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Valheim Mod to easily see a various amount of statistics in the game !

C# 100.00%
bepinex bepinex-plugins valheim valheim-mod

alwestats's Introduction

Hi there ! ๐Ÿ‘‹

Welcome to my profile, hope you enjoy it !

  • ๐Ÿ”ญ Iโ€™m currently working on the Cheshire Cat AI project and some personal projects
  • ๐ŸŒฑ Iโ€™m currently learning how to work in a team and increasing my Vue.js and TypeScript skills!
  • ๐Ÿ’ฌ Ask me about anything!
  • ๐Ÿ“ซ How to reach me: alwe on Discord
  • ๐Ÿ˜„ Pronouns: he/him

GitHub Streak

alwestats's People

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alwestats's Issues

Add a title to runestones with spawner

Could you add a title to the pin of a runestone, if it has a spawn function.

  • I pin all runestones to mark them as visited for rune magic.
  • in case of a boar spawner, i add a short title

Ship detection and speed

Two screenshots,
First one, I'm on land not even targeting the longboat, Issue there is longboat health is showing.
The second issue ship speed is off by at least 100.
2022-02-24-1345
2022-02-24-1340

Error if no arrows in inventory

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AlweStats.BowStats.Update () (at <34facf3403fa478c84b4bc3c152e72ac>:0)
AlweStats.Main+PluginPatches.PatchHudUpdate () (at <34facf3403fa478c84b4bc3c152e72ac>:0)
(wrapper dynamic-method) Hud.DMDHud::Update(Hud)

first detected with 3.1, also found in 3.2.1

[Suggestion] Hide Nearby Ship Arrow Status when on boat

Whenever you're sailing at fullspeed in a boat the text keeps on changing from 6.8ish to 7 m and its kinda annoying to see. But great feature though.
Here's a GIF of what it looks like but the GIF just doesn't justify the speed of how the text changes from 6.8m to 7.1m or so.

2022-04-27_23-21-48

Visibily enhancement for target cross

i have problems to keep the target cross in focus when targets
are as bright as the background

can you add an option to enhance the visibility of the target cross, e.g.
make it greater, use a XOR/Invert mode, or increase the contrast by combining bright and dark elements (framed, striped, dotted)

Error being thrown with autopinning of dungeons

[Error  : Unity Log] ArgumentException: An item with the same key has already been added. Key: trollcave02(clone)
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
AlweStats.MapStats.ShowDungeonsPins (Location __instance) (at <58e89652108b40a5a71fd0e81f8f1bac>:0)
(wrapper dynamic-method) Location.DMD<Location::Awake>(Location)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZoneSystem:SpawnLocation(ZoneLocation, Int32, Vector3, Quaternion, SpawnMode, List`1)
ZoneSystem:SpawnProxyLocation(Int32, Int32, Vector3, Quaternion)
LocationProxy:SpawnLocation()
LocationProxy:Awake()
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:CreateObject(ZDO)
ZNetScene:CreateObjectsSorted(List`1, Int32, Int32&)
ZNetScene:CreateObjects(List`1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:DMD<ZNetScene::Update>(ZNetScene)

Suggestions/Wishes

I use some aedenthorn mods
Clock, Real Clock, Map Coordinates Display (and Compass)
to show infos on screen which i would replace with AlweStats

i'm interested in

  • Real Time Clock:

    • in upper left corner
    • with format string
    • with seconds if possible
    • with date
  • Map Coordinates

    • over minimap
    • with format strings
    • default as "Player (x, y, z)\nFocus (x, y, z)"
    • if map open as "Cursor (x, y, z)"
    • if build camera used as "Camera (x, y, z)\nFocus x, y, z)"

And please add config option so i can make the background of each box
half transparent and dark. (checkbox or as color setting)

Add cooking time left on items over the fireplace

Hi,
in section env-stats the #8 option for fireplace seems fairly unimportant since there are so many mods that affect fireplace and torch fuel. modded wards will enable permanent burning. timed torches. autofuel. etc
as you can see there are so many mods that affect fuel sources that showing stats on fireplace seems redundant.
--> a much more useful and important status effect would be the cooking time left on items over the fireplace. perhaps you might think to change this.

HarmonyX warning on quit

hi, getting the following on logout. i disable the mod and then no msg on quit, so it is definitely this mod. i dont have minimal status effects installed so no conflict there.

[Info : Unity Log] 08/27/2022 12:26:57: Game - OnApplicationQuit

[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly System.Runtime.Serialization, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:0
[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly System.Data, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:0
[Info : Unity Log] The config file of AlweStats was reloaded successfully !
LogOutput.log

Broken map icons

The map icons for portals, ships and carts are replaced by white circles instead of the correct ones from the mod.

This happend when I changed the ini to display only these icons and not crypts etc. Afterwards the removed icons where replaced by orange markers, so I deleted all map icons manually (including portals, ships and carts) thinking that it would regenerate the correct ones after restarting the game with new settings. Ever since then I have the white circles.

I tried deleting the json, manually removing the icons again and restarting the game, but I have not found any way to fix it so far.

valheim_icons

Minimal Status Effects still incompatible

hi, i tested the compatability with "minimal status effects" and it is broken still.
i have a clean install with new config file, new character, single player, and just the mods needed to run the test;
bepinex
jotunn
alwestats
serverdevcommands
minimal status effects
official config manager

image

output shows the hud not loading properly.

i have almost all options turned off except for weight status, entity stats, and enviro stats.

the weight icon is nowhere to be seen, but other info in middle of screen is stuck there.

tested in two different worlds, both single player, with a different group of mods. same result.

Setting BiggerPins = 0 makes all non Alwe pins supersized

## Double or not the size of specific custom pins, separate them with a comma (,)
## 0 = disable for all custom pins
## 1 = troll caves pins
## 2 = crypts pins
## 3 = fire holes pins
## 4 = portals pins
## 5 = ships pins
## 6 = carts pins
## 7 = mountain caves pins
# Setting type: String
# Default value: 4, 5, 6
BiggerPins = 6

When BiggerPins is set to 0, all vanilla map pins become double their size. If one or more value(s) is set for BiggerPins, the vanilla pins revert to normal size.

Error when deleting construction piece

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AlweStats.EnvStats.PatchHoveringPiece (Hud __instance) (at <34facf3403fa478c84b4bc3c152e72ac>:0)
(wrapper dynamic-method) Hud.DMDHud::UpdateCrosshair(Hud,Player,single)
(wrapper dynamic-method) Hud.DMDHud::Update(Hud)

removed wooden floor plates and got this error

Odin Ship support

Could you add arrow support for Odin Ship mod?

According to VEIN

modname

  • OdinShip

itemid's

  • CargoShip
  • BigCargoShip
  • WarShip
  • TransporterShip
  • LittleBoat
  • FishingBoat

low priority

Error FormatException

alwe_error.txt

log is flooded with following errors (addresses replaced with ####)

A
[Error : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <####>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <####>:0)
System.Int32.Parse (System.String s) (at <####>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) (at <####>:0)
AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <####>:0)
AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <####>:0)
(wrapper dynamic-method) Minimap.DMDMinimap::AddPin(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)
Minimap.SetMapData (System.Byte[] data) (at <####>:0)
(wrapper dynamic-method) Minimap.DMDMinimap::LoadMapData(Minimap)
(wrapper dynamic-method) Minimap.DMDMinimap::Update(Minimap)

B
[Error : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <####>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <####>:0)
System.Int32.Parse (System.String s) (at <####>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter2[TInput,TOutput] converter) (at <####>:0) AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <####>:0) AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <####>:0) (wrapper dynamic-method) Minimap.DMD<Minimap::AddPin>(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long) AlweStats.MapStats.SetElementPin (Minimap map, ZDO zdo) (at <####>:0) AlweStats.MapStats.LoadZDOs () (at <####>:0) AlweStats.MapStats.PatchCreateZDO (ZNetScene __instance, ZDO zdo) (at <####>:0) (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::AddInstance>(ZNetScene,ZDO,ZNetView) (wrapper dynamic-method) ZNetView.DMD<ZNetView::Awake>(ZNetView) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) ZNetScene:CreateObject(ZDO) ZNetScene:CreateDistantObjects(List1, Int32, Int32&)
ZNetScene:CreateObjects(List1, List1)
ZNetScene:DMDZNetScene::CreateDestroyObjects(ZNetScene)
ZNetScene:DMDZNetScene::Update(ZNetScene)

C
[Error : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <####>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <####>:0)
System.Int32.Parse (System.String s) (at <####>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter2[TInput,TOutput] converter) (at <####>:0) AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <####>:0) AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <####>:0) (wrapper dynamic-method) Minimap.DMD<Minimap::AddPin>(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long) AlweStats.MapStats.SetElementPin (Minimap map, ZDO zdo) (at <####>:0) AlweStats.MapStats.PatchCreateZDO (ZNetScene __instance, ZDO zdo) (at <####>:0) (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::AddInstance>(ZNetScene,ZDO,ZNetView) (wrapper dynamic-method) ZNetView.DMD<ZNetView::Awake>(ZNetView) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) ZNetScene:CreateObject(ZDO) ZNetScene:CreateObjectsSorted(List1, Int32, Int32&)
ZNetScene:CreateObjects(List1, List1)
ZNetScene:DMDZNetScene::CreateDestroyObjects(ZNetScene)
ZNetScene:DMDZNetScene::Update(ZNetScene)

D
[Error : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <####>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <####>:0)
System.Int32.Parse (System.String s) (at <####>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter2[TInput,TOutput] converter) (at <####>:0) AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <####>:0) AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <####>:0) (wrapper dynamic-method) Minimap.DMD<Minimap::AddPin>(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long) AlweStats.MapStats.LoadLocations () (at <####>:0) AlweStats.MapStats.ShowDungeonsPins (Location __instance) (at <####>:0) (wrapper dynamic-method) Location.DMD<Location::Awake>(Location) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) ZoneSystem:SpawnLocation(ZoneLocation, Int32, Vector3, Quaternion, SpawnMode, List1)
ZoneSystem:SpawnProxyLocation(Int32, Int32, Vector3, Quaternion)
LocationProxy:SpawnLocation()
LocationProxy:Awake()
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:CreateObject(ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:DMDZNetScene::CreateDestroyObjects(ZNetScene)
ZNetScene:DMDZNetScene::Update(ZNetScene)

E
[Error : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <####>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <####>:0)
System.Int32.Parse (System.String s) (at <####>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) (at <####>:0)
AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <####>:0)
AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <####>:0)
(wrapper dynamic-method) Minimap.DMDMinimap::AddPin(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)
Minimap.SetMapData (System.Byte[] data) (at <####>:0)
(wrapper dynamic-method) Minimap.DMDMinimap::LoadMapData(Minimap)
(wrapper dynamic-method) Minimap.DMDMinimap::Update(Minimap)

in following order
AA,B,AAAAAAAAAAAAAAAAAAAAAAAAAA,CCC,AA,CC,AA,CC,AAAA,CC,AAAA,CC,A,C,A,CC,AA,CC,A,CCC,A,D,AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA,E

  • think it's because i moved alwe.stats from plugins/ with dll to AlweStats subdir
  • world loading takes ages, screen is full of glowing balls, minimap grey
  • game restartet after moving alwe.stats back to plugins
  • world loads fast, but log flooded with error messages

Add Scale Modifier for UI elements

I'd love to see the integrated editing mode echo similar functionality to other UI mods like BetterUI, where you can hold a modifier (default is Ctrl), then left click on an element to select it.. hold them both and use the mouse wheel to change the scale of that element

Mini-map pins vanish on rotation

Hey! Having a tiny bit of a problem with the mini-map rotation. When the map is up in the "standard way", all of the pins and character arrow show up without issue...

image

But when it's rotated outside of its "regular" position, everything on it vanishes.

image

Chances are, this is probably my fault entirely, but I can't figure out what happened. I just started using this mod last night, and I hope someone can help. Thank you!

Longboat speed when revesing shows zero

see screenshots.
2022-02-25-0734-onboat going reverse oars
that said, oars when going forward are showing speed.
2022-02-25-0736-onboat going forward oars

Sorry that I did not think to check these earlier.

Some good news:
Longboat info no longer showing from shore
2022-02-25-0738-frrom shore
and
Longboat speed shows a lower value.
2022-02-25-0732-onboat going full forward

Huge performance hit

It looks like AlweStats is killing performance and we had to remove it from all worlds. Maybe a frequent polling issue?

Before AlweStats: (65-180FPS)
image

After AlweStats: (20-30FPS)
image

Font size resets to default

Describe the bug

  • Font size is always default.

To Reproduce

  • i set font size to 24 (or 36 for clocs) because of bad eyes (Config Manager)
  • after relogin sizes were restored to default
  • set them again and close game
  • check cfg file for my values (ok)
  • start game, but default values are back
  • other changes like str format for coordinates are ok

Expected behavior

Screenshots

Dictionary key already been added

[Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: mountaincave02(clone)
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <eae584ce26bc40229c1b1aa476bfa589>:0) System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) (at :0)
AlweStats.MapStats.ShowDungeonsPins (Location __instance) (at <58e89652108b40a5a71fd0e81f8f1bac>:0)
(wrapper dynamic-method) Location.DMDLocation::Awake(Location)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZoneSystem:SpawnLocation(ZoneLocation, Int32, Vector3, Quaternion, SpawnMode, List1) ZoneSystem:SpawnProxyLocation(Int32, Int32, Vector3, Quaternion) LocationProxy:SpawnLocation() LocationProxy:Awake() UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) ZNetScene:CreateObject(ZDO) ZNetScene:CreateObjectsSorted(List1, Int32, Int32&)
ZNetScene:CreateObjects(List1, List1)
ZNetScene:DMDZNetScene::CreateDestroyObjects(ZNetScene)
ZNetScene:DMDZNetScene::Update(ZNetScene)

Player Info not part of PlayerStats

hi,

i like the added information on the character loading screen, but i feel it should be toggled on/off in its own capacity. i do not think it should be part of playerstats block.

if i choose to turn off playerstats block then i lose all the information from the character loading screen as well.

Compatibility with custom pins from other mods

EpicLoot mod has "bounties" and "buried treasures" that appear on the map with custom pins.

AlweStats versions after 3.8.1 (starting at 4.0.0) do not show these pins anymore.

From EpicLoot code, they appear to be IDs 800 and 801:

public const Minimap.PinType BountyPinType = (Minimap.PinType) 800;
public const Minimap.PinType TreasureMapPinType = (Minimap.PinType) 801;

I added 800 and 801 to the AlweStats ShowCustomPins setting (and tried setting to 0) and they still do not appear.

World unable to load with update 4.0.0

The world fails to unpack map data when trying to load. It also is showing the incorrect number of days for the world.

[Error  : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Int32.Parse (System.String s) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <90bcaf341d3a401ea515768ac8bef0bf>:0)
AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <90bcaf341d3a401ea515768ac8bef0bf>:0)
(wrapper dynamic-method) Minimap.DMD<Minimap::AddPin>(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)
Minimap.SetMapData (System.Byte[] data) (at <dcb0de0155834d459f18d7ac6ea5244b>:0)
(wrapper dynamic-method) Minimap.DMD<Minimap::LoadMapData>(Minimap)
(wrapper dynamic-method) Minimap.DMD<Minimap::Update>(Minimap)

Please see attached for Bepinex log.
LogOutput.log

World seed?

Is it possible to discover the world seed?

Optional portals pins grouping

  • currently working on a portal hub
  • there are a lot of portal pins on map
  • perhaps if more than 2 portals in reach of a workbench
    • then group them together
    • use a bigger pin (double or scaled with count)
    • name empty or "Hub"
    • or use the first unconnected portal key to help to find free portals to connect to

Bug with container settings

Hi,
i am using another mod wich lists all items in the container, like this
Screenshot_878

With the EnvStats enabled, even if i dont select the container tooltip, i still use this mods visual (format and colors) thats dont have any item list from the other mod. If i disable all the env stats, the other mod works fine
Screenshot_879

so i think its a bug on the options maybe
please check it.
thanks

Do you cache portal positions?

Hi,

i had a situation where the portal arrow pointed to a empty position

  • 2 portals: 1 in near in north, 1 far in south-west
  • but arrow pointed to position in south, where i found only forest
  • play with my old char on a new map (20d+)

Mistland Update Not Working

After the Mistland update, this mod stop woking, it gets a bunch of error on console and 90% of the features broke

[Error] NullreferenceException while lumber birches

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Plant.TimeSincePlanted () (at :0)
AlweStats.EnvStats.PatchPlantHoverText (System.String& __result, Plant __instance) (at :0)
(wrapper dynamic-method) Plant.DMDPlant::GetHoverText(Plant)
AlweStats.EnvStats.OnDamage (Destructible __instance, HitData hit) (at :0)
(wrapper dynamic-method) Destructible.DMDDestructible::RPC_Damage(Destructible,long,HitData)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0)
System.Delegate.DynamicInvokeImpl (System.Object[] args) (at :0)
System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at :0)
System.Delegate.DynamicInvoke (System.Object[] args) (at :0)
RoutedMethod`1[T].Invoke (System.Int64 rpc, ZPackage pkg) (at :0)
ZNetView.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData rpcData) (at :0)
ZRoutedRpc.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData data) (at :0)
ZRoutedRpc.InvokeRoutedRPC (System.Int64 targetPeerID, ZDOID targetZDO, System.String methodName, System.Object[] parameters) (at :0)
ZNetView.InvokeRPC (System.String method, System.Object[] parameters) (at :0)
(wrapper dynamic-method) Destructible.DMDDestructible::Damage(Destructible,HitData)
Plant.Destroy () (at :0)
(wrapper dynamic-method) Plant.DMDPlant::Grow(Plant)
Plant.SUpdate () (at :0)
SlowUpdater+d__1.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7ed9544a6e86489c87771c638baaad47>:0)

  • appeared at unknown time in log while harvesting my birch farm, so i have no further infos
  • only one error while dozens of birches, so perhaps something other in surrounding

Pin Spam in Console

This mod endlessly spams trying to load pins in the console, is this intended?

Mod broken completely in countries that don't use the US number formatting

The mod causes massive issues such as enemies dropping infinite loot until the world crashes on systems that don't use the US numbers formatting. The most likely cause is that the mod is converting strings to numbers assuming the English-US style of numbers such as "1,000.00", which breaks completely when trying to parse it on a system that uses different separators for thousands and decimals such as "1.000,00". The console is constantly spammed with errors such as these:

[Error  : Unity Log] FormatException: Input string was not in a correct format.
Stack trace:
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Int32.Parse (System.String s) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
AlweStats.Utilities.CheckInEnum[T] (T type, System.String setting) (at <f4ea80b8aa1c4aa8a51b5dd243fc7ff3>:0)
AlweStats.MapStats.PatchAddPin (Minimap __instance, Minimap+PinData& __result, UnityEngine.Vector3 pos, Minimap+PinType& type, System.String& name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID) (at <f4ea80b8aa1c4aa8a51b5dd243fc7ff3>:0)
(wrapper dynamic-method) Minimap.DMD<Minimap::AddPin>(Minimap,UnityEngine.Vector3,Minimap/PinType,string,bool,bool,long)
Minimap.SetMapData (System.Byte[] data) (at <dcb0de0155834d459f18d7ac6ea5244b>:0)
Minimap.LoadMapData () (at <dcb0de0155834d459f18d7ac6ea5244b>:0)
(wrapper dynamic-method) Minimap.DMD<Minimap::Update>(Minimap)

To reproduce this bug, either change your country to any in Europe that uses different thousands and decimal separators, or go to Regional Settings in the old Control Panel and change the thousands and decimal separators manually.

The solution is to always use CultureInfo.InvariantCulture when parsing strings into numbers, as that will force the parser to use US formatting even in systems that don't use it.

small Issue with Weight Status

  • when deactivating via configuration manager, it keeps staying at this position and overlays other stat elements.
  • had it deactivated because in a base are already many stat elements visible.
  • btw. is it possible to color the text in the player stats box
    • for used slots and avaiable arrows
    • as checkbox option, not extra {x}

Hud reload not working

i have tested repeatedly but the config reload does not appear to enforce the changes made in the config file.

i have tried making changes through the config file itself. i have tried making changes through azumatts official config manager.

in each case i have tried reloading the config file, and i get a confirmation in the output log that it worked, but the changes do not take place in the game. i need to relog the character/world or reload the entire game to affect the changes.

tested on version 209.10 both single player and dedicated server

Disabling MapStats and PlayerStats block is ignored on load up

I've disabled the MapStats and PlayerStats blocks within the config and I used my normal save as well as my mod testing save (this one had almost no other mods installed) and both blocks features were still activated on loadup.
The following screenshot if from my normal save but it is still applicable to the testing save.
mapstats_disabled

Relogging didn't fix this issue either. Deleting the config and reconfiguring a new one also didn't fix the issue.

NullreferenceException in Smelter

Describe the bug
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AlweStats.EnvStats.PatchSmelterHoverText (Smelter __instance) (at :0)
(wrapper dynamic-method) Smelter.DMDSmelter::UpdateHoverTexts(Smelter)
Smelter.FixedUpdate () (at <94f274a921864d9db4f1d2703c897047>:0)

To Reproduce

Expected behavior

Screenshots

Smelter error

image

Describe the bug
getting this repeating error in my output.

To Reproduce
tbh im having a hard time reproduing this. it only happens at one players base, not anywhere else that i could tell on the server.

UPDATE: im going to say lets just archive this for later, in case anyone else ever has an issue like this. it seems to be a problem with one base, not the player, but that location, and i cannot reproduce it anywhere else.

Expected behavior
i turned off option 11 "smelter status" in the environment stats section and relogged, and the problem was gone. so, not sure why its doing this at this players base. i even asked him to break and remake both the smelter and blast furnace but the error persisted.

Screenshots
attached

Direction arrows badly visible against snow

  • I'm currently at the mountain biome and the direction arrows are sometimes not to diferentiate from snowy ground
  • could you
    • make them more colorful
    • or add a dark/black outline
    • or give them a background like for your boxes
  • should apply to all of your status icons which transport dynamic infos, if they aren't as colorful as the vanilla ones (direction arrows, weight bag)

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