Is this getting an update soon? This is, so far, the ONLY mod that does exactly what I need and I greatly desire to download it, but recent posts mention it is no longer compatible with the game after a few recent game updates. I would really hate for this to fall abandoned.
Is there any chance, that circles after press G would have colorful fillings? For example, after pressing G there would be green zones (safe zones), red zones - unsafe?
I really like this idea, the rotating rings get super chaotic when there's a lot of pieces around. An option with just the color fill would be perfect imo, it'd be useful even if it doesn't adjust according to terrain height like the rings do.
Honestly this would be a feature I'd really like myself (or something to reduce the difficulty in visually identifying safezones when you've got a lot overlapping), but with the way unity works I'm not 100% sure if it's feasible or at least beyond my skill level (I think it may need shaders which I've never gotten the hang of). But I will continue to keep an eye out for ways to implement something better than reusing the rings of work benches.
@Koosemose I've been a game dev for a decade (In Unity), but I've never modded anything, this is feature I'd be interested to have too, I might be able to help you =)
I'll just throw a few ideas/questions and see what's up. For the shader idea, the problem of having multiple elements working together to achieve a united indicator, it needs a fullscreen post-process to build the final render, and you kinda need to integrate stuff in the rendering pipeline that's super tricky to get right even in the native environment, so that's pretty much out. The shader itself is simple, but to pass information from the decals to the post-process is a pain =) (there's a few way of achieving it, they ALL are a pain)
The easiest way would be to replace the decal texture, the circle, for a full white circle, it would be super ugly and hide the actual terrain, but as a quick tool, it would do the job. Even better, if you can have different "height" to the decals/projector (so one override the other) you could add a 30m red circle but lower priority, under the 20m white/green circle, using the depth buffer to do the job of hiding it for you.
Even a slight white tint inside the rotating circle would help, it would still be super busy, but anywhere "untinted" would be spawnable.
The problem with doing anything with the "decals" is that they're not decals (if I remember the precise meaning correctly) and they're not circles, rotating ring is individual cuboid models that are generated in a ring around the object (if the ring goes down a steep slope, you can see them clipping into the terrain).
In theory, I could reimplement the whole thing from scratch, but all my unity experience is pretty much exclusively 2d, and with the exception of modding Valheim is a few years out of date, so I don't even know where to start with doing something decal based.
But, I get an error message in the console instead of the status effect.
[Error : Unity Log] MissingMethodException: StatusEffect SEMan.AddStatusEffect(StatusEffect,bool) Stack trace: if you consider suggestions: I would actually like to be able to disable the status effect notification with a hotkey too.
33 comments
Getting this error on repeat in the console when used with the latest update (0.217.14)
[Error : Unity Log] MissingMethodException: bool PlayerController.TakeInput() Stack trace: (wrapper dynamic-method) PlayerController.DMD<PlayerController::LateUpdate>(PlayerController)
I've been a game dev for a decade (In Unity), but I've never modded anything, this is feature I'd be interested to have too, I might be able to help you =)
I'll just throw a few ideas/questions and see what's up. For the shader idea, the problem of having multiple elements working together to achieve a united indicator, it needs a fullscreen post-process to build the final render, and you kinda need to integrate stuff in the rendering pipeline that's super tricky to get right even in the native environment, so that's pretty much out. The shader itself is simple, but to pass information from the decals to the post-process is a pain =) (there's a few way of achieving it, they ALL are a pain)
The easiest way would be to replace the decal texture, the circle, for a full white circle, it would be super ugly and hide the actual terrain, but as a quick tool, it would do the job. Even better, if you can have different "height" to the decals/projector (so one override the other) you could add a 30m red circle but lower priority, under the 20m white/green circle, using the depth buffer to do the job of hiding it for you.
Even a slight white tint inside the rotating circle would help, it would still be super busy, but anywhere "untinted" would be spawnable.
The problem with doing anything with the "decals" is that they're not decals (if I remember the precise meaning correctly) and they're not circles, rotating ring is individual cuboid models that are generated in a ring around the object (if the ring goes down a steep slope, you can see them clipping into the terrain).
In theory, I could reimplement the whole thing from scratch, but all my unity experience is pretty much exclusively 2d, and with the exception of modding Valheim is a few years out of date, so I don't even know where to start with doing something decal based.
[Error : Unity Log] MissingMethodException: StatusEffect SEMan.AddStatusEffect(StatusEffect,bool)
Stack trace:
Any advice?
First, thank you for the contribution.
with :
Circles are showing correctly with Hotkey : G
But, I get an error message in the console instead of the status effect.
[Error : Unity Log] MissingMethodException: StatusEffect SEMan.AddStatusEffect(StatusEffect,bool)
Stack trace:
if you consider suggestions: I would actually like to be able to disable the status effect notification with a hotkey too.
Thank you.