Hello sir. I use your mod and its amazing. But i also use ItemDrawer from KGValheim modder. And your mod would not pull items from his drawers (chests). Would it be possible to make these two mods compatible, as its highly requested by many players?
I have worked on this a few times and never gotten it to work. I don't use ItemDrawers so it's never been a high priority. It's a fine mod, but the itemdrawers are not traditional chests so it would change much code to get it working. KG does have an API, but with limited time, I have not had a chance to work on it. I will update my github this weekend with the newest code if anyone wants to take a crack at the task.
Although I love the idea of the mod, I seem to be having an issue where the smelters and kilns randomly pause at times. Which makes the process reaaaaally slow. Not sure if its a bug with this mod or if its a compatibility issue with another mod. Like one second they are smelting, then they just pause randomly, then smelt again, it just wastes a lot of uptime.
If anyone knows anything of this and how to fix, I'd appreciate it.
Hey there. This is a super popular mod and I haven't heard anything reported like this. I was testing it today for another reason and it was working great. If you want to send me your OutPutLog.txt file I can take a look. It would be in your BepinEx folder. I have a discord channel . Discord Server Or you can send it to me directly. My screen name is TastyChickenLegs
didn't know about your mod until now which was unfortunately too late because I already made some additions to Aedthorn's "original".
Now I'm between a rock and a hard place because your version looks a lot more refined, has more features but is missing my most important one: limitFuelAdding - to limit at which fill level AutoFuel stops putting more fuel into fireplaces/torches/etc. This limits wasting fuel burned in absence of players - eg. when I seldomly visit a base with several (beacon)fires all fires get filled to the brim every time and almost all of that fuel vanishes until my next visit. (eg. five bon fires = 50-5 = 45 wood waste every time I visit).
And instead of adding more bool-toggles for tiny groups of different fireplace types I used a comma separated list instead where you can disable any individual type of fireplace (like the existing fuel- / oreBlockList).
Can you please implement the fillingLimit feature? And/or point me to a public Git repository of your source code?
Otherwise I can take a look at your code. I will say this mod is very popular and used in a ton of servers packages. when I make updates I am very careful to do a lot of testing and only release new versions seldom. If I do implement it, it will take a while. Just being up front about it.
I know about the RestrictKilnInput but I need it for normal fireplaces (and torches) (why "output"? at least in aedthorn's original it only limits the output during the absence of any players but not while any were nearby.)
Please do take a look.
It shouldn't be much more than "replacing" int num = (int)(fireplace.m_maxFuel - Mathf.Ceil(znview.GetZDO().GetFloat("fuel", 0f)));in public static async void RefuelTorch(Fireplace fireplace, ZNetView znview, int delay)with the "equivalent" to this// current amount of fuel in "__instanceFireplace". int maxFuelToAdd = (int)(Mathf.Ceil(znview.GetZDO().GetFloat("fuel", 0f)));
// break if there's still enough fuel in "__instanceFireplace". if (maxFuelToAdd > limitFuelAdding.Value) return;
// fuel-space left in "__instanceFireplace". maxFuelToAdd = (int)(__instanceFireplace.m_maxFuel) - maxFuelToAdd;
// allowed amount of fuel to be added by AutoFuel. if (maxFuelToAdd > limitFuelAdding.Value) maxFuelToAdd = limitFuelAdding.Value;
and of course adding the config option for "limitFuelAdding.Value;" (integer)
I can't shake the feeling there's an easier/cleaner way to do that ^^ little bit of math but it works and I didn't bother to dig deeper into it.
AFAIKT it should work perfectly fine because that part of the code looks functionally identical to the original.
Let me look at this over the next few days. I've been super busy at work and a time is limited. This is a pretty niche need and I am struggling to find a reason for it. It would be easier to just force the items to stay lit and not consume fuel at all. This is how my No Smoke Stay Lit mod works, plus you get a significant FPS boost for taking out the extra smoke billows and you can put things on timers if you want. This only affects the torches, firepits, ovens, hot tubs and is configurable down to the individual item. The kilns and smelters..etc sill use fuel so the the immersion is kept intact for the majority of the items.
Unless there is a need to use fuel (immersion or something) just use that mod and it will force them lit with all the config options you would ever need. It is compatible with this one and I use it all the time. No Smoke Stay Lit
If that is not a good solution then let me know.
i put the mod on my server and my client but when i'm disconnet from my server the mod doesn't work anymore until i came back on the server it's normal?
Hi! I'm trying to move to Bog Witch update since the VR mod got updated to that, but Craft from Containers' (https://www.nexusmods.com/valheim/mods/2866) update for Bog Witch got some conflicts with this mod. I've tried reaching out to the CfC dev, but it's been a month without answer, so maybe something can be done on this side to get rid of the conflict? The conflict's with any version of CfC above 3.5.5.
Man, that is a redo of a very old mod. I see that they added support for KG Item Drawers. My mod doesn't work with item drawers. If I get a chance I will load that up tonight or tomorrow and see what the issue is.
Hello, author. I've found that when trying to disable the use of a certain type of wood in the kiln, both fuelDisallowTypes and oreDisallowTypes need to have exactly the same wood name filled in for it to take effect. Is this a bug?
It's not a bug, this the way the game functions. The fireplaces/Torches take the Fuel and kilns, Smelters/Blast Furnace..etc. take the Ore even if ore is wood. So if you want to completely leave out a wood type then you would have to put it in both spots. Hope that helps.
Hello. Just getting back into Velheim. I added your mod to my single player game and it is having issues with the following mod: "ItemDrawers v1.0.9 by KGvalheim". Item in the Item Drawers container cannot be pulled from. FYI - I had to move to this version of Item Drawers as the original does not work (causes UI issues in the initial menu).
Hopefully this is something that you will be able to do. Thank you so much!
I worked with item drawers and could not get things working. The main issue is that item drawers are not chests, so none of my "pull items" code works with those drawers. Not sure I will revisit it, as I don't personally use that mod.
Can you enable downloading of archived versions? I'm still playing on ashlands (0.218.21) as the VR mod is not yet updated to bog witch. I downloaded the bog witch version of this mod (1.4.4) as it's the only one available, but the mod doesn't work at all (simply doesn't do anything).
201 comments
I use your mod and its amazing.
But i also use ItemDrawer from KGValheim modder.
And your mod would not pull items from his drawers (chests).
Would it be possible to make these two mods compatible, as its highly requested by many players?
Although I love the idea of the mod, I seem to be having an issue where the smelters and kilns randomly pause at times. Which makes the process reaaaaally slow. Not sure if its a bug with this mod or if its a compatibility issue with another mod. Like one second they are smelting, then they just pause randomly, then smelt again, it just wastes a lot of uptime.
If anyone knows anything of this and how to fix, I'd appreciate it.
didn't know about your mod until now which was unfortunately too late because I already made some additions to Aedthorn's "original".
Now I'm between a rock and a hard place because your version looks a lot more refined, has more features but is missing my most important one:
limitFuelAdding - to limit at which fill level AutoFuel stops putting more fuel into fireplaces/torches/etc.
This limits wasting fuel burned in absence of players - eg. when I seldomly visit a base with several (beacon)fires all fires get filled to the brim every time and almost all of that fuel vanishes until my next visit. (eg. five bon fires = 50-5 = 45 wood waste every time I visit).
And instead of adding more bool-toggles for tiny groups of different fireplace types I used a comma separated list instead where you can disable any individual type of fireplace (like the existing fuel- / oreBlockList).
Can you please implement the fillingLimit feature? And/or point me to a public Git repository of your source code?
(here's my source code)
--------------------------
It seem your mod doesn't mention (Eitr) refineries - AutoFuel does support them without mentioning it anywhere so I assume yours does too...
## Restrict kiln output [Synced with Server]
# Setting type: Boolean
# Default value: false
RestrictKilnOutput = false
Otherwise I can take a look at your code. I will say this mod is very popular and used in a ton of servers packages. when I make updates I am very careful to do a lot of testing and only release new versions seldom. If I do implement it, it will take a while. Just being up front about it.
Please do take a look.
It shouldn't be much more than "replacing"
int num = (int)(fireplace.m_maxFuel - Mathf.Ceil(znview.GetZDO().GetFloat("fuel", 0f)));
inpublic static async void RefuelTorch(Fireplace fireplace, ZNetView znview, int delay)
with the "equivalent" to this// current amount of fuel in "__instanceFireplace".
int maxFuelToAdd = (int)(Mathf.Ceil(znview.GetZDO().GetFloat("fuel", 0f)));
// break if there's still enough fuel in "__instanceFireplace".
if (maxFuelToAdd > limitFuelAdding.Value) return;
// fuel-space left in "__instanceFireplace".
maxFuelToAdd = (int)(__instanceFireplace.m_maxFuel) - maxFuelToAdd;
// allowed amount of fuel to be added by AutoFuel.
if (maxFuelToAdd > limitFuelAdding.Value) maxFuelToAdd = limitFuelAdding.Value;
and of course adding the config option for "limitFuelAdding.Value;" (integer)
I can't shake the feeling there's an easier/cleaner way to do that ^^ little bit of math but it works and I didn't bother to dig deeper into it.
AFAIKT it should work perfectly fine because that part of the code looks functionally identical to the original.
Unless there is a need to use fuel (immersion or something) just use that mod and it will force them lit with all the config options you would ever need. It is compatible with this one and I use it all the time. No Smoke Stay Lit
If that is not a good solution then let me know.
I'm trying to move to Bog Witch update since the VR mod got updated to that, but Craft from Containers' (https://www.nexusmods.com/valheim/mods/2866) update for Bog Witch got some conflicts with this mod. I've tried reaching out to the CfC dev, but it's been a month without answer, so maybe something can be done on this side to get rid of the conflict? The conflict's with any version of CfC above 3.5.5.
Hopefully this is something that you will be able to do. Thank you so much!
Also we're having the issue with the higher ores that need the blast furnace.
Also the world I am using has at least 20 chests nearby. I will test it again tonight and do a video if time permits. Thanks again.
I made a video showing that this does work. Thanks again.