Is it possible to isolate the rain damage part of this? In other words what would I need to do to only have this impact my game by having water/rain cause no weathering damage to wood
## Settings file was created by plugin Structure Damage Tweaks v1.1.0 ## Plugin GUID: StructureDamageTweaks
[AutoRepair]
## Timer in seconds on how often auto repair is applied if the player has an according item (see in categories). Disabled if value is zero. Low values not adviced. # Setting type: UInt32 # Default value: 120 Timer = 120
[Category]
## Number of additional categories for which damage reductions may be defined. Remark: You can use a category to exclude structures from another category. Each structure can always be in only one category and they are tested zero first, ..., default last # Setting type: UInt32 # Default value: 1 NumberOfCategories = 0
[CategoryDefault]
## Only used in game with logging enabled. Though I advice naming your categories for clarity # Setting type: String # Default value: Default name = Default
## Determines whether this group only applies to structures build by any player. Be aware, that if this is false, this may include beehives or other structures that you actually want to destroy. # Setting type: Boolean # Default value: true OnlyPlayerStructures = true
## Global keys that apply modifiers. First applicable key will be used. Example values: defeated_eikthyr,defeated_gdking,defeated_bonemass,defeated_dragon,defeated_goblinking. EVA: Killed_HelDemon,Killed_Jotunn,Killed_SvartalfarQueen # Setting type: String # Default value: Killed_HelDemon,Killed_Jotunn,Killed_SvartalfarQueen,defeated_goblinking GlobalKeysNames =
## Damage multipliers per name. First applicable multiplier will be used. This list should have the same length as 'GlobalKeysNames'. Values that cannot be converted to a float will be ignored. Values below zero would repair a structure and are not adviced. Below one reduces damage to structures. Above one will increase damage. # Setting type: String # Default value: 0.1,0.2,0.3,0.5 GlobalKeysMultipliers =
## 'Token name' of items that apply modifiers if in player inventory. See https://github.com/Valheim-Modding/Wiki/wiki/ObjectDB-Table for vanilla items. You can use 'structuredamagetweaks inventory' ingame to print a full list of 'Token names' for what is currently in your inventory. First applicable item with an actuall effect (see below) in this list will be used. # Setting type: String # Default value: Yagluth thing ItemInInventoryRequirements =
## Damage multipliers per item. First applicable multiplier that is unequal to '1' will be used. This list should have the same length as 'ItemInInventoryRequirements'. Missing or non-float-convertable ones will be set to '1', i.e. no effect. Values below zero would repair a structure and are not adviced. Below one reduces damage to structures. Above one will increase damage. # Setting type: String # Default value: 0.5 ItemInInventoryMultipliers =
## Amount of auto-repair per item. All structures in range will be repaired by this percentage every '[AutoRepair]Timer' seconds. First applicable non-zero value will be used. This list should have the same length as 'ItemInInventoryRequirements', missing entries will be set to zero, i.e. no effect. # Setting type: String # Default value: 5 ItemInInventoryAutoRepairPercentage =
## Range per item.Checked per structure.This is a restriction as to when an item is 'applicable', see above.This list should have the same length as 'ItemInInventoryRequirements', missing entries will be set to the maximum given range, or '10' should the whole list be empty.Different items with different ranges can work together if ordered correctly: Put strong short range items first. # Setting type: String # Default value: 100 ItemInInventoryRange =
[Logging]
## Enable logging. Please be aware, that enabling this together with auto repair will slow your game each time auto repair is performed if you are in a region with many instances that are in need of repairs. # Setting type: Boolean # Default value: false Logging Enabled = false
[Rain]
## If enabled, disables rain damaging any parts, including ones that normally take damaged unless roofed. # Setting type: Boolean # Default value: false PreventRainDamage = true
[TamedCreatures]
## If enabled, tamed creatures do no damage to player created structures. # Setting type: Boolean # Default value: true PreventTamedDamage = false
## If enabled, extends PreventTamedDamage to non-player-structures. # Setting type: Boolean # Default value: false NonPlayerStructures = false
Totally. Use this config. In case you want to have the tamed creature stuff, you can just enable that one/two setting(s)
Hi, I was wondering if there was a way to make structures immune or resistant to the damage of tamed creatures specifically? Lox are particularly bad about this.
Good suggestion. I don't think that is possible with the method I currently use as that function gets no information about the attack or the attacker (except for the amount of damage). I will keep it in mind though and if I hope I can add a separate option that just makes all structures immune to tamed creatures.
Being able to prevent tamed creature damage would be super helpful. My few loxes destroyed parts of my base just because of one or two greydwarf attacked them..
Could there be an option to have our building immune to enemies and tamed pets' attacks?
I hate losing a structure I worked hard on because a Trolls or Golem wandered close by. I really like the base building, survival and exploring in the game, it's just having my base destroyed and losing countless hours breaks the fun for me.
Is it synced with the server? So if you put this mod on the client server and set the necessary settings on the server, then the client on his side will be able to change the settings for himself and thereby bypass the server settings? For example, the mod "Building damage mod" does not synchronize configs and is useless for the server, because the client can customize it for himself.
So what defines a "player structure" I have the mod modified for experimenting so it is repairing everything to 100% every 10 seconds just to see what happens, but nothing is getting repaired. Do I need to have a workbench around in order to make these things repair?
I do have the required item, 30 in fact in my inventory for testing. Even had the final boss killed to get the 50% bonus in reduction. Still nothing.
13 comments
## Settings file was created by plugin Structure Damage Tweaks v1.1.0
Totally. Use this config. In case you want to have the tamed creature stuff, you can just enable that one/two setting(s)## Plugin GUID: StructureDamageTweaks
[AutoRepair]
## Timer in seconds on how often auto repair is applied if the player has an according item (see in categories). Disabled if value is zero. Low values not adviced.
# Setting type: UInt32
# Default value: 120
Timer = 120
[Category]
## Number of additional categories for which damage reductions may be defined. Remark: You can use a category to exclude structures from another category. Each structure can always be in only one category and they are tested zero first, ..., default last
# Setting type: UInt32
# Default value: 1
NumberOfCategories = 0
[CategoryDefault]
## Only used in game with logging enabled. Though I advice naming your categories for clarity
# Setting type: String
# Default value: Default
name = Default
## Determines whether this group only applies to structures build by any player. Be aware, that if this is false, this may include beehives or other structures that you actually want to destroy.
# Setting type: Boolean
# Default value: true
OnlyPlayerStructures = true
## Global keys that apply modifiers. First applicable key will be used. Example values: defeated_eikthyr,defeated_gdking,defeated_bonemass,defeated_dragon,defeated_goblinking. EVA: Killed_HelDemon,Killed_Jotunn,Killed_SvartalfarQueen
# Setting type: String
# Default value: Killed_HelDemon,Killed_Jotunn,Killed_SvartalfarQueen,defeated_goblinking
GlobalKeysNames =
## Damage multipliers per name. First applicable multiplier will be used. This list should have the same length as 'GlobalKeysNames'. Values that cannot be converted to a float will be ignored. Values below zero would repair a structure and are not adviced. Below one reduces damage to structures. Above one will increase damage.
# Setting type: String
# Default value: 0.1,0.2,0.3,0.5
GlobalKeysMultipliers =
## 'Token name' of items that apply modifiers if in player inventory. See https://github.com/Valheim-Modding/Wiki/wiki/ObjectDB-Table for vanilla items. You can use 'structuredamagetweaks inventory' ingame to print a full list of 'Token names' for what is currently in your inventory. First applicable item with an actuall effect (see below) in this list will be used.
# Setting type: String
# Default value: Yagluth thing
ItemInInventoryRequirements =
## Damage multipliers per item. First applicable multiplier that is unequal to '1' will be used. This list should have the same length as 'ItemInInventoryRequirements'. Missing or non-float-convertable ones will be set to '1', i.e. no effect. Values below zero would repair a structure and are not adviced. Below one reduces damage to structures. Above one will increase damage.
# Setting type: String
# Default value: 0.5
ItemInInventoryMultipliers =
## Amount of auto-repair per item. All structures in range will be repaired by this percentage every '[AutoRepair]Timer' seconds. First applicable non-zero value will be used. This list should have the same length as 'ItemInInventoryRequirements', missing entries will be set to zero, i.e. no effect.
# Setting type: String
# Default value: 5
ItemInInventoryAutoRepairPercentage =
## Range per item.Checked per structure.This is a restriction as to when an item is 'applicable', see above.This list should have the same length as 'ItemInInventoryRequirements', missing entries will be set to the maximum given range, or '10' should the whole list be empty.Different items with different ranges can work together if ordered correctly: Put strong short range items first.
# Setting type: String
# Default value: 100
ItemInInventoryRange =
[Logging]
## Enable logging. Please be aware, that enabling this together with auto repair will slow your game each time auto repair is performed if you are in a region with many instances that are in need of repairs.
# Setting type: Boolean
# Default value: false
Logging Enabled = false
[Rain]
## If enabled, disables rain damaging any parts, including ones that normally take damaged unless roofed.
# Setting type: Boolean
# Default value: false
PreventRainDamage = true
[TamedCreatures]
## If enabled, tamed creatures do no damage to player created structures.
# Setting type: Boolean
# Default value: true
PreventTamedDamage = false
## If enabled, extends PreventTamedDamage to non-player-structures.
# Setting type: Boolean
# Default value: false
NonPlayerStructures = false
I hate losing a structure I worked hard on because a Trolls or Golem wandered close by. I really like the base building, survival and exploring in the game, it's just having my base destroyed and losing countless hours breaks the fun for me.
Looking forward to know if this is feasible :)
I do have the required item, 30 in fact in my inventory for testing. Even had the final boss killed to get the 50% bonus in reduction. Still nothing.