File information

Last updated

Original upload

Created by

Gurrlin

Uploaded by

Gurrlin

Virus scan

Safe to use

Tags for this mod

89 comments

  1. TastyChickenLegs
    TastyChickenLegs
    • premium
    • 28 kudos
    Updated version for Frost Caves is being tested.  All credit goes back to Gurrlin.  Once it has been well tested I will post to Nexus and Thunderstore.  For now the mod can be downloaded from my github.  This is not my mod, I only made a few fixes so it works again.  

    Link to Github Page

    Fixed Mod is released on Nexus  https://www.nexusmods.com/valheim/mods/1813
    1. Unforgiven13
      Unforgiven13
      • supporter
      • 3 kudos
      I simply cannot find the .dll from gifthub
  2. harlequinnk
    harlequinnk
    • member
    • 0 kudos
    It doesn't work with H@H
    1. JohnSooLong
      JohnSooLong
      • member
      • 4 kudos
      Anyone else can confirm if this mod still works after H&H update?
    2. slaartribartfast
      slaartribartfast
      • member
      • 0 kudos
      can confirm that it does not
    3. pkempf2012
      pkempf2012
      • member
      • 0 kudos
      Also confirm it does not.  But simple fix for one of the other modders to take over.
      Fix the line regarding the wave level, and remove autopickup module from github.
    4. pkempf2012
      pkempf2012
      • member
      • 0 kudos
      No one wants to update this?  Its a really useful mod.

      And it does work with a little fixing...
    5. stuyb
      stuyb
      • member
      • 0 kudos
      you intrigue me mr pkempf2012...
      on the one hand:
      I wanna ask if you're speaking of the "AutopickupFilterValheimClientMod.dll" under bin/debug
      and if you're referring to around line 129 were it speaks of "waterLevel" - and moreso what about that line needs fixing anywho?
      but on the other hand:
      its pretty clear I know almost nothing about coding...
      If you're feeling generous I assume it's fair to play to upload your own fix/update for this as per the 'GitHub Repo' section of the description...
      but only if ye're feeling (extra) generous :p
      EDIT - so it seems what you speak of is already forked by a certain 'kculotta' over on github... now I just need to figure out how get that from github code to a (valheim) usable dll
      2nd EDIT - presumably with Visual Studio... this'll be easy
    6. Acetaminophen
      Acetaminophen
      • premium
      • 0 kudos
      Alas, the kculotta is a friend of mine, and he tried the "fixes" but it only resulted in none of the torches working after that point. He calls it his "No Torch Mod".
  3. schattentraum
    schattentraum
    • member
    • 9 kudos
    "Timed Torches" works flawlessly, thanks for this awesome QoL mod! 
  4. Ladir
    Ladir
    • member
    • 0 kudos
    This mode is not working as it should.
  5. MisterWinch
    MisterWinch
    • member
    • 0 kudos
    Use "hearth" not "heart" and the hearth will work. Took me a little to figure this out. Also be sure you have the most up to date version of this mod. Finally got it to respond to my config file updates as I set them.
  6. JohnSooLong
    JohnSooLong
    • member
    • 4 kudos
    Hi Gurrlin, your mod is still working fine, but I need assistance from you. There's few custom building items mods that creates new lights, particularly these 2 mods Candles Lanterns and Beeswax? & More Lighting?. But your mod doesnt seems to affect those custom lights. Maybe because the name list below name different. 

    List of supported objects:

    • piece_groundtorch
    • piece_groundtorch_wood
    • piece_groundtorch_green
    • piece_brazierceiling01
    • piece_walltorch
    • heart
    • bonfire
    • fire_pit
    • piece_jackoturnip

    Im trying to contact the author of those mods to ask if they can provide me with a list of their item's names, and if I get it from them, do u think I can put those names in your CFG config file and your mod will recognize them too?

    EDIT: For example the names from the mod More Lighting? are:
    h_woodtorch_white
    h_woodtorch_red
    h_woodtorch_green
    h_woodtorch_purple
    h_woodtorch_cyan
    1. Unforgiven13
      Unforgiven13
      • supporter
      • 3 kudos
      Just copy-paste this after your last entry the list and everything will work smoothly.

      Spoiler:  
      Show
      ,h_woodtorch_cyan,h_woodtorch_green,h_woodtorch_purple,h_woodtorch_red,h_woodtorch_white,h_groundtorch_cyan,h_groundtorch_green,h_groundtorch_purple,h_groundtorch_red,h_groundtorch_white,h_walltorch_cyan,h_walltorch_green,h_walltorch_purple,h_walltorch_red,h_walltorch_white,h_brazierceiling_cyan,h_brazierceiling_green,h_brazierceiling_purple,h_brazierceiling_red,h_brazierceiling_white

  7. Daimonicon
    Daimonicon
    • supporter
    • 4 kudos
    Do the Torches burn consistently without refilling ?
    Because if I refill them, they burn permanently and are not switched on and off or what?
  8. DROWSYD3M0N1C
    DROWSYD3M0N1C
    • member
    • 0 kudos
    haven't started the game yet to try it out. I'm trying to figure out the math on the time settings, 4:30pm seemed a little early to me.
    if I methed correctly, it should be 1/24*T where T equals time in 24hours format.
    so 8:30pm would equal 1/24*20.5=0.8541 ?
  9. GennavarSharalan
    GennavarSharalan
    • premium
    • 0 kudos
    Thanks so much for updating this Gurrlin - your efforts are much appreciated :)

    I did start to try and make my first mod for Valheim to do the same just in case you didn't come back - but thankfully you did as I'd probably screw it up lol!
    1. Gurrlin
      Gurrlin
      • member
      • 2 kudos
      No worries, glad you like it!

      Haha I know that feeling! If you're interested in coding/modding I still suggest you give it a go. I added a link to a github repo with the source code on the description page to see how I did it. Maybe you can try adding a feature that you think is missing or tweak something. I myself learned a lot by downloading other mods and inspecting them with ILSpy to see their source code and their approach to modding.

      Anyhow thanks for the support!
    2. JohnSooLong
      JohnSooLong
      • member
      • 4 kudos
      hey Gurrlin Im glad ur back, I had to find other replacements during the time ur gone. BUt your mod still works the best I wanted. Anyhow, judging by the past patterns, time to time either Valheim vanilla game update or BepInEx updates may cuz this mod to stop working, but I see many other mods that dont uses too much dependency can still works doesnt matter if BepInEx or even Valheim itself updated or not. Im not a coder, but do u think u can do something like that to this mod? cuz I'l be frank, your mod is quite a hit, and I know this is freewares and that u have no obligation to maintain it, but I also dont know who else wants to take over or when that guy quits the game the rest of users also have to wait again. Since this mod is not so complex compare to others, maybe u can add the magic of forever working mod? hehe I hope Im not asking too much, for me personally I had 30+ guys on server and I think we'll still be hanging around valheim for months to come, and ur mod is deeply tied to our endgame aspects.
    3. Gurrlin
      Gurrlin
      • member
      • 2 kudos
      Hi JohnSooLong,
      The reason the mod broke was because the Valheim devs moved a function I was using in the Valheim source code to a different place. More specifically they refactored a bunch of their code by creating a separate place for all their Utility functions. Since the code in my mod could no longer locate the function it was trying to call it stopped working.
      So, the way to make it as stable as it can be is simply to avoid touching the Valheim code as much as possible. The good news is that the mod is close to as stand alone as it can be while still keeping all the exsiting functionality. The function that was moved could be copy pasted to the mod to make sure it doesn't break again but the chance of them refactoring that part of the code again is quite minimal.
      That said, any mod can break if the Valheim devs decide to change anything that the mod uses. Different mods access/overwrites/changes different parts of the existing code which is why not all mods break at the same time, or why more advanced ones don't nessecarily break when others do.

      TLDR; There's no way to make the mod 100% future proof as it depends on what the Valheim dev changes. Good news is that the risk of it happening again is fairly low.

      Hope that helps!

      I'm happy that you all are enjoying the mod! I made it simply because I couldn't stand the default behavior myself and it's nice to see that other people find it useful as well!
    4. JohnSooLong
      JohnSooLong
      • member
      • 4 kudos
      yes it helps, its basically good news to us all then ;) Thx again for this mod.
    5. GennavarSharalan
      GennavarSharalan
      • premium
      • 0 kudos
      Awesome - I will definitely check out the repo! :)

      ILSpy is really useful - lost a couple of hours just looking through loads of code the first time I found it lol!
  10. maseren
    maseren
    • supporter
    • 0 kudos
    Can this be installed server side by chance so that when i am out of the game, someone not running the mod can still enjoy it's capabilities? and if so, how would the install work?
    1. Gurrlin
      Gurrlin
      • member
      • 2 kudos
      This is a late reply but for anyone wondering the mod is strictly client based and as such everyone who wants to use it have to have it installed locally. It also means that they can have different settings than other players.