vapok / adventurebackpacks Goto Github PK
View Code? Open in Web Editor NEWA Valheim Mod to add Adventuring Backpacks to the Game. These packs grow and become more useful as the game progresses.
License: MIT License
A Valheim Mod to add Adventuring Backpacks to the Game. These packs grow and become more useful as the game progresses.
License: MIT License
Describe the bug
On reloading a world, every player's equipped backpacks are sometimes empty. I haven't been able to make it consistent. Also, sometimes a player will instead see their backpack filled with old items from a previous reload, but I haven't been able to replicate that in singleplayer.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Items put into the backpacks shouldnt be deleted on loading.
Describe the bug
Variables have their variable names instead of the values since last update
To Reproduce
Steps to reproduce the behavior:
1·Set the game in French (for exemple)
2·Start the game modded
*Using Thunderstore Mod Manager
Expected behavior
A clear and concise description of what you expected to happen.
Mod List (please list your mods that are being used):
Additional context
Worked fine before last update
Is your feature request related to a problem? Please describe.
No
Describe the solution you'd like
I would like to be able to see the standard cape instead of the backpack.
Describe alternatives you've considered
None
Additional context
None
Describe the bug
Backpack has no storage space
To Reproduce
Craft backpack, open backpack inventory
Expected behavior
To have slots for backpack to put things in
Screenshots
screenshot attached
Mod List (please list your mods that are being used):
Player Log attached
Additional context
maybe my backpack only level 1?
I was hurt by a fall.
It is not displayed feather fall in the upper right corner.
If you're using VNEI, and use the search bar and press 'i' in the search bar, it soft locks the game. The HUD disappears, but the simulation continues. The player can't move or do anything. Can't even press escape to open the menu, but there is still access to console commands. I just run the save command and ALT+F4. This issue doesn't seem to affect clients tho.
LogOutput.log
The plugin currently breaks some things on server/client load.
Start the game or a dedicated server and be greeted with this error:
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type ZInput and name GetKeyDown and parameters (UnityEngine.KeyCode)
[Error :vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] InventoryGui.Update Transpiler Failed To Patch
[Warning:vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] patchedHideBackpackMethod True
[Warning:vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] patchedShowBackpackMethod True
[Warning:vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] patchedDetectInputHideMethod False
[Warning:vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] patchedDetectInputShowMethod True
[Error :vapok.mods.adventurebackpacks] [AdventureBackpacks.Patches.InventoryGuiPatches+InventoryGuiUpdateTranspiler+<Transpiler>d__0.MoveNext] Please inform Mod Author.
after which the console is filled with
[Error : Unity Log] MissingMethodException: Method not found: bool .ZInput.GetKeyDown(UnityEngine.KeyCode)
Tested with only the backpacks mod installed, same results
I think it's because of the latest update adding controller input, it's possible they switched over to the new Unity Input Manager or simply changed how it's implemented which gave me relatable errors on another Unity project I'm working on, but that's just a guess/pointer.
Describe the bug
When you craft the Lox Cape. it offers Frost resist similar to Wolf Cape. in vanilla Valheim people may have preferred this one as it was cheaper and in some cases looked better overall on other gear. However when you get/craft the Lox Backpack it no longer has Frost Resist.
To Reproduce
Steps to reproduce the behavior:
Craft Lox cape.
Upgrade to Backpack.
See the loss
Expected behavior
It should transfer the same bonuses as the Cape.
Mod List (please list your mods that are being used):
Additional context
Basically without having Frost Resist this is a pure downgrade, and in my opinion, not worth crafting/pursuing.
To be more clear, i would be really happy to see speed/carry bonus/weight settings for each level, not for backpack overall.
And speed setting being relative to how many weight backpack actually have, but that seems way too complex to code imo.
Besides that - any way to remove some of backpacks entirely(making them a separate files or something like that maybe?).
But thats my obsessive compulsive disorder speaking - i just really dont like some of models(atm solved that by removing ability to craft for ones i dont like/editing player data and clear recipe data from it).
Thats all i can think of. Thanks for keeping this alive.
Describe the bug
When installed, player presses 'i' to call the backpack inventory modal to view and interact with contents. Inventory opens as expected and all other actions appear normal. The player's game inventory screen indicates the weight limit increase due to pack, however player cannot see visually the modal panel with the backpack slots and is unable to interact with items and backpack.
Notes:
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Like other server players, expected backpack contents to display.
Mod List (please list your mods that are being used):
Player uses the following mods: EquipmentAndQuickSlots, Cats, AdventureBackpacks (and bepinex ofcourse). All have been reinstalled including R2modman to be sure latest Hildir updates.
Cats is server-side and dll is installed correctly and working.
Additional context
Add any other context about the problem here.
Thank you for taking the time to review!!! This is a brilliant mod and look forward to all my players using it!! Hoping it is just a mistake on our end. Tonight I plan to have the player completely uninstall and reinstall their mods just to be certain unless you identify a clear issue. I can try to obtain a log tonight if that may assist.
{
"vapok_mod_item_backpack_meadows": "Tornister",
"vapok_mod_item_backpack_meadows_description": "Mały plecak zdolny pomieścić przedmioty.",
"vapok_mod_item_backpack_blackforest": "Wytrzymały Plecak",
"vapok_mod_item_backpack_blackforest_description": "Wytrzymały plecak, w komplecie z klamrami i delikatnymi skórzanymi paskami.",
"vapok_mod_item_backpack_swamp": "Krwawy Wodoodporny Plecak",
"vapok_mod_item_backpack_swamp_description": "Wytrzymały plecak uszczelniony przy użyciu wodoodpornych worków na krew.",
"vapok_mod_item_backpack_mountains": "Arktyczny Plecak",
"vapok_mod_item_backpack_mountains_description": "Arktyczny plecak, nadający się na długie wędrówki po górach.",
"vapok_mod_item_backpack_plains": "Plecak ze Skóry Loxa",
"vapok_mod_item_backpack_plains_description": "Plecak poszukiwaczy przygód wykonany z niezwykle wytrzymałej skóry loxa",
"vapok_mod_item_backpack_mistlands": "Plecak Odkrywcy",
"vapok_mod_item_backpack_mistlands_description": "Perfekcyjnie wykonany, mistyczny plecak. W komplecie z własnym pudełkiem do przechowywania. Nikt nie jest pewien, jak to działa.",
"vapok_mod_item_rugged_backpack": "Stary Wytrzymały Plecak",
"vapok_mod_item_rugged_backpack_description": "Wytrzymały stary plecak, w komplecie z klamrami i delikatnymi skórzanymi paskami.",
"vapok_mod_item_arctic_backpack": "Srary Arktyczny Plecak",
"vapok_mod_item_arctic_backpack_description": "Srary arktyczny plecak, w dalszym ciągu nadający się na długie wędrówki po górach.",
"vapok_mod_no_inception1": "Nie rozgniewaj bogów.",
"vapok_mod_no_inception2": "Zostałeś ostrzeżony.",
"vapok_mod_no_inception3": "Rozgniewałeś bogów!",
"vapok_mod_no_inception4": "Ehh... Thor wkrótce się z tobą rozprawi.",
"vapok_mod_no_inception5": "Thor pozbawił cię mocy!!!",
"vapok_mod_thor_saves_contents": "W tym plecaku były rzeczy. Thor zachował je dla ciebie.",
"vapok_mod_useful_backpack": "Twój plecak sprawia wrażenie użytecznego.",
"vapok_mod_you_droped_bag": "Upuściłeś plecak!",
"vapok_mod_level": "Poziom",
"vapok_mod_effect": "Efekt",
"vapok_mod_quick_drop_unavailable": "Szybki Drop Niedostępny.",
"vapok_mod_se_cold_immunity": "Odporność na zimno",
"vapok_mod_se_frost_resistance": "Odporność na mróz",
"vapok_mod_se_wet_resistance": "Odporność na wodę",
"item_friendlyskeletonwand_spectralshroud_backpack": "Widmowy Całun Utrzymania"
}
As the title says, please add the other armour set bonuses.
Possibly as totally optional additions, or as new, alternative backpacks for the zone.
Abominable Bag (Root Armour)
Hairy Sack (Fenris Armour)
Hi, just wanted to let you know that the Quickdrop Backpack function still occurs when typing in the sign/portal windows.
To reproduce:
Maybe related (should I open a new issue?) but even though the "Open Backpack" and inventory keys (with Open with Inventory) don't open the backpack while the enter text window is open, they'll queue and open up right afterwards. Not nearly as problematic, but still unintentional and annoying.
Is your feature request related to a problem? Please describe.
Allowing players to carry multiple backpacks can cause issues such as hording or worse.
Describe the solution you'd like
a configuration setting which allows 0-10 backpacks per player inventory. If a player tries to pickup another pack or craft one, its instantly thrown on the ground.
Describe alternatives you've considered
Telling players not to make too many backpacks.
Additional context
Thanks!
Describe the bug
Thunderstore is showing the release as 1.7.6, while this repo is at 1.7.1
Is this codebase being maintained somewhere else? Where can we go to see release notes and what is being fixed/added/updated?
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I would expect the releases to be in sync.
Additional context
Thank you for the amazing work!
JewelCrafting updated and is in conflict with AdventureBackpacks.... I think.
Steps to reproduce the behavior:
New playthrough as of today, haven't gotten the satchel yet to see how the backpack performs.
ModsList.txt
Describe the bug
Editing/Adding weight bonuses don't show weight bonuses in the item description.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
It should show the weight bonus.
Mod List (please list your mods that are being used):
LogOutput.log
Additional context
I'm using Project AUGA. I'm not sure if that's the issue, I think it shouldn't be.
Describe the bug
Pressing I doesn't open the backpack
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Seeing backpack inventory.
Mod List (please list your mods that are being used):
Player.log
Describe the bug
When Explorer's Whipsack [upgrade level 4] is equipped: whenever you use any tools or weapons it resets the effects added by the backpack - so it respawns wisps constantly, most noticeable while switching the hammer on/off.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Effect stays on whether you use any tools/weapons or not.
Screenshots
Can't screenshot this particular issue, the description should be enough
Mod List (please list your mods that are being used):
mods.zip
Additional context
There is also a visual issue with the Bloodbag Wetpack - the backpack belts are sticking out pretty significantly.
Describe the bug
For each fish in a worn backpack, upon character load, the following error appears once in the log:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Fish.GetPointDepth (UnityEngine.Vector3 p) (at <035307060cbb4b30b916cd82ebd80490>:0)
Fish.RandomizeWaypoint (System.Boolean canHook) (at <035307060cbb4b30b916cd82ebd80490>:0)
Fish.onCollision () (at <035307060cbb4b30b916cd82ebd80490>:0)
Fish.OnCollisionEnter (UnityEngine.Collision collision) (at <035307060cbb4b30b916cd82ebd80490>:0)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I didn't expect a bunch of red error text in my bep window, lol
Additional context
This appears to cause no further issues, I just figured you might be interested.
Describe the bug
On the current version of Valheim (0.217.22) patched on 2023/10/05, starting Valheim with Adventure Backpacks loaded throws an error in the Unity console.
To Reproduce
default_old
beta branch; install BepInExPack 5.4.2105.Expected behavior
Error free console. Possible this doesn't have functional impact, I haven't yet been able to tell, but worth investigating!
Screenshots
The exact error I see:
[Error : Unity Log] MissingFieldException: Field 'FejdStartup.m_connectionFailedError' not found.
Stack trace:
(wrapper dynamic-method) FejdStartup.DMD<FejdStartup::ShowConnectError>(FejdStartup,ZNet/ConnectionStatus)
(wrapper dynamic-method) FejdStartup.DMD<FejdStartup::Start>(FejdStartup)
Mod List (please list your mods that are being used):
I first spotted this using a fairly extensive list, but while troubleshooting was able to reproduce the error with nothing installed except Adventure Backpacks and its prereq.
After extensive testing to figure out what mod was causing the issue this was the only mod that put out errors.
Version is Current Stable Release Steam. R2Modmanager was used and Manual install was also attempted to same errors.
I get this when game loads with this mod only.
[Error : Unity Log] MissingMethodException: StatusEffect ObjectDB.GetStatusEffect(string)
Stack trace:
ItemManager.PrefabManager.Patch_ObjectDBInit (ObjectDB __instance) (at <6ff225bf58af4b23b00f9294ae14e63c>:0)
(wrapper dynamic-method) ObjectDB.DMDObjectDB::Awake(ObjectDB)
UnityEngine.GameObject:AddComponent()
FejdStartup:SetupObjectDB()
FejdStartup:DMDFejdStartup::Start(FejdStartup)
[Error : Unity Log] MissingMethodException: StatusEffect ObjectDB.GetStatusEffect(string)
Stack trace:
ItemManager.PrefabManager.Patch_ObjectDBInit (ObjectDB __instance) (at <6ff225bf58af4b23b00f9294ae14e63c>:0)
(wrapper dynamic-method) ObjectDB.DMDObjectDB::CopyOtherDB(ObjectDB,ObjectDB)
FejdStartup.SetupObjectDB () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
(wrapper dynamic-method) FejdStartup.DMDFejdStartup::Start(FejdStartup)
This Error when I try to load up a world.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
FejdStartup.OnWorldStart () (at <447b19510f604ca3807cd6cce3a7c1ef>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <80fe1a4e36fe44618284312cb721a597>:0)
UnityEngine.UI.Button.Press () (at :0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at :0)
UnityEngine.EventSystems.EventSystem:Update()
I play with AzuCraftyBoxes to allow me to build and craft using resources from nearby containers and although I have tried configuring it to find the backpacks from this mod based on their item ids, it can't seem to find resources inside of backpacks.
It would be great if the backpack protection inventory guard was modified to all AzuCraftyBoxes to pull resources from backpacks while crafting, much like how it lets Quick Stack Store deposit them.
Alternatively, if the item IDs for spawning the backpacks are actually different than the internal IDs for the containers associated with the backpack them simply listing them in the readme so AzuCraftyBoxes can be configured to find them could be great solution as well. I did search through the repo on github but couldn't discern if there were separate container IDs (not very familiar with C# though).
Anyways, thanks for the great mod!
Pls make string statusEffects.Effect.m_name at Assets.Backpacks.UpdateStatusEffects() configurable.
It's so long and spammy entry at the effect list.
statusEffects.Effect.m_name = $"{backpackName} $vapok_mod_level {backpackQuality} $vapok_mod_effect";
I can set $vapok_mod_effect to "" but not $vapok_mod_level as it breaks Extensions.InventoryExtensions.IsBackPackInventory()
I don't think anyone needs to know their backpack quality all the time.
As we can't equip more than one backpack all the info except backpack name and icon is irrelevant.
I couldn't find any string comparison on Effect.m_name so it looks safe.
As a simple solution string could be localized whole with {0} and {1} parameters for name and quality.
A user wants to combine the cloak from my mod with a backpack from yours.
If you have a better idea, please let me know.
The user's exact request and issue:
Necromancer's Backpack: Made from the Necromancer's Shroud, this backpack scale as you upgrade it to the end game with the Adventure Backpacks Mod. This way we can have the advantages that come with the shroud (ghost summon and increase to necromancy) without having to give up the carrying capacity the backpacks introduce to modded games.
Describe the bug
Duping items in the backpack when using armor stands
To Reproduce
Steps to reproduce the behavior:
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