change.

I first encountered it in a modest mod list I have going on. I disabled those mods and it still failed to remove the pin (death via drowning each test).

I set a new profile in Thunderstore that only contained this mod and it's dependencies, and still have this issue. Made a new world and a new character, and still am experiencing the issue.

I uninstalled and reinstalled Valheim and ran the drown test again with only QoLPins and it's two dependencies on a new world with a new character, with similar results.

Expected behavior
I thought the death pin on the map would be removed upon picking up my tombstone.

Versions:
Valheim 209.10
QoLPins Version 5.4.1604

I suspect Valheim 209.10 being brand new is to blame.

Additional context
If I can get it to work then I can get the experience I want in conjunction with the Compass Mod and NoMap showing nearby deaths, but removing them when selected. Normally I'd just remove the pins via the map, but with NoMap I can't access the map to do that. So deaths just clog up the compass.

MonsterAI update broke areas it seems

Describe the bug
[Error : Unity Log] MissingFieldException: Field 'MonsterAI.m_attackPlayerObjectsWhenAlerted' not found.
Stack trace:
Areas.CritterHandler.Modify (Character critter, Areas.Containers.CTData data, System.String ctName, System.String cfg, System.Boolean keepLevel) (at :0)
Areas.CritterHandler.ProcessCapturedCritter[T] (T spawner) (at :0)
Areas.Patches.Patches.SpawnSystem_Spawn_Post (SpawnSystem __instance) (at :0)
(wrapper dynamic-method) SpawnSystem.DMDSpawnSystem::Spawn(SpawnSystem,SpawnSystem/SpawnData,UnityEngine.Vector3,bool)
(wrapper dynamic-method) SpawnSystem.DMDSpawnSystem::UpdateSpawnList(SpawnSystem,System.Collections.Generic.List`1<SpawnSystem/SpawnData>,System.DateTime,bool)
SpawnSystem.UpdateSpawning () (at :0)

To Reproduce
login to game

Expected behavior
areas changes my animal behavior

[Colorful Signs] AzuAntiCheat Сonflict: players spawn on starting stones

Сonflict with the mod AzuAntiCheat, players spawn on starting stones.

[Message:AzuAntiCheat] AzuAntiCheat - Sending DLLs
[Error  : Unity Log] FileNotFoundException: Could not load file or assembly 'System.ServiceModel.Internals, Version=0.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
Stack trace:
System.Reflection.MonoModule.GetTypes () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
(wrapper dynamic-method) gRe.(object)
gRe.gE (System.Object , gRe ) (at <c23e8ccd59fe4ec3ae6d05858734da5f>:0)
AzuAntiCheat.RPC.Awake_Postfix () (at <c23e8ccd59fe4ec3ae6d05858734da5f>:0)
(wrapper dynamic-method) Player.DMD<Player::OnSpawned>(Player)
(wrapper dynamic-method) Game.DMD<Game::SpawnPlayer>(Game,UnityEngine.Vector3)
(wrapper dynamic-method) Game.DMD<Game::UpdateRespawn>(Game,single)
Game.FixedUpdate () (at <1b865f8b3455488592cdc401081112e3>:0)

[Message:AzuAntiCheat] AzuAntiCheat - Sending DLLs
[Error  : Unity Log] FileNotFoundException: Could not load file or assembly 'System.Transactions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
Stack trace:
System.Reflection.MonoModule.GetTypes () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
(wrapper dynamic-method) gRe.(object)
gRe.gE (System.Object , gRe ) (at <c23e8ccd59fe4ec3ae6d05858734da5f>:0)
AzuAntiCheat.RPC.Awake_Postfix () (at <c23e8ccd59fe4ec3ae6d05858734da5f>:0)
(wrapper dynamic-method) Player.DMD<Player::OnSpawned>(Player)
(wrapper dynamic-method) Game.DMD<Game::SpawnPlayer>(Game,UnityEngine.Vector3)
(wrapper dynamic-method) Game.DMD<Game::UpdateRespawn>(Game,single)
Game.FixedUpdate () (at <1b865f8b3455488592cdc401081112e3>:0)

[DungeonReset] "Blocked" message on dungeons in a specific area

A bit of background. I just recently installed your mod on our community server. I did quick test to make sure the dungeon nearby my character had been reset. The dungeon was completely reset and everything looked great! I had to reboot our server shortly after that to update our anti cheat list.

After the reboot, that dungeon I previously tested now says "Blocked" when I try to enter it. I checked other dungeons in the immediate area and they all tell me same thing "Blocked". When I try to use the manual reset commands, it returns with the message telling me there are no dungeons nearby.

I traveled around on my admin character and tested several different locations. The problem seems localized to that first area I tested. Paired with the "no dungeons" message, my theory is that the dungeons in that area were somehow corrupted and no longer exist.

Let me know if I can provide any more information or testing.

ColorfulSigns stopped worked sinds Valheim patch 0.214.2

Describe the bug
All signs are reverted to black signs with just ... on them, can't edit them aswell. Mod is enabled.

To Reproduce
look at sign, click at sign

Expected behavior
Read the edited text in white, being able to edit

colorfulsigns

Color options limited

It seams that the RGB hex codes are ignored and instead rounded to a limited number of colors. What is the limiting factor here, and could it be removed or at least stated what the basic colors supported are?

[ColorfulSigns] Draw Distance bug

Describe the bug

When you're far away from a building that it disappears, you can still see the colorful signs.
(see screenshot one
When you come closer and the building's walls load, you can't see the signs anymore.
(see screenshot two)

To Reproduce

Steps to reproduce the behavior:

  1. Place down a couple colored signs inside of a house
  2. Move far enough so that the house isn't loaded anymore due to draw distance
  3. The colorful signs should still be visible

Expected behavior

The signs do not load with same settings as other built pieces

Screenshots

Visible signs

image

Signs Covered

image

Desktop (please complete the following information):

  • OS: Windows 11

Additional Notes

I am using 60 mods, let me know if you need a list of them.

[DungeonReset] Connection issues from NetworkCompatibility EveryoneMustHaveMod flag

I've had a few reports by players that when they have just bepinex installed (no other mods) they get an incompatibility / cant connect error.

No issue with vanilla players joining.

(Bepinex only) never installed dungeon reset > error
installed the dungeon reset mod and 2 dependent mods > could connect
disabled these mods > could connect
then disabled mods one by one > could connect
then did clean startup from Steam > could connect

no logs are thrown from server
client logs im waiting for a player to send them to me

[Areas] Errors while spawning monsters

Describe the bug

Happens when player spawns or when spawning a mob

Errors

Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Areas.CritterHandler.ProcessAwakenCritter (Character critter) (at <6e070711803c40a6a57fa36f02c144ef>:0)
Areas.Patches.Patches.Character_Awake_Post (Character __instance) (at <6e070711803c40a6a57fa36f02c144ef>:0)
(wrapper dynamic-method) Character.DMDCharacter::Awake(Character)
Humanoid.Awake () (at <1b865f8b3455488592cdc401081112e3>:0)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:CreateObject(ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Areas.SpawnerHandler.GenerateSSDataDic (SpawnSystem ss) (at <6e070711803c40a6a57fa36f02c144ef>:0)
Areas.SpawnerHandler.ProcessCapturedSS (SpawnSystem ss) (at <6e070711803c40a6a57fa36f02c144ef>:0)
Areas.Patches.Patches.SpawnSystem_Awake_Post (SpawnSystem __instance) (at <6e070711803c40a6a57fa36f02c144ef>:0)
(wrapper dynamic-method) SpawnSystem.DMDSpawnSystem::Awake(SpawnSystem)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:CreateObject(ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior

Screenshots

LogOutput.log

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