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valheim-mods's Issues

[Suggestion] alternative swap mode

Hi,

could you add a addional swap mode?

  • if config is true
    • unequip current item
    • swap content of current hotbar slot with slot of selected item
    • equip selected item

if i currently switch to an other melee weapon in 2nd row, ...

  • i can't see it's current durability
  • i can't switch to bow and back, without using wheel again
  • because of this i mainly swap weapon manually in inventory, instead of using the wheel

optional:

  • a hotkey to add/remove (dragged) items to wheel, and|or a config field for this
  • if item is not in inventory, then ignore

Equip Wheel: Name Filtering Request

I'm wondering if the functionality by filtering by names with * can be added to add any item with a portion of that word in the name to the wheel. For example, adding * axe * (had to put spaces here for formatting reasons) to name filter will add Magic Axe and Axe of the Defender to the wheel. I tried it on my end and didn't seem to work out of the box. Thanks!

Emote Wheel MissingFieldException with Valheim 0.217.38

With latest version Emote Wheel errors:

[Error : Unity Log] MissingFieldException: Field not found: UnityEngine.KeyCode .ButtonDef.m_key Due to: Could not find field in class
Stack trace:
EmoteWheel.EmoteGui.Start () (at :0)

[Error : Unity Log] Coroutine couldn't be started because the the game object 'SelectionWheel(Clone)' is inactive!

Valheim 0.217.38

EquipWheel Display Issues with 0.217

Since updating to 0.217, EquipWheel lags up the game and doesn't show any icons. It also throws console errors.

image

[Error  : Unity Log] MissingMethodException: void ZInput.Setbutton(string,UnityEngine.KeyCode)
Stack trace:
EquipWheel.EquipGui.Start () (at <ff0612dc88f042a4b2ab64dd4fa90288>:0)

[Error  : Unity Log] MissingMethodException: int CraftingStation.GetLevel()
Stack trace:
(wrapper dynamic-method) CraftingStation.DMD<CraftingStation::UpdateKnownStationsInRange>(Player)
Player.UpdateStations (System.Single dt) (at <885fde5117a141d19eed8c0292c3d1fd>:0)
(wrapper dynamic-method) Player.DMD<Player::FixedUpdate>(Player)

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EquipWheel.EquipWheelUI.UpdateIcons (Player player, System.Boolean forceUpdate) (at <ff0612dc88f042a4b2ab64dd4fa90288>:0)
EquipWheel.EquipWheelUI.OnEnable () (at <ff0612dc88f042a4b2ab64dd4fa90288>:0)
UnityEngine.GameObject:SetActive(Boolean)
EquipWheel.EquipGui:Update()

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EquipWheel.EquipWheelUI.UpdateIcons (Player player, System.Boolean forceUpdate) (at <ff0612dc88f042a4b2ab64dd4fa90288>:0)
EquipWheel.EquipWheelUI.Update () (at <ff0612dc88f042a4b2ab64dd4fa90288>:0)

Thanks for the mod!

[Equip Wheel] Better filtering for item categories

First of all, just want to say that this is a great mod and i love using it.

Is it possible to add better categories or wildcard filtering for item categories?

example, i want to have an equip wheel for my tools, but tools like axe and pickaxe fall into one handed and two handed weapon category.
this could be solved by splitting those categories into types like axes, swords, pickaxes, spears etc.
it could also be solved by allowing wildcard filters in the item name blacklist / whitelist.
if i want just axes i could do *Axe etc.
it would also be nice if mead was its own category, or wildcard *Mead

thanks for the great mod!

EquipWheel broken by Hearth&Home

The EquipWheel mod appears to have broken with the Hearth & Home update. Here's the error log from the console:

[Error : Unity Log] MissingMethodException: UnityEngine.GameObject[] EffectList.Create(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,single)
Stack trace:
EquipWheel.EquipWheelUI.OnEnable () (at :0)
UnityEngine.GameObject:AddComponent()
EquipWheel.EquipGui:Awake()
UnityEngine.GameObject:AddComponent()
EquipWheel.Patcher:Awake_Postfix()
Player:DMDPlayer::Awake(Player)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
Game:SpawnPlayer(Vector3)
Game:UpdateRespawn(Single)
Game:FixedUpdate()

[Suggestion] Keep Item selection after analog stick goes back to center

I like to change items fast, and sometimes I release the Analog Joystick before releasing the Shortcut Button, so I have to retry again to change item. It'd be better if the item kept being selected after the analog goes back to center, to avoid having to keep it on the item position while releasing the shortcut button.

[BUG] TrashCan does not work on server

Hi,

The Trashcan plugin does not fully work on servers.
I can see the trashcan icon on the right, but when I click an item on the trashcan it doesn't get disposed.

On a single player world this plugin works as intended.

The state of EquipWheel with Controllers

You are a god for making this mod. Thank you.
On paper, it's a must have for me.

In practice though, it's been (*constructively) a learning curve.
There seems to be no ONE perfect setup to use with a controller - each config setup having slight compromises.

I propose a simple solution:

Instead of trying to use buttons that are already mapped with multiple functions (X, B, LB, RS, etc),

Allow Equipwheel to be mapped to the D-pad (right & left) - essentially replacing the vanilla right-to-left scrolling, with Equipwheel.

If this mod aims to replace hotbar scrolling with a wheel - it just seems natural that you would use the same button for EquipWheel as you would to scroll.

It would mean a lot <3
Thanks again!

Left/Right controller binding change in EquipWheel causes gameplay issues

Recent changes have created usability issues for controller users. If left or right is assigned to the action wheel, a controller user can no longer use the native controller implementation of the quick inventory slots (e.g. using left/right d-pad + up). Sometimes it's helpful, for example, with health pots to have them pre-selected (using left/right d-pad) for quick usage (i.e. just pressing up on the d-pad).

(Also, personal preference here: the previous bindings felt better to use (button + left joystick.)

The only problem I personally experienced with X for the action button menu was sometimes it would equip a weapon AND sit the character down. I'd rather the sit button was disabled altogether rather than having the chance that the character sometimes randomly sits.

Either way, it'd be much appreciated if you could give us the option to use X instead of left/right d-pad buttons, as we could before.

[Suggestion] Integration with EquipmentAndQuickSlots

I'm using the EquipmentAndQuickSlots, specifically the QuickSlots for consumables. I know I can add Consumables with the ItemFiltering Option, but every time I pickup different consumables it screws up the order of the consumables in the wheel, or pushes my quickslot consumables out of the wheel if it's already full. It'd be great if there was an extra option on ItemFiltering specifically for quickslots.

[Suggestion] Temporary Auto Equip Shield Toggle

Auto Equip Shield is great. But there are some occasions which call for equipping 1h weapon when you do not want to get slowed down by the shield. It would be great if there was some sort of modifier key which would cause Auto Equip to behave opposite to what is chosen in the config.
If Auto Equip Shield is enabled pressing 1 will equip dagger and a shield, but pressing alt+1 will equip only dagger.
If Auto Equip Shield is disabled pressing 1 will equip only dagger and a shield, but pressing alt+1 will equip dagger and a shield.
Eventually a permanent toggle for Auto Equip Shield via key bind would work as well.

mistlands PTB (in)compatibility

Hi,

When using your mod on the public test beta for mistands, I get this error:

MissingMethodException: void Humanoid.RemoveFromEquipQueue(ItemDrop/ItemData)
  at (wrapper dynamic-method) InventoryGui.DMD<InventoryGui::UpdateItemDrag>(InventoryGui)
  at InventoryGui.Update () [0x0026e] in <035307060cbb4b30b916cd82ebd80490>:0 

Thought you might like to know as I expect this will happen when the patch goes live!

Will post my full log in a reply post in case that's helpful.
Lauren :)

TrashItems compability with JC/AzuEPI + EmoteWheel error

Hello virtua, big fan of your mods.

TrashItems:
With Jewelcrafting only (and with AzuExtendedPlayerInventory too) when grabbing an item to show the trash bin on inventory, it doesn't appear. JC has a "sinergy button" located where your trash bin appears, but when grabbing an item, that JC button disappears and no trash bin appears. Deleting with hotkey works. I know the author of JC already added compability to some other trash mods, I was wondering if you could add this compability or even reach to Smoothbrain/blaxxun about it, thank you so much.

EmoteWheel:
[Error : Unity Log] MissingMethodException: void ZInput.Setbutton(string,UnityEngine.KeyCode)
Stack trace:
EmoteWheel.EmoteGui.Start () (at :0)

Getting this error once when entering world. Mod still works as expected.

Thank you for your awesome mods!

Mod Support Help. Magic Overhaul incompatible?

Hello, I'm new to using Github.

And I had a question about this EmoteWheel Mod. Would it work with the Magic Overhaul Mod made by KGvalheim?
Found here: https://valheim.thunderstore.io/package/KGvalheim/MagicOverhaul/

I had these installed, but found when I would try to use the Emote Wheel with the Magic Overhaul mod installed, nothing would happen. The character would move to face where the camera would be pointed but other than that? The character would not animate the selected Emote.

Is there something I've done wrong with trying to use these 2 mods?

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