Now that Valheim are on Xbox, my friend and I tried out some CrossPlay. We used his Xbox Series-X as server, and we played a few times (about 15 hours total) so I could show him the ropes of the game. I tuned down my mod list beforehand, to client side only stuff, with Tree Respawn and TreeStatus as two of the few. All was good, both could chop down trees and the stubs, and Saplings appeared. ( I could only see tree status, of course)
Then today, those two mods didn't work in that multiplayer game. Works fine in my test game on my PC, just now. I've been using a bunch of mods since Valheim was launched into EA (soon 1k hours), but never done any multiplayer with it.
No update to any mods (bot latest versions from Nexus) or to the game files (0.214.2). No Public Test Branch stuff in my end. Tried that game-world with only these two installed, but no luck. No error in my BepInEx console window, or to LogOutput.log / Player.log. Updated to BepInEx 5.4.21.0 before I even logged onto the xbox server for the first time.
Anyone with similar experience / suggestion?
Edit: Over at Tree Respawn, ZombieDancer suggest it could be that the first player into a new cell, controls it. And when the Xbox player spawns in first, the mods wouldn't work in that cell. By leaving the cell, and me returning first, the mods works just fine. Thank you to ZombieDancer.
Could we have it so the status only are visible when holding a certain axe (or any vanilla / mod item of choice) in hand? Like this is a fine tuned skill as a hardcore lumberjack. Or some key to hold down, so we only see the status when hoovering over a tree/log and pressing a key? This mod would be a must for me, when clearing my "tree-farm". I start from the bottom and give all the trees a wack or two, so they fall like a house of cards, when i cut the trees on the top of the hill. For now, the mods will help me to chance a second wack. :) Thank you. Edit: could we also be able to see the status on player made stubs and game made logs and stubs (the ones with moss on)
I'll look into the game made logs and stubs - as for your main suggestion, it sounds really cool but a bit out of scope for this mod. I'll bare it in mind and look into doing something like that soon, maybe as a separate mod :)
Nice, thank you :) Is it possible to get "chop-status" on demand, or is it only after inflicting damage on the object? Now I'm using wood arrows on trees in my "tree-farm", if I loose track of what trees I've had wacked... :p
Mind making the percentage shows on highlighting the tree with more updates per second? Like whenever i hit the tree for the first time it always shows 100%
also making the mod work on logs would make it better imo
Working on an update that makes it a smoother experience. It seems the issue with the 100% health is linked to how damaging a tree on first hit works (my calculations are done after damage so it seems sometimes the tree never takes damage on first hit)
Working on some other tweaks and additions too, I'll let you know when it's out and what it does :)
Further on that, I think it actually works whereby the tree doesn't fall when its health goes below 0, but when its hit the first time after it goes below 0.
pretty much all the good ones lol.... i can just remove and figure out whats conflicting, its prolly another tree mod, if i figure out what conflicts ill report back
30 comments
All was good, both could chop down trees and the stubs, and Saplings appeared. ( I could only see tree status, of course)
Then today, those two mods didn't work in that multiplayer game. Works fine in my test game on my PC, just now. I've been using a bunch of mods since Valheim was launched into EA (soon 1k hours), but never done any multiplayer with it.
No update to any mods (bot latest versions from Nexus) or to the game files (0.214.2). No Public Test Branch stuff in my end. Tried that game-world with only these two installed, but no luck. No error in my BepInEx console window, or to LogOutput.log / Player.log. Updated to BepInEx 5.4.21.0 before I even logged onto the xbox server for the first time.
Anyone with similar experience / suggestion?
Edit: Over at Tree Respawn, ZombieDancer suggest it could be that the first player into a new cell, controls it. And when the Xbox player spawns in first, the mods wouldn't work in that cell. By leaving the cell, and me returning first, the mods works just fine. Thank you to ZombieDancer.
This mod would be a must for me, when clearing my "tree-farm". I start from the bottom and give all the trees a wack or two, so they fall like a house of cards, when i cut the trees on the top of the hill. For now, the mods will help me to chance a second wack. :)
Thank you.
Edit: could we also be able to see the status on player made stubs and game made logs and stubs (the ones with moss on)
Thank you.
I've also shrunk the health bar to half height to make it a bit more subtle
Is it possible to get "chop-status" on demand, or is it only after inflicting damage on the object?
Now I'm using wood arrows on trees in my "tree-farm", if I loose track of what trees I've had wacked... :p
Like whenever i hit the tree for the first time it always shows 100%
also making the mod work on logs would make it better imo
Working on some other tweaks and additions too, I'll let you know when it's out and what it does :)
Update incoming this weekend
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TreeStatus.TreeStatus.TreeBase_RPC_Damage (TreeBase& __instance, System.Int64 sender, HitData hit) (at <8c48dbca0d5c4434a72709ce54981afd>:0)
(wrapper dynamic-method) TreeBase.DMD<TreeBase::RPC_Damage>(TreeBase,long,HitData)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Delegate.DynamicInvoke (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
RoutedMethod`1[T].Invoke (System.Int64 rpc, ZPackage pkg) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
ZNetView.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData rpcData) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
ZRoutedRpc.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData data) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
ZRoutedRpc.InvokeRoutedRPC (System.Int64 targetPeerID, ZDOID targetZDO, System.String methodName, System.Object[] parameters) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
ZNetView.InvokeRPC (System.String method, System.Object[] parameters) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
TreeBase.Damage (HitData hit) (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
(wrapper dynamic-method) Attack.DMD<Attack::DoMeleeAttack>(Attack)
Attack.OnAttackTrigger () (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
Humanoid.OnAttackTrigger () (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
CharacterAnimEvent.OnAttackTrigger () (at <f48d6a22696245bf8d820aad6afa4fdb>:0)
i do have other mods installed ~
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thier all up to date ~
pretty much all the good ones lol.... i can just remove and figure out whats conflicting, its prolly another tree mod, if i figure out what conflicts ill report back