Valheim
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Advize

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Advize

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425 comments

  1. RogueTech86
    RogueTech86
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    At least for me, this 1.6.1 version has been in this (below) state for 12 hours now.  It shows 10 DL's, not sure how with the file not yet able to be downloaded.  Anyone else seeing this, or know how to download it?   Thanks

    "This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us."
    1. JohnSooLong
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      me 2
    2. Advize
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      Seems to be a Nexus issue. I tried re-uploading it after the first 2½ hours but it didn't fix it. Going to do 1 last fix attempt before I throw in the towel and wait for Nexus staff to sort it out.

      Edit: Took 2 more attempts, but archiving the file then doing another fresh upload might have finally worked. Been having problems with the site all day.

      Edit 2: Still doesn't want to work. I've moved 1.6.1 to an optional download and have moved 1.6.0 back to the main file category until this gets fixed.
    3. RogueTech86
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      Thanks for following up......
    4. VitalikByrevich
      VitalikByrevich
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      So you can't download version 1.6.1 anyway. It is written that it is uploaded to the server
    5. Advize
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      Nexus representative informed me it's been fixed as of this morning. One last re-upload finally did the trick. Apologies to everyone who was affected by this, but it was 100% outside of my control.
    6. RogueTech86
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      Got it.  Thanks again.
  2. Backstab1993
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    Love your mod and I'm glad to see how responsive you are. Regardless of your intentions for making mods, its great to see how much  you support them as well.

    I have things i wanna say but im to tired to get the wording right. might come back and edit this. . . might not....  Thx for the mod tho
    1. Advize
      Advize
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      Thanks! I'm glad you're enjoying the mod.

      I honestly don't know my own motivations for making mods, only that both mods I released for Valheim were made because a mod I downloaded didn't work right. Also, the focus of my efforts are always for the benefit of the end user. I think of everyone who downloads my mod as me downloading someone else's and try to treat them accordingly.

      However, I've abandoned many mods for other games in the past that I still feel guilty about, so I'm careful about what I release because I'll want to support it for as long as possible. Currently this mod is in maintenance mode; I'm not actively working on new features except by request.
  3. ixifathertimeixi
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    Great mod, love using it but for some reason when I plant ancient seeds in the swamp I can't get them to grow , it says it's in the wrong environment and dies shortly after, any Idea where I could start, tried going clear in the very center of the swamps, even put them right at almost sea level in the swamp, still doesn't count it as being in swamp biome even when it shows "swamp" on the mini map.
    1. ixifathertimeixi
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    2. ixifathertimeixi
      ixifathertimeixi
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    3. Advize
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      I haven't tested this but I'll take your word for it. Sadly, the game uses a realllly weird way of determining what biome you're in and despite me telling ancient trees that their natural biome is 'Heightmap.Biome.Swamp', it seemingly still doesn't work sometimes???

      Try setting EnforceBiomes back to false to see if that corrects it, but please report back either way. Might need to work in a fix for that for 1.6.1
    4. ixifathertimeixi
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      Still worked when I only had  "EnforceBiomes" 
      Only seems to trigger when I use "EnforceBiomesVanilla" 
      Disabled "EnforeBiomes" Left "EnforeBiomesVanilla" on it still didnt let them grow.
      So hopefully that gives you a good spot to figure out where the conflict is <3 
    5. Advize
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      I looked into it a bit and did discover a bug.

      When EnforceBiomesVanilla is set to true (default) nothing happens, no code is executed at all (this is intended). When set to false, it overrides ALL game objects with Plant components, not just vanilla ones (this is unintended).

      When EnforceBiomes is set to false (default), no biome requirement is applied at all to the pickables or saplings that are added by this mod. Again, essentially no code is executed (this is intended). When set to true, the modded pickables and saplings are restricted to their native biomes. However, due to the weirdness of the biome system in this game, it seems setting the swamp biome as the native biome does not work as one would expect. Edit: I've added a fix for 1.6.1 so ancient saplings will correctly grow in swamps when EnforceBiomes is set to true. Was only applying the biome limitation to the build Piece, not the Plant component on saplings.
    6. ixifathertimeixi
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      Greatly appreciated ~! Thanks so much :)
  4. Skeyper
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    Hi wanted to ask. What's the point of growing dandelion if it take 5 to grow 1 and when pick it up you gen 1. ANd when you destroy it it doesnt give your resources back.
    1. Advize
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      You're planting a spawner that will regrow after a set amount of time. This is a feature in the base game, all this mod allows you to do is use the cultivator to place them. Respawn timer by default uses the game's setting of 5 in game hours (way too long imo) but can be changed in this mod's configuration file.

      If you want spawners to remain visible after being picked and before they've fully matured, set AlwaysShowSpawners to true in the configuration file.
    2. Skeyper
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      Thank you, had some issues cause some plants are disappearing when picked up. What about when you destroy it and not getting resources back? (With a middle mouse with cultivator in hands) Great mod btw
    3. Advize
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      I've added in a config setting, ReturnResources, to the [Difficulty] section of the config file for the next update. It will return the resources for pickables (berries, mushrooms, and flowers) when you remove them with the cultivator.
  5. Hardstripe
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    I have been trying to get this barley and flax to plant in the meadows with no luck... I believe I have changed the configs to allow it but I still get the error... any ideas?
    I have changed configs to reflect:
    [Difficulty]

    ## Pickable resources can only be planted on cultivated ground
    # Setting type: Boolean
    # Default value: false
    RequireCultivation = false

    ## Allow resources to be placed anywhere (not just on the ground). Does not apply to mushrooms or flowers
    # Setting type: Boolean
    # Default value: false
    PlaceAnywhere = false

    ## Restrict modded plantables to being placed in their respective biome
    # Setting type: Boolean
    # Default value: false
    EnforceBiomes = false

    ## Restrict vanilla plantables to being placed in their respective biome
    # Setting type: Boolean
    # Default value: true
    EnforceBiomesVanilla = false

    ## Enables the [Crops] section of this config
    # Setting type: Boolean
    # Default value: false
    EnableCropOverrides = true
    1. Advize
      Advize
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      The only relevant setting is EnforceBiomesVanilla. Are you playing on a server that is also hosting the mod? If so, the server config file would need to be changed.
  6. Marisun62
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    Hey

    I just manage to get two barleys from the plain and I now tried to plant it in cultivated soil in Meadows but I just got a message saying "Barley, can't grow in this environment, any clue why? Got the impression that Flax and Barley could be planted everywhere in meadows. And I ofc have the mods Plant Everything and Massfarming. I also have edited the config files so all should be working as its meant to.

    Figured it out, was ofc set to false :D
    1. Hardstripe
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      what is ofc for the simple guys such as myself?
    2. Advize
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      Ofc is short for of course. I think they discovered that they needed to set EnforceBiomesVanilla to false in the configuration file.
  7. Djambuwal
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    Hi ! 
    Is there any way to delete/erase something we planted, as Dandelion or Thistles ? 
    A friend of mine has planted a loooooot of thistles in the middle of the way, I tried many technics to get rid of them, but nothing worked !

    1. Advize
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      If you need to remove a bush or spawner, press your deconstruct key (middle click by default) with your cultivator in your hand the way you would destroy a building piece with your hammer equipped.
    2. Djambuwal
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      Omg, Thank you so much !
    3. Marisun62
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      Just what I was looking for also, love this mods even more now :D
    4. GoofyWarriorGuy
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      how do you change the deconstruct key? It doesn't seem to be anywhere in the config file.
    5. Advize
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      Open up your in game settings, navigate to controls tab, look in bottom right-ish corner for Deconstruct (see spoiler image).
      Spoiler:  
      Show


      Also, an undocumented "feature" of this mod is the fact that both the hammer and cultivator are able to remove building pieces and the added resources from this mod. It crossed my mind once that someone might unwittingly destroy a crucial load bearing piece with their cultivator by mistake, but I've yet to receive such a report. I definitely want to fix it but it's been on the backburner for a while.
    6. GoofyWarriorGuy
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      Oh so instead of creating your own hotkey you just piggy back off the in game deconstruct key and I don't want to change that. This conflicts with CropReplant mod which uses middle mouse as default hotkey for mass pick and replant, but once I installed PlantEverything it now destroys my crops instead of picking and replanting. Yes I can change the CropReplant hotkey but then I have to remember that it's changed and I still accidentally destroy crops because the habit was to middle mouse click.
      Would be much better if you had your own hotkey for remove plants rather than using the deconstruct.
    7. Advize
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      The functionality was inherited from the Planting Plus mod, but technically it doesn't even need to exist. Everything this mod adds can be destroyed with an axe. I've been procrastinating on changing this though because I can't think of how to best handle it. I'd prefer to avoid adding an additional hotkey and logic because it means introducing additional overhead to Update()/tick methods which results in performance loss (albeit slight if done well).

      I do intend to make a more immediate change though, preventing the cultivator from being able to remove normal building pieces.
  8. rasgamer
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    Hey!

    Pls help me if possible.
    I keep getting this (in red ):

    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    Advize_PlantEverything.Configuration.ConfigEntry`1[T].get_Value () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.Configuration.ModConfig.get_EnforceBiomesVanilla () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.PlantEverything+PlantAwake.Postfix (Plant __instance) (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    (wrapper dynamic-method) Plant.DMD<Plant::Awake>(Plant)
    UnityEngine.Object:Instantiate(GameObject)
    Plant_all_trees.Plant_all_trees:Update()

    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    Advize_PlantEverything.Configuration.ConfigEntry`1[T].get_Value () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.Configuration.ModConfig.get_EnforceBiomesVanilla () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.PlantEverything+PlantAwake.Postfix (Plant __instance) (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    (wrapper dynamic-method) Plant.DMD<Plant::Awake>(Plant)
    UnityEngine.Object:Instantiate(GameObject)
    Plant_all_trees.Plant_all_trees:Update()

    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    Advize_PlantEverything.Configuration.ConfigEntry`1[T].get_Value () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.Configuration.ModConfig.get_EnforceBiomesVanilla () (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    Advize_PlantEverything.PlantEverything+PlantAwake.Postfix (Plant __instance) (at <00e84b94b13a4b2d9c82e5b119037b91>:0)
    (wrapper dynamic-method) Plant.DMD<Plant::Awake>(Plant)
    UnityEngine.Object:Instantiate(GameObject)
    Plant_all_trees.Plant_all_trees:Update()
    1. Advize
      Advize
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      Looks like your config file formatting has been incorrectly altered and is no longer readable by Bepinex. Deleting it and having the mod regenerate it should fix it.
    2. rasgamer
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      Pardon my ignorance.
      How do I do that, where?
    3. Advize
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      My apologies, I was reading your error log while at work. The problem seems to be caused by the presence of "plant all trees". This mod adds those tree types to the cultivator already, so you can safely remove Plant All Trees without losing functionality.
    4. rasgamer
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      Much obliged!
    5. rasgamer
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      Wanted to give you feedback.
      It was just as you described and suggested.
      All working proper since I followed your advice.

      Thanks for your work, time, patience and dedication!
  9. Atakir
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    Any thoughts on adding 26 and 45 degree vines so we can decorate builds like the world generated huts? If anyone knows how to accomplish this with a mod that'd be great, I've seen things snapped on walls that are meant to only go on floors but I cannot for the life of me find that mod.

    Hrm, may have found the mod, https://www.nexusmods.com/valheim/mods/1117, I'll need to try it out tomorrow, right now I need sleep lol.
  10. froznkamui
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    ?hello i got some trouble with planting oaks, at first i can plant it and then some time later the plant just disappeared