After this last update this mod appears to be broken. updated all the req files, but with colorful signs enabled the signs are blank, and can't be edited. with signs disabled, the signs are back, but do not glow anymore. Thanks!
hmm did some reading and it looks like the game made it so we can color our signs without a mod when you hit e to start typing on the signs you have to do < color=yellow > without spaces on the < > then start typing w/e or can use purple, red, orange, blue, green, idk if other colors work haven't tried. So, assuming that's what broke this mod.
Excellent mod, thanks a lot; I've got an issue and a feature request.
Issue: I can't seem to get the color library to work. Can I not add my own colors? I edited the json and restarted and my custom tags were just producing default color.
Feature Request: can we get a 'max displayed font size' option? I'm labelling a chest wall and some (Coal) are much shorter than others (Blueberries, Ancient Bark). I don't need or want 'everything is the same font size', but putting a maximum will keep the short labels from being *so* much bigger than everything else.
edit: Additional feature request I just thought of: is it possible to add a black outline for contrast?
Re: color library... I don't know what I was doing wrong before, but it works as expected now. So, nevermind, I guess. Oops. Max font size: Also oops. Yea I'm just blind I guess. And for the outline, I'm really glad you like the idea, but is it supposed to come out like this: https://i.imgur.com/qXby4Yr.png ? Because while that does make bright stuff pop harder, it muddies darker tags and doesn't do much to increase effective contrast on the browner shades.
That happened because outline size is too big. I compiled the thing with an intended value of 0,15 but it is showing you a value of 1 probably. Configs seem to be pretty unreliable...
I may upload an update later clamping it down to reasonable values because that outright unacceptable.
With 5.4.1602 I can no longer connect to my dedicated linux server. Is there a specific version of Jotunn that is required, or does the mod have to be installed on the server?
There are a two things that I specify in my plugin declaration:
[BepInDependency(Jotunn.Main.ModGuid, BepInDependency.DependencyFlags.HardDependency)]Enforces the existence and previous loading of Jotunn, tho it does not specify it's version.
[NetworkCompatibility(CompatibilityLevel.NotEnforced, VersionStrictness.None)] Tells Jotunn to negate all server-client checks, including mod version. This theoretically makes this mod 100% client-side and allows you to join your server with whatever version of this mod, either being installed in the server or not.
The problem you are describing doesn't seem to be caused by this mod but if you got more info please post it and I'll look at it.
I went through every mod I had yesterday trying to figure it out. I removed all mods and added them 1 at a time to the server. I was able to add them all back and no connection issues. Then I did the same for the client side mods. I had no issues until I got to Colorful signs, and it was one of the last ones. I reverted to 5.4.1600 and the connection issue went away.
I am using a total of 49 mods. I am also using Jotunn 2.3.2.
The mod shouldn't be needed on the server at all. There isn't even code talking to the server. I'll try to ask the Jotunn guys why is this happening. Meanwhile, I'm gonna need some things:
No, I changed the configurations to be compatible with Jotunn so they are changeable mid-game. This may have deleted the values saved in the old configs.
It shouldn't happen again in the future tho, since I don't plan to change it back.
53 comments
updated all the req files, but with colorful signs enabled the signs are blank, and can't be edited.
with signs disabled, the signs are back, but do not glow anymore.
Thanks!
[Error : Unity Log] MissingFieldException: Field 'Sign.m_textWidget' not found.
Stack trace:
(wrapper dynamic-method) Sign.DMD<Sign::Awake>(Sign)
UnityEngine.Object:Instantiate(GameObject)
Player:DMD<Player::SetupPlacementGhost>(Player)
Player:UpdateAvailablePiecesList()
Player:OnInventoryChanged()
Inventory:DMD<Inventory::Changed>(Inventory)
Inventory:RemoveItem(String, Int32, Int32)
CraftFromContainers.ConsumeResources_Patch:Prefix(Player, Requirement[], Int32)
Player:DMD<Player::ConsumeResources>(Player, Requirement[], Int32, Int32)
Player:DMD<Player::UpdatePlacement>(Player, Boolean, Single)
Player:DMD<Player::Update>(Player)
By default it looks like a neon sign, totally breaks the immersion.
HTML Color Codes Library is good for finding colors and inspiration in case that helps anyone
I was wondering if there is a command for "new line" or line break?
I would like to be able to control how many words appear on each line.
Thank you in advance for a great mod.
Valheim Unicode Sign Generator
Issue: I can't seem to get the color library to work. Can I not add my own colors? I edited the json and restarted and my custom tags were just producing default color.
Feature Request: can we get a 'max displayed font size' option? I'm labelling a chest wall and some (Coal) are much shorter than others (Blueberries, Ancient Bark). I don't need or want 'everything is the same font size', but putting a maximum will keep the short labels from being *so* much bigger than everything else.
edit: Additional feature request I just thought of: is it possible to add a black outline for contrast?
The feature you are asking for is already in the mod in the form of a config with the name "Max Font Size".
I thought the outline feature was a nice idea so I just developed it and should be up now.
Max font size: Also oops. Yea I'm just blind I guess.
And for the outline, I'm really glad you like the idea, but is it supposed to come out like this: https://i.imgur.com/qXby4Yr.png ? Because while that does make bright stuff pop harder, it muddies darker tags and doesn't do much to increase effective contrast on the browner shades.
I may upload an update later clamping it down to reasonable values because that outright unacceptable.
[BepInDependency(Jotunn.Main.ModGuid, BepInDependency.DependencyFlags.HardDependency)]
Enforces the existence and previous loading of Jotunn, tho it does not specify it's version.[NetworkCompatibility(CompatibilityLevel.NotEnforced, VersionStrictness.None)]
Tells Jotunn to negate all server-client checks, including mod version. This theoretically makes this mod 100% client-side and allows you to join your server with whatever version of this mod, either being installed in the server or not.The problem you are describing doesn't seem to be caused by this mod but if you got more info please post it and I'll look at it.
I am using a total of 49 mods. I am also using Jotunn 2.3.2.
I'll try to ask the Jotunn guys why is this happening. Meanwhile, I'm gonna need some things:
You can post them in my github as an issue or here. Whichever you prefer.
It shouldn't happen again in the future tho, since I don't plan to change it back.