Valheim
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Advize

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  1. Advize
    Advize
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    Sticky
    Plant Everything is officially available on thunderstore.io

    https://valheim.thunderstore.io/package/Advize/PlantEverything/
    1. MalcomGTX
      MalcomGTX
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      Thanks!

      (Aware this is an old post just really appreciate using thunderstore instead of nexus!)
  2. karamelichkin
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    not working at current beta installation (game version 0.218.9/mod version 1-16-5)
    1. gyrofalcon
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      not working at current beta installation (game version 0.218.9/mod version 1-16-5)
      No surprise there...
      PSA:
      Trying to use mods with PTB, is veeeeery risky. You will ruin your world/character, if you don't know what you're doing.
    2. Advize
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      I've already corrected the errors in my dev build but can't release until Ashlands goes live on main EA branch. So far I've removed 43 lines of code and added 15 and despite the net loss it works entirely and is more efficient than ever.
       
      I also have to look at the new content and add/update config options for things like plant health status. Particularly in Ashlands and Deep North and whether crops require shielding in these areas. Also I want to look at applying the growing vines functionality to regular vines.
  3. GandalfTheCute
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    This mod is one of the best QOL you'll find for Valheim. Playing vanilla and hunting for mushrooms late game is such a nuisance. Great stuff!

    With the newest update, I'm not able to plant carrots anymore with carrot seeds and normal circumstances. Anyone else, just me? Could be a different mod conflict, but don't know if someone can confirm.
    1. Advize
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      This is almost certainly caused by using FarmGrid without its dependency, Jotunn the Valheim Library (JVL). Either download the latest version of JVL as well as FarmGrid or try this mod's sister mod, Plant Easily, as an alternative.
    2. GandalfTheCute
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      Thanks for the quick reply! It was caused by using FarmGrid almost definitely. I do have Jotunn, but I think FarmGrid is just terribly outdated (3 years since last update). Installed your PlantEasily and it's working great! Thanks!!
  4. Kaspian23
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    Deconstructing spawners (branches) doesn't work for me.  Anyone else having this problem?

    Love this mod!
    1. Advize
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      That's strange... is it just branches? Is it all debris? Is it even pickables like dandelions?

      First things first. Ensure you have your cultivator equipped and held, aim at the spawner, then press your deconstruct key (middle mouse click by default, rebindable in game control settings). Second, check your BepInEx console or log for errors. You can join me on virtually any modding discord for more direct support. In the meanwhile, I'll test to verify this is still working as intended.

      Edit: Debris removal is working correctly on my end. Could be a mod conflict or user error.
    2. Kaspian23
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      I've used the feature previously, but isn't working for me now. Thanks for checking. Obviously a problem on my end.  Still love this mod.
  5. Fafan
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    Hi, I would like to use your mod, but I can't seem to install it. I use only 1 other mod (ultra wide screen) and it works fine. I tried Vortex automatic installation, I put the your dll file into the plugins folder of the BepInEx folder manually, tried it with Thunderstore. But in game the additional bushes and plants don't show up in the cultivator menu. I tried it in a private game and server (as a client, did'nt install it on the server), but to no avail. Any help is appreciated.
    1. Advize
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      Hi, sorry you're having issues. Vortex is known to be broken for Valheim. It not only fails to install the latest versions of mods frequently, it also installs outdated BepInEx and a broken and unused API called InSlim VML.

      My recommendation to you is to go to valheim.thunderstore.io and download the r2modman mod manager. It provides the smoothest simplest mod management and has a built in mod browser as well as many other features. If a mod you want is a Nexus exclusive you can manually import it into r2modman in the settings menu.

      Uninstll Vortex, clean out your existing game directory of BepInEx and mods, then download this mod from thunderstore from within the mod manager (select yes when it asks if you want dependencies, that will download the right BepInEx).
    2. Fafan
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      OK, thank you! That worked now. (At least it showed up. Haven't actually tried to make anything yet.)
  6. Streko2
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    С данным модом игра виснет на экране загрузке мира. Появилось после последнего обновления игры. Можно исправить эту проблему?
    1. Advize
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      Если вы используете последнюю версию Valheim 0.217.46, используйте версию мода 1.16.4. Если вы используете Valheim 0.217.38, используйте версию мода 1.16.2.
  7. AdrialNis
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    Is it possible to change the growth time of turnips and carrots? I couldn't find it in the config. but I can change everything else
    1. Advize
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      Yes but at present it will apply to all vanilla crops. Set [Crops]EnableCropOverrides to true and the [Crops] category of settings will be expanded.
    2. AdrialNis
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      Thanks!
    3. AdrialNis
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      how to change the growth time now? 30 seconds is too fast and an hour is too long
    4. Advize
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      CropGrowTimeMin & CropGrowTimeMax. Set a minimum and a maximum amount of growth time measured in seconds (they can be the same value if you want a consistent time). I recommend 1500-1800 seconds or 25-30 minutes.
    5. AdrialNis
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      Thank you. and thanks for your mod
  8. Khilgara
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    Made this mod work with no issues, however i mostly got this mod to be able to grow barley and flax in the meadows biome. According to the listed features, this mod should allow me to do that, but it's not working yet. Anyone who can tell me what I need to do to make it possible to grow barley and flax in my meadows base?
    Thank you
    1. Advize
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      You will need to change a setting in the mod's configuration file in order to remove crop biome restrictions. See mod description for details on how to do this out of game with a text editor or in game with the BepInEx ConfigurationManager plugin.

      Set [Difficulty]EnforceBiomesVanilla to false.
    2. Khilgara
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      Thank you, I managed to figure it out after looking through some of the older posts here. Works perfectly now, base is looking awesome. I just have one question. I have made it so I can plant Barley and Flax in the meadows and they do grow. However if I don't pick them as soon as they are finished growing, they tend to disappear. Any idea, what might be causing this?
    3. Advize
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      I don't know what would cause that but I will do some tests later to see if I can find any issues with the mod.
    4. rawrimaseahorse
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      Any update on what might be causing this? I believe I've run into the same issue. I had barley, flax, magecaps, and jotunn puffs growing in the meadows and was able to harvest all 4 with no issues however after a few grow cycles they suddenly started displaying the message about being in the wrong biome when I would mouse over them and they they would break. I'm running the mod on a dedicated server and it is up to date and was working after the patch. I've also double checked the config and both the override and plants can grow outside required biome are set to true.

      ---EDIT---
      Think I may have found the problem, some of the people on the server don't have the mod running on their client side and when they are the only players near the plants the plants will get the "Can't grow in this environment"
    5. Advize
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      As the mod description says,
      In order for all settings to work reliably, install the mod on the server (if dedicated) and every connected client.
      This is because Valheim is a client-authoritative game, and if an unmodded client takes ownership of a sector it will also do calculations for plant health.

      This is a known issue, and seemingly a separate one from what the OP spoke of.
  9. Warmoo
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    This mod still does not work regarding carrots & increasing the amount you get back. I've tested it on both a server & my own personal game. Despite me setting the config file to '3' for the carrots to get back when you pluck them, I still only get 1. I figured this might've been due to the mod being outdated but even after the most recent update, the behavior is still the same.
    1. Advize
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      Are you editing the config file directly with a text editor? If so, I suspect I know what the problem is. It isn't as clear to those who aren't using the BepInEx Configuration Manager plugin, but the majority of settings under the [Crops] category won't take effect unless [Crops]EnableCropOverrides is set to true.

      This is to prevent the mod from influencing vanilla crops as a default (the design philosophy is to respect vanilla settings). It also functions as a quick global toggle while preserving your preferred settings.
    2. Warmoo
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      No, I was using the config inside the R2 manager (I got the mod from Thundestore but as this one had the same author, figured it was the same creator, apologies if I am wrong) but you're 100% right. I completely missed that aspect of the config. Thanks for correcting this airhead!
  10. SneakyBananaz
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    Hi there,
    Im not sure but I think Im encountering a persistent error with this mod and its newest version (1.16.4) that I hope to get some assistance with. Below are the details:

    Error Encountered: While sailing along the coast of an undiscovered landmass, I started experiencing a MissingFieldException: Field not found: Location.ZoneLocation.m_location error that looped non-stop, significantly dropping FPS and now prevents loading my save.

    Entire Error Message:
    [Error  : Unity Log] MissingFieldException: Field not found: Location .ZoneLocation.m_location Due to: Could not find field in class
    Stack trace:
    (wrapper dynamic-method) ZoneSystem.DMD<ZoneSystem::PlaceVegetation>(ZoneSystem,Vector2i,UnityEngine.Vector3,UnityEngine.Transform,Heightmap,System.Collections.Generic.List`1<ZoneSystem/ClearArea>,ZoneSystem/SpawnMode,System.Collections.Generic.List`1<UnityEngine.GameObject>)
    ZoneSystem.SpawnZone (Vector2i zoneID, ZoneSystem+SpawnMode mode, UnityEngine.GameObject& root) (at <da52c09f594f4a7480000b7420815ba7>:0)
    ZoneSystem.PokeLocalZone (Vector2i zoneID) (at <da52c09f594f4a7480000b7420815ba7>:0)
    ZoneSystem.CreateLocalZones (UnityEngine.Vector3 refPoint) (at <da52c09f594f4a7480000b7420815ba7>:0)
    ZoneSystem.Update () (at <da52c09f594f4a7480000b7420815ba7>:0)

    I dont know much about Unity or stuff like that but I'd be happy to provide further info or logs if needed.
    1. Advize
      Advize
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      MissingFieldException occurs when using a mod that was not built for the version of the game that you're running. Generally it happens when the game updates and a mod is referencing a field (a variable) that has been removed or has had its signature changed. I can say with confidence that this mod doesn't reference the field in question and can't be the cause. I would look first at mods that add locations or clutter/vegetation.
  11. diowjo
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    Thank you so much for the update!