That is unfortunate. But from my last information Aedenthorn has returned, please check the original mods for updates, this fork will not be maintained, as stated in the sticky post above.
The latest update 0.220.3 broke the compass mod: at the bottom of the screen there are 8 images with the inscription "tree" + a suggestion to press several keys (G and direction indication) and causes red spam in the console.
Confirmed working for me (that are missing in your pinned post):
AmmoCount
AutoFuel
MapCoordinateDisplay
MapPinExport (MPE)
A few days ago I successfully used MPE to export my ~175 map pins, import them into LibreOffice (including sortability), clean them up (eg. renaming old pins to fit my current system) and re-import them. But the process was quite tedious so I've got ...
A few suggestions/ideas (should you touch the mods again and find the time ;-) ): turn the current output {"name":"\"IronGate\"\nTower","type":0,"position":{"x":1072.2802734375,"y":0.0,"z":-2194.353515625},"isChecked":false}
into a regular tab-separated CSV file XYZtypecrossedname 1072.28027343750.0-2194.35351562500"IronGate"\nTower
Reasons:
much easier im- and export with any spreadsheet editor (including better sortability).
better readable.
`"` can only appear in pin name and don't need to be encoded as `\"` => no problems when importing into a spreadsheet.
same reason why the only variable input - the pin's name - is at the end.
only the header line contains declarative names for the fields instead of cluttering every line (space saving).
Notes:
maybe CR+LF (Windows) instead of LF (Linux) end-of-line character(s) (or flexible dependent on current running OS ?).
It's possible to use special charactersstrings like \n=newline and \t=tab in map pins. Those two seem to work fine with MPE but I don't know about others...
Thanks for confirming, I think I actually did some extra work on AutoFuel and MapPinExport in the past but forgot to add them to the list. For your suggestions, as valid as they are, I probably won't spend the time as I am currently not playing Valheim anymore, sorry.
That's fine - didn't expect you to (read some other comments from you expressing the ~same) but I wanted document my suggestion publicly anyway. :-)
Do you still have the dev-env setup? And 'd be willing to compile a modified version? (fork or pull request?)
I'm considering trying to make those changes myself. Including a change to AutoFuel where it doesn't fill fires/etc to the brim but only 1 unit of fuel if fire/etc is actually empty/off.
And/or do you know about a good guide/tutorial/how2 on "setting up a development environment for valheim mods"? https://valheim-modding.github.io/Jotunn/guides/guide.html is "garbage" IMO because it's specific for Jotunn only and doesn't even include the necessary VH stuff (how/where can I even see what I can possibly mod if don't have the original sources/apis/whatnot I'm trying to mod...).
aedenthorn's repo is actually nearly plug&play, I never set up much, if I recall correctly, worked nearly out of the box with Visual Studio 2022. Needed to change some paths of course, and install ILSpy, which is a great help, but I don't think it's mandatory to have. My fork of it should therefor be the same I think. I don't remember what guides I used back then if I even did, actually, sorry.
I don't have a problem with compiling the stuff for you, but if you don't compile yourself, how are you going to test it before sending the pull request? ^^
Sorry for only replying so late. I looked at MPE's source and to my surprise (more precisely a *doh* moment) it doesn't contain any string formatting in it of itself for the im-/export - just Unity'S/C#'s(?) object2json function... (basically)
-> If I need to use MPE again it's easier for me to write a tiny external script to translate between (this) json (format) and csv.
Lost my motivation to look at AutoFuel too :-/ (for the time being).
I did take a gander at AutoFuel & added my missing feature (yeah, aedthorn did setup a nice build env - one path and it compiled).
But after being done with a lot of refactoring and 1-2 new features I stumbled over AutomaticFuel... it doesn't have the one feature I want but looks better otherwise. :-/
I added Custom Audio to modify my in-game music. Is it normal that my console keeps spamming this non-stop until I exit the game?
[Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 [Info : Unity Log] CustomAudio Set AmbVol 0,3 ....
Besides removing Custom Audio from my mods, is there a way to stop this constant spam that clutters my console?
[Edit:] Nevermind I found something to stop the spam on Thunderstore website, it's called ShutUp : https://thunderstore.io/c/valheim/p/Smoothbrain/ShutUp/
The Here Fishy hotkey activates the forsaken power but not the Here Fishy power. Changing the hotkey doesn't help. There could be a conflict with Forsaken Power Overhaul by JuneGame. Pretty sure it worked together last time I played with both, though.
Thank you for your work! Is there any way to find out what these mods actually do? Some of them are deleted from nexus or can't be found by their names here...
I assume if you go to aedenthorn's profile and check out their mods you will find the original pages easily. Some of the mod files seem to have been named differently than the mod was called, that might be a problem, so sometimes you will need to apply some guesswork which one is which. Other than that, no, I don't think so and I actually don't know what some of them do, even if I "fixed" them and reuploaded them :D
141 comments
Aedenthorn has returned, please check the original mods for updates, this fork will not be maintained.
Confirmed working or alternative fork available:
Confirmed broken:
But from my last information Aedenthorn has returned, please check the original mods for updates, this fork will not be maintained, as stated in the sticky post above.
Confirmed working for me (that are missing in your pinned post):
A few days ago I successfully used MPE to export my ~175 map pins, import them into LibreOffice (including sortability), clean them up (eg. renaming old pins to fit my current system) and re-import them. But the process was quite tedious so I've got ...
A few suggestions/ideas (should you touch the mods again and find the time ;-) ):
turn the current output
{"name":"\"IronGate\"\nTower","type":0,"position":{"x":1072.2802734375,"y":0.0,"z":-2194.353515625},"isChecked":false}
into a regular tab-separated CSV file
XYZtypecrossedname
1072.28027343750.0-2194.35351562500"IronGate"\nTower
Reasons:
- much easier im- and export with any spreadsheet editor (including better sortability).
- better readable.
- `"` can only appear in pin name and don't need to be encoded as `\"` => no problems when importing into a spreadsheet.
- same reason why the only variable input - the pin's name - is at the end.
- only the header line contains declarative names for the fields instead of cluttering every line (space saving).
Notes:charactersstrings like \n=newline and \t=tab in map pins. Those two seem to work fine with MPE but I don't know about others...For your suggestions, as valid as they are, I probably won't spend the time as I am currently not playing Valheim anymore, sorry.
Do you still have the dev-env setup? And 'd be willing to compile a modified version? (fork or pull request?)
I'm considering trying to make those changes myself. Including a change to AutoFuel where it doesn't fill fires/etc to the brim but only 1 unit of fuel if fire/etc is actually empty/off.
And/or do you know about a good guide/tutorial/how2 on "setting up a development environment for valheim mods"?
https://valheim-modding.github.io/Jotunn/guides/guide.html is "garbage" IMO because it's specific for Jotunn only and doesn't even include the necessary VH stuff (how/where can I even see what I can possibly mod if don't have the original sources/apis/whatnot I'm trying to mod...).
Needed to change some paths of course, and install ILSpy, which is a great help, but I don't think it's mandatory to have. My fork of it should therefor be the same I think.
I don't remember what guides I used back then if I even did, actually, sorry.
I don't have a problem with compiling the stuff for you, but if you don't compile yourself, how are you going to test it before sending the pull request? ^^
I looked at MPE's source and to my surprise (more precisely a *doh* moment) it doesn't contain any string formatting in it of itself for the im-/export - just Unity'S/C#'s(?) object2json function... (basically)
-> If I need to use MPE again it's easier for me to write a tiny external script to translate between (this) json (format) and csv.
Lost my motivation to look at AutoFuel too :-/ (for the time being).
Cheers
I did take a gander at AutoFuel & added my missing feature (yeah, aedthorn did setup a nice build env - one path and it compiled).
But after being done with a lot of refactoring and 1-2 new features I stumbled over AutomaticFuel... it doesn't have the one feature I want but looks better otherwise. :-/
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
[Info : Unity Log] CustomAudio Set AmbVol 0,3
....
Besides removing Custom Audio from my mods, is there a way to stop this constant spam that clutters my console?
[Edit:] Nevermind I found something to stop the spam on Thunderstore website, it's called ShutUp : https://thunderstore.io/c/valheim/p/Smoothbrain/ShutUp/
Some of the mod files seem to have been named differently than the mod was called, that might be a problem, so sometimes you will need to apply some guesswork which one is which.
Other than that, no, I don't think so and I actually don't know what some of them do, even if I "fixed" them and reuploaded them :D