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shudnal

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  1. n1b5
    n1b5
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    We've just experienced an issue with a locked biome (Swamp) whereby a few players entered the biome and all the skills they used whilst inside the biome have all their (+)progress removed and sent into a particularly disturbing negative value, sometimes around -1000 before next level progress. 

    Has anyone else experienced this?  I have had a search but it with no luck finding any information. 
    1. shudnal
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      There is Raise skill modifier config that sets a factor for skill raise amount. Current default value is -100 which means you will lose any accumulated progress if you get new skill experience. I mean this little line under skill description. You can set it to 0 to prevent players from gaining skill experience while also saving current progression.
    2. n1b5
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      Hey, that looks like the one.  Thank you so much.  I had set it on the server at the default value.  I'll see how it goes with it set to 0, if I've read that correctly.  :)
  2. avatarprotocol
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    A few hot little tips about this mod to server owners and players under it.

    The ocean in Valheim frequently crosses into other biomes even in the middle of the ocean, which triggers this mod's gating. So while randomly sailing your boat across the world, you can frequently expect

    "prevent minimap exploring"

    to not only give you no minimap exploration into what should just be open waters, but also no world map exploration, leaving you with gaps of fog of war which should be open.

    "prevent interaction with all interactable objects" also includes boat rudders. The way Valheim's water works is that the waves can make your boat go up and down pretty significantly, and oops, if you're unlucky, you can park on a bit of land that's near a Plains coast. Hopefully you haven't let go of your rudder, because oops, now you can't use your boat anymore, you're stranded in the ocean, on your boat, near an area where a deathsquito might fly in on you since you can no longer move except to jump off the boat into the biome-locked area.

    And hopefully the server owner didn't leave the setting that makes enemies deal 1000% damage setting enabled, as if moving to a higher-tier biomes isn't dangerous enough already without unexpected quirks like these.
    1. shudnal
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      Thanks for great feedback.

      What about a check when a player is on a ship then restrictions will not be applied. It will prevent any issues with boat controls, map exploring and such.
      And more so it will not prevent explorers from searching for new lands but prevent them from conquering it.

      I assume you have great experience in such stuff so any other feedback will make this mod more suitable.
    2. shudnal
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      All the issues you face should be fixed in 1.0.3.
      You will be able to explore from ship, build workbench to repair it and interact with ship container.
      Boat rudders and ladders usage will not be prevented to always be able to return to a ship.

      And there is no 1000% damage increase just Very Weak modifier to any incoming damage. Which is x2 damage multiplier.
  3. CephalonAlhertum
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    Hi there. Is it possible to make debuff removal after killing boss of previous location? (Killing Eiktyr  remove debuffs in Black Forest)
    1. shudnal
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      It is meant to be only admin available tool to manually limit progression on the server. If you are admin you can change mod config in seconds via ConfigurationManager.

      While making it changing limitation automatically basing on boss kills is easy to implement it breaks the mod logic of progress gating.
    2. shudnal
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      Pls check 1.0.1.
    3. CephalonAlhertum
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      Thanks for changes. Im also have question about "caution" HUD status effect.  Is it possible to create a function that would prevent the effect from displaying on the screen, but still allow the Biom Gate to work?
    4. shudnal
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      There are a couple of config values related to this: "Show repeat message" and "Show start message".
    5. Tentarion
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      In the old version, you could turn off the danger warning when you enter a complex biome, in the new version, this was removed. Is it possible to return the ability to turn off this inscription in the configuration? It blinks and distracts.
    6. shudnal
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      One thing was changed in 1.0.1 is addition of "Gating - Global keys" config section. Nothing else was changed. "Show repeat message" and "Show start message" are still part of the "Gating" section.
    7. Tentarion
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      Well then it's a bug, because I have everything disabled, but the message is still there all this time.
      Here is a screenshot from my config file

      ## Show repeated message every 20 seconds
      # Setting type: Boolean
      # Default value: true
      Show repeat message = false
      ## Show message when debuff is applied
      # Setting type: Boolean
      # Default value: true
      Show start message = false
    8. shudnal
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      This could be it. I'll check a bit later.
    9. Tentarion
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      Hi, is the bug confirmed? What can be done about it?
    10. shudnal
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      I could not reproduce this. For me this messages only appear if corresponding toggle is enabled. Maybe there is some mod altering status effects that messes with status effects settings.
    11. shudnal
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      To be clear do you mean the messages appearing in the center of the screen when you come into gated biome or stay in for some time? Not the message you get when trying to interact with objects?
    12. Tentarion
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      No, I mean the danger alert icon. There is no text in the middle of the screen.
      Most likely, it is because of your "seasons" mod. Now we downloaded the old biomegate build and this bug also appeared there. Previously, it was not there on the old version, because there was another mod for seasons (seasonality). These are the only mods that affect the environment. The rest of our mods are for weapons and skins.
    13. shudnal
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      Ah you mean status effect near other effects like Rested. I will make it hideable in the next version. I didn't think it would be necessary since it's the piece of information about current danger.
    14. shudnal
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      Check 1.0.2.
    15. Tentarion
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      Thank you so much!!! You are the best!!!
  4. Tentarion
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    I would like a tool that can remove the limitation and slowdown of progress when killing a boss. I am a host, but I do not use a mod manager, as I believe that the ability to change conditions in the game itself is legal cheating and a temptation to play unfairly in some way. But if such a function is set up once with automatic use, then everyone will be on equal terms.

    Or at least disable the ability to synchronize with the host. So that we can dump "enhanced mobs" on the especially cunning ones, and leave the regular game for ourselves.
    1. shudnal
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      Pls check 1.0.1.
  5. AbowDuck
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    What is wrong with playing some plains before mountains? I like to get some berries and some needle arrows and some lox pelts early. Maybe even some barley wine. Deathqitos are a joke after root harnesk.

    Mountains before swamp is pretty impossible anyway. Getting to the onions is a hard. Some obsidian needs the iron pick. Wolves are a pain early. If golems could break obsidian, there would be a point in going early.

    Do you want to take the new biome as a group attack on a server and your players don't share the sentiment? Maybe just block the related recepies to keep people in bronze or iron age. Maybe just focus on prohibiting smelting of unknown ores. That would make more sense lore wise to me.
    1. shudnal
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      This mod is made for very limited amount of server owners who doesn't want players to sneak ahead of the rest. It just offers another approach of progression gating. You're right another approaches are recipe gate and making enemies ridiculously strong. 

      There's nothing wrong in exploring biomes ahead in general. But it's easy to exploit the game to get late game resources and items early. If you have plenty of time you can get to silver gear without killing a boss while everyone else is in leather.