One of the very first times installed a mod, without read description carefully. Pressed ";" to demolish just a wall, and entire base fades into oblivion. Didn't had such laughs for months. Time to start building all over again for 5-6h i guess. Great mod by the way. Time saver.
So, I love the mod, thanks for this. I did find one issue though, and this might have to do with it being my build in the game but a mod vbuild, When I destroy a ship made with ValheimRAFT, It leaves behind a ghost ship that is not visible but another ship cannot go past. The ship is not visible but, the other ship sees it there and stops at the location. Turns out that when the raft is destroyed with the mod, it does not really go away, the raft is there but I phase right through it. not sure if I can fix it without resetting the map. Any ideas?
would be cool if this came with a console command - like your reset terrain mod. e.g. so we could type buildingdemolishto demolish the default radius and then if we wanted to do a different radius without editing config, could type for example buildingdemolish 5 for 5 in game meters? idk if this is doable? oooh and maybe a 'disable hotkey' option in config to prevent accidents lol?
For some reason when it created my config file the default key was B not semi-colon, something I was not aware of until I pressed B to go into Build Camera inside my home base. It's very effective...
noooooooo i did the same thing i pressed b because that was to turn on my light and my whole building and everything in it destroyed lol,i dont know how to restore to previous ...ok i found out how to restore whew!! lol
I think this started today - I hadn't noticed it before today and I typically don't miss things like this. I tested ONLY this mod installed and with all mods installed. Only when I remove this one do the errors stop. By the way - I did download the latest version. When I replace the new version with the previous one, the errors all stop.
26 comments
[Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
Terminal.SendInput () (at <79989041713a40fba2973f1624473248>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <ab14d35a27c043688812ae199c64b5aa>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <26849f0e57d24f60ac1e673bcda89ae7>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
TMPro.TMP_InputField.SendOnSubmit () (at <7b036e3395e241af8e96d0f1155627bf>:0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <7b036e3395e241af8e96d0f1155627bf>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <c784ba61915748ee8776f4834d413c9a>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <c784ba61915748ee8776f4834d413c9a>:0)
UnityEngine.EventSystems.EventSystem:Update()
[Info : Unity Log] TMP_Input can't handle null eventData in curren package. Can be ignored atm though. Exception: Failure has occurred while loading a type.
Can anyone confirm? Mod outdated? Or is it just me?
not sure if I can fix it without resetting the map.
Any ideas?
buildingdemolish
to demolish the default radiusand then if we wanted to do a different radius without editing config, could type for example
buildingdemolish 5
for 5 in game meters?idk if this is doable?
oooh and maybe a 'disable hotkey' option in config to prevent accidents lol?
Edit: oh dear, I'm so sorry, I really did forget to change it in the code. I hope you could get your building back!
[Error : Unity Log] MissingMethodException: bool PrivateArea.CheckAccess(UnityEngine.Vector3,single,bool,bool)
Stack trace:
I think this started today - I hadn't noticed it before today and I typically don't miss things like this. I tested ONLY this mod installed and with all mods installed. Only when I remove this one do the errors stop. By the way - I did download the latest version. When I replace the new version with the previous one, the errors all stop.