#mods-discussion
1 messages Ā· Page 17 of 1
I guess my issue is that the .json files mentioned in the wiki don't exist
Exception to this: ZENHEIM is maintained by me, the mod author of 90% of the mods in the modpack. So i make sure they all work. I know some other authors do the same thing with their mods. So it makes sense to check if the modpack author is also a mod author (click their name on thunderstore)
No rule, without exceptions š ZenHeim are awesome for players that have used multiple mods over time, and know what they like a mod to change in the game.
There are 2 types of mod-packs:
- One dll that does a bunch, and stands alone, like Valheim +
- A dll, that depends on other dll's.~~ Like ZenHeim.~~
Still the latter need to have updated dependencies, and if a game update causes the ZenHeim to require an update, I think that ZenHeim and all its modifications will be down until you have time to update. Even if many of the sub-mods still works? And knowing Murphy, he comes around when the heat is on, bricking your GPU, or melts your PSU, or cuts your ISP fiber, or power-outage, or letting you have a bad time IRL, or something along does lines...
Edit: Lined out right out wrong stuff.
when the game updates all mods are subject to breaking. zenheim is a collection of mods. it isn't a mod by itself. It's all my mods bundled with a curated selection of community mods to create a seamless expereince. of course when the game updates some will break until i have time to fix them. However, even if parts break the whole will not as they are all designed to operate independely of each other. So your modded game will still work, just in a degraded state. Although generally i try to patch the mods before the update because the valheim devs give a heads up with an early release which is very nice and helpful. also a person can run an older version of valheim for a while until the mods are patched.
Yes, I was wrong; ZenHeim isn't a dll-mod that have other mods as requirments. My bad.
They exist internally in the mod. You have to create patch files to change them.
A large mod isnāt a modpack, itās a large mod.
A modpack is a Thunderstore package with a list of mod dependencies.
This server is frusterating sometimes.
Regular screenshots get spammed with "wrong channel" and cant even share a screenshot/clip to the screenshots channel because you have mods installed, even though the clip/screenshot has nothing to do with the mods you have.
Rules are hard to follow, I quite agree.
Shut up, you are part of the problem/
You are one of the ones that harrass Hildebrant everytime he posts a screenshot.
Harass which guy? I didn't decide that #screenshots is for only vanilla screenshots. You're raging at the wrong person.
Cant post a screenshot to show which one im talking about. Which is another thing I find frustrating.
#mods-screenshots exists, it's not like the devs are saying you can't post modded screenshots.
No, but literally nobody looks in that channel. Much more traffic in the regular screenshot channel. If the clip or screenshot isnt because of the mod, it should be allowed in the regular screenshots channel.
Its autist as hell to be upset about it to that point.
They keep #screenshots vanilla so new players don't see modded content and think they're doing something wrong in their game when it doesn't do the same thing.
I don't think blaming mental health problems on a sensible decision is a smart move.
I'm not blaming the rules, i'm blaming the people who get so butt hurt and feel the need to spam peoples posts or petition a mod to remove the post.
We can also just treat people like adults, and if they see something that is modded into the game and cant find it, they can ask about it or google it. Like I have had that happen before, its not that big of a deal.
Nor is posting in the correct channel, but there you go.
Well, if you're using mods then just use the #mods-screenshots
The point I am making is nobody looks in that channel. If the clip or screenshot is not BECAUSE of the mod, and just a funny moment, or whatever, it should be allowable in the regular screenshot channel.
Yeah but if your screenshots have any hints of modded content people will get pissed.
There's a ton of anti-modders here.
Like dude just posted about the dverger towers not being symetrical and becaue he has extra slots mod people spammed his post with wrong channel.
I've explained the reasoning before, it's nothing to do with being anti-mod.
It's because you dont see other people as adults capable of logic and reasoning. You dont think people are intelligent enough to see something they dont have in their game and not be able to ask a question or google it.
Once again, I do not make nor enforce the rules.
No, you just take it upon yourself to spam posts because of the rules, and people like you are probably the reason the rules exist.
Neither of those things are true, but you do you.
I think it makes 100% sense that you shouldn't post screenshots showing modded content in any other place than #mods-screenshots
It doesn't matter if the channel is less viewed.
I actually do agree that no other channel than #mods-discussion should have modded talk.
Theres no arguing with people here.
to be honest, I dont bother checking the normal screenshots channel because it's just the same thing over and over again.
What is there to argue about though?
Just follow the rules and post accordingly lol
mods-screenshots at least i see something different
Oh, now that's immature.
Dont dish what you cant take.
Haha but we're in the correct channel though š
But we arent talking about a mod... please follow the rules.
But we are š®
"Discuss valheim mods" we are talking about the rules of the discord channel regarding modded content in screenshots, not any specific mod.
I can make a mod that displays the rules if that helps make you happy about where we talk about it.
Well, a) you started the conversation rather than addressing your concerns to @vast geyser and also b) it's still mod-relevant.
But you're upset that you get spammed for wrong channel when you post a screenshot showing modded content.
We're now discussing this in #mods-discussion š
No, we arent talking about any mods though. We are talking about screenshots with mods in them. Please follow the rules.
I like our mods screenshots channel, I dont want it lumped in with all the spam of "look at my wolf collection"
Yes which is a modded content discussion š
Thats not what the banner at the top says though. It says discussion of valheim mods, not all modded content discussion.
Meaning asking questions or discussing specific mods. Please follow the rules.
We talk about anything related to modding here š
Cookie makes mods so this is his home, where he lives...
it's not bad, I live in the basement of valheim discord too.
Thank you!!!
Thanks:)
Okay.
This is awesome. Might be perfect for our world if it also works for afk servers.
I dont know who Shudnal is, and at first this Seasons mod making it so crops wont grow in winter bothered me...
But this person somehow got the ocean and waterways to freeze during winter, and the character slides around.
This is one of the coolest mods Ive ever used.
Ooooh that is cool
I like being able to grow crops easily but yeah the whole point of having seasons was the realism so it did feel weird being able to grow everything the same even when itās freezing cold
We have a custom heightmap going for the next playthrough, based on a real country. Having iced-over waterways would vary the flow of gameplay really nicely. I think we had previously tested something with that and it didnāt work properly, or we didnāt want the oceans to freeze, but it could be worth revisiting since weāve gotten so ambitious about the upcoming world.
go serpent hunting and explore in winter - theres different activities that maximize the benefits of each season
also: shudnal-longshipUpgrades and its reinforced hull for icebreaking (ramming though ice FLOWS, not solid sheet ice)
I recently started adding a few mods to my Valheim experience to make things more accessible and some tasks less tedious.
One Mod I was hoping to find but hasn't shown up in my searches is a modification to the inventory UI. I want any item stack that is completely full (i.e. 10/10, 50/50, etc.) to change the font color to Blue or Orange so I can spot full stacks in my storage/inventory at a glance. I found a lot of Mods that provided extra tools for organizing, stacking, and changing stack size, but so far nothing that specifically just made a complete stack more visible. Closest I could find was "Shinra's max stack text remover" on Nexus Mods which removed the max stack number from the UI.
Does anyone have any suggestions for existing mods? I think I may try to contact Shinra if they aren't busy to see if this is something I could make as an amateur.
too specific, most of us have auto-dump-to-chest mods of some kind so the mere fact that theres more than two chest slots occupied almost always means the lower leftmost one is full
Are there any mods now that add npc's to the game you can control/have with you wanted to do a solo run but would love to have like villagers or something
Have you looked at these? One of them may suit your purpose. Make sure any you choose are currently supported by their authors. https://thunderstore.io/c/valheim/?q=npc&ordering=last-updated§ion=mods
If you expect the NPCs to come with you and fight along side you,
I think you'll find them pretty much useless.
You might be better off to tame some 2* wolves and give them a little extra health and take them along instead. You could do that with the InfinityHammer mod.
I can add that to ZenUI
That would be awesome
Anyone know of a Mod that makes it easier to tell when a building part is damaged? Like I'm thinking when the building is at 100% health, when you put the repair hammer over it, the bar will be Blue in color instead of the regular yellow when it's not at 100%
AzuHoverText is supposed to be able to color the bar and add text for the health but I had a lot of trouble with it getting stuck and not updating when looking at different pieces
Can you create a 'location' in the game? How would that work?
Can you elaborate?
Well, the game has 'locations' build into the game by the devs. For instance, a Troll Cave is a location. It's prefab name is TrollCave02. I'd like to be able to make a location like that out of one of my houses and the surrounding accessories and then be able to add it into the game whenever and where ever I wanted to later.
You can do anything but yes, that is a 5 min mod.
For example, you save your houses with InfinityHammer, load in Unity and turn them into locations.
You lost me right after InfinityHammer. How would I load the .blueprint file into Unity, etc.
There's a script out there that will load any blueprints and turn them into prefabs.
I was just speaking generally in case you just wanted to know if the idea worked.
If you actually want to know I can teach you.
That's awefully nice of you. And, yes I would like to know.
Do you want to do it via VC or how do you prefer it.
For example, everytime I teach someone, we have a VC session that goes through how got et started and ending with a mod.
Takes like 3-4 hours and that includes everything from setting up code stuff to unity and then loading the mod.
But if you don't like VC I can of course guide you here too.
VC is fine. I have a discord server we can use, if you want.
Sure! Right now I'm in bed though so maybe we can do it a bit later or whenever you have time.
Oh, sorry didn't mean to disturb you. Yes later is fine. It's 5:30pm here right now. Tomorrow morning, maybe?
Sounds great! Feel free to DM me the invite.
Ok, one sec... Sent you the invite.
Can someone please explain jewelcrafting to me. How does it make any sense to anyone? The number ratings seem different for every "enchant"
zOmG, XD it's so like, RaNdOm ;)
uh... different tiered gems have different effects. it's not particularly complicated. I think you can also configure the potencies to your liking
Explain echo 4, inferno 40 and energetic 25. What do any of those numbers mean and how am I to know what those numbers mean?
Like the same gem of the same tier has lighter pack 4 and retribution 45. What do those numbers even mean??
Theres no relativistic value to any of these numbers. At a glance they mean nothing, and tooltips do not explain it until it is socketed, and even then gives you no numbers or values.
Its my biggest turn off from this mod. At least with epic loot it tells you exactly whats happeneing, and the percentage values.
JewelCrafting Wiki - Google Drive https://share.google/4VIpQc9q72OnNw1xr
You should check mod pages for documentation if you have questions.
Granted, I agree with the idea of having an ingame catalogue
That wiki still doesnt explain any of those numbers that I can see, and I shouldn't need a wiki spreadsheet to understand and enjoy the mod.
Bro it LITERALLY tells you what the gems do and their procs/potency
It is not a simple mod either. it's far more performance friendly than EpicLoot, requires no patches, and actually does, in fact, tell you what the gems do ingame through a tab called "Socket Effects"
I do not for the life of me know why you are upset about this
it's Thorns, part of the Epic Jewels addition mod
has a link on its page with exact values
I still think this is a poor way of showing this information it should be something like every enchant rated 1-10, x tier is 1-4, y tier is 5-8, z tier is 9-10. And then a percentage breakdown next to that.
Having a huge list of different enchants with varying numbers next to them is confusing for most people.
Looking at it it looks like the number on the gem is most likely the activation chance
or potency for those which lack proc chances
I just dont think I can get into this mod. Epic loot imo is just way better and easier to understand.
Like it tells you the effects within the UI and you dont have to find the active effects menu, or go to a third party google spreadsheet to figure out what something does, or how much of it it does.
I agree, simple people should use simple mods
Yall just love to hate on Epic loot because its popular
And mad that it does this kind of system better than jewelcrafting.
"better"
It's not really something you can compare, I mean both are an enchanting system, but I agree, JC isn't better for everyone, depending on what you're looking for it may need configured. The "better" is that JC can be configured however you want it to play, it has an api that other authors can use to add to the mod.
I understand why some people might like the mod, but its just done very poorly from a UX perspective.
I'm currently 386 days into a hardcore no portal run using EpicLoot, really only because the modding scene only has one alternative to its adventure mode- and if i remember correctly it's Depricated
It would be better if gems didnt have 50 different enchants tied to one gem, so they could actually fit more useful information into the tooltip, like what the enchant does, and the variables for how much it does it.
Like maybe a UI within the socket menu, where you select the gem, and then choose your enchant. There it can show the effect and values.
Which at this point, im just explaining epic loot.
There is actually a setting for that, enhanced tooltips xD
but that is also what I mean about it being something that takes a bit of work to setup how you want it
It's much easier to use the compendium in game to see active gem effects
That should not have to be something I have to manuallyt configure dude.
In what world is that something that should be turned off?
idk, both are good mods, people should play what they enjoy
Other mods shouldn't need patch files to be compatible.
Those two configs solve my complaints, but I still dont understand why they need to be configureable, or at the very least turned on by default.
EL used to be really bad, performance and bugs, it was pretty much abandon there for a while, but I like to think that JC helped the author want to fix EL for the better, or at least give EL to someone who wanted to fix it.
I used it on my other profile. I personally think it's great, I dont really understand why everyone hates it so much.
There still needs to be a way to see the effects on the gems themselves before slotting them... I dont want to have to constantly go back and forth from inventory to compendium to see the effects of gems.
I like EpicLoot's bounties and treasure maps and gambling, but I prefer the control and consistency Jewelcrafting gives.
Epic loot has control, you can augment your enchants.
at max rank you have 5 or 6 potential rolls to replace one enchant, and each augment beyond the first is more RNG and resources
"Control" but your steering wheel is covered in lube
It's a gameplay loop, you farm more gold from bounties and enchants, or raiding POI for valuables and continuously improve your gear. I have played through eik and elder and never once bothered trying to socket my gear because the effects feel minimal and underwhelming. The system was confusing because of config options that were turned off hidding values and information...
I have played with JC up to mid mistlands and EL up to late ashlands.
My gripe with JC has always been the lack of precise documentation... Kind of. I grew up on old games on the OG xbox and had manuals and guides and grew into Dark Souls as i grew older, so i'm more used to research and learning by feel.
My main gripe with Epic Loot is... i'm not entirely sure. Like I said, the augment system is RNG of enchant + RNG enchant potency.
I also personally dislike the resource intensity of the table itself. It has upgrades? Great! Now upgrade Enchanting. And Augment. And Sacrifice. And Convert Items. Can't find Haldor? Guess you're stuck at a certain quality.
You can turn off the upgrade aspect and they will all be unlocked, still ned to upgrade them for increased affects.
EpicLoot is, without a doubt, way stronger.
I'm playing Hardcore, using CLLC to have up to 5 star enemies and 8 star bosses, 100% hp and damage per star. i'm prepped for Yagluth, just waiting for friends with full legendary, max level padded. I have not felt threatened since i was too weak to farm elder for yellow runes...
bosses are 10% HP and 50% damage per star
Yeah, thats what I like though, I like feeling strong, but also fighting stronger enemies.
So do I, but I shouldn't be able to outright ignore anything not a boss or spirit infused
nah, it's the mindset of the people that its popular with that I dislike. ie: it appeals to the casuals who like everything easy, being always overpowered so everything is easy, and having random baubles to discard every 5 minutes while they farm stats and call everything boring.
i also like challenge in games, but i also like casual. i enjoy casual crafting and building... and hard fights
added to ZenUI v0.6.2
@tired crescent Is there any way to mitigate/eliminate the huge lag spike when bulk crafting using AAA?
Also, does anyone know of a way to split characters to be specific to each mod profile? I like swapping between mod profiles, and am not creative enough to think of any names so I ususally use the same name.
I name the character after the profile and then use Pseudonym to rename the character
Idk what pseduonym is
30min CD for screenshots, geez.
Add more to your original post then.
Normally a CD has space for 44 minutes, or about 700Mb of screenshots. Unknown amount of 'geez'
Hi folks,
Is oil press in OdinShipPlus working? I can't find a way to put fish into it or craft a fishing basket.
is there a mod to allow teammates to help Row the longships
No mods do that yet. But it's a nice idea. Relicer says hi, by the way. š
Is there a way to add buffs to guild levels in Smoothbrain's Guilds mod?
Craft fishing basket with raw fish pieces at the workbench first.
Thanks! I totally missed it through the mutlitude of other items.
Has there ever been a mod to disable the ground fog, at least temporarily? Example in #mods-screenshots
Hello, can anyone recommend a mod for flattening large areas?
InfinityHammer
thank u
Hey guys, anyone know a mod similar to Infinity Build that works as of now?
I tried Build INtegrity and it messed up our server
NoFogBruh
ZenConstruction
Thanks for the heads up, I'll check it out
v0.6.4 and up only
Hello, has anyone tried using Valheim Legends and Epic Loot together? Are they compatible, or do they make loot and weapons feel too crazy, or cause any other issues?
Anybody familiar with a mod that changes the movement animations that feel somewhat weird/clunky?
Thought VL was retired, lol
I just found "Valheim Legends Fork", and I think the mod was updated by someone else. I tested it, and it works really well.
Yes
AzuHoverStats
My Zen Combat mod's dodge was working but now it's not working anymore when I press Alt to dodge, didn't change anything in configs as it still says left alt to dodge, any idea what could be causing this?
did you add a new mod ?
I did but I added it to my friend's profile (R2) and his dodge is still working
when you remove the new mod, does the problem go away?
And when I press right click to block along with space, it jumps
Tbh I added a ton of mods so I'd have to remove them all but for now I know my friend has the same exact mods and is able to dodge
something you added is causing a conflict.
or your config settings are different between yours and his profile...
try running ZenCombat in a profile by itself. see if it works. If it does then it's a mod conflict, something you added.
Okay
It could potentially be Azu's Extra Equip Slots, right?
Currently trying out Zen alone
Yeah working on its own :c
I have like 90 mods lol
not likely, dodging is not related to inventory.
try adding mods grouped by author, until you narrow it down.
Even if one of its CFG values can include "LeftAlt" as the keyboard?
I was thinking about trying to change the key to dodge
depends on the context. try a different keybind
Yeah, will do
sure, you can try that
what do you mean? what movement animations are weird and clunky?
The way the characters normally move
?
Anyways so I just changed it to F, and it worked for like 5 seconds I did 3 dodges but then it stopped working LOL
going to have to be more specific about what you mean by that... they seem to move fine to me.
do you mean like if you are moving and equip a weapon they stop for a moment?
It's not the sprinting, just the jogging when not using stamina, hard to kind of explain
Yes and that too, the fact that I can't change weapons as I sprint
install ZenPlayer to fix that
Awesome
[Info : BepInEx] Loading [ZenCombat 0.5.2]
[Warning: HarmonyX] AccessTools.Field: Could not find field for type ConfigurationManager.ConfigurationManager and name instance
[Message:Zen.ModLib] ZenCombat requires extended controls. Gamepad remap will be applied.
Any idea what this means?
As I play, this is what I'm getting too: [Message:Zen.ModLib] Using gamepad extended remap
[Message:Zen.ModLib] > Remap 'Crouch' to TriggerL
[Message:Zen.ModLib] > Remap 'Show/Hide' to D-Pad Down
[Message:Zen.ModLib] > Remap 'Sit' to X button with alt press
[Message:Zen.ModLib] > Remap 'Chat' to None. Use a keyboard or mic to chat.
Yes, itās remapping the gamepad to accommodate the extra control space needed. This is normal.
Ah okay, so nothing to do with my issue
No
You will need to isolate the mod thatās causing a conflict.
Then verify it by running only those two together and reproduce it
Iāll try to do that but unfortunately the game starts up in ages when I have a lot of mods, so Iāll have to be accurate with which ones I should start Zen up with
Turn off any mods that add monsters and it should load faster
Basically extra resource packs take a long time to load. And likely are not the issue since they are just adding content, not changing inputs.
You could start with just ZenCombat then ADD groups of mods by author. Until you find the problem. Donāt try subtracting them. That will take longer.
Yeah okay, makes sense
Alright, my list is tight now
It's one of these:
UseEquipInWater
RegenWhileSitting
SouthsilArmor
Evasion
DeathPinRemoval
RequipMe
MagicPlugin
Waypoints
SmarterContainers
AutomaticFuel
BetterUI
Obviously some should be ruled out regardless, so I'm guessing it's either evasion or requip me or magicplugin
This honestly doesnāt make any sense but it seems to be āEvasionā.. Even though my friend has that exact same mod, heās able to dodge with keybind and Iām not
Is there a list somewhere of what mods are compatible on xbox?
How can I enable the beta update with R2modman? If I just do the instructions in the update notice, will that apply when launching in R2?
Are any mods even updating for the PTB?
Im sure some of the basic QoL mods work without needing updated, but Idk.
All mods are "compatible" with xbox, in that sense that they will be allowed to join worlds that runs mods. But to my knowledge, only ServerSideQoL are the only one that xbox users will have any use of.
would anyone happen to know if Smoothbrains's Backpacks mod is compatible with Valheim+?
Is anything compatible with that mess?
didn't think that Backpack mod was a mess
they mean Valheim+ is a mess
AFAIK most people consider Valheim+ to be not compatible with anything else due to how much it changes. Either use Valheim+ and nothing else or dont use Valheim+ and curate your modlist to ones that dont conflict with each other.
testing on this end proves otherwise but mileage may vary with mods - honestly just was asking if anyone else had experience with V+ and Backpacks mod
thank you!
thank you for the link!
None of smoothbrain's mods work with Valheim+, they are specifically coded to not load if V+ is detected
[BepInIncompatibility("org.bepinex.plugins.valheim_plus")] they are all marked as incompatible
much appreciated - thank you for the details
I wouldnāt take that person too seriously. They never have anything constructive to say or add to any conversation in this discord.
who?
Derek
So apparently you cannot launch with mods on the beta branch. That sucks.
I've not tried it but theres many other people saying they are using mods on the beta
I just got a wall of red text when I tried launching. But I have 134 or so on my main profile, so bound to be some incompatible.
yeah, some things changed so things are expected to be broken in some mods
It didnt even launch the game. Something is broken
Every update breaks some, all mine are fine for example.
I dont know what the problem is then.
The problem is that some of the mods you're using needs to be updated.
Jotunn for example.
As far as I can see, theres no available updates, so Im just going to try and play on vanilla.
Mod authors typically update their mods when the PTB has hit stable.
Mods associated with ValheimModding-Jotunn
Dependencies
denikson-BepInExPack_Valheim
Dependants
MidnightMods-ImpactfulSkills
MojoRyzen-GrabMaterials
Shawesome-Shawesomes_Awesome_Boats
OdinPlus-OdinArchitect
MagicMike-MyDirtyHoe
Digitalroot-Max_Dungeon_Rooms
MSchmoecker-VNEI
MidnightMods-ValheimArmory
Searica-AdvancedTerrainModifiers
HappyDragoon-DragoonCapes
BUMBLEpatches-Dragoon_Capes_EPIC_LOOT
Digitalroot-Eternal_Fire
Searica-SkilledCarryWeight
VentureValheim-Venture_Floating_Items
RandyKnapp-EpicLoot
JewelHeim-EpicLoot_Therzie
JamesJonesTV-EpicLoot_EnchantingPouch
BUMBLEpatches-Weapon_Additions_EPIC_LOOT
BentoG-MissingPieces```
did you test them together and nothing else with them?
Seems like for the most part mods are unaffected in the beta. Granted I don't run heavy content adding mods, mostly 'modify existing content' mods.
That's been my experience as well. Only one of my 27 mods has problems on the PTB server, although I only played there for an hour or so.
I have all of therzies stuff and Epic loot, so probably one of them. I did still get a wall of text on a minimally modded profile but it still launched
Yeah, it seems like anything dependant on Jotun doesnt work right now.
Hey is there a way to adjust the drop rate of pre-build buildings in the world. Especially marble buildings? I often disassemble them to get marble but I would love to change the marble drop rate from 1 marble to 5. Is there a way to do this? If possible without changing the drop rate for every build item?
maybe https://thunderstore.io/c/valheim/p/Azumatt/ProfitablePieces/ does what you want?
hi
guys i am realy sicked off leveling ground
i need a mod that allows me to level ground directly digging with pickaxe is just too time consuming
InfinityHammer
thanks anyway sir
Hmmm the TAMING SPEED mod used to work, this time I'm not so sure. Set it to 60 sec. and it's not working. Been more than 60 for sure.
What are some good mods to play with
@tough mantle what are so.e good mods to play with
I have an idea for a mod but I'm not sure where to share it so I'll just post it here.
Chained Valheim. Like the game Chained Together but in Valheim. You're physically chained to all coop players in the lobby.
Another game called Soul Chained is being made taking the Chained Together concept and applying it to the souls formula.
I think ServerSideQOL does that. You could go check it over at thunderstore.io
I'm not sure that a viking themed sandbox survival game attracts a lot of players wanting to be chained to other players. I could be wrong about that, I guess.
How many mods is too many?
Any idea how difficult it would be to make that mod?
Some mods are smaller than others so you can fit more of them in. You just have to try it and see.
Nope.
anyone know a lot about jewel crafting mod ? im looking to edit some things
it's a fun one, I love the crystal light addon to it
anybody know of a not-depreciated mod that can hide your join code (without removing crossplay ideally, just for streaming)
u good at configing it ?
There are some good examples in jewelheim https://thunderstore.io/c/valheim/p/JewelHeim/JewelHeim/
Except whatever in mine uses it. (Lost track)
I just havent used anything dependant on Jotunn and my game works now. Idk which mods do work
Anyone know why jewelcrafting cant find items when using Azu Crafty boxes? I can see I have the mats, I can grab the mats in my inv, but it wont let me socket unless the item is in my inventory for some reason.
I am not sure if this is legal or if IronGate approves of this but one of the mods I have been trying to use in multiplayer is locked behind some kind of paywall. It works fine in single player but the mod author is demanding payment to use it in multiplayer and has some kind of DRM to enforce this. https://thunderstore.io/c/valheim/p/Marlthon/OdinMounts/
Theres some odin team mods that do that. Been around for years, so pretty sure its legal, or IronGate doesnt find it worth pursuing.
I know they don't condone this practice and it could be grounds for a C&D letter.
I am about to email IronGate's legal team about this and I have been wondering if it is worth it.
Like I said, they have had mods like this, from that team for a couple years now. If there were legal problems with it, there would have been some case about it. Most likely there is some technical loophole.
I would wager it is technically legal due to it being free to use, but paid for using it on a server.
Also, theres an alternative called Magical Mounts by CookieMilk that has horses and many other magical tames/mounts if youre open to an alternative.
There's two authors that does this and they don't care what IronGate say.
IronGate is well aware of what these authors are up to and they will get their karma.
Thunderstore is about to crack down on that shit.
Crack down how?
So the only reason these authors can do what they do is thanks to "KeyManager" which is DRM for mods.
It was not created to be abused and to sell mods but that's what happened.
Thunderstore are in talks about outright not allowing this anymore.
The ones I like to play with (my opinion) ...
- better ladders --> makes them more like real stairs and less like a spazzy jumpy thing
- build camera --> for easier building
- no rain damage --> because who wants to keep repairing their wooden house all the time .. dumb
- multi crafting
- mass farming so you can place in a grid instead of individually, also you can collect all berry bushes by just pressing shift+e
- auto repair .... will auto repair all your gear when interacting with a workbench
- speedy paths .. make the different terrain "you create" like stone roads give you a small speed boost, which makes all the hard work not only visual but functional
- taming speed (you can adjust it) ... another personal opinion, but standing there for 30 minutes staring at animals is not my idea of a good time, waste of IRL time
- plant grow progress is good if you just want a timer on a plant so you know when it's done, also works on berries, trees etc.
- craft from containers is good because you don't have to do NON-STOP chest runs
Those are off the top of my head, nothing too insane...
To clarify, I have no personal problem with DRM, paid mods etc.
What I do have a problem with is the way these authors are using KeyManager to sell mods.
Thunderstore should be an open platform with mods everyone can use, it's not a place for private, paid mods.
Do you know if Thunderstore is working on addressing this issue? Because IronGate could just send a C&D to the KeyManager developer and nip this in the bud.
The problem isnt keymanager in this case, and C&D on them would only hurt all mod authors...
They're talking about it, no decission has been made yet afaik but hopefully they decide against it.
KeyManager and them selling mods have been going on since 2-3 years now.
KeyManager itself isn't the problem but the authors who use it to sell their mods.
Taking a component of Valheim and locking it behind a paywall.
So if Thunderstore decide to no longer host mods that use it, it will effectively kill selling mods for them.
I am just trying to isolate the issue and word my email correctly. Because I do not want to just say that modders are illegally paywalling mods without evidence.
Don't worry, IG and the devs know full well what's going on and there's plenty of evidence going back years.
For example, the mod you linked, check out that authors own website.
https://www.valheimgame.com/news/regarding-mods Considering this hardline stance posted here, I am surprised they have not taken action.
NexusMods already has a very strict rule against this practice and will ban you if they find out. Someone found that out the hard way. Got all his mods nuked off the Nexus because of it.
Yeah, they tried to upload to Nexus but they got nuked.
LOL, they actually tried and Nexus banned them?
Don't think they banned them but I remember they arguing with one of the admins.
In the end the admin said that no such mods will ever be allowed etc.
idk if that's really a hardline stance, it says they don't condone it, but there's nothing about taking legal action against people who charge for them, seems more like it's them asking politely for people not to do it
The norsemen had a term for abusing a system like keymanager for personal gain, niư.
I'm just saying, and I'm not a lawyer, but I really don't think there's a legal case to be had there
Perhaps not. But it still makes you a niưingr for scorning IG wishes.
It does not (yet, will be in the next update)
I'm personally against mods costing money. If you wanna accept donations (for no reward, other than maybe a 'thank you' list somewhere) ok, fine.
If you wanna sign up for something like curse has where its ad revenue sharing based on how many people are coming to the site to download your mod, sure.
But you shouldn't be able charging money for an addition to someone elses game imo.
I even say this as someone who has coded a medium sized Minecraft mod that added a new biome, mob, blocks, tools and machines.
I don't charge for mods I create but I also don't see it as much of an issue because I'm used to paying for customization for everything in life. I don't tell the my tattoo artist, "sorry I need this tat for free because I dont pay for modifications". I don't think twice about the money I spent to modify my car. I have several programs that I have paid plugins (mods)
To me it's a bit weird there isn't more paid game mods when we pay for customization of other things in life.
I think the line between owning a physical object (car) are more legally clear, then "owning" a digital object (game). I don't think film studios would look kindly onto persons/companies that uses a film (lets say Lord of the Rings) adding their own stuff, clipped into the film, and released it for money. Fair use goes only so far.
Some open minded studios may accept fan-compilations/re-creations, but as soon they charge money for it, the lawyers will be calling.
As I see it; Games are in the middle of this "new" era. Nintendo/Disney calls out the lawyers on almost anything, others smaller may not... As of now...
Idk, I have never seen anyone modify a film, but I have seen people modify their tv that plays films. I guess there probably is laws to prevent it. It's just weird that I can create a 3d model of a dragon, spending thousands of hours on it, and I can sell it all over the internet, but as soon as I put that dragon into someone's game people think it needs to be free. I can see an argument for it if the mod is changing existing assets, but I have always felt a persons time and effort for something custom holds value.
Yeah, everyone would like to have time spent on something worth it. And different people has different opinion on what that is.
No, we haven't seen many films "re-cut" by 3rd parties to be sold, because of the copyright laws in place. If you place your work into a an existing IP, you maybe own a cut to the owner of that IP? Much like Creation Club with Skyrim?
I do think it's healthy though, I mean the fact that there are paid mods shows that valheim is every bit as good as the highest selling games like minecraft that also has a few paid mods as cookie said. everyone will have their opinions on it, but in the end it's our choice what mods we use and there are often alternatives.
True to that
MineCraft and Roblox are "smart" by creating eco-system for others to create stuff on their platform. I predict other games /studios will follow that trend. If they will get their head out the swamp called Micro Transactions.
I agree, and yes, roblox being a great example of community driven marketplaces for content. It does make it a lot more accepting when there is a platform for selling custom things like creation club or RB store.
micro transactions is a dirty word we all are starting to hate.
In your example someone is releasing the lord of the rings modified and charging for the whole thing. Thatās not a mod. A mod adds content to a product you already paid for. It would be like already owning a copy of lord of the rings and running it through some software that spliced and edited it into a modified version that replaced all the hobbits with penguins. Something I think AI will be doing very soon. The studio did not miss out on their original purchase. You still had to buy the original. The modded version was created by you, the consumer, by applying edits via custom software. Distributing the modded version for others to watch is absolutely a no no. But distributing the tools to create your own edit. Sure. Why not ? Original IP owners still get their sale.
So whatās the reason someone canāt charge for their custom edit tool ? You donāt have to buy it. The original is still for sale.
Now, having said that. I think itās better to have the mods free because why would you pay for a mod ? Just buy a whole game. lol. But sure, if someone buys a bunch of assets and wants to get some money for their effort there isnāt a reason they shouldnāt be allowed to do that. Software is software and selling software has been around a long time. Mods just edit data. The data happens to be another program. But whatever. No diff than photoshop editing a picture file. Mod distribution sites like thunderstore also SHOULD ban those types of mods imo. Or very clearly silo them. But there should also be sites for downloading the paid stuff if you want it.
Personally, I think itās not worth it to charge for mods. But to each their own.
I'm not talking about the tools to create a modification to a digital product. My examples are the focusing on the result of using such tools you're mentions. You can with ease order un-original car parts or have a car-shop doing modifications to your Ford, without any issues. Maybe you void the warranty, but that is a nother ball-park. But you can pay to change your car. But we see it's not that easy to pay someone for a modification for your game, and I think the problem is that games are too "new" so the laws, market and economy aren't adjusted to it. That's why most studios say no, and some others try to adjust (like Minecraft/Roblox, or Creation Club)
I predict the movie industry will crack down on use of AI, very soon
It wonāt matter if the movie industry ācracks downā are they going to sue a person for using AI to edit their own version of star wars ?
Distribution is the only rights that will be enforceable. Mods are not altering distribution rights of the original. But impeding on the rights of mod authors to distribute their mod is. The mod itself is a product of a lot of labor.
Correct. When mod-author charges money, it changes (as the norm is now)
If no distribution takes place, there is no money changing hands
No, I distribute thousands and thousands of copies of my mods. Just because I donāt charge money for them doesnāt mean I am not the rights holder.
Which is fine (if you charge or not) as long as you don't redistribute things you don't own the copyright for with your mods, such as (modified) game assets/assemblies
Can someone help with the compass mod ? It works, but the map markers aren't showing up on it
My point is that if an author of something (based on others IP/work/etc) doesn't distribute that modified work, there is also no chance of money exchange hands. And that's why there is no problem doing it for your self.
But as soon as an author distribute this AND charge money, we're in the grey zone of the norm.
You do it for free, and I'm sure many many 1000 are grateful of that.
To my knowledge there is only site ToS that prevent Person B for reuploading a mod original released by Person A. No mod-author I know of have patented /copyright protected (not thinking of DRM) their work.
Almost all authors out there are using some/all/combination of:
- Existing Programs (Blender, Adobe, etc)
- Existing code language (C++, Phyton, etc)
- 3rd party web-site for distributing
- Some sort of spring-board / platform. The thing author would like to alter. (A game, program, hardware)
It suck's, I'm sure. The combination of 1 and 2, multiplied by creativity, skill and time, are almost always unique. And that should be recognised, but it doesn't today.
Sorry but have to nitpick. All mods are copyright protected. Copyright exists from time of creation. Only trademarks and patents need to be registered/applied for. There is additional copyright registration that can be done in some countries such as submitting to the library of congress in the US, but under international treaty all creative works are under copyright by their creator at time of creation.
How would that work across boarders, with different laws? Why can other sites re-upload other authors work, without consequences?
It depends on the license the mod is released under. If its under a FOSS license then redistrubtion is allowed. If its under a closed license or one that doesnt allow redistribution then a DMCA notice should get the mod taken down.
And thats why if I ever do mod work again I wont release under a FOSS license after what happened to me 20 years ago with WoW mods
I think you think a mod is a derivative work based on the original. It is not. It is a software program that runs and modifies the original to output a different version. It is a computer program. As such it is unique. It processes data inputs and produces outputs. No different than any other computer program. It just has very specific inputs.
As to the issue of copyrights. The creator owns the copyright. Does that mean nobody else can reupload it ? No of course someone else can upload it. The author can submit takedown notices if they want to spend the time and money. Thats their right. What someone else cant do is claim the mod is their own. Thats illegal. Could they do it anyways ? Yes of course. Again, protecting your IP is only as good as your willingness to enforce it. A mod is just a program.
Whoever has deeper pockets will win the legal battles. Hence, itās not really worth the effort. But if you want to sell your mod, thatās your right. Itās your property. If the game you base it on says they donāt want that then you are acting in bad faith and will very likely have a hard time winning any legal battles.
But to argue that a mod is not a computer program and is somehow a derivative work of the original is false. Itās just a program. Inputs and outputs.
Also many softwares are released under copyleft licenses. Which makes them more open and permissive. But without a license then they are not open.
art assets is where you could get into derivative work if you take an original asset, modify it, then include it in the mod
What happened with WoW mods ?
True. Good point. Art assets is data processing and releasing data.
That only allows it so the author could pursue legal actions, by suing a person / site, you need to file case in that country?
A program called WoWMatrix that was a shitty mod updater that leached off everything they could. When the mod sites tried to block it they started rehosting all the foss mods on their own servers but were slow to update them. So there was a constant stream of bug reports in mods for bugs that were already fixed but the user was getting an old version from WoWMatrix.
There is two things happening. One is legal right. There based on jurisdiction. Good luck enforcing that in North Korea. The other is ability. So if you have rights and means to enforce it you can in most of the world. And thatās usually enough. Basic software IP. But with mods you have the extra issue of the company itself. For example modding a Nintendo game. You may be legally entitled to do so. But it doesnāt mean Nintendo wonāt burry you in legal hell for decades.
So if a company says ādonāt mod our gameā. Unless you have crazy deep pockets. Why bother? Just go where you are welcome.
I need to head out soon but https://en.wikipedia.org/wiki/Berne_Convention is exteremely relevenat to this topic
The Berne Convention for the Protection of Literary and Artistic Works, usually known as the Berne Convention, was an international assembly held in 1886 in the Swiss city of Bern by ten European countries with the goal of agreeing on a set of legal principles for the protection of original work. They drafted and adopted a multi-party contract c...
Ahh.. gotcha. Iād just setup a filter that blocked all bug reports for old versions.
this was back in the days before bug trackers were common. this was pre github era (my github id is in the 15xxx's) so it was a lot of forum posts, comments, irc messages
Gotcha. Ya makes sense
lol well now I have the backwards issue. Users reporting bugs with my mod and the PTB and Iām like ādude. I know. Itās fixed. But I canāt publish the patch until they go live, run the live version of the game with my mods. Not the PTBā lol
you could, but not to thunderstore
True..l I could. But too much hassle
So the copyright is a right, only if you have deep pockets, and lot of time to spare... What a great world we live in
capitalism
Well duh. You have to fight for what you want.
You think people should be nice ? Cool. Give me your cake.
Come and get it
lol
Generally. I agree. People should be nice. But the system is what it is.
Now then. If you want a better technical solution I would suggest looking into blockchain tech and digital property OWNERSHIP. Thatās much better. But general adoption is not there yet. Checkout book.io though for a cool example.
We currently have the technology to trade digital goods just like physical goods. But itās not widely adopted.
My point is that (most) Digital works EULA states that anything you do, they have a say in it.
Yeah, that is big thing coming up š
Sure. And when we live in a world without EULA nonsense it will be better. Until then we have to deal with imperfect systems
digital property ownership on block chain without a centralized server
I see no reason this concept couldnāt also work for software and other digital arts.
Detailed info about the topic
Hey guys, didn't know where to ask about this so I'm hoping someone can help me out here. I'm using a pretty powerful PC with regards to CPU/GPU/RAMS etc but with my 109 mods (I know that's a lot), the game seems to stutter a lot and I was hoping to know which types of mods I should avoid to minimize this stutter
I'm using ther RelicHeim modpack and have added a couple of QOL mods of my own and we're on a dedicated server too
Should I be uninstalling all the extra armor/weapons/mobs/textures mods?
We're trying to have a RPG-based server so we feel like some of these mods really help us achieve that
there are a lot of mods that can effect fps, some of the ones that hit the hardest are things like custom ui elements and map pins.
So not the custom items/mobs/skills?
it's not always easy to find what mods cause performance drops, for me it was speedy paths that was pretty performance heavy but figuring out what causes fps to tank or the game to run poor may just take old fashoined turning things off and on again.
So, for example, BETTER UI can cause stutters/FPS drops?
it can be a bit less performant than other mods but it probably isn't the main thing killing your fps
idk, do you notice fps drops just out in the world or inside of a base? if inside of your base it is most likely due to fire sources and items stored in chests.
there is so many different things that effect fps that pin pointing the issue isn't easy, especially when the base game has lots of things that cause fps drops like Fire sources and Fish spawns.
https://thunderstore.io/c/valheim/p/Azumatt/Minimal_UI/
this one is a bit better than "better ui" for performance.
Multiplayer in Valheim are very much client side. So if you with your NASA computer plays with someone that got a potato, you will have a bad time. Because how ever enters a world cell first, will do most of the game calculations for all players in that cell. Doesn't matter if the server is a Quantum computer, created by aliens.
You mean NFTs? A space filled with scams and rugpulls?
No, not precisely. The NFTS TECHNOLOGY is solid. It allows for ownership of digital products. The silly speculative market around it that formed is full of scams and rug pulls. Not the technology itself. As a mature technology it can be used to implement decentralized asset ownership. You can own your digital copy of a video game or book or movie and resell it to others without being locked into a store. You actually own the digital copy. Thatās the core of the technology. The silly market nonsense is just people being absurd with the tech.
The NFT is actually a link to a digital file. Unless you can move the file to another platform, it will not work the way you think it will. And if the file goes 404, then your NFT is worthless.
Any recomendations for armor mods that isnt Therzies Armory? I have warfare, but I dont want to add any more custom mobs to the game and too lazy to config armory for all recipes to use vanilla mats.
Seems like the broken mod in my packs right now is impactful skills
Yes there is a fix available for the beta if you want on the mods discord. It will go live once the PTB is pushed to default.
Got it. Im not too worried about it right now.
If im using R2modman, where do I place the dll?
Settings -> Browse profile folder -> BepInEx -> Plugins -> ImpactfulSkills folder
I think I might have found the right folder. Hopefully
Yeah, thats where I put it
We need a mod that allows you in the late game to summon "ghost sailors" to paddle your boat against the wind.
I didnt even think about it, but im assuming Passive Powers by smoothbrain isnt compatible with the new PTB?
ĀÆ_(ć)_/ĀÆ
not true, there are decentralized storage systems as well. only the very first gen nfts were links to files. You can absolutely store data on chain. That's what the links above that i posted are doing. It just depends on the chain in question. some are optimized for different features. it's very much the future of diigal ownership. The reality now is silos of data and you own nothing, only rent access to your digital library, that can be revoked at any time. The concept being discussed is using distributed ledger tech to actually own digital property and store that digital property on the ledger itself. That's what stuff.io and book.io are doing.
can't you just use Moder's power ?
im curranty using skills overhaul and it hasn't been updated to include the cooking crafting or farming skills the rest work ok but im curious if there are any other similar mods or know if/when it may be updated?
not familiar with that mod. what does it do? got a link to it ?
oh... nevermind, i don't use nexus mods... try Thunderstore. All the good stuff is on thunderstore.
I tried there too but couldn't find anything like it. At least by a 10 minute search
Its the only one i currently ues thats not on thunderstore
sure, i hear ya... i just mean i can't install any mods from nexus.. too much work to use two mod managers and get them to syncrhonize. Just simpler to get all my mods from one spot. If i could have pushed a button sure ... just too much trouble to test it out for me.
Oh i dont use any mod manager for this game. Just download and put the dll in the plugins folder
ouch... sounds painful. i push one button.
Highly recommend Gale modmanager
especially when you get into dependency trees
Nah. I only use managers to handle mod conflicts. Otherwise i find it easyer for manual install.
ok, up to you. good luck
how do you handle installing packages of mods or dependecy graph upgrades?
one by one?
But anyway as for the mod its self it a mod that give carry weight health stamina and eiter based on skill level. With a config for them
like if mod A depends on B and B depends on C version 2.3. But you have only C version 2.1 so mod A is breaking but you don't know why and it's because B is breaking because C is out of date...
mod managers just hadnle that automatically
Currently dont have any but if there are yes i would install the dependencys individually
ouch.. good luck
and keep them all version synched ?
sounds painful imo... but up to you i guess...
I dont have many mods and none with extra dependencies so not hard at all. Just trying to find a fix or alternate to the mod....
gotcha
ya, sorry i can't help. I have a mod that lets you set the skills to a fixed value, but that doesn't sound like what you want.
When was that mod updated? Most mods need to be updated after Bog Witch to be able to work with current version of Valheim.
It was 2023. I know its outdated but it still functions as intended for all the skills that were there back then. Just crafting farming and cooking have been added since and dont currently work
Why do you assume that since the mod handled skills back then, that are still in the game, it should work? It's for a reason the rule of thumb is that almost every mod need to be updated after Bog Witch to be working. The core file and folder structure has changed multiple times since 2023. The game is in Early Access for a reason...
I dont assume it does actually work for them and give a warning about those 3 skills
@bright crag what are you looking for in a skill mod? To get extra hp, eitr and carry weight based on your skills?
Yes. Preferably configurable
I wouldn't be opposed to building it myself i just don't know the set up or how harmony works at this time. (I do know c# fairly well)
Interesting, I could see about adding that as a configurable option to impactful skills.
Thats not as badas as a ship full of ghosts/skeletons pulling up to the ashlands/deepnorth
Or at least let the moder power have an actual visual affect on ships, like a spectral dragon head blowing into your sails or something.
if you do make some changes to that is there any way you can show me how to set up a project to build mods like this? There are other mods that i have that i would like to either tweek or make my own version
Sure, there are some very good tutorials on modding and getting started on the wiki https://github.com/Valheim-Modding/Wiki/wiki/Creating-Your-First-Mod
hey guys! im base building on my new forever world with a buddy and i want to build a ton of cool stuff, but i dont have the best pc and no matter how low i set my graphics, i always get like 30~ fps. i know that valheim renders each individual build piece all at once, kinda like how minecraft loads all blocks around you, and i was wondering if theres any mods out there that you guys might know of that could help me reduce lag in my base(s)! i love valheim, been playing for years, i love building, but i can never build more than a couple building because too many build pieces brings my frames to their knees. if anyone has any tips i would greatly appreciate the help! <3
Anybody use Valheim raft and know how we can set spawn points inside the raft w/o losing spawn point?
Is the lag also there when you're solo playing? Are you using a dedicated server or the in-game server with your buddy? When you start the server, is crossplay active? Does your buddy play on an Xbox?
im not sure, i never play solo i always play with my one friend who likes valheim. i dont have a dedicated server, i host, we both live in the same city only about half an hour away and we both play on steam (about 50 mods, most are QoL)
and idk if crossplays active i dont think it is
Make sure crossplay is NOT active. Also make sure your PC resources are sufficient. Eight GB RAM minimum for an uncomplex world and plenty of spare SSD space.
Also, don't have anything running in the background when playing Valhem. If you use a VPN, try disabling that as a test.
And all those things apply to your buddy, too. The whole server's game only performs as well as the worst player's PC can handle it. And, if none of that helps, try a test session with your buddy without the mods for both of you.
it still lagged in vanilla during our first playthroughs
we've built bases and shit on like 30 different worlds, this is a reoccuring problem. ill be sure to take a loot at your suggestions and get back to you later :)
There's a lot of stuff to check. Good luck with it!
@worldly garnet is spot on there. And the most likely thing is the crossplay. It's turned on by default if you don't turn off the crossplay button before starting the game as the host. If you're seeing a Join Code in the game, crossplay is on.
If I remember correclty, best solution is a portal.
Portal on boat and have the connecting portal (if not using a portal mod) next to your spawn bed.
Anyone else frusterated with mod pages lacking any and all information on what the mod actually does?
"Optimize your Valheim adventure with this patch for AdventureBackpacks, tailored for seamless integration with Gods Dominium and EpicLoot mods, yet functional independently." This tells me nothing about what its patching, or what changes it makes. And all the other information are to the mod authors discord and coffee link...
I don't think anyone else has ever complained about that. Ever.
Either everyone is just way too polite to criticize or it's never been that much of an issue. Possibly both.
I mean cookie milk also doesnt put any information on their mod page, but there is a link to a documentation about the mod.
Valheim Multiplayer: the player that enters a world cell first does most of the game calculations for all players in that cell. So if one of you have a potato PC or bad network/internet, you all will suffer. Having the world on a dedicated (separate computer) doesn't help on the performance.
You all can start with checking the internet connections, with this test:
https://www.waveform.com/tools/bufferbloat
Just annoying when they give like a 1-2 sentance vague description that doesnt actually tell you what the mod does.
Oh, so sorry you're annoyed. You should ask for a refund and get your money back. Oh, wait...
I have a full blown site for all my mods with extensive documentation and a whole database.
There's no one else that does this.
I thought Azumatt did that, too. And Jere. And probably a few others.
Nah.
Well Jere links to GitHub docs.
You should visit his discord. š
Never seen anyone else have a dedicated website with so much info and a whole database.
I would just like to know what the mod does and adds on the page where I download it. Yours isn't necesarrily that important, but the mod description I posted as my example is. It claims to be a patch for adventure backpacks and epic loot, but doesnt explain exactly what the patch does...
Also, this wasnt that serious of a topic to get so defensive over @weary island idk what your problem is.
Honestly, you don't need to know what my problem is as far as I'm concerned. But, in this case I don't mind telling you.
Your post came across as a whiney complaining comment when you could have just as easily phrased your post as a constructive criticism.
These guys making mods are giving you free gifts to help make your game more interesting, exciting and enjoyable and you thank them by telling them how annoyed you are about how they're doing that.
I agree with @weary island.
"Anyone else frusterated with mod pages lacking any and all information on what the mod actually does?" is whiney?
I made a comment about a problem I noticed with some mods. I gave one specific example to my complaint, and made a side note of someone else who doesn't put their mod info on their mod page but at least has a link to a documentation about the mod. If I made a mod, I would want to explain what the mod does and changes about the game, and not just give a broad unspecific idea of what the mod MIGHT do.
Title: EpicLootPatching_AdventureBackpacks
Optimize your Valheim adventure with this patch for AdventureBackpacks, tailored for seamless integration with Gods Dominium and EpicLoot mods, yet functional independently.
Feel free to feed my coffee addiction if you want. ā
šTalesš
Goods come at a steep cost for vanilla gameplay.
Accomplished in part for .
Installation Instructions
Feel free to reach out to me on discord if you need manual download assistance.
Author Information
AllTheHeims
For Questions and Feedback, find me in the Valheim God's Dominium Discord.``` Please explain what this mod changes about the game
Pretty much, yes.
If anyone in this discord was whiney, it would be you.
I've never whined about anything.
You do you, and others do others.
This isn't the place for "how to marketing your free stuff" class.
This is a place to discuss mods, but this conversation isnt worth my time or energy, not with the type of people that inhabit this discord.
Yeah, discuss: "What do you think of Mod A?" or "The thing X in Mod B, is a bit strange"
Or even better: "How can I start modding my self?"
"Discuss Valheim Mods" Has no stipulations as to what specifically mod related is allowed to be discussed.
Complaining about others; Not so much
Since you need guidance, you can use my 3 pointers as further reference.
Nah, Im good.
Cool
You have no authority here, why should I listen to you?
You do you.
Dont tell me what to do
You do you
is there a mod that i can get that will a allow a player to setup a larger Ward that is not broken ?
I think Valheim works without these mods, and if someone is forcing you to use them please let me know.
@errant vigil there is nothing wrong with this, some modders out there do make Special content for the mods they own, and have a key that is needed to use in multi player while giving the user the allowence to play it in single player
It was a question of legality. Not a question of whether you think its okay to charge for modded content.
well im not a lawyer but its been done like that for many years so there is no issue in the matter i belive
I personally dont see a problem with charging for a server version of a mod as long as there is a free version available to players not playing on a server.
But that doesn't make it legal.
well that is a matter of option, and like anyhting your in the right as long as you offer a Free version
The thing is whether the company finds it worth the time and money to go after a mod developer most likely making like 1k a month off a mod.
But all mods are free, for singleplayer exactly the same content that exists in multiplayer, there are no blockages in the content.
Much less than that, much less.
I figured as much. They would get nothing out of going after him, and would probably spend far more than they would recoup in legal fees alone.
anyone happed to have a mod for a Ward that is really definable, "meaning (a ward mod people can only make X amount of and does not block mobs or players, but does protect items being picked up or portals,doors and chests from being opened? im looking for something that covers larger then the default one) But nothing that can go as big as ' ward is love" that size cant be lock to the amount of wards they can have and the size's as far as i can see !
yes but not all are free for multiplayer either way its only a few bucks to support a mod maker and its normally a unlock free for life so
Im pretty sure its monthly for the mod in question.
It would be a beautiful and perfect world if it happened as IG said in its pronouncement a few years ago, if the players supported MOD creators, but see the example of the Odinship: it was 2 years in Nexus and Thunderstore, totaling almost 700k download and in these 2 years two donations, one $ 10 and another of $ 15 ...
Most who complains never supported any Mod Creator ...
might be im not sure have not used the paid mods in ages lol but he is a good modder and a dev so
Until they decide that they want more money and revoke you and block you from using their mod.
Which is the whole problem with how these two authors are abusing KeyManager.
All from weaponizing it because someone hurt their feelings to blocking paid players, subscription etc.
Did you change cookie? You were totally in favor.
And no one is required to use the mods, if you don't agree just not to use ... simple.
You cant delve into a hobbie like modding and EXPECT to be compensated. You weren't hired for it, and if the comapny states that paid modded content isnt allowed, then you cant complain if that comes back to bite you in the butt.
Cookie loves me = D
I agree, just as no player is required to use mods, Valheim works without them.
Just do like most people do and setup a patreon or BuyMeACoffee and hope people support you if you want to be in the clear legally.
lol im not the one that is drawing this out i was only talking to the one who was asking about it. Also just use what you want
Just replying to your "free for life" comment.
And I think this specific case is a grey area because its half free, half paid.
But like I said, legally probably wrong, but not worth the resources to pursue it.
This whole ordeal should have ended the moment IronGate asked these two users to stop selling their mods.
IronGate are OK with voluntary donations, Patreon etc.
They are NOT ok with selling access to a mod where the user can be blocked at any moment.
Requiring payment for functionality is what I believe is potentially illegal.
With that said, these two authors will soon not be able to sell their mods any longer anyway.
Thunderstore is going to stop allowing these mods.
š
Is it true your mods got banned off Nexus?
my mods? No ... Any mod who uses KM is not allowed on Nexus ... Inquire better ...
no one really uses nexus anyways, the ones who do get told to use thunderstore after they come here asking why their game doesn't start
I removed my Nexus mods in support of Odinplus, I owe them a lot. I'm feeling wicked in your posts, so the question is not paid mods or free, it seems to be something personal against me ... Get in queue, you are just one of hundreds of haters = D
Hey @clear lily It seems that IG has finally decided to honor you and put bears in Valheim = D
They got great
lol
Does anyone know if an alternative exists for BigPieces by VSP since it's marked as deprecated?
Or the current best mod with vanilla-type pieces but bigger
I think infinityhammer can make vanilla pieces big.
InfinityHammer can 'scale' certain vanilla pieces. Not many, though.
I believe there are other mods that can actually change the scalability of pieces from not scalable to scalable. Unfortunately, I don't remember the name of the mod(s) that do that. A couple of searches at thunderstore.io should find them.
You can use StructureTweaks to scale anything
Want a big bird?
You got a big bird.
StructureTweaks mod will allow you to scale anything. But you'll have to do it. It won't do it for you like BigPieces did.
Ah not like that, just large versions of the same pieces in the build menu
You don't like big bird?
You're all talking about the big bird in the fowlest sense of the term 'bird', right?
A while ago someone made a mod where all seagulls were massive.
i mean the connection is fine we dont really have lag, its just our frames. theres so many individual pieces we've placed and valheim isnt optimized for hundreds if not thousands of pieces all close togehter
depends on what pieces, most walls, floors and roofs should be ok, it's all the lighting, chests, and workstations/conversion pieces that effect fps the most amonst pieces.
you can have thousands of walls, then you start adding in torches and there goes the fps.
Weird that thunderstore bans paid mods but the 'free for single player, pay to use on server' are allowed
I think all mod distribution sites should support creators, both paid and free, it's our choice what we use.
Yeah it is weird but it's about to come to an end.
One of the top mod authors is now a moderator at Thunderstore.
How long has it been going on now, like 2-3 years, now they need to scam elsewhere.
caring about paid mods is a bit weird. Itās like being mad a tailor wont redesign your jacket for free because you already bought it.
it reminds me of all the venues I played that paid me in exposure when I was playing in bands.. man, if I could have paid for more recording time with exposure I probably wouldnt have given up music.
I mean. Iām also a moderator on Thunderstore. We have to come to an agreement before anything gets done unless TS overrides. Since we can simply overturn each others decisions easily.
If you're looking for something easy, OdinArchitect has vanilla "Big" pieces
Thunderstore is not banning paid mods mods for Valheim, nothing was decided or enforced in this direction.
Paid mods are fine in my opinion. However, I'm very much against the obfuscation of mods.
Which indirectly will kill the current paid mods so two birds with one stone šš»
The mods will still be allowed without obfuscation. We'll see if that has any impact for them
Obfuscation should definitely be disallowed. I came from sandboxed WoW addon development in Lua and when I learned how much system access mods in Unity games have it scares me.
Which is 100% fine and my only problem has ever been how they abuse KeyManager right now.
If they wish to continue selling their mods without it, I will have absolutely no problem with that.
Once a person has paid, it should be theirs to use forever with no chance the author can block them.
Meaning no weaponizing of KeyManager, deciding to force members to subscribe after they paid.
If a mod is without KeyManager, they cannot do this which is great.
Didn't some Cities Skylines modder get pissed off, started detecting people by steamid they didn't like and break their save with intentional bugs?
Lucky they didn't do more with the level of access C# mods have
Been several communities in games where that has happened.
The day I got DMs about asking to join in to block members is the day I took a stance against all this to support "friends".
If you wonder why I'm so "passionate" to get this off of Thunderstore.
I don't recall, does "BuildRestrictionTweaks" allow placement of spikes on floor tiles? I think they'd look great as trim for a defensive castle wall/tower
I'm not fully against obfuscation where it matters, but for the general census, I don't think it should be done. Some mods on TS in the Valheim community are obfuscated just for the sake of it. No KeyManager inside them and no real need to do it.
i agree, no obfuscation except in very special circumstances such as anticheat code.
Heh, KG made one that is unobfuscated, you only need the client.
Rules for thee, not for me.
Client dll on the players PC.
Server dll on the admins server.
He offered me it as per usual.
Anyway... In Margmas we trust
šš»āāļøšš»āāļøšš»āāļø
I mean, if I cared enough and had the motivation enough, even that wouldn't need to be obfuscated. Not like obfuscation can't be bypassed, just takes a little longer for the average person.
but, regardless, some people obfuscate even when it's not needed for an additional layer of difficulty for something like the Anticheat. They too will need to not obfuscate anymore based on what I read.
If you have bufferbloat or bad local wifi (for any players in your world), the game will try to re-send data packets, and that will lead to low fps.
do you have the same experience if you play the same world single player offline ?
There were multiple instances of logic bombs being put in mods to either spite specific people or other mods. Doom and HL2 are two games I have personally seen this on.
Obfuscated code is actually a security risk becuase this is a common way to hide malicious code. So banning obfuscation methods in programs being distributed on a platform is a common cybersecurity policy.
And because of that there should also be no exceptions imo
Letās be real for a second. If the constant drama and finger-pointing around mod protection and obfuscation continues, you're going to end up pushing away the people creating mods/content for Valheim.
Modders put in a lot of unpaid time and effort to make these mods (doesnāt matter which modder) the least you could do is respect their right to protect their code and assets. Instead of stirring up drama or acting entitled, be thankful for the mods. No modder is forcing anyone to play his mod.
If this community turns hostile toward modders, don't be surprised when more and more of them walk away. Constructive feedback is welcome, but constant complaining and baseless accusations are not.
Exactly!
Either believe ALL authors or no one.
Doesn't matter how trustworthy someone is when they collect your info behind your back.
It's not even about the trustworthiness of someone, even the account of someone completely trustworthy could be hacked and used to inject malicious code into popular mods
Just to clarify. There seems to be a misunderstanding here. The data you're referring to, like server IPs and SteamIDs, is all publicly available anyway. SteamIDs are exposed every time you join a server, and server IPs are essential for the game to connect. So, unless you're talking about something like telemetry or mod usage stats, thereās nothing "secret" being collected behind your back.
As for the claim that modders are "selling" data to third parties, unless there's actual, hard evidence of that happening, it sounds more like speculation than anything based in fact. Modders are creating content for the community, not to track players for profit. And even if analytics are part of some mods (like tracking how many people are using it), thatās typically done to improve the mod, not invade your privacy.
If this community keeps pushing baseless accusations, itās only going to make it harder for modders, which could lead to more of them quitting. Letās keep things productive and respectful. If there is a modder doing this, provide the facts and report it. If there's an issue with a specific modder, by all means, bring the facts to the table, but donāt throw all modders into the same basket! If this has happened before in other modding communities, that's not our fault, right?
Are you replying to me or just in general? Because I'm not accusing anyone, I was just commenting on obfuscated mods and the security aspect of it in general. (I also absolutely have no problem with mod authors selling their work)
and I would not count telemetry (as long as it's clearly declared and not done in secret) as malicious code
Oh yeah.
The main concern regarding obfuscation is not payment or data collection. While collecting personal information from at least EU members without explicit agreement is a compliance issue, that's not the focus here.
The problem is that it's very difficult to review and verify the submitted code is safe. Malicious code can easily be hidden behind obfuscation, for example by the mentioned targeting of specific mods or users, or by accessing the host system to extract data or install additional malware.
To be clear, I am not suggesting that you or other modders are doing this. But the security concern remains and it's also very hard for you to prove such things aren't happening.
For transparency, I am currently pushing for Thunderstore to disallow obfuscation in mods for the mentioned security reasons. Valheim is one of the only Thunderstore communities where obfuscated mods on a regular bases is allowed
I remember it as if it were yesterday.
We all used to upload mods like normal, then "they steal our mods" and bam, KeyManager got created.
OwO what's this? šøšøšøšøšøšø
Then they introduced the AV stuff and here we are.
We've had a good run but it's time things change.
The absolute funniest thing is that KeyManager never even protected against stealing assets.
Anyone has any tips on how to get PlanBuild to work?
I installed planbuild, also installed a blueprint from a valhemians but i dont see an option for blueprints :/
I dont have a folder in the config files of my mods either. I am using thunderstore btw.
hello!!
i need a little help getting started to mod my game. wich modloader is easy yo use? basically plug and play?
r2modman or gale
and is there any mods like a vanilla+ one where it is more QOL stuff maybe extra weapons and such? where can i fing r2?
They are on thunderstore
I like ZenDragons mods for vanilla like QoL but it's going to depend a lot on what you are looking for
We're having a lag issue where the first player to enter a new biome becomes the "zone host." If someone with a bad connection goes in first, everyone in that area lags.
Is there a mod that can fix this, maybe by forcing the player with the best connection to always be the zone host ?
I think ServerSide QOL does that maybe in the beta version. Check and see over at thunderstore.io and read the mod's page there.
Yes and no. The beta version contains that (experimental) feature, but it does not work well (breaks interaction with pickables and trees/stones in my tests)
That's good info. Thanks. And here's hoping you eventually get that figured out. I really like the idea and that mod in general.
sry to bother! but am i able to play online with friends when its modded?
or do i need a seperate thing for it?
Some mods are client side only and you can play on a vanilla server. Other mods need to be installed on the server and all clients to work right.
ahh
LOL you're not a bother! In fact, thanks for honoring us with your trust and confidence in our role in here as an information source. š
Yeah, the karma rating in here probably went up a couple points there. Might be out of the red by lunch time!
Anyone know of a mod that adds like a "light/medium/heavy" armor system/sets? Kind of want more options than just bronze and then straight to iron. I feel like the only thing close to that is getting troll set in black forest.
Have a look at these two mods. They both seem to do what you want and have options to customize stuff to your personal liking. https://thunderstore.io/c/valheim/p/Soloredis/RtDItems/
and https://thunderstore.io/c/valheim/p/Therzie/Armory/
Southsils armors adds many heavy armor sets, some light and medium ones too
Seems like epic loot is a little borked right now for me. Might be due to it being on PTB with no patch.
Stack trace:
UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <bbe2d12556b34749917620425ebb4662>:0)
UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <bbe2d12556b34749917620425ebb4662>:0)
Jotunn.Managers.GUIManager.FindGUIRoot () (at D:/Projects/Jotunn/JotunnLib/Managers/GUIManager.cs:515)
Jotunn.Managers.GUIManager.TryCreateGUI () (at D:/Projects/Jotunn/JotunnLib/Managers/GUIManager.cs:492)
Jotunn.Managers.GUIManager.Jotunn.IManager.Init () (at D:/Projects/Jotunn/JotunnLib/Managers/GUIManager.cs:299)
Jotunn.Managers.GUIManager..cctor () (at D:/Projects/Jotunn/JotunnLib/Managers/GUIManager.cs:43)
Rethrow as TypeInitializationException: The type initializer for 'Jotunn.Managers.GUIManager' threw an exception.
EpicLoot.Crafting.AugmentHelper.CreateAugmentChoiceDialog (System.Boolean useEnchantingUpgrades) (at <02a5255267c444a58a554c74eacdfe7c>:0)
EpicLoot.CraftingV2.EnchantingUIController.AugmentItem (ItemDrop+ItemData item, System.Int32 augmentindex) (at <02a5255267c444a58a554c74eacdfe7c>:0)
EpicLoot_UnityLib.AugmentUI.DoMainAction () (at <54c865f9536c4cc38f4945acd4d4d3c5>:0)
EpicLoot_UnityLib.EnchantingTableUIPanelBase.Update () (at <54c865f9536c4cc38f4945acd4d4d3c5>:0)
EpicLoot_UnityLib.AugmentUI.Update () (at <54c865f9536c4cc38f4945acd4d4d3c5>:0)```
Probably just a problem on Jotun.
Gotta wait for an update when PTB goes live
I think exactly like Krumpac, as much as they will get and ward off the creators from Mods. I think everyone should remember that for almost 2 years Valheim had no new content, the mods did it, kept Valheim very alive.
About Obfuscation I started doing this with advice that cookie gave me, I always thought it would protect the mod so that km could not be removed, this is the only reason why I cryptographer my mods with km, but after a while I noticed that km itself makes an encryption to protect (correct me if I am wrong) mods.
would hosting a dedicated server fix this issue? so instead of a player hosting the zone the server would
Nope. Sorry.
Marlthon... Hmm... aren't you the guy whose ship mod free version works on solo game just fine but crashes a server when installed there without payment instead of just not working on a server and maybe providing an error msg?
Did you ever fix that or does it still just crash the server? Just curious.
No ... I'm the guy who uses km as well as other creators, and km doesn't let the server start if it's not released, so no ... I'm not the guy ... I'm the guy who has asked and tried several times to make Mod not load, but unfortunately I'm not the km creator and I can't change it.
What I can do is to beg for players to read the mods description, but the players do not do it, and then complain = D
But there is a solution ... Remove my mod, as I said before, Valheim works without them.
lol, 99% of mod questions can be answered by reading, but here we are helping people who hate to š
I'm hated = D
But I can't understand why they hate me and want to use my mods ... if they hate me, don't use it ... simple ... = D
It looks like I'm forcing people to use my mods ...
Yep, lots of players are too lazy to do any research at all. And a lot of them are also thankless when someone does their work for them. That's never gonna change, tho. š¤·
If there is one thing I like about Valheim mods is that I don't run into dependency hell unlike in Skyrim modding.
Atleast its just one click and it installs dependencies here. And load order doesnt seem to be a problem as well. Unfortunately less boobage here...
Probably because booba is not the point of the game.
Wasnt the point of skyrim either, but it happened š¤·š»āāļø
I don't think this game is able to handle any of that.
Funny you mention that. Because the old norse age of majority was considered to be 16.
I dont understand what that is meant to add to this conversation
š¤
I just wanted to make a joke about how sexualised Skyrim mods became and bro decided to insult me.
Could we move on instead? You all had some nice stabs at each other
I need to learn English urgently, translated everything and didn't understand anything, without realizing the exchange of barbs ... I'm afraid of these translators online = D
At least they are better then they used to be before. When you ended up with absolute nonsense.
I remember Babelfish back in the day and it was absolutely terrible.
Yes, but I've been involved in a lot of confusion because of wrong translations and because of cultural shock, a lot that is normal in my country is offensive in other countries and I just don't understand when I'm being offensive or not.
I use a plugin called Betterdiscord that has a translator, I write in Portuguese and when shipping it translates to English.
It was already called a monkey and resident of the country underdeveloped because of a message that I sent trying to be funny = D
š
You know something that I think would be cool for Valheim, it would be servers ... but I believe this is not in the plans of IG, servers really understand?
i was able to make what i was after thank you for this
I see youāre a person of culture.
You mean official servers?
That's how games die, depending on some official server.. they did it right, valheim will live forever.
RIP Conan Exiles. Genuinely a good game, but only with friends or solo.
Yes, official servers, but also private servers, in fact I think of changing the shape of the servers valheim, understand? Where most of all is done on the Player PC, where players with bad connection hinder the other players ... Do you understand?
yeah, games like ark, atlas, conan are held together by their private servers, their officals are dead
official servers wouldnt improve any connections..
data is still sent from one potato to the other.
It would not be very official IG servers, but I speak of servers that support more players, there are servers that at the beginning of season there are 100 players online, and Valheim was not made for it, I speak in IG support this, change the way Server Valheim works understand?
But this in Valheim seems to be a huge problem, even if you do not exceed the 10 players, if you are alone and a player with bad connection get close to you, you take the lag from the other player, I do not remember this happening in other games.
Blaxxun did try to move more things "server side", less spawning and resource use on the client, but really it wasn't a huge difference because client authoritative games, not using streaming assets, will always be at the mercy of player connections.
In other games if there is lag, it's guilt just host ...
I have already witnessed 50 players trying to log in at a start of season, it was simply impossible, the only way is to make them spawn in different places on the map
I blame the game being develped on Unity3d
I'm sure Blaxxun did the best, but certainly if the base game helped it would be better
unity3d is crap for multiplayer, especially with craft/terrain alteration games, but the best alternative to it is probably developing a custom engine
sorry, I'm talking, but I'm not aware of programming, so I don't know if it is possible to improve it
idk, I'm sure they could re-code all the netcode, but really the game is very solid, and a lot of the problem with performance comes from multiplayer, mods, or just overediting a world with mining/building.
typical issues with unity3d games
Well that was fun.
What are you going to make?
Trying to setup to make mods is giving me a headache.
To create mods?
Yeah, figured I'd give it a shot.
Where do you get stuck?
Setting up VS, I have a fork of Jotunn, and I think I have the right packages for VSC, but Idk what to do now.
I highly recommend joining the Jotunn Discord and they will help you with anything Jotunn related!
Well Im following their quick start guide on their website.
It is a mod similar to the skills overhaul on Nexus. The one iv got doesn't have configuration but since i have the source its not a big deal for me
Oh, very nice!
Yeah, I guess Idk what people abbreviate code and community with. They're both tech VSC
Oh right, yeah use Visual Studio or Rider for IDE code stuff.
Anyway, so you're following the guide, you set up all the refs?
Then?
Can you link the exact guide?
Show screenies and such?
Is the problem with refs or something else?
Oh right!
So if you've renamed things, where is the problem now then?
I dont think I did it right. I don't think this is the right hobby for me lol. I know some coding, but not enough to understand what they are talking about it seems.
At least not in this environment. Im more familiar with code
Well, you're not forced to use the Jotunn template.
You can also just code straight from scratch.
I feel like I probably dont know enough to do it all on my own.
But I'd be willing to give it a shot I guess.
I was following that "Creating your first mod" and I think it linked me to Jotunn and I started following their guide and just got mixed up.
I got confused on what files for the bepin pack I need to put where. Its not very specific, it just says "Find the folder created and add the unzipped .dll files from the BepInEx pack to a new folder in the solution (name it "Libraries", "libs" or whatever you want)." Does that mean I place the entire unzipped folder, or only specific files from a specific folder in that pack.
Because there's no DLL files immediately visible within the unzipped folder.
Im guessing it means the DLL files in the core folder.
Oh I see.
Well, I would suggest just getting this if you want the most basic structure for a project.
https://github.com/Valheim-Modding/JotunnModStub/tree/master/JotunnModStub
Or if you want a complete example with tons of stuff.
https://github.com/Valheim-Modding/JotunnModExample/tree/master/JotunnModExample
Thats what I was following, and got lost on the setup.
Im working through that creating your first mod guide and made it past references (I hope), so we'll see if I make it anywhere with this.
Well
All I did was download the project, adjust Directory.Build.props with the correct install path and build project.
Then I added all the required refs
It told me to rename something, I renamed it, then it told me to right click project settings and couldnt find that. I assume it was talking about project properties, but Idk.
Having that issue with these guides, it tells me something, but it's deprecated and theres been changes to the UI or something. Like the creating your first mod says to right click references and click browse, but you have to click add reference to get to the menu where browse is an option.
Well, I don't use Jotunn and don't really wanna download all their stuff.
I would highly recommend joining the Jotunn Discord or simply use an easier, straight forward template.
Either BepinEx owns one of something like AllManagerTemplate.
Yeah.
Just use something like
I got through the creating your first mod and it worked. I gave myself infinite stamina. Now to open the barrel instead of scratching the surface.
Sometimes me brain good, sometimes me not brain good.
Haha ok, well if you got it to work then great šš»
I just hope I dont have to interact with Unity at all. Im a UE kind of guy
If you don't plan on making custom assets then no, there's no need to use Unity.
Good, I dont have the skill for it anyways lmao
I'm the opposite, I love Unity to death and love making creature mods.
I just dont have any artistic bones in my body.
I don't either, that's why I get top notch assets from Unity Asset Store
I dont even really have an idea for a mod right now anyways. Might work on it some other day.
Also probably going to need to learn more about the way valheim modding works. I just copy and pasted stuff, I didnt learn anything I feel like.
[HarmonyPatch(typeof(Player), nameof(Player.UseStamina))]
public static class Patch_Player_UseStamina
{
private static bool Prefix()
{
return false;
}
}``` Seems simple, references in (). Where is the documentation for this kind of stuff though?
The idea is to now browse around in the code, you can use stuff like dotPeek, dnSpy or browse other mods.
There's no publicly available doc for Valheim code obviously.
I think this one specifically is HarmonyX
Trying to figure out why my structure is different than whats on the Bepin Documentation
Mine:
namespace MyBepInExPlugin
{
[BepInPlugin(pluginGUID, pluginName, pluginVersion)]
public class Main : BaseUnityPlugin```
VS Theirs:
```C#
namespace MyFirstPlugin
{
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class Plugin : BaseUnityPlugin```
Like why mine says Main and not Plugin specifically.
Oh, that's just visual stuff.
For example, I always have it like this
public class MagicalMountsPlugin : BaseUnityPlugin```
I just dont think I cant think good enough to figure out how to do things like this.
I dont really understand a lot of what im reading right now, and dont know where to get like a list of methods/functions to use.
You can! If I can that knows absolutely friggin nothing about code can make some mods, so can you!
Well, that's the thing, you will have to explore other mods, explore the code itself to learn that.
My C# knowledge is very limited. Im really only familiar with general coding structuring.
does anyone know why when trying to use the pipette feature of the infinity hammer I don't seem to have a resizeable circle to work with to make my selections?
I think i used the same tutorial to get my mod set up yesterday. I may be able to help some as it sounds like i might know alittle more c#
https://youtu.be/ws7Lq8tRWlI?si=R5vzLiibzx7pbFhm
Azu has some of the easiest stuff to follow
he has a lot of vids
I still have a lot to learn about harmony and and bepinex stuff but i got the skills mod i was aiming for made in a couple hours
Just know that naming a class different is more than just visual stuff
I know more HTML, CSS and C++ than I do C#.
I just started Azu's playlist for mods, so hopefully I can pick up some stuff.
The Unity tutorials are outdated on the ripping process, but mostly everything else will teach you the Unity side
If you have questions Iām in just about every Valheim related discord.
I dont really plan on implementing custom assets, mostly looking to modify gameplay mechanics.
I just dont know like all the terminology the game uses to target specific aspects of the game.
Then you only need
C# knowledge
Harmony knowledge
BepInEx knowledge.
All of which have documentation
And of course how to set up references and a āprojectā but I have videos for that
well, setting up the project with the refs and stuff
I have that much so far. I got a infinite stamina plugin running, its just learning how to intereact with the game through that template I made.
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using System.Reflection;
namespace MyBepInExPlugin
{
[BepInPlugin(pluginGUID, pluginName, pluginVersion)]
public class Main : BaseUnityPlugin
{
const string pluginGUID = "com.example.GUID";
const string pluginName = "MyPlugin";
const string pluginVersion = "1.0.0";
private readonly Harmony HarmonyInstance = new Harmony(pluginGUID);
public static ManualLogSource logger = BepInEx.Logging.Logger.CreateLogSource(pluginName);
public void Awake()
{
Main.logger.LogInfo("Thank you for using my mod!");
Assembly assembly = Assembly.GetExecutingAssembly();
HarmonyInstance.PatchAll(assembly);
}
// More Code Here!
[HarmonyPatch(typeof(Player), nameof(Player.UseStamina))]
public static class Patch_Player_UseStamina
{
private static bool Prefix()
{
return false;
}
}
}
}
What do you mean?
Like the code is just copy and pasted from the guide, now I need to learn how to do that kind of stuff on my own.
Well. The patch you made targets the player class. The player class has a method called UseStamina
You are patching it on a Boolean prefix returning false. Which means youāre telling Harmony to not let the original game method run
Right I understood as much, but I need to find like a list of all the methods and classes for the game.
All patches you make will be targeting a class and method from the game assemblies.
Prefix runs before base method
Postfix is after
Transpiler injects IL code into the method
Just decompile the dll. Itās literally a ālistā of everything in the game.
I use your assembly repo, i love it
Or, if you have your references already set up, just view it in your IDE assembly Explorer.
You can also navigate to definitions and view the class directly after itās referenced. Most of the time that would be a middle mouse click on the Player class. Or if you want to see the method itself, the method.
I dont think I understand...
I think I found it
I found what you are talking about in the object browser. Its a lot, and I don't even really know what mod I would make right now anyways. something to delve into when Im not as tired. Thanks for all the input and advice.
My pleasure
Best way to figure out mods youād like to make is small tweaks youād want to see in the game (even if itās made already) and aim towards that.
Trying to make some big idea mod starting off is going to make you get discouraged
Yeah, thats usually the problem I run into anytime I try to learn to code.
I almost want to take an attempt at an enchanting system like Epic loot/jewelcrafting. But thats obviously way too big to just jump into.
You should try Rider, it's amazing and free.
VS is like the poor mans version.
Jewelcrafting has an api that people can use to create new gems and jewelry, it's pretty cool.
Yeah, but it would still be limited to the Jewelcrafting system.
Its not a system Im particularly fond of.
honestly your mod you could make it however you want, that is just a way to generate prefabs for an enchanting system (gems/jewelry)
What, you don't like spending 100 hours mining gems and then 10k times to level it up???
the cool thing about jc is you can set it up however you want, I have gems drop from creatures and ore deposites, i dont have the gem formations in my world, but if making a mod with the api really you could have it do anything and work any way you want it, jc can create prefabs for it.
I just find it a little boring. Idk what it is, but I just cant get into it like I do Epic Loot.
A mix between Epic Loot and Jewelcrafting would be cool.
Some of the fun minus the extreme slog
lol we all know what it is.
I just think its weird becaue either all the gems give the same stats, or all the gems come in a range and then you have a bunch of unstackable gems taking up 10 chests somewhere.
I also think you peak a little early, at least in my experience. Like there simple and then advances gems, I never got past advanced, so Idk if there another tier or something, but I was stuck with advanced from like eik-moder and got bored.
It's a cool system but by default it's an extreme, I mean absolutely monstrous grind.
Like you said, it becomes a nightmare with inventory.
You can of course customize it but not the core gameplay loop.
I think mods like Valheim Enchantment System are more fun.
But what about chests full of magical dust and runestones from epic loot. Farrr more chests used that way
Not really for me. I use your mod to increase stack limits 10x. At least they can all stack together. Each unique gem with different ranges cannot stack, so each unqiue gem takes up a full slot without being able to stack
Hi! Does anyone know of any client-side mods that gives extra build pieces? Namely, I'd like to be able to build some pieces from the Dvergr (Mistlands), Fuling Wooden (Plains), Vine'd-over buildings (Meadows) etc. buildings.
Hi folks,
Quick qustion - I can't bring up Bepinex Config manager window in game. Mod itsels set to be loaded thoug but F1 stopped working. Where should I look first?
Open the BepinEx Configuration Manager config and make sure it's still F1
You can also download it again and overwrite the config.
The keybind probably got changed.
One example, blackmarble_2x2x1 (not to be mistaken for blackmarble_floor)
Thanks! Will that work on a vanilla server?
Maybe test out the on created by shudnal, that also has button in the menu to press
Yes, its content that exists in the game already.
Thanks! š
Do you have a link by chance?
Its on Thunderstore
@languid lynx Works perfectly, thanks! š
any mods help me eat more foods?
how do i configure my mods? like configuring the clock mod, or better wisp..
Does anyone have a list of classes that are ok to modify for client only mods? Or is it more complicated than that?
Are you using thunderstore? if so just go into the edit config section and it should be easy from there, or you can download the bepinex config manager and press f1 or f2 in game I think
valheim cuisine, honeyplus, bone apetit theres lots
r2modman
nvm figured it out
Hi, can someone recommend me a Trainer/Cheat mod, to simplify testing things in my test singleplayer map? https://www.nexusmods.com/valheim/mods/3079?tab=description this one I cant seem to load into the game, idk if its me or the mod. But I cant find any other similar to test against
Ugh what is the name of that thingy.
I know theres a cheat client from wemod, but if doable, id like to not use that
I know there was a good one in 2022 when I last played, but since alot of mods went unknown due to not being updated, i cant find it anymore
sick yt, that was what im looking for
I think it still works at least š
ye ik, thats why I didnt want to
if the thing that i want to test works, im saving myself alot of trouble
Oh, I mean. The mods that help me eat more than 3 foods

I dont know why you would need to eat more than three foods, there are better ways to increase stats, add more powerful foods, or customize the amount of health/stam you get from foods. Eating 4 foods seems like you're just eating to eat.
lol, I always hate games that want us to become gluttons, I eat 1 meal a day in real life, but in games, I will eat a 3 course meal 5 times a day just to have health.
Great job making your first mod friend. I have to say though this is a hilarious first mod, almost meme worthy.
If you would like to help work on EpicLoot I can teach you. I recently taught someone else that has never written any code before and he just added his first 4 magic effects.
wait there's a mod for that?? That sounds awesome tbh
Anyone know about any house blueprints for PlanBuild mod that maybe won't unlock everything for my character?
So far i have progressed till the swamp area but on my last playthrough, I reached upto Mountain so i am familiar with all the silver stuff. Anything beyond that, i wouldn't wanna unlock anything beyond that. I hope that makes sense
Some blueprints i tried had all the different forge and stuff that i had never seen before and did unlock new stuff for me to build. I want to explore all that myself lol
I just want a solid building or something without anything inside,. Anyone know any blueprints for that?
You can use MoreWorldLocations_AIO mod and it will add many new locations to your world. Many of them can be used as a base location that will respect the current biomes progression.
is monsterlabz plug and play? or does i need something to do for spawn boss altar or such if it has one
I would be down sometime. Maybe on my next day off.
Anyone have any hidden gem mods they like that arent in the top 10x pages for download count? Kinda hard to discover new mods.
Also, are there any mods that let you specify drop amounts per item? Like I want boss drops to be 1x, but all the gathered resourced to be 2.5x
Cool yea just give me some heads up and I'm happy to help.
Just use the console commands. You can set nocost mode. You can kill all enemies. You can spawn the cheat sword. No need for a mod to enter debug mode. Buildings already break in one hit with the hammer.
Can I use creature level and loot control to control mods drops and let the game world modifier handle the rest?
Any recomended Additional Armor mod which compatible with RtD?
For drip purpose?
https://thunderstore.io/c/valheim/p/southsil/SouthsilArmor/
most mods should be compatible with each other, unless you have two mods that add the same exact named thing.
Aight2 thanks!
Do player inventory mods work as just client mods or do they have to to be on the server as well?
Client, but recommended to be on the server to enforce all others to have it, otherwise you could have item loss if they take from your tombstone.
Is it random loss of items or predictable? Like. If you added another row of slots. Would anything in the new row be lost? Or random items from anywhere in the inventory?
Any plans to add the trinket slot when the update takes place?
Yeah
I have a full overhaul of the mod sitting in my shelf. So likely I will add that to the existing codebase and push it when it goes live.
The overhaul can wait.
Entirely depends on configuration.
if you add more inventory rows or if you don't. They will open it and not know that you had more rows. There is code to try and prevent (obviously) but there have been issues with it in the past depending on the mods they have installed or you have installed.
Just to be sure i understand correctly if i add 1 extra row to my inventory then fill my inventory all the stuff in the lowest row is at risk if someone else opens my tombstone?
If they don't have the mod, yes, there is a chance.
The mod tells the tombstone how big to be to hold all of your stuff, but there is a chance of loss if someone from a vanilla client interacts with it due to timing or circumstance. Most of the time it's someone who is also modded, but doesn't have the mod installed.
Thats fine. My use case is that i play with some friends from time to time and they dont like mods but also dont care if i play with mods. So it sounds like i should be fine with it
Is there a table somewhere with every weapon's stats and the increase per level?
i might have too many mods
i've officially crossed into the three minute startup time lol
also, anyone else have this bug where occasionally on the main menu there will be one or two enchanted items from epic loot? like something died right there and dropped loot
I know this has been addressed somewhere, but here's my question; I'm starting a playthrough on a dedicated server through bisecthosting.com. How do I cater to crossplay users (running vanilla) and also have server side mods to prevent cheating? Is this even possible?
No. Pick one.
I suggest not catering to vanilla/console players.
Its really hard to discover new mods.
For some reason I cant sort by category, because they all dissapear
anyone here use planbuild?
Explain, so others might reproduce it.
I literally gave my friends the same mods as me and they all work but CRAFT FROM CONTAINERS doesn't for some reason. Help.
Did you give them the configs as well as the dlls?
https://thunderstore.io/c/valheim/p/Azumatt/AzuCraftyBoxes/ try craftyboxes then?
You may want to review this conversation in case it may apply to you as well. https://discordapp.com/channels/391142601740517377/1202550198174486599/1410274943559663658
Just some categories show no mods for me. I just think its hard to discover new mods because Last updated is usually just full of modpacks for random servers.
Well it seems like the categories are working now. Idk what the problem for me was last night.
I still think its hard to find new mods
I see no modpacks on https://thunderstore.io/c/valheim/, mods and last updated are selected
I agree with this but also dont know of a way to improve it..... Kinda like going to the store you can find what your looking for but getting something new that you dident know about is much harder
Was wondering how to Best Scale My "Creature Level & Loot Control" Mod on my server, RN max is 3* but i was thinking about a custom config would anyone happen to have a custom one that is set up really well ? I amd running Jewelcrafting, and Magic Plugin... Thanks š
Personally, I don't have much trouble with the current thunderstore.io searches. But I do think they could improve it anyway but adding .or. and .and. functions to the search field to allow you to search for multiple words that could appear either seperately or together in the resulting search items.
That way you could search for things like "iron .and. armor" and only have results that had both "iron" and "armor" in their descriptions and titles instead of all the many results that had just one or the other of the search words instead of the few results having both search words.
Usually I cannot find the mod I'm looking for duo to the sheer amount of completely unrelated search results. E.g. search for "Plant Easily" and the mod isn't even on the first page.
I've opened a PR https://github.com/thunderstore-io/Thunderstore/pull/1054 ages ago that changes the search but it hasn't been considered by Thunderstore
I guess, if we all went there and did that, it might catch more attention, although it may be more expensive and/or difficult to change than we realize. If they had to contract out the work, for instance.
idk, apparently not enough people find the search annoying
Yeah, it's not like it's going to drive me away to their competitors or anything. š
well everything I fail to search something I just use r2 to find the mod
but it's still annoying to first search on the website to then realise the search is showing me anything but the mod I'm searching. And then switching to r2 and instanly finding it
I hadn't considered r2's search as a backup option. That's a good idea. Thanks. š
Just to provide a better example, people are constantly asking for the current "craft from container" mod. Well, Thunderstore is giving us 14 pages (300 matches) of mods because all those mods have the word "from" somewhere in the mod name or description. r2 only shows 6 mods, 4 of which are craft from container like mods.
Of course it's completely fine for people asking what's the current one but I'm sure it would be easier for everyone if Thunderstore would give better matches
Reduce it to one word though and you get the one and only true result
I've definitely had some issues with the search though, I generally have to try 2 or 3 different things before I get what I want and that's even with advance knowledge of what I'm searching for
Your PR looks solid, hopefully we can give it some more visibility somehow
Maybe you can start a GoFundMe for it. That'd certainly get their attention.
xD google does a better job with mod searching than the tstore page, just search mod name and thunderstore and it comes right up.
Another good idea. Thanks, GB. š
Quick question: I see lots of ads for servers indicating timed progression as in "a boss is available to be killed every x days" etc. I can't figure out how exactly to do that? Is it a mod? Dev command? I see mods to reset and control "keys" for individual players but I don't want that on my new server. I simply want to make bosses available on a specific timeline. Please help? š thanks ! šŖ š²
Days of Our Lives
My problem I guess is mods not being descript. And also you have to filter through a lot of garbage if your sort anyway other than by most downloads
that looks like exactly what I want! Simple and does the job. Have you used it? Only 7 days old and 42 total DL is a little spooky but I might try it, thanks
See if this one works for you: https://thunderstore.io/c/valheim/p/VentureValheim/World_Advancement_Progression/
its coemt an my mod its a mod that set when a boss alter is unlocked or useable called Days_of_Our_Lives
it was on our list of mods when u asked about joning
There's no need to be so contentious. Maybe they were simply wrong or just misinformed. Must everything be an attack of some sort with you? It's really getting to be quite annoying.
Got it, thanks! Your server looked great btw I just had several friends add on and I am ending up hosting our own server. Good luck !
Tagging is pretty rough too, ideally all of the modpacks would be filtered out if you arnt searching for modpacks. But tagging isn't enforced and its a bit of a mess.
You can filter out mods that are tagged mod pack, but that doesnāt mean all mod packs are tagged mod pack like you said.
I feel like what Iām saying isnāt that crazy, but because itās me saying it, certain people here will try to contradict me.
I feel like a lot of fault doesnāt just fall on the mod stores moderators or devs, but on the mod developers themselves. A lot of mods arenāt descriptive enough or lack much of a mod page at all.
But I understand when Iām not welcome somewhere. Yall wonāt my have to worry about me anymore.
I usually add the modspack tag if I see a mod pack not having the tag (and it's clearly a mod pack). Can you link the packages you mean? Obviously cannot do much about lack of description, he
https://thunderstore.io/c/valheim/p/Dzk/ValkreamPlus Is just one I see right now, but when I initially made this complaint, I didnt realize you could filter out mod packs.
I still maintain that discoering new mods is difficult due to so many mod patches for different languages, as well as a lot of mods outside of being sorted by Most downloaded or Rating "Which are realistically the same sorting are just patches.
Would be nice to have some kind of "Trending" filter, to see what new mods are catching ground and being downloaded a lot.
I'd say that's a mod. Yes it depends on Jewelcrafting but otherwise adds new items
I dont understand why a new mod has to be posted for a translation instead of just submitting it to the original creator and waiting for it to be included
because most authors update their mod and don't want to bother some other person to update localizations every other day.
The idea that some people get upset/irritated/annoyed at uploaded mods is interesting to me.
People upload mods for various reason like testing, private, friends or they don't just don't care about ReadMe.
No one owes you anything so why even get upset over it?
It's a hobby, they're free, just don't have such expectation for people IMO.
Either download the mod and find out or just skip it if the ReadMe doesn't explain it...
Anyone available to give me a world file with a lot of chests (and the mods you used) if you have a "big chug" in performance using AzuCraftyBoxes? Some people report that it chugs a bit when you have a lot of recipes.
It's the way you share your criticism.
You don't understand what you are doing wrong. And you don't accept it when others tell you what you're doing wrong. That stubbornness basically means you're a lost hope. Sad. But there it is. You're never going to change.
It's not about being "soft", it's about engaging with your peers with respect
It is and you are just assuming we are lying to you on purpose which is unnecessarily hostile
You try to help him by letting him know what's wrong and he insults your help by insulting you and trying to ridicule you. There's no hope.
But I won't argue further. You get into arguments wherever you go, so maybe it's not always everybody else who's at fault. Something to think about.
FYI it was me, apparently I'm being talked about but do you want screenshots?
Youre most likely filtering out the modpack tag if none are showing for you.
I linked the website. look on the website
Im not using the website...
when then we are talking about completely different things
The website has built in filtering for mods and modpacks... You can see at the top
Who uses the website and not a mod manager
i find the website to be a better UI than a mod manager for that. plus there are different mod managers so the experiences with them will be different
You're trying to be reasonable and logical with him? Good luck with that...
Using solely a 4th party program to navigate and discover mods from 3rd party website, are a bit rare, I think. Possible this is a Layer 8 issue, not Layer 7 or below.
Don't think the devs of r2 are even on this discord, or even using this discord to discuss and develop r2.
I mean, I really don't want to jump on this. But @pliant jasper you can use the beta site for what you're looking for. (you get there by using the "Switch to Beta" button in the top right of the website)
is this even still useful ? https://thunderstore.io/c/valheim/p/KGvalheim/No_More_Crashes/
ĀÆ_(ć)_/ĀÆ
no
Hi, does anyone know how to open the LevelingSystem_Fixed mod menu? I've leveled up, but I don't know how to view the skills or how to level them up. Or is there a special table?
i believe that mod has a special table to craft. Have you touched core wood?
That's right you need to have had Raspberry, wood and core wood to get the table recipe.
https://thunderstore.io/c/valheim/p/RandyKnapp/EquipmentAndQuickSlots/
this is deprecated, any replacement suggestions?
i use shudnals extraslots + extraslotscustomslots, or try azumat's ...i forget the actual name
either of those are great replacements. one happens to work a lot better currently though if you use a controller
ty will give them a shot when I get home!
It looks like the UI for that is kind of on top of the rest of my inventory
It technically is working fine but it seems like it is offset to the left like 200 px
I don't know what you mean by that. Mine doesn't do anything like that. Did you change anything in the .cfg file? And you can also look in there to see if there's an option to move it's pieces around on the screen.
Like the inventory space of the addon is beneath the regular inventory slots
so there is overlap, and it makes it difficult to use obv-- Ya I am trying to see if something else conflicted with it but all I have is massfarming, valheimplus, better_wisps and betterUI_ForeverMaintained
already tested by disabling the last one and it didn't fix it
it shouldnt be betterUI as both are from the same person, but I think betterUI is supposed to let you drag windows around to move them?
its probably valheimplus
Valheim plus doesn't have anything to alter the inventory does it though? Kinda odd, I just narrowed it down and it is 100% valheimplus
How do you move anything with betterui? I just always used it for the numbers, like in char select there is deaths, builds, etc
Funny enough I did have the inventory section enabled with zero modifications lol...
Culprit: ValheimPlus, if you have the inventory section enabled in the config it will do this for some reason.
Disabling that section in the ValheimPlus config resolves the issue....
I'm glad you got that figured out. And, just for future reference, if you add a row or two to your inventory and it overlaps the inventory window of open chests, you can move the chest inventory window down a bit with a Ctrl+Mouse grab at the top of the chest inventory window and move it around that way.
I wonder if I can do that for the overlapping azu inventory
Should be able to, yes. š
Is it a setting I need to enable? Ctrl+left or right click doesn't seem to be allowing me to move anything
Is it the utility slots that overlap? You can change those to go off to the side. Setting is in the .cfg file or just use the in game configuration manager mod.
Nah if you have the inventory section of Valheim+ enabled, the entire Azu slots-- so head chest legs back utility and ZXC all are like 200px to the left, overlapping the inventory entirely
So the slots still work, and are still usable, but that's super annoying obv
when I open my inventory right now though, since that section is disabled in valheim+, it is fine.
However, I'm trying to ctrl+click stuff to move it around the UI and I can't move anything
I would just leave it turned off in ValheimPlus. To move the chest inventory window that comes up when you open a chest, use the Ctrl_Mouse grab at the top of that window.
oh ok so it's not anything it's just specific to that window
To move the utility slots (chest, legs, helmet, etc) that's a setting in the .cfg file.
It'd be nice to have 1 more inventory row for the new people I'm playing with but I guess the azu slots will have to do
Azumatt's ExtendedPlayerInventory mod lets you add as many rows of slots to the bottom of your player's inventory as you like. I usually find that one or two extra rows are enough.
Oh I just saw that in the config for azu
I'm gonna try that-- maybe it was just as simple as both of these mods at the same time are conflicting, if azu does extra inventory rows then ezez
Yeah, read through the .cfg. There's a LOT of options in there.
oh yep works like a charm, nice
when building mods do you have to restart the game everytime you update your dll or can you just update it and it takes efect the next time the method runs?
Most need a restart while a few don't. You'll have to try it and see.
Hey, does anybody know if there's a mod - compatible with the latest beta - that makes torches, fireplaces, etc. have infinite fuel? I used to use ValheimPlus last time I played, but it seems it hasn't been updated in a while.
if you're wanting to stick with V+ you may need to use Grantapher's version of it
There's ScriptEngine and you need to build your mod with it in mind.
Other than that there's no easy, generic way to hot reload plugins.
I didn't really think i could hot reload. Was just hoping since it would make it a lot easier to check if things are working as i want while still editing
But on other news iv made a working mod that gives one more row to my player inventory and gives my player extra carry weight, health, and stamina based on skills
Ah, well it's possible but requires some effort, then UnityExplorer can do some shenanigans.
That's awesome!
Thank you!
Thanks for the suggestion.
Low mod neolithic simulator concept I'll be trying out
install seasonality
enable crops grow in winter but disable harvesting
install plant everything
set length of barley growth timer to be length of autumn to summer
Hello! Now that textmeshpro is deprecated, what version of ugui does Valheim use now? 2.0.0? Thanks :)
If you're talking about Unity 6 then it's now part of Unity UI (com.unity.ugui 2.0.0)
Valheim still ships (at least in the PTB current) the TextMeshPro assembly.
So, depending on what you're trying to accomplish I guess.
How does one mod?
with a lot of cursing.
Start here: https://github.com/Valheim-Modding/Wiki/wiki
might there be anyone that know how to do the Marketplace mod ? i have not touch it in ages and need help figuring out just a few things then i can do the rest
You want to develop new mods?
Or
You want to play valheim with mods?
in here @sinful owl
Is there a mod that let's you CULTIVATE more precisely? What I mean by that is.... if I cultivate by the edge of the garden area, it doesn't spill over the edge.
My friend can't join, he literally has the same mods and the same version of the game but it says version incompatible
Make sure that you both have either updated or not updated any of your mods. And also be sure that you both either are or are not playing with the PTB version of the game.
If you both use the r2modman manager, you can send him an exported profile code he can use to make a new profile on his r2modman and test with that. It copies your mods and configs exactly.
- He has a fresh download
- I made him install BEPINEX the same way I did.
- I zipped up ALL my mods and sent them to him, so he has 100% matching mods.
- His main menu version is the same as mine.
- We're both NOT in any betas
If you have a lot of mods the version mismatch screen might need scrolled down
25 mods
Not huge ones though, because they're mostly just QOL
It's always that they clicked "update" and updated their modlist,
just have them delete the profile and reinstall the profile code or what ever
IDK how to do that
Are you using r2modman or gale?
Neither