diff --git a/ValheimClient/BepInEx/config/BepInEx.cfg b/ValheimClient/BepInEx/config/BepInEx.cfg index a0d5126..c80127b 100644 --- a/ValheimClient/BepInEx/config/BepInEx.cfg +++ b/ValheimClient/BepInEx/config/BepInEx.cfg @@ -6,16 +6,6 @@ # Default value: true EnableAssemblyCache = true -[Chainloader] - -## If enabled, hides BepInEx Manager GameObject from Unity. -## This can fix loading issues in some games that attempt to prevent BepInEx from being loaded. -## Use this only if you know what this option means, as it can affect functionality of some older plugins. -## -# Setting type: Boolean -# Default value: false -HideManagerGameObject = false - [Harmony.Logger] ## Specifies which Harmony log channels to listen to. @@ -31,7 +21,7 @@ LogChannels = Warn, Error ## Enables showing unity log messages in the BepInEx logging system. # Setting type: Boolean # Default value: true -UnityLogListening = true +UnityLogListening = false ## If enabled, writes Standard Output messages to Unity log ## NOTE: By default, Unity does so automatically. Only use this option if no console messages are visible in Unity log @@ -67,6 +57,11 @@ ShiftJisEncoding = false # Acceptable values: Auto, ConsoleOut, StandardOut StandardOutType = Auto +## If enabled, forces to use custom BepInEx TTY driver for handling terminal output on unix. +# Setting type: Boolean +# Default value: false +ForceBepInExTTYDriver = true + ## Which log levels to show in the console output. # Setting type: LogLevel # Default value: Fatal, Error, Warning, Message, Info @@ -74,8 +69,6 @@ StandardOutType = Auto # Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning) LogLevels = Fatal, Error, Warning, Message, Info -ForceBepInExTTYDriver = true - [Logging.Disk] ## Include unity log messages in log file output. diff --git a/ValheimClient/BepInEx/config/HookGenPatcher.cfg b/ValheimClient/BepInEx/config/HookGenPatcher.cfg index 2e1a091..1c34fa7 100644 --- a/ValheimClient/BepInEx/config/HookGenPatcher.cfg +++ b/ValheimClient/BepInEx/config/HookGenPatcher.cfg @@ -1,12 +1,7 @@ -[General] +[General] ## Assembly names to make mmhooks for, separate entries with : , # Setting type: String # Default value: Assembly-CSharp.dll MMHOOKAssemblyNames = assembly_googleanalytics.dll,assembly_guiutils.dll,assembly_lux.dll,assembly_postprocessing.dll,assembly_simplemeshcombine.dll,assembly_steamworks.dll,assembly_sunshafts.dll,assembly_utils.dll,assembly_valheim.dll -## Hash file using contents instead of size. Minor perfomance impact. -# Setting type: Boolean -# Default value: false -Preciser filehashing = false - diff --git a/ValheimClient/BepInEx/config/ValheimLegends.cfg b/ValheimClient/BepInEx/config/ValheimLegends.cfg index a25e5f1..c3e330d 100644 --- a/ValheimClient/BepInEx/config/ValheimLegends.cfg +++ b/ValheimClient/BepInEx/config/ValheimLegends.cfg @@ -395,7 +395,7 @@ Ability3_Hotkey_Combo = ## This value multiplied on overall ability use energy cost # Setting type: Single # Default value: 1 -vl_svr_energyCostMultiplier = 0.7 +vl_svr_energyCostMultiplier = 1 ## This value multiplied on overall cooldown time of abilities # Setting type: Single diff --git a/ValheimClient/BepInEx/config/ch.easy.develope.vh.diving.mod.cfg b/ValheimClient/BepInEx/config/ch.easy.develope.vh.diving.mod.cfg index 54ff7b4..339b93d 100644 --- a/ValheimClient/BepInEx/config/ch.easy.develope.vh.diving.mod.cfg +++ b/ValheimClient/BepInEx/config/ch.easy.develope.vh.diving.mod.cfg @@ -58,12 +58,12 @@ owBIPosY = 150 ## Breathe indicator reduction per tick # Setting type: Single # Default value: 4 -breatheDrain = 0.5 +breatheDrain = 1 ## Min stamina drain while diving # Setting type: Single # Default value: 0.7 -c_swimStaminaDrainMinSkill = 0.4 +c_swimStaminaDrainMinSkill = 0.7 ## Max stamina drain while diving # Setting type: Single @@ -73,12 +73,12 @@ c_swimStaminaDrainMaxSkill = 0.8 ## Overwrite stamina restore value per tick when take rest in water # Setting type: Boolean # Default value: false -ow_staminaRestoreValue = true +ow_staminaRestoreValue = false ## Stamina restore value per tick when take rest in water # Setting type: Single # Default value: 0.7 -ow_staminaRestorPerTick = 1 +ow_staminaRestorPerTick = 0.7 [Water] @@ -95,7 +95,7 @@ ow_staminaRestorPerTick = 1 ## ow_color_brightness_factor must be a negative value # Setting type: Single # Default value: -0.0092 -ow_color_brightness_factor = -0.009 +ow_color_brightness_factor = -0.0092 ## Set fog density based on swimdepth ## @@ -103,7 +103,7 @@ ow_color_brightness_factor = -0.009 ## RenderSettings.fogDensity = RenderSettings.fogDensity + (char_swim_debth * ow_fogdensity_factor) # Setting type: Single # Default value: 0.00092 -ow_fogdensity_factor = 0.001 +ow_fogdensity_factor = 0.00092 ## Set min. fog density. # Setting type: Single diff --git a/ValheimClient/BepInEx/config/com.github.dalayeth.Networkfix.cfg b/ValheimClient/BepInEx/config/com.github.dalayeth.Networkfix.cfg new file mode 100644 index 0000000..1af1e81 --- /dev/null +++ b/ValheimClient/BepInEx/config/com.github.dalayeth.Networkfix.cfg @@ -0,0 +1,26 @@ +## Settings file was created by plugin Network Fix v1.1.1 +## Plugin GUID: com.github.dalayeth.Networkfix + +[Default] + +# Setting type: Boolean +# Default value: true +Enabled = true + +[Networking] + +## The max send queue possible. Game default: 10,240. +# Setting type: Int32 +# Default value: 30720 +MaxSendQueueSize = 20480 + +## Minimum send rate clamp. This value will control the min allowed sending rate that bandwidth estimation is allowed to reach. Game default: 153,600 +# Setting type: Int32 +# Default value: 524288 +SendRateMin = 307200 + +## Maximum send rate clamp. This value will control the max allowed sending rate that bandwidth estimation is allowed to reach. Game default: 153,600 +# Setting type: Int32 +# Default value: 524288 +SendRateMax = 307200 + diff --git a/ValheimClient/BepInEx/config/com.plumga.Clutter.cfg b/ValheimClient/BepInEx/config/com.plumga.Clutter.cfg deleted file mode 100644 index f859350..0000000 --- a/ValheimClient/BepInEx/config/com.plumga.Clutter.cfg +++ /dev/null @@ -1,20 +0,0 @@ -## Settings file was created by plugin Clutter v0.1.0 -## Plugin GUID: com.plumga.Clutter - -[Placement] - -## Placement change when holding Ctrl and/or Alt while scrolling using the Clutter Bucket -# Setting type: Single -# Default value: 0.01 -Placement change increment = 0.01 - -## Enable placement change when holding Ctrl and/or Alt while scrolling using the Clutter Bucket -# Setting type: Boolean -# Default value: true -Enable placement change with Ctrl + Alt = true - -## Hide the yellow placement marker while using the Clutter Bucket -# Setting type: Boolean -# Default value: true -Hide placement marker = true - diff --git a/ValheimClient/BepInEx/config/nex.SpeedyPaths.cfg b/ValheimClient/BepInEx/config/nex.SpeedyPaths.cfg deleted file mode 100644 index 9ffacc8..0000000 --- a/ValheimClient/BepInEx/config/nex.SpeedyPaths.cfg +++ /dev/null @@ -1,317 +0,0 @@ -## Settings file was created by plugin Speedy Paths Mod v1.0.5 -## Plugin GUID: nex.SpeedyPaths - -[Hud] - -## Show surface type text as status effect name -# Setting type: Boolean -# Default value: true -EnableDynamicStatusText = true - -## Show the status effect buff/debuff % -# Setting type: Boolean -# Default value: true -ShowStatusEffectPercent = true - -## Show the speedypaths status icon in the hud -# Setting type: Boolean -# Default value: true -ShowStatusIcon = true - -## Text shown above the status icon -# Setting type: String -# Default value: Speedy Path -StatusText = Speedy Path - -## Speed buff threshold to show lvl 1 buff icon -# Setting type: Single -# Default value: 1 -BuffIcon +1 = 1 - -## Speed buff threshold to show lvl 2 buff icon -# Setting type: Single -# Default value: 1.39 -BuffIcon +2 = 1.39 - -## Speed buff threshold to show lvl 1 debuff icon -# Setting type: Single -# Default value: 1 -DebuffIcon -1 = 1 - -## Speed buff threshold to show lvl 2 debuff icon -# Setting type: Single -# Default value: 0.79 -DebuffIcon -2 = 0.79 - -[ServerAuthoritativeConfig] - -## Forces Clients to use Server defined configs. -# Setting type: Boolean -# Default value: true -ServerIsAuthoritative = true - -[SpeedModifiers] - -## Modifier for speed while on dirt paths -# Setting type: Single -# Default value: 1.15 -DirtPathSpeed = 1.15 - -## Modifier for speed while on stone paths -# Setting type: Single -# Default value: 1.4 -StonePathSpeed = 1.4 - -## Modifier for speed while on Cultivated land -# Setting type: Single -# Default value: 1 -CultivatedSpeed = 1 - -## Modifier for speed while on wood structures -# Setting type: Single -# Default value: 1.15 -StructureWoodSpeed = 1.15 - -## Modifier for speed while on core wood structures -# Setting type: Single -# Default value: 1.15 -StructureHardWoodSpeed = 1.15 - -## Modifier for speed while on stone structures -# Setting type: Single -# Default value: 1.4 -StructureStoneSpeed = 1.4 - -## Modifier for speed while on ironwood structures -# Setting type: Single -# Default value: 1.4 -StructureIronSpeed = 1.4 - -[SpeedModifiers_Biomes] - -## Speed modifier for uncleared ground in None Biomes -# Setting type: Single -# Default value: 1 -Untamed_None_Speed = 1 - -## Speed modifier for uncleared ground in Meadows Biomes -# Setting type: Single -# Default value: 1 -Untamed_Meadows_Speed = 1 - -## Speed modifier for uncleared ground in Swamp Biomes -# Setting type: Single -# Default value: 1 -Untamed_Swamp_Speed = 1 - -## Speed modifier for uncleared ground in Mountain Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mountain_Speed = 1 - -## Speed modifier for uncleared ground in BlackForest Biomes -# Setting type: Single -# Default value: 1 -Untamed_BlackForest_Speed = 1 - -## Speed modifier for uncleared ground in Plains Biomes -# Setting type: Single -# Default value: 1 -Untamed_Plains_Speed = 1 - -## Speed modifier for uncleared ground in AshLands Biomes -# Setting type: Single -# Default value: 1 -Untamed_AshLands_Speed = 1 - -## Speed modifier for uncleared ground in DeepNorth Biomes -# Setting type: Single -# Default value: 1 -Untamed_DeepNorth_Speed = 1 - -## Speed modifier for uncleared ground in Ocean Biomes -# Setting type: Single -# Default value: 1 -Untamed_Ocean_Speed = 1 - -## Speed modifier for uncleared ground in Mistlands Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mistlands_Speed = 1 - -[StaminaModifiers] - -## Modifier for stamina while on dirt paths -# Setting type: Single -# Default value: 0.8 -DirtPathStamina = 0.8 - -## Modifier for stamina while on stone paths -# Setting type: Single -# Default value: 0.7 -StonePathStamina = 0.7 - -## Modifier for stamina while on Cultivated land -# Setting type: Single -# Default value: 1 -CultivatedStamina = 1 - -## Modifier for stamina while on wood structures -# Setting type: Single -# Default value: 0.8 -StructureWoodStamina = 0.8 - -## Modifier for stamina while on core wood structures -# Setting type: Single -# Default value: 0.8 -StructureHardWoodStamina = 0.8 - -## Modifier for stamina while on stone structures -# Setting type: Single -# Default value: 0.7 -StructureStoneStamina = 0.7 - -## Modifier for stamina while on ironwood structures -# Setting type: Single -# Default value: 0.7 -StructureIronStamina = 0.7 - -[StaminaModifiers_Biomes] - -## Stamina modifier for uncleared ground in None Biomes -# Setting type: Single -# Default value: 1 -Untamed_None_Stamina = 1 - -## Stamina modifier for uncleared ground in Meadows Biomes -# Setting type: Single -# Default value: 1 -Untamed_Meadows_Stamina = 1 - -## Stamina modifier for uncleared ground in Swamp Biomes -# Setting type: Single -# Default value: 1 -Untamed_Swamp_Stamina = 1 - -## Stamina modifier for uncleared ground in Mountain Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mountain_Stamina = 1 - -## Stamina modifier for uncleared ground in BlackForest Biomes -# Setting type: Single -# Default value: 1 -Untamed_BlackForest_Stamina = 1 - -## Stamina modifier for uncleared ground in Plains Biomes -# Setting type: Single -# Default value: 1 -Untamed_Plains_Stamina = 1 - -## Stamina modifier for uncleared ground in AshLands Biomes -# Setting type: Single -# Default value: 1 -Untamed_AshLands_Stamina = 1 - -## Stamina modifier for uncleared ground in DeepNorth Biomes -# Setting type: Single -# Default value: 1 -Untamed_DeepNorth_Stamina = 1 - -## Stamina modifier for uncleared ground in Ocean Biomes -# Setting type: Single -# Default value: 1 -Untamed_Ocean_Stamina = 1 - -## Stamina modifier for uncleared ground in Mistlands Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mistlands_Stamina = 1 - -[Strings] - -## Dynamic status mapping for None groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_None = default - -## Dynamic status mapping for Meadows groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Meadows = default - -## Dynamic status mapping for Swamp groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Swamp = default - -## Dynamic status mapping for Mountain groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Mountain = default - -## Dynamic status mapping for BlackForest groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_BlackForest = default - -## Dynamic status mapping for Plains groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Plains = default - -## Dynamic status mapping for AshLands groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_AshLands = default - -## Dynamic status mapping for DeepNorth groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_DeepNorth = default - -## Dynamic status mapping for Ocean groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Ocean = default - -## Dynamic status mapping for Mistlands groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Mistlands = default - -## Dynamic status mapping for dirt paths -# Setting type: String -# Default value: Dirt Path -PathDirt = Dirt Path - -## Dynamic status mapping for stone paths -# Setting type: String -# Default value: Stone Path -PathStone = Stone Path - -## Dynamic status mapping for Cultivated land -# Setting type: String -# Default value: Cultivated -Cultivated = Cultivated - -## Dynamic status mapping for wood structures -# Setting type: String -# Default value: Wood -StructureWood = Wood - -## Dynamic status mapping for core wood structures -# Setting type: String -# Default value: Hardwood -StructureHardWood = Hardwood - -## MDynamic status mapping for stone structures -# Setting type: String -# Default value: Stone -StructureStone = Stone - -## Dynamic status mapping for ironwood structures -# Setting type: String -# Default value: Iron -StructureIron = Iron - diff --git a/ValheimClient/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg b/ValheimClient/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg index 654c808..65c4a64 100644 --- a/ValheimClient/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg +++ b/ValheimClient/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg @@ -180,13 +180,13 @@ Base health for creatures (percentage) = 200 # Setting type: Single # Default value: 100 # Acceptable value range: From 1 to 500 -Health gained per star for creatures (percentage) = 100 +Health gained per star for creatures (percentage) = 200 ## Base damage for creatures in percentage. # Setting type: Single # Default value: 100 # Acceptable value range: From 1 to 500 -Base damage for creatures (percentage) = 200 +Base damage for creatures (percentage) = 150 ## Damage gained per star for creatures in percentage. # Setting type: Single @@ -220,7 +220,7 @@ Time until each creature sector is reset (0 is no reset) = 60 ## Creature kills required in the same sector for creatures to gain bonus level. # Setting type: String # Default value: 20, 50, 100 -Kills required in a sector for each bonus level = 10, 25, 50 +Kills required in a sector for each bonus level = 20, 50, 100 ## Sets the scope for the creature sector level up announcements. # Setting type: CreatureSectorAnnouncementScope @@ -328,13 +328,13 @@ Boss size increase per star (percentage) = 10 # Setting type: Single # Default value: 25 # Acceptable value range: From 1 to 500 -Health gained per star for bosses (percentage) = 200 +Health gained per star for bosses (percentage) = 250 ## Damage gained per star for bosses in percentage. # Setting type: Single # Default value: 10 # Acceptable value range: From 1 to 500 -Damage gained per star for bosses (percentage) = 200 +Damage gained per star for bosses (percentage) = 100 [5 - Age of world] @@ -361,7 +361,7 @@ World level 4 start (days) = 100 ## Days needed to pass before your world gets to world level 5. # Setting type: Int32 # Default value: 250 -World level 5 start (days) = 200 +World level 5 start (days) = 250 [5 - Custom level chances] diff --git a/ValheimClient/BepInEx/config/sell_that.buying.cfg b/ValheimClient/BepInEx/config/sell_that.buying.cfg index d4eacbc..55da0a9 100644 --- a/ValheimClient/BepInEx/config/sell_that.buying.cfg +++ b/ValheimClient/BepInEx/config/sell_that.buying.cfg @@ -48,16 +48,6 @@ ItemName = BlackSoup # Default value: 0 Price = 15 -[Bloodbag] - -# Setting type: String -# Default value: -ItemName = Bloodbag - -# Setting type: Int32 -# Default value: 0 -Price = 3 - [BloodPudding] # Setting type: String @@ -68,16 +58,6 @@ ItemName = BloodPudding # Default value: 0 Price = 60 -[Blueberries] - -# Setting type: String -# Default value: -ItemName = Blueberries - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [BoarJerky] # Setting type: String @@ -88,16 +68,6 @@ ItemName = BoarJerky # Default value: 0 Price = 2 -[BombOoze] - -# Setting type: String -# Default value: -ItemName = BombOoze - -# Setting type: Int32 -# Default value: 0 -Price = 50 - [BoneFragments] # Setting type: String @@ -168,16 +138,6 @@ ItemName = Chitin # Default value: 0 Price = 40 -[Cloudberry] - -# Setting type: String -# Default value: -ItemName = Cloudberry - -# Setting type: Int32 -# Default value: 0 -Price = 4 - [Coal] # Setting type: String @@ -208,16 +168,6 @@ ItemName = CookedLoxMeat # Default value: 0 Price = 6 -[CookedMeat] - -# Setting type: String -# Default value: -ItemName = CookedMeat - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [CookedWolfMeat] # Setting type: String @@ -298,35 +248,35 @@ ItemName = DragonTear # Default value: 0 Price = 24 -[ElderBark] +[TrophyEikthyr] # Setting type: String # Default value: -ItemName = ElderBark +ItemName = TrophyEikthyr # Setting type: Int32 # Default value: 0 -Price = 4 +Price = 10 -[Eyescream] +[ElderBark] # Setting type: String # Default value: -ItemName = Eyescream +ItemName = ElderBark # Setting type: Int32 # Default value: 0 -Price = 12 +Price = 4 -[Feathers] +[Eyescream] # Setting type: String # Default value: -ItemName = Feathers +ItemName = Eyescream # Setting type: Int32 # Default value: 0 -Price = 2 +Price = 12 [FineWood] @@ -368,16 +318,6 @@ ItemName = Flint # Default value: 0 Price = 1 -[FreezeGland] - -# Setting type: String -# Default value: -ItemName = FreezeGland - -# Setting type: Int32 -# Default value: 0 -Price = 4 - [GoblinTotem] # Setting type: String @@ -388,16 +328,6 @@ ItemName = GoblinTotem # Default value: 0 Price = 20 -[GreydwarfEye] - -# Setting type: String -# Default value: -ItemName = GreydwarfEye - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [Guck] # Setting type: String @@ -418,16 +348,6 @@ ItemName = HardAntler # Default value: 0 Price = 20 -[Honey] - -# Setting type: String -# Default value: -ItemName = Honey - -# Setting type: Int32 -# Default value: 0 -Price = 1 - [Iron] # Setting type: String @@ -568,26 +488,6 @@ ItemName = MinceMeatSauce # Default value: 0 Price = 6 -[Mushroom] - -# Setting type: String -# Default value: -ItemName = Mushroom - -# Setting type: Int32 -# Default value: 0 -Price = 1 - -[MushroomYellow] - -# Setting type: String -# Default value: -ItemName = MushroomYellow - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [NeckTailGrilled] # Setting type: String @@ -628,16 +528,6 @@ ItemName = OnionSoup # Default value: 0 Price = 8 -[Ooze] - -# Setting type: String -# Default value: -ItemName = Ooze - -# Setting type: Int32 -# Default value: 0 -Price = 3 - [QueenBee] # Setting type: String @@ -658,16 +548,6 @@ ItemName = QueensJam # Default value: 0 Price = 8 -[Raspberry] - -# Setting type: String -# Default value: -ItemName = Raspberry - -# Setting type: Int32 -# Default value: 0 -Price = 1 - [Resin] # Setting type: String @@ -798,16 +678,6 @@ ItemName = Tar # Default value: 0 Price = 10 -[Thistle] - -# Setting type: String -# Default value: -ItemName = Thistle - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [Tin] # Setting type: String @@ -908,16 +778,6 @@ ItemName = TrophyDraugrElite # Default value: 0 Price = 11 -[TrophyEikthyr] - -# Setting type: String -# Default value: -ItemName = TrophyEikthyr - -# Setting type: Int32 -# Default value: 0 -Price = 10 - [TrophyFenring] # Setting type: String @@ -1198,3 +1058,142 @@ ItemName = YagluthDrop # Default value: 0 Price = 51 +[Mushroom] + +# Setting type: String +# Default value: +ItemName = Mushroom + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[MushroomYellow] + +# Setting type: String +# Default value: +ItemName = MushroomYellow + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Raspberry] + +# Setting type: String +# Default value: +ItemName = Raspberry + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[Blueberries] + +# Setting type: String +# Default value: +ItemName = Blueberries + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Honey] + +# Setting type: String +# Default value: +ItemName = Honey + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[Bloodbag] + +# Setting type: String +# Default value: +ItemName = Bloodbag + +# Setting type: Int32 +# Default value: 0 +Price = 3 + +[Cloudberry] + +# Setting type: String +# Default value: +ItemName = Cloudberry + +# Setting type: Int32 +# Default value: 0 +Price = 4 + +[Feathers] + +# Setting type: String +# Default value: +ItemName = Feathers + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[FreezeGland] + +# Setting type: String +# Default value: +ItemName = FreezeGland + +# Setting type: Int32 +# Default value: 0 +Price = 4 + +[GreydwarfEye] + +# Setting type: String +# Default value: +ItemName = GreydwarfEye + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Ooze] + +# Setting type: String +# Default value: +ItemName = Ooze + +# Setting type: Int32 +# Default value: 0 +Price = 3 + +[Thistle] + +# Setting type: String +# Default value: +ItemName = Thistle + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[CookedMeat] + +# Setting type: String +# Default value: +ItemName = CookedMeat + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[BombOoze] + +# Setting type: String +# Default value: +ItemName = BombOoze + +# Setting type: Int32 +# Default value: 0 +Price = 50 diff --git a/ValheimClient/BepInEx/config/valheim_plus.cfg b/ValheimClient/BepInEx/config/valheim_plus.cfg index 283d744..870987d 100644 --- a/ValheimClient/BepInEx/config/valheim_plus.cfg +++ b/ValheimClient/BepInEx/config/valheim_plus.cfg @@ -1,1042 +1,1051 @@ -[ValheimPlus] +[ValheimPlus] ; Change false to true to enable this section. https://valheim.plus/documentation/list#ValheimPlus -enabled = true +enabled=true ; Display the Valheim Plus logo in the main menu -mainMenuLogo = true +mainMenuLogo=true ; Display the advertisement of our server hosting partner on the server browser menu -serverBrowserAdvertisement = false +serverBrowserAdvertisement=false [AdvancedBuildingMode] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#AdvancedBuildingMode -enabled = true +enabled=true ; Enter the advanced building mode with this key when building -enterAdvancedBuildingMode = F1 +enterAdvancedBuildingMode=F1 ; Exit the advanced building mode with this key when building -exitAdvancedBuildingMode = F3 +exitAdvancedBuildingMode=F3 ; Copy the object rotation of the currently selected object in ABM -copyObjectRotation = Keypad7 +copyObjectRotation=Keypad7 ; Apply the copied object rotation to the currently selected object in ABM -pasteObjectRotation = Keypad8 +pasteObjectRotation=Keypad8 ; Increases the amount an object rotates and moves. Holding Shift will increase in increments of 10 instead of 1. -increaseScrollSpeed = KeypadPlus +increaseScrollSpeed=KeypadPlus ; Decreases the amount an object rotates and moves. Holding Shift will decrease in increments of 10 instead of 1. -decreaseScrollSpeed = KeypadMinus +decreaseScrollSpeed=KeypadMinus [AdvancedEditingMode] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#AdvancedEditingMode -enabled = true +enabled=true ; Enter the advanced editing mode with this key -enterAdvancedEditingMode = Keypad0 +enterAdvancedEditingMode=Keypad0 ; Reset the object to its original position and rotation -resetAdvancedEditingMode = F7 +resetAdvancedEditingMode=F7 ; Exit the advanced editing mode with this key and reset the object -abortAndExitAdvancedEditingMode = F8 +abortAndExitAdvancedEditingMode=F8 ; Confirm the placement of the object and place it -confirmPlacementOfAdvancedEditingMode = KeypadEnter +confirmPlacementOfAdvancedEditingMode=KeypadEnter ; Copy the object rotation of the currently selected object in AEM -copyObjectRotation = Keypad7 +copyObjectRotation=Keypad7 ; Apply the copied object rotation to the currently selected object in AEM -pasteObjectRotation = Keypad8 +pasteObjectRotation=Keypad8 ; Increases the amount an object rotates and moves. Holding Shift will increase in increments of 10 instead of 1. -increaseScrollSpeed = KeypadPlus +increaseScrollSpeed=KeypadPlus ; Decreases the amount an object rotates and moves. Holding Shift will decrease in increments of 10 instead of 1. -decreaseScrollSpeed = KeypadMinus +decreaseScrollSpeed=KeypadMinus [Bed] ; Change false to true to enable this section -enabled = true +enabled=true -; Change false to true to enable sleeping without setting bed as spawn. +; Change false to true to enable sleeping without setting bed as spawn. ; When hovering over a bed you will be presented with a Hot-Key 'LShift+E'. This Hot-Key will allow for you to sleep on any bed without having to set a spawn-point. -sleepWithoutSpawn = true +sleepWithoutSpawn=true ; Change false to true to enable sleeping on only unclaimed beds without setting bed as spawn. ; With this option enabled only beds that are not claimed by other players can be slept on without setting spawn-point using 'Shift+E' -unclaimedBedsOnly = true +unclaimedBedsOnly=true [Beehive] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Beehive -enabled = true +enabled=true ; Configure the speed at which the bees produce honey in seconds, 1200 seconds are 24 ingame hours. -honeyProductionSpeed = 1200 +honeyProductionSpeed=1200 ; Configure the maximum amount of honey in beehives. -maximumHoneyPerBeehive = 40 +maximumHoneyPerBeehive=40 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = false +autoDeposit=false -; The range of the chest detection for the auto deposit feature. +; The range of the chest detection for the auto deposit feature. ; Maximum is 50 -autoDepositRange = 20 +autoDepositRange=10 ; Display the minutes and seconds until the beehive produces honey on crosshair hover. -showDuration = true +showDuration=true [Building] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Building -enabled = true +enabled=true ; Remove some of the Invalid placement messages, most notably provides the ability to place objects into other objects -noInvalidPlacementRestriction = true +noInvalidPlacementRestriction=true ; Removes the "Mystical forces" building prevention and allows destruction of build objects in those areas with the hammer. -noMysticalForcesPreventPlacementRestriction = true +noMysticalForcesPreventPlacementRestriction=true ; Removes the weather damage from rain and water erosion. -noWeatherDamage = true +noWeatherDamage=true ; The maximum range in meters that you can place build objects at inside the hammer build mode. -maximumPlacementDistance = 16 +maximumPlacementDistance=16 ; The radius, in meters, in which a piece must be to contribute to the comfort level. -pieceComfortRadius = 40 +pieceComfortRadius=40 ; When destroying a building piece, setting this to true will ensure it always drops full resources. ; We recommend to enable this if you use this section. -alwaysDropResources = true +alwaysDropResources=true ; When destroying a building piece, setting this to true will ensure it always drops pieces that the devs have marked as "do not drop". ; We recommend to enable this if you use this section. -alwaysDropExcludedResources = true +alwaysDropExcludedResources=true ; Setting this to true will cause repairing with the hammer to repair in a radius instead of a single piece. -enableAreaRepair = true +enableAreaRepair=true -; Sets the area repair radius of enableAreaRepair. A value of 7.5 would mean your repair radius is 7.5 meters. +; Sets the area repair radius of enableAreaRepair. A value of 7.5 would mean your repair radius is 7.5 meters. ; Requires enableAreaRepair=true -areaRepairRadius = 7.5 +areaRepairRadius=7.5 [Camera] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Camera -enabled = false +enabled=false ; The maximum zoom distance to your character in-game. ; Default is 6 -cameraMaximumZoomDistance = 6 +cameraMaximumZoomDistance=6 ; The maximum zoom distance to your character when in a boat. ; Default is 6 -cameraBoatMaximumZoomDistance = 6 +cameraBoatMaximumZoomDistance=6 ; The in-game camera FOV. ; Default is 65 -cameraFOV = 65 +cameraFOV=65 [Experience] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Experience ; Modifiers are increases and reduction in percent declared by 50, or -50. The value 50 will increase experience gained by 50%, -50 will reduce experience gained by 50%. -enabled = true +enabled=false ; The modifier value for the experience gained of swords. -swords = 100 +swords=100 ; The modifier value for the experience gained of knives. -knives = 100 +knives=100 ; The modifier value for the experience gained of clubs. -clubs = 100 +clubs=100 ; The modifier value for the experience gained of polearms. -polearms = 100 +polearms=100 ; The modifier value for the experience gained of spears. -spears = 100 +spears=100 ; The modifier value for the experience gained of blocking. -blocking = 100 +blocking=100 ; The modifier value for the experience gained of axes. -axes = 100 +axes=100 ; The modifier value for the experience gained of bows. -bows = 100 +bows=100 ; The modifier value for the experience gained of fire magic. -fireMagic = 100 +fireMagic=100 ; The modifier value for the experience gained of frost magic. -frostMagic = 100 +frostMagic=100 ; The modifier value for the experience gained of unarmed. -unarmed = 100 +unarmed=100 ; The modifier value for the experience gained of mining. -pickaxes = 100 +pickaxes=100 ; The modifier value for the experience gained of wood cutting. -woodCutting = 100 +woodCutting=100 ; The modifier value for the experience gained of jumping. -jump = 100 +jump=100 ; The modifier value for the experience gained of sneaking. -sneak = 100 +sneak=100 ; The modifier value for the experience gained of running. -run = 100 +run=100 ; The modifier value for the experience gained of swimming. -swim = 100 +swim=100 [Fermenter] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Fermenter -enabled = true +enabled=true ; Configure the time that the fermenter takes to produce its product, 2400 seconds are 48 ingame hours. -fermenterDuration = 1200 +fermenterDuration=2400 ; Configure the total amount of produced items from a fermenter. -fermenterItemsProduced = 6 +fermenterItemsProduced=6 ; Display the minutes and seconds until the fermenter is done on crosshair hover. -showDuration = true +showDuration=true ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; Automatically pull meads from nearby chests to be placed inside the Fermenter as soon as its empty. -autoFuel = false +autoFuel=false ; This option prevents the fermenter to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features +; The range of the chest detection for the auto deposit and auto fuel features ; Maximum is 50 -autoRange = 30 +autoRange=30 [FireSource] ; Change false to true to enable this section. https://valheim.plus/documentation/list#FireSource -enabled = true +enabled=true -; If set to true, torch-type fire sources will stay at max fuel level once filled. +; If set to true, torch-type fire sources will stay at max fuel level once filled. ; Applies to: wood torches, iron torches, green torches, sconces and brazier. -torches = true +torches=true ; If set to true, non torch-type fire sources will stay at max fuel level once filled. -fires = true +fires=true ; Automatically pull wood from nearby chests to be placed inside the Fire as soon as its empty. -autoFuel = false +autoFuel=false ; This option prevents the Fire to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto fuel features. +; The range of the chest detection for the auto fuel features. ; Maximum is 50 -autoRange = 10 +autoRange=10 [Food] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Food -enabled = true +enabled=true -; Increase or reduce the time that food lasts by %. +; Increase or reduce the time that food lasts by %. ; The value 50 would cause food to run out 50% slower, -50% would cause the food to run out 50% faster. -foodDurationMultiplier = 100 +foodDurationMultiplier=100 ; This option prevents food degrading over time - in other words, it retains its maximum benefit until it runs out instead of reducing its effect over time. -disableFoodDegradation = false +disableFoodDegradation=false [Smelter] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Smelter -enabled = true +enabled=true ; Maximum amount of ore in a Smelter. -maximumOre = 20 +maximumOre=10 ; Maximum amount of coal in a Smelter. -maximumCoal = 40 +maximumCoal=20 ; The total amount of coal used to produce a single smelted ingot. -coalUsedPerProduct = 2 +coalUsedPerProduct=2 ; The time it takes for the Smelter to produce a single ingot in seconds. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Smelter will pull coal and raw materials from nearby chests to be automatically added to it when its empty. -autoFuel = true +autoFuel=false ; This option prevents the Smelter to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [Furnace] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Furnace -enabled = true +enabled=true ; Maximum amount of ore in a Furnace. -maximumOre = 20 +maximumOre=10 ; Maximum amount of coal in a Furnace. -maximumCoal = 40 +maximumCoal=20 ; The total amount of coal used to produce a single smelted ingot. -coalUsedPerProduct = 2 +coalUsedPerProduct=2 ; The time it takes for the Furnace to produce a single ingot in seconds. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Furnace will pull coal and raw materials from nearby chests to be automatically added to it when its empty. -autoFuel = true +autoFuel=true ; This option prevents the Furnace to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 ; This option allows all ores inside the Furnace. -allowAllOres = true +allowAllOres=true [Game] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Game -enabled = false +enabled=false ; The games damage multiplier per person nearby in difficultyScaleRange(m) radius. ; Default is 4% monster damage increase per player in radius. -gameDifficultyDamageScale = 4 +gameDifficultyDamageScale=4 ; The games health multiplier per person nearby in difficultyScaleRange(m) radius. ; Default is 40% monster health increase per player in radius. -gameDifficultyHealthScale = 40 +gameDifficultyHealthScale=40 ; Adds additional players to the difficulty calculation in multiplayer unrelated to the actual amount. ; This option is disabled if its set to 0. -extraPlayerCountNearby = 0 +extraPlayerCountNearby=0 ; Sets the nearby player count always to this value + extraPlayerCountNearby. ; This option is disabled if its set to 0. -setFixedPlayerCountTo = 0 +setFixedPlayerCountTo=0 ; The range in meters at which other players count towards nearby players for the difficulty scale. -difficultyScaleRange = 200 +difficultyScaleRange=200 ; If you set this to true, all portals will be disabled. -disablePortals = false +disablePortals=false ; If you set this to true the console will be force enabled in-game, false will force disable it. -forceConsole = true +forceConsole=false ;If you set this to true, portal names will be displayed in big text in center of screen. -bigPortalNames = false +bigPortalNames=false ;Remove dense fog from the game. -disableFog = false +disableFog=false [Hotkeys] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section. https://valheim.plus/documentation/list#Hotkeys -enabled = false +enabled=false ; Roll forwards on hot key pressed. -rollForwards = F9 +rollForwards=F9 ; Roll backwards on hot key pressed. -rollBackwards = F10 +rollBackwards=F10 [Items] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Items -enabled = true +enabled=true ; Enables you to teleport with ores and other usually teleport restricted objects. -noTeleportPrevention = false +noTeleportPrevention=false -; Increase or reduce item weight by a modifier in percent. +; Increase or reduce item weight by a modifier in percent. ; The value -50 will reduce item weight of every object by 50%, 50 will increase the weight of every item by 50%. -baseItemWeightReduction = -50 +baseItemWeightReduction=-50 -; Increase or reduce the size of all maximum item stacks by a modifier in percent. +; Increase or reduce the size of all maximum item stacks by a modifier in percent. ; The value 50 would set a usual item stack of 100 to be 150. ; The value -50 would set a usual item stack of 100 to be 50. -itemStackMultiplier = 1000 +itemStackMultiplier=1000 ; Set duration that dropped items stay on the ground before they are despawning. Game default is 3600 seconds. -droppedItemOnGroundDurationInSeconds = 3600 +droppedItemOnGroundDurationInSeconds=3600 [Hud] ; Change false to true to enable this section. https://valheim.plus/documentation/list#HUD -enabled = true +enabled=true ; Shows the required amount of items AND the amount of items in your inventory in build mode and while crafting. ; This is enabled when the CraftFromChest section is enabled. -showRequiredItems = true +showRequiredItems=true ; Shows small notifications about all skill experienced gained in the top left corner. -experienceGainedNotifications = false +experienceGainedNotifications=false ; Set to true to remove the red screen flash overlay when the player takes damage. -removeDamageFlash = false +removeDamageFlash=false ; If bow is in hotbar, display current ammo & total ammo under hotbar icon - never (0), when equipped (1), or always (2). -displayBowAmmoCounts = 1 +displayBowAmmoCounts=1 [Gathering] ; Change false to true to enable this section. This section contains modifiers. Modifiers are increases and reduction in percent declared by 50, or -50. https://valheim.plus/documentation/list#Gathering -enabled = true +enabled=true -; Modify the chance to drop resources from resource nodes affected by this category. This only works on resource nodes that do not have guaranteed drops. +; Modify the chance to drop resources from resource nodes affected by this category. This only works on resource nodes that do not have guaranteed drops. ; As example by default scrap piles in dungeons have a 20% chance to drop a item, if you set this option to 200, you will then have a 60% chance to drop iron. -dropChance = 50 +dropChance=50 -; Each of these values increase or reduce the dropped items from destroyed objects with tools (Stones, Trees, Resource nodes, etc.) by %. +; Each of these values increase or reduce the dropped items from destroyed objects with tools (Stones, Trees, Resource nodes, etc.) by %. ; The value 50 will increase the dropped wood from trees from 10 to 15. The value -50 will reduce the amount of dropped wood from 10 to 5. -wood = 50 -stone = 50 -fineWood = 50 -coreWood = 50 -elderBark = 50 -ironScrap = 50 -tinOre = 50 -copperOre = 50 -silverOre = 50 -chitin = 50 +wood=50 +stone=50 +fineWood=50 +coreWood=50 +elderBark=50 +ironScrap=50 +tinOre=50 +copperOre=50 +silverOre=50 +chitin=50 [Pickable] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Pickable -; Each value below (in percent) will modify the yield when "picking" items (default key E) such as berries and flowers. +; Each value below (in percent) will modify the yield when "picking" items (default key E) such as berries and flowers. ; A value of 100 will double drops, 200 will triple and so on. -enabled = true +enabled=true ; All berries, all mushrooms, and carrots -edibles = 100 +edibles=100 ; Barley, Flax, Dandelion, Thistle, Carrot Seeds, Turnip Seeds, Turnip -flowersAndIngredients = 100 +flowersAndIngredients=100 ; Bone Fragments, Flint, Stone, Wood (branches on the ground) -materials = 100 +materials=0 ; Amber, Amber Pearl, Coins, Ruby -valuables = 0 +valuables=0 ; Surtling Core only -surtlingCores = 0 +surtlingCores=0 [Durability] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Durability -; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +; Modifiers are increases and reduction in percent declared by 50, or -50. +enabled=true -; Each of these values increase or reduce the durability of the specific item type by %. +; Each of these values increase or reduce the durability of the specific item type by %. ; The value 50 will increase the durability from 100 to 150. The value -50 will reduce the durability from 100 to 50. -axes = 100 -pickaxes = 500 -hammer = 500 -cultivator = 500 -hoe = 500 -weapons = 100 -armor = 100 -bows = 100 -shields = 100 -torch = 100 +axes=100 +pickaxes=500 +hammer=500 +cultivator=500 +hoe=500 +weapons=100 +armor=100 +bows=100 +shields=100 +torch=500 [Armor] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Armor -; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = false +; Modifiers are increases and reduction in percent declared by 50, or -50. +enabled=false -; Each of these values increase or reduce the armor of the specific item type by %. +; Each of these values increase or reduce the armor of the specific item type by %. ; The value 50 will increase the armor from 14 to 21. The value -50 will reduce the armor from 14 to 7. -helmets = 0 -chests = 0 -legs = 0 -capes = 0 +helmets=0 +chests=0 +legs=0 +capes=0 + [Kiln] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Kiln -enabled = true +enabled=true ; Maximum amount of wood in a Kiln. -maximumWood = 50 +maximumWood=25 ; Change false to true to disable Fine Wood processing. -dontProcessFineWood = true +dontProcessFineWood=true ; Change false to true to disabled Round Log processing. -dontProcessRoundLog = true +dontProcessRoundLog=true ; The time it takes for the Kiln to produce a single piece of coal in seconds. -productionSpeed = 15 +productionSpeed=15 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Kiln will pull wood from nearby chests to be automatically added to it when its empty. ; This option respects the dontProcessFineWood and dontProcessRoundLog settings. -autoFuel = true +autoFuel=true -; Stops autoFuel (looking for fuel) when there is at leasts this quantity of Coal in nearby chests +; Stops autoFuel (looking for fuel) when there is at leasts this quantity of Coal in nearby chests ; (ignored if set to 0) -stopAutoFuelThreshold = 100 +stopAutoFuelThreshold=80 ; This option prevents the Kiln to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and fuel features. +; The range of the chest detection for the auto deposit and fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [Map] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Map -enabled = true +enabled=true -; With this enabled you will receive the same exploration progression as other players on the server. +; With this enabled you will receive the same exploration progression as other players on the server. ; This will also enable the option for the server to sync everyones exploration progression on connecting to the server. -shareMapProgression = true +shareMapProgression=true ; The radius of the map that you explore when moving. -exploreRadius = 300 +exploreRadius=300 ; Prevents you and other people on the server to turn off their map sharing option. -preventPlayerFromTurningOffPublicPosition = true +preventPlayerFromTurningOffPublicPosition=true ; Allow pins to be shared -shareablePins = true +shareablePins=true ; Shares all pins always -shareAllPins = false +shareAllPins=false ; Display carts and boats on the map -displayCartsAndBoats = true +displayCartsAndBoats=true [Player] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Player -enabled = true +enabled=true ; The base amount of carry weight of your character. -baseMaximumWeight = 300 +baseMaximumWeight=300 ; Increase the buff you receive to your carry weight from Megingjord's girdle. -baseMegingjordBuff = 150 +baseMegingjordBuff=150 ; Increase auto pickup range of all items. -baseAutoPickUpRange = 4 +baseAutoPickUpRange=4 ; Disable all types of camera shake. -disableCameraShake = true +disableCameraShake=false ; The base unarmed damage multiplied by your skill level. 120 will result in a maximum of up to 12 damage when you have a skill level of 10. -baseUnarmedDamage = 60 +baseUnarmedDamage=70 ; When changed to true, you will not be permitted to place a crop within the grow radius of another crop. -cropNotifier = true +cropNotifier=true ; How many seconds each comfort level contributes to the rested bonus. -restSecondsPerComfortLevel = 120 +restSecondsPerComfortLevel=120 -; Change the death penalty in percentage, where higher will increase the death penalty and lower will reduce it. +; Change the death penalty in percentage, where higher will increase the death penalty and lower will reduce it. ; This is a modifier value. 50 will increase it by 50%, -50 will reduce it by 50%. -deathPenaltyMultiplier = 0 +deathPenaltyMultiplier=0 ; If set to true, this option will automatically repair your equipment when you interact with the appropriate workbench. -autoRepair = true +autoRepair=true ; Boss buff duration (seconds) -guardianBuffDuration = 300 +guardianBuffDuration=300 ; Boss buff cooldown (seconds) -guardianBuffCooldown = 1200 +guardianBuffCooldown=1200 ; Disable the Guardian Buff animation -disableGuardianBuffAnimation = false +disableGuardianBuffAnimation=false -; If set to true, when equipping a one-handed weapon, the best shield from your inventory is automatically equipped. +; If set to true, when equipping a one-handed weapon, the best shield from your inventory is automatically equipped. ; (Best is determined by highest block power) -autoEquipShield = false +autoEquipShield=false ; If set to true, weapon switches requested mid-attack will be carried out when the current attack is finished instead of being ignored. -queueWeaponChanges = true +queueWeaponChanges=true ; If set to true, you will always skip the intro of the game. -skipIntro = true +skipIntro=true ; If set to false, disables the "I have arrived!" message on player spawn. -iHaveArrivedOnSpawn = true +iHaveArrivedOnSpawn=true ; If set to true, items will be re-equipped when you exit water after swimming (if they were hidden automatically) -reequipItemsAfterSwimming = true +reequipItemsAfterSwimming=false ; This value represents how much the fall damage should be scaled in +/- %. This is a modifier value. ; The value 50 would result in 50% increased fall damage. The value -50 would result in 50% reduced fall damage. -fallDamageScalePercent = -50 +fallDamageScalePercent=-50 ; Max fall damage. Game default is 100 (so with enough health, falls can't kill). -maxFallDamage = 100 +maxFallDamage=50 ; If set to true, all tutorials will skip from now on. You can turn this config off and reset the tutorial (in the settings) at any time. -skipTutorials = false +skipTutorials=false ; Disable encumbered -disableEncumbered = false +disableEncumbered=false [Server] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Server -enabled = true +enabled=true ; Modify the maximum amount of players on your Server. -maxPlayers = 10 +maxPlayers=10 ; Removes the requirement to have a server password. -disableServerPassword = false +disableServerPassword=false ; This settings add a version control check to make sure that people that try to join your game or the server you try to join has V+ installed ; WE HEAVILY RECOMMEND TO NEVER DISABLE THIS! -enforceMod = true +enforceMod=true ; Changes whether the server will force it's config on clients that connect. Only affects servers. ; WE HEAVILY RECOMMEND TO NEVER DISABLE THIS! -serverSyncsConfig = true +serverSyncsConfig=true -; If false allows you to keep your own defined hotkeys instead of synchronising the ones declared for the server. -; Sections need to be enabled in your local configuration to load hotkeys. +; If false allows you to keep your own defined hotkeys instead of synchronising the ones declared for the server. +; Sections need to be enabled in your local configuration to load hotkeys. ; This is a client side setting and not affected by server settings. -serverSyncHotkeys = false +serverSyncHotkeys=false + [Stamina] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Stamina ; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +enabled=true ; Changes the amount of stamina cost of using the dodge roll by % -dodgeStaminaUsage = -50 +dodgeStaminaUsage=-50 ; Changes the stamina drain of being overweight by % -encumberedStaminaDrain = -50 +encumberedStaminaDrain=-50 ; Changes the stamina cost of jumping by % -jumpStaminaDrain = -50 +jumpStaminaDrain=-50 ; Changes the stamina cost of running by % -runStaminaDrain = -50 +runStaminaDrain=-50 ; Changes the stamina drain by sneaking by % -sneakStaminaDrain = -50 +sneakStaminaDrain=-50 ; Changes the total amount of stamina recovered per second by % -staminaRegen = 0 +staminaRegen=0 ; Changes the delay until stamina regeneration sets in by % -staminaRegenDelay = 0 +staminaRegenDelay=0 ; Changes the stamina drain of swimming by % -swimStaminaDrain = -50 +swimStaminaDrain=-50 + [StaminaUsage] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#StaminaUsage ; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +enabled=true ; Each of these values change the respective tool in stamina usage by increases and reduction in percent declared by 50, or -50. -axes = -50 -blocking = -25 -bows = -25 -clubs = -25 -knives = -25 -pickaxes = -75 -polearms = -25 -spears = -25 -swords = -25 -unarmed = -50 -hammer = -75 -hoe = -75 -cultivator = -75 +axes=-50 +blocking=-25 +bows=-25 +clubs=-25 +knives=-25 +pickaxes=-75 +polearms=-25 +spears=-25 +swords=-25 +unarmed=-50 +hammer=-75 +hoe=-75 +cultivator=-75 [StructuralIntegrity] ; Change false to true to enable this section. https://valheim.plus/documentation/list#StructuralIntegrity -enabled = true +enabled=true ; Disables the entire structural integrity system and allows for placement in free air, does not prevent building damage. -disableStructuralIntegrity = false +disableStructuralIntegrity=false ; Disables any damage from anything to all player built structures. Does not prevent damage from structural integrity. -disableDamageToPlayerStructures = true +disableDamageToPlayerStructures=true ; Disables any damage from anything to all player built boats. -disableDamageToPlayerBoats = true +disableDamageToPlayerBoats=false ; Disables water force damage to all player built boats. -disableWaterDamageToPlayerBoats = true +disableWaterDamageToPlayerBoats=true -; Each of these values reduce the loss of structural integrity by distance by % less. +; Each of these values reduce the loss of structural integrity by distance by % less. ; The value 100 would result in disabled structural integrity over distance, does not allow for placement in free air without disableStructuralIntegrity. -wood = 0 -stone = 0 -iron = 0 -hardWood = 0 +wood=0 +stone=0 +iron=0 +hardWood=0 + [Ward] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Ward -enabled = true +enabled=true ; The range of wards by meters. -wardRange = 0 +wardRange=0 ; Set the enemy spawn radius around wards in meters ; This value equals wardRange if its set to 0. -wardEnemySpawnRange = 0 +wardEnemySpawnRange=0 [Workbench] - ; Change false to true to enable this section. https://valheim.plus/documentation/list#Workbench -enabled = true +enabled=true ; Set the workbench radius in meters. -workbenchRange = 100 +workbenchRange=100 ; Set the enemy spawn radius around workbenches in meters ; This value equals workbenchRange if its set to 0. -workbenchEnemySpawnRange = 0 +workbenchEnemySpawnRange=0 ; Sets the workbench attachment (e.g. anvil) radius. -workbenchAttachmentRange = 20 +workbenchAttachmentRange=20 ; Disables the roof and exposure requirement to use a workbench. -disableRoofCheck = true +disableRoofCheck=true [Wagon] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Wagon -enabled = true +enabled=true ; Change the base wagon physical mass of the wagon object. ; This is essentially the base weight of a cart. -wagonBaseMass = 20 +wagonBaseMass=20 -; This value changes the physical weight of wagons by +/- more/less from item weight inside. +; This value changes the physical weight of wagons by +/- more/less from item weight inside. ; The value 50 would increase the weight by 50% more. The value -100 would remove the entire extra weight. -wagonExtraMassFromItems = -50 +wagonExtraMassFromItems=-50 [Inventory] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Inventory -enabled = true +enabled=true ; Player inventory number of rows (inventory is resized up to 6 rows, higher values will add a scrollbar). default 4, min 4, max 20 -playerInventoryRows = 4 +playerInventoryRows=4 -; Wood chest number of columns +; Wood chest number of columns ; (default 5, 5 min, 8 max) -woodChestColumns = 8 +woodChestColumns=8 ; Wood chest number of rows (more than 4 rows will add a scrollbar). ; (default 2, min 2, 10 max) -woodChestRows = 2 +woodChestRows=2 ; Personal chest number of columns. ; (default 3, 3 min, 8 max) -personalChestColumns = 8 +personalChestColumns=8 -; Personal chest number of rows +; Personal chest number of rows ; (default 2, 2 min, 20 max) -personalChestRows = 4 +personalChestRows=4 -; Iron chests already have 8 columns by default but now you can lower it +; Iron chests already have 8 columns by default but now you can lower it ; (default 8, min 6, max 8) -ironChestColumns = 8 +ironChestColumns=8 -; Iron chest number of rows (more than 4 rows will add a scrollbar) +; Iron chest number of rows (more than 4 rows will add a scrollbar) ; (default 4, min 3, max 20) -ironChestRows = 8 +ironChestRows=8 -; Cart (Wagon) inventory number of columns +; Cart (Wagon) inventory number of columns ; (default 8, min 6, max 8) -cartInventoryColumns = 8 +cartInventoryColumns=8 -; Cart (Wagon) inventory number of rows (more than 4 rows will add a scrollbar) +; Cart (Wagon) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 3, min 3, max 30) -cartInventoryRows = 6 +cartInventoryRows=6 -; Karve (small boat) inventory number of columns +; Karve (small boat) inventory number of columns ; (default 2, min 2, max 8) -karveInventoryColumns = 8 +karveInventoryColumns=8 -; Karve (small boat) inventory number of rows (more than 4 rows will add a scrollbar) +; Karve (small boat) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 2, min 2, max 30) -karveInventoryRows = 2 +karveInventoryRows=2 -; Longboat (large boat) inventory number of columns +; Longboat (large boat) inventory number of columns ; (default 8, min 6, max 8) -longboatInventoryColumns = 8 +longboatInventoryColumns=8 -; Longboat (large boat) inventory number of rows (more than 4 rows will add a scrollbar) +; Longboat (large boat) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 3, min 3, max 30) -longboatInventoryRows = 6 +longboatInventoryRows=6 -; By default tools and weapons go into inventories top to bottom and other materials bottom to top. +; By default tools and weapons go into inventories top to bottom and other materials bottom to top. ; Set to true to make all items go into the inventory top to bottom. -inventoryFillTopToBottom = false +inventoryFillTopToBottom=false -; By default items go to their original position when picking up your tombstone. +; By default items go to their original position when picking up your tombstone. ; Set to true to make all stacks try to merge with an existing stack first. -mergeWithExistingStacks = false +mergeWithExistingStacks=true [FreePlacementRotation] ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#FreePlacementRotation -enabled = false +enabled=false ; Rotates placement marker by 1 degree with keep ability to attach to nearly pieces. -rotateY = LeftAlt -rotateX = C -rotateZ = V +rotateY=LeftAlt +rotateX=C +rotateZ=V ; Copy rotation of placement marker from target piece in front of you. -copyRotationParallel = F +copyRotationParallel=F ; Set rotation to be perpendicular to piece in front of you. -copyRotationPerpendicular = G +copyRotationPerpendicular=G [Shields] ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#Shields -enabled = false +enabled=false ; Increase or decrease the block value on all shields in %. -50 would be 50% less block rating, 50 would be 50% more block rating. -blockRating = 0 +blockRating=0 [FirstPerson] ; Change false to true to enable this section. https://valheim.plus/documentation/list#FirstPerson -enabled = true +enabled=true ; Hotkey to enable First Person. -hotkey = F10 +hotkey=F10 ; Default Field Of View to use. -defaultFOV = 65.0 +defaultFOV=65.0 ; Hotkey to raise Field Of View. -raiseFOVHotkey = PageUp +raiseFOVHotkey=PageUp ; Hotkey to lower Field Of View. -lowerFOVHotkey = PageDown +lowerFOVHotkey=PageDown [GridAlignment] ; Change false to true to enable this section. https://valheim.plus/documentation/list#GridAlignment ; This offers a global fixed grid system to make precise placements. -enabled = true +enabled=true ; Key to enable grid alignment. -align = LeftAlt +align=LeftAlt ; Key to toggle grid alignment. -alignToggle = F7 +alignToggle=F7 ; Key to change the default alignment. -changeDefaultAlignment = F6 +changeDefaultAlignment=F6 [CraftFromChest] ; Change false to true to enable this section. https://valheim.plus/documentation/list#CraftFromChest ; This feature allows you to craft from nearby chests when in range. -enabled = true +enabled=true ; Change false to true to disable this feature when using a Cooking Station. -disableCookingStation = false +disableCookingStation=false ; If in a workbench area, uses it as reference point when scanning for chests. -checkFromWorkbench = true +checkFromWorkbench=true ; This option prevents crafting to pull items from warded areas if the player doesnt have access to it. -ignorePrivateAreaCheck = false +ignorePrivateAreaCheck=false ; The range of the chest detection in meters. -range = 50 +range=50 ; The interval in seconds that the feature scans your nearby chests. ; We recommend not going below 3 seconds. -lookupInterval = 3 +lookupInterval=3 [Windmill] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Windmill -enabled = true +enabled=true ; Maximum amount of barley in a windmill. -maximumBarley = 100 +maximumBarley=50 ; The time it takes for the windmill to produce a single ingot in seconds. -productionSpeed = 10 +productionSpeed=10 ; Ignore wind intensity so it always takes the production speed value to process one barley. -ignoreWindIntensity = false +ignoreWindIntensity=false ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Windmill will pull barley from nearby chests to be automatically added to it when its empty. -autoFuel = false +autoFuel=false ; This option prevents the Windmill to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [SpinningWheel] ; Change false to true to enable this section. https://valheim.plus/documentation/list#SpinningWheel -enabled = true +enabled=true ; Maximum amount of flax in a spinning wheel. -maximumFlax = 100 +maximumFlax=50 ; The time it takes for the spinning wheel to produce linen thread. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Spinning Wheel will pull flax from nearby chests to be automatically added to it when its empty. -autoFuel = false +autoFuel=false ; This option prevents the Spinning Wheel to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features +; The range of the chest detection for the auto deposit and auto fuel features ; Maximum is 50 -autoRange = 30 +autoRange=30 -[PlayerProjectile] + +[PlayerProjectile] ; Change false to true to enable this section. https://valheim.plus/documentation/list#PlayerProjectile -enabled = true +enabled=true ; Value of 50 would increase the minimum charge velocity from 2 to 3. -playerMinChargeVelocityMultiplier = 50 +playerMinChargeVelocityMultiplier=50 ; Value of 50 would increase the maximum charge velocity (of Finwood bow) from 50 to 75. -playerMaxChargeVelocityMultiplier = 50 +playerMaxChargeVelocityMultiplier=50 ; Value of (+)50 increase in accuracy will change the variance of arrows 20 degree to 10 degree at the point of minimum charge release. -playerMinChargeAccuracyMultiplier = 50 +playerMinChargeAccuracyMultiplier=50 ; Value of (+)50 increase in accuracy will change the variance of arrows 1 degree to 0.5 degree at the point of maximum charge release. -playerMaxChargeAccuracyMultiplier = 50 +playerMaxChargeAccuracyMultiplier=50 ; Enabling this option will linearly scale by skill level from the base values of the weapon to the modified values (according to multipliers above). -enableScaleWithSkillLevel = true +enableScaleWithSkillLevel=true + [MonsterProjectile] ; Change false to true to enable this section. https://valheim.plus/documentation/list#MonsterProjectile -enabled = false +enabled=false ; Value of 10 would increase the projectile velocity from 50 to 55. -monsterMaxChargeVelocityMultiplier = 0 +monsterMaxChargeVelocityMultiplier=0 ; Value of (+)10 increase in accuracy will change the variance of projectile 1 degree to 0.9 degree at the point of projectile release. -monsterMaxChargeAccuracyMultiplier = 0 +monsterMaxChargeAccuracyMultiplier=0 + [Tameable] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Tameable -enabled = true +enabled=true -; Modify what happens when a tamed creature is attacked. +; Modify what happens when a tamed creature is attacked. ; 0 = normal, 1 = essential(deadly attacks stun instead of kill), 2 = immortal. -mortality = 1 +mortality=1 ; Change to true so only the owner of a tamed creature can hurt it. This will circumvent the mortality setting, so even if tamed creatures are immortal, the owner can still kill them. -ownerDamageOverride = true +ownerDamageOverride=true ; How long it takes for a tamed creature to recover if mortality is set to 1(essential) and they are stunned. -stunRecoveryTime = 10 +stunRecoveryTime=10 + [GameClock] ; Change false to true to enable this section. https://valheim.plus/documentation/list#GameClock -enabled = false +enabled=false ; Change time formatting from 24hr to AM-PM. -useAMPM = false +useAMPM=false -; Change font size of time text. -textFontSize = 34 +; Change font size of time text. +textFontSize=34 ; Change how red the time text is (51/255). -textRedChannel = 248 +textRedChannel=248 ; Change how green the time text is (51/255). -textGreenChannel = 105 +textGreenChannel=105 ; Change how blue the time text is (51/255). -textBlueChannel = 0 +textBlueChannel=0 ; Change how transparent the time text is (255 is solid with no transparency). -textTransparencyChannel = 255 +textTransparencyChannel=255 + [Brightness] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Brightness -enabled = false +enabled=false + +; Changes how bright it looks at night. A value between 5 and 10 will result in nearly double in brightness at night. +nightBrightnessMultiplier=0 -; Changes how bright it looks at night. A value between 5 and 10 will result in nearly double in brightness at night. -nightBrightnessMultiplier = 0 diff --git a/ValheimClient/BepInEx/plugins/BlacksmithTools/BlacksmithTools.dll b/ValheimClient/BepInEx/plugins/BlacksmithsTools/BlacksmithTools.dll similarity index 100% rename from ValheimClient/BepInEx/plugins/BlacksmithTools/BlacksmithTools.dll rename to ValheimClient/BepInEx/plugins/BlacksmithsTools/BlacksmithTools.dll diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/Chinese.yml b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/Chinese.yml new file mode 100644 index 0000000..7be67df --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/Chinese.yml @@ -0,0 +1,323 @@ +creatureGender: + default: n + +genderedCreatureTranslations: + n: '[{effect}][{infusion}变异的]{name}[{affix}]' + +genderedTranslations: + +translations: + Aggressive: <激怒> + Armored: <强壮> + Curious: <好奇> + Quick: <敏捷> + Regenerating: <重生> + Splitting: <分裂> + + Fire: 火 + Frost: 霜 + Lightning: 闪电 + Chaos: 狂暴 + Spirit: 精神 + Poison: 蛊毒 + + Reflective: <反伤> + Shielded: <免疫> + Mending: <治愈> + Summoner: <召唤者> + Elementalist: <元素使> + Enraged: <激怒> + Twin: <孪生> + + CreatureSectorLevelIncrease: 当前 {player} 身边的生物越来越强大,为他们手下的死复仇。 + MinimapSectorLevel: '区域等级: {level}' + ConfigEditorSave: 应用并保存 + ConfigEditorApplyNoSave: 不保存应用 + ConfigEditorDiscard: 取消和关闭 + Edit Creature YAML config: 编辑配置生物YAML + Edit Item YAML config: 编辑配置项目YAML + SummonerEikthyr: "{boss} 召唤一个暴徒来帮助他" + SummonerElder: "{boss} 召唤巨魔来帮助他" + SummonerBonemass: "{boss} 召唤 {number} 个尸鬼精英来帮助它" + SummonerModer: "{boss} 召唤 {number} 个霜龙来帮助它" + SummonerYagluth: "{boss} 召唤一个邪恶的地精来帮助他" + +enumTranslations: + Toggle: + On: 开启 + Off: 关闭 + Difficulty: + Custom: 自定义 + Very_easy: 非常简单 + Easy: 简单 + Medium: 中等 + Hard: 困难 + Very_hard: 很难 + Insane: 疯狂 + CreatureSectorAnnouncementScope: + Local: 附近 + Global: 全图 + Off: 关闭 + LootSystem: + Vanilla: 游戏原版 + Linear: 线性空间 + CalculateChance: 计算机率 + CalculateAmount: 计算数量 + VisualLevelIndicator: + Off: 关闭 + On: 开启 + BossesOff: 关闭BOSS + CreaturesOff: 关闭生物 + AllowedConsoleCommands: + CreatureCommands: 生物指令 + InformationCommands: 信息指令 + None: 没有 + VisualExtraEffectIndicator: + Color: 颜色 + Text: 文本 + Both: 颜色和文本 + DifficultySecondFactor: + None: 没有 + Age_of_world: 世界时间 + Distance: 生成范围 + BossesKilled: BOSS数量 + SpawnLevel: + None: 没有 + One: 一 + Two: 二 + Three: 三 + Four: 四 + Five: 五 + + CreatureSectorWorldLevel: + Disabled: 禁用 + None: 没有 + One: 一 + Two: 二 + Three: 三 + Four: 四 + Five: 五 + +settingGroups: + General: 一般 + Creatures: 生物 + Loot: 战利品 + Bosses: BOSS + Distance from Spawn: 生成范围 + Age of world: 世界时间 + Custom level chances: 自定义等级机率 + Creature Affix chances: 生物附加机率 + Creature Infusion chances: 生物注入机率 + Boss Affix chances: BOSS附加机率 + Boss Affix power: BOSS附加伤害 + +settings: + Lock Configuration: + display: 配置锁定 + desc: 锁定配置,客户端不能修改.仅对服务器有效. + Use creature configuration yaml: + display: 使用YAML文件配置生物 + desc: 读取CreatureConfig.yml文件(如果存在). 通过YAML文件完成的配置将覆盖通过默认配置文件完成的相同设置. 对于YAML文件中未配置的所有内容,仍将使用默认配置文件. + Use item configuration yaml: + display: 使用YAML文件进行项目配置 + desc: 读取 ItemConfig.yml文件(如果存在).通过YAML文件完成的配置将覆盖通过默认配置文件完成的相同设置.对于YAML文件中未配置的所有内容.仍将使用默认配置文件. + HP increase per player in multiplayer (percentage): + display: 多人模式玩家血量增加 + desc: 多人游戏中每位玩家的生命值增加%. + DMG increase per player in multiplayer (percentage): + display: 多人模式伤害增加 + desc: 多人游戏中每个玩家的伤害增加%. + Minimum player count for multiplayer scaling: + display: 最小玩家数量 + desc: 设置多人游戏的最小玩家人数. + Maximum player count for multiplayer scaling: + display: 最大玩家数量 + desc: 设置多人游戏的最大玩家人数. + Player count to be added to the actual player count for multiplayer scaling (0 is disabled): + display: 玩家数量 + desc: 在多人游戏中,将定义的玩家数量添加到实际玩家数量中. + Multiplayer scaling per player range (0 is unlimited): + display: 玩家最大范围 + desc: 其他玩家必须进入的范围才能计入多人游戏规模. 如果固定玩家数量设置为0以外的值,则无效. + Nameplate display on mouseover range: + display: 名称显示范围 + desc: 鼠标悬停时显示名称的最大范围. + Visual indicators for level: + display: 名称显示筛选 + desc: 可用于关闭目标级别的名称显示,例如他们的星星或颜色. + Console commands allowed to be used by users on a server: + display: 控制台命令 + desc: 设置服务器上的用户可以使用的CLLC命令.服务器管理员始终可以使用所有命令.如果配置未锁定(出于明显的原因).则无效. + Detailed damage log: + display: 详细警告日志 + desc: 详细警告日志 + Difficulty: + display: 难度级别 + desc: 设置所有生物的升级机会. + Second factor: + display: 难度系数 + desc: 更改用于计算升级机会的第二个因素. + Display circles on the map for distance from spawn option: + display: 显示生成选项范围 + desc: 在地图上显示与生成选项的范围圆圈. + Creatures can spawn with special effects: + display: 生物特殊效果 + desc: 生物可以产生特殊效果,使它们更难杀死. + Visual indicator for special effects: + display: 生物名称显示过滤 + desc: 改变生物额外效果的视觉指示器的显示方式. + Creatures can spawn with elemental infusions: + display: 生物元素注入 + desc: 生物可以通过元素注入生成,这使它们更难被杀死. + Add the infusion to the creatures name: + display: 元素生物词缀 + desc: 具有元素注入的生物会在其名称中添加元素词缀. + Brightness for the elemental infusion visual indicator (percentage): + display: 元素生物特效亮度 + desc: 设置元素注入生物的火焰特效的亮度. + Minimum stars: + display: 最少星数 + desc: 设置所有生物的最小星星数. 不影响自定义难度. + Maximum stars: + display: 最大星数 + desc: 设置所有生物的最大星星数. 不影响自定义难度. + Time until creatures in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: 地牢生物重生时间 + desc: 地牢中的生物在几分钟内重生的时间(0=禁用,20=1天游戏日). + Time until creatures in camps respawn in minutes (0 means disabled, 20 is one ingame day): + display: 营地生物重生时间 + desc: 营地中的生物在几分钟内重生的时间(0=禁用,20=1天游戏日). + Creature size increase per star (percentage): + display: 生物体型 + desc: 增加每星星的生物大小. + Increase creature size even in dungeons (where they might get stuck): + display: 洞穴中生物体型 + desc: 如果地牢中的生物体型也会增加,如果它们太大,它们可能会卡在那里. + Base health for creatures (percentage): + display: 生物基础血量 + desc: 生物的基础生命值%. + Health gained per star for creatures (percentage): + display: 每星生物生命值增加 + desc: 生物每星星获得的生命值%. + Base damage for creatures (percentage): + display: 生物基础伤害 + desc: 生物的基础伤害%. + Damage gained per star for creatures (percentage): + display: 每星对生物伤害增加 + desc: 生物每星星获得的伤害%. + Base movement speed for creatures (percentage): + display: 生物基础移动速度 + desc: 生物的基础移动速度%. + Base attack speed for creatures (percentage): + display: 生物基础攻击速度 + desc: 生物的基础攻击速度%. + World level required to enable creature sectors: + display: 地区生物激活世界级别 + desc: 地区生物开始活跃的最低世界等级. + Time until each creature sector is reset (0 is no reset): + display: 重置地区生物时间(分) + desc: 在以分钟为单位重置地区生物奖励等级之前需要经过的时间(0=禁用,20=1个游戏日). + Kills required in a sector for each bonus level: + display: 生物等级提升条件 + desc: 该区域击杀多少生物等级提升. + Sets the scope for creature sector level up announcements: + display: 地区生物等级提升通告范围 + desc: 设置地区生物升级公告的范围. + Duration of the map ping for creature sector level ups in seconds (0 is disabled): + display: 地区生物等级提升发出信号(秒) + desc: 在地区生物等级提升时地图上发出信号.时间以秒为单位.0表示已禁用. + Displays the current creature sector level on the minimap: + display: 显示地区生物等级 + desc: 在小地图上显示当前的地区生物等级. + Loot system to be used: + display: 战利品模式 + desc: | + 设置要使用的战利品系统 + 完全禁用游戏内部战利品系统 + Linear线性空间: 掉落物品与生物等级倍率 + 计算机率:野猪有50%的机率掉落2块肉,它会掉落2块或不掉落. + 计算数量:野猪有50%的机率掉落2块肉,它总是掉落1块肉. + Chance for additional loot per star for creatures: + display: 每星额外掉落机率 + desc: 生物每星获得额外战利品的机率. + Chance for additional loot per star for bosses: + display: BOSS每星额外掉落机率 + desc: BOSS每星获得额外战利品的机会. + Multiplier for dropped creature items: + display: 所有生物掉落倍率 + desc: 乘以所有生物掉落的物品. + Multiplier for dropped boss items: + display: BOSS掉落倍率 + desc: 乘以所有BOSS掉落的项目. + Creatures can drop multiple trophies: + display: 生物战利品 + desc: 如果生物可以掉落多个战利品. + Bosses can drop multiple trophies: + display: BOSS战利品 + desc: 如果BOSS可以掉落多个战利品 + Drop multiplier for passive creatures (like Seagulls and Crows): + display: 被动生物掉落倍率 + desc: 乘以所有被动生物(如乌鸦和海鸥)掉落的物品. + Time until items in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: 重置地牢物品时间 + desc: 地下城中物品重置的时间(0=禁用,20=1天). + Bosses can spawn with special effects: + display: BOSS特殊效果 + desc: BOSS可以产生特殊效果,使他们更难杀死. + Use creature level chances for bosses: + display: BOSS生物等级机率 + desc: 开启意味着生物的升级机会也会被BOSS使用.否则,将使用BOSS的自定义级别机会. + Star chances for bosses (percentages): + display: BOSS的自定义等级机率 + desc: BOSS的升级机会.从1颗星开始,从左到右,想要多少星星都可以.0星级的机会将自动从余数计算. + Boss size increase per star (percentage): + display: BOSS体型增加 + desc: 增加每星的BOSS体型. + Health gained per star for bosses (percentage): + display: BOSS每星血量增长机率 + desc: BOSS每星的血量增加%. + Damage gained per star for bosses (percentage): + display: BOSS每星伤害增加 + desc: 每星对BOSS造成的伤害%. + World level {level} start (days): + display: 世界等级 {level} 开始 (天) + desc: 在你们的世界达到世界水平之前需要几天的时间 {level}. + Distance from spawn for level {level} start: + display: 生成 {level}级开始的范围 {level} + desc: 从等级 {level} 开始生成的范围.默认世界的半径是10500. + Chances for stars at world level {level} (percent): + display: "有机会在世界 {level}级找到有一定数量星星的生物" + desc: 在世界级别 {level} 出现星星的机会以%表示.你想要多少星星就有多少,从左到右,逗号分隔.从1星开始.0星的机会将自动计算使用余数.例如:30,5.5,2.25,5,10,10,3' + Chance for {effect} effect to spawn (percentage): + display: 生成 {effect} 效果生物机率 + desc: 生成 {effet} 效果的机率。以%指定。 + Chance for {infusionDescription} infusion to spawn (percentage): + display: 生成 {infusionDescription} 元素生物机率 + desc: 生成 {infusionDescription} 元素生物机率(%) + Multiplier for infusion chances per star: + display: 每星元素注入倍率 + desc: 根据生物的星星数量,用于注入的基础机率的倍率.每一个数量的星星的机会,从左到右,逗号分隔.从0开始.默认为1. + Chance for {affix} affix to spawn (percentage): + display: 生成 {affix} 特殊效果BOSS机率 + desc: 生成 {affix} 特殊效果BOSS机率(%) + Reflective base damage: + display: BOSS反伤伤害 + desc: 指定反弹boss的基础伤害 + Shielded damage reduction (percentage): + display: BOSS免疫伤害 + desc: BOSS伤害免疫强度 + Mending healing factor: + display: BOSS重生倍率 + desc: 设置重生boss的恢复率 + Number of summons for Summoners: + display: BOSS召唤者召唤数量 + desc: 为萨满BOSS战斗过程中召唤生物的数量 + Elementalist damage increase (percentage): + display: BOSS元素使伤害 + desc: 元素系BOSS附加元素伤害增加. + Enraged damage increase (percentage): + display: BOSS治愈物理伤害 + desc: 增加治愈BOSS的物理伤害. + Twin damage and health (percentage): + display: BOSS孪生生命和伤害 + desc: 孪生附加的生命值和伤害值 \ No newline at end of file diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureConfig.yml b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureConfig.yml new file mode 100644 index 0000000..cac759b --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureConfig.yml @@ -0,0 +1,300 @@ +# Example yaml file. Feel free to customize this. Everything that is not defined in this file will use the configuration file instead. +# Find some detailed documentation at the bottom of this file. + +# Define your own groups here and assign creatures to your groups. There are default groups for all biomes, which do not have to be created by you, unless you want to assign different creatures to it. +# Special groups: all, creature, boss +groups: + My Plains Group: + - Deathsquito + - Fuling Berserker + - Lox + Strong Enemies: + - Troll + - Fuling Berserker + - Lox + My Bosses: + - The Elder + - Moder + +# Set the level up chances for each of your groups here. Start with world level 0 and define the different chances in percent from left to right, starting with 1 star. +# This will set the level up chances for the Meadows biome und will also disable the Armored effect and the Chaos infusion until you reach world level 2 in this biome. +Meadows: + stars: + 0: [10, 2] + 1: [15, 5, 1] + 2: [18, 8, 2, 0.3] + 3: [22, 10, 3, 0.5, 0.3] + 4: [25, 12, 5, 1, 0.5] + 5: [30, 15, 8, 3, 1] + effect: + Armored: 0 + infusion: + 0: + Chaos: 0 + 1: + Chaos: 0 + 2: + Chaos: default + +# Overrides the level chances in Black Forest, to make them more likely to spawn with stars than in Meadows. +Black Forest: + stars: + 0: [12, 2] + 1: [17, 5, 1] + 2: [20, 8, 2, 0.3] + 3: [24, 10, 3, 0.5, 0.3] + 4: [27, 12, 5, 1, 0.5] + 5: [32, 15, 8, 3, 1] + +# You can use the 'default' key word to use the configuration from the configuration file for a specific setting. This will use the default configuration for world level 0, but set a custom level up chance for world level 1. +Mountain: + stars: + 0: default + 1: [15, 3, 2] + +# This will make the Poison infusion more likely in the Swamp biome, the higher your world level and the higher the creatures level. +Swamp: + infusion: + 0: + Poison: [5, 10, 15, 20, 25] + 1: + Poison: [10, 15, 20, 25, 30] + 2: + Poison: [15, 20, 25, 30, 35] + 3: + Poison: [20, 25, 30, 35, 40] + 4: + Poison: [25, 30, 35, 40, 45] + 5: + Poison: [30, 35, 40, 45, 50] + +# You can use your own groups just like you can use the default groups. This will limit the level for the strong creatures that I assigned to the 'My Plais Group' at the top. +My Plains Group: + stars: + 0: [10, 1] + 1: [11, 2] + 2: [15, 3] + +# You can also set a specific configuration for one creature or boss only. This will limit the level for the serpent and prevent it from spawning with the Armored or Quick effect. +Serpent: + stars: + 0: [30] + 1: [30, 10] + 2: [30, 10, 5] + effect: + Armored: 0 + Quick: 0 + +# This will prevent Deers from having their size increased per level and will double the loot you get from Deers with at least 2 stars, until you reach world level 1. +Deer: + size: 0 # size: 0 means no size increase per star, size: 0.5 would increase the size by 50% per star. + loot: + 0: [1, 1, 2] + 1: default + +# This makes Boars deal 10% increased base damage, but reduces the damage gained per star to 10%. +Boar: + damage: 1.1 + damage per star: 0.1 + +# This increases the damage and health for wolves by 30%, if they are tamed. 'damage' is a multiplier for base damage; 'damage per star' adds extra damage for each star. 'health' and 'health per star' work similarly. +Wolf: + tamed: + health: 1.3 + damage: 1.3 + +# You can use 'movement speed' to adjust the base movement speed for creatures. This will slow down Deathsquitos a little bit. +Deathsquito: + movement speed: 0.9 + +# This will prevent Eikthyr from spawning with the mending affix, if it has more than 1 star, if the world level is still 0, but enables the Mending affix for higher level Eikthyr, if the world level is at least 1. For higher stars, the last value will always be used. +Eikthyr: + affix: + 0: + Mending: [10, 0] + 1: + Mending: [10] + +# Increases bow damage against Moder by 10%, but reduces elemental damage taken by 5%. 'damage taken' can have a lot of keys: All, Fire, Frost, Poison, Lightning, Spirit, Elemental, Blunt, Slash, Pierce, Chop, Physical, Knives, Bows, Swords, Spears, Pickaxes, Axes, Clubs, Polearms, Weapons, Unarmed. +Moder: + damage taken: + Bows: 1.1 + Elemental: 0.95 + +# Make Fulings, which spawn in the Meadows take 10% increased damage and deal 10% less damage. Also reduces their attack speed by 10%, if they didn't spawn in the Meadows, but resets their attack speed. +Fuling: + attack speed: 0.9 + Meadows: + damage: 0.9 + damage taken: 1.1 + attack speed: 1 + +# If you have the sectors feature active, you can increase how much some enemies count against the sector level up limit with 'sector.count' and define their leveling up thresholds individually with 'sector.stars'. In this example, this will count each enemy of this group like three other enemies were killed and gain their first star if the sector counter reaches 50. Second star upon reaching 100. +Strong Enemies: + sector: + count: 3 + stars: [50, 100] + + +# General documentation: +# +# When evaluating a config file, first creature names (internal name, English name or name in the current localization) in the game are evaluated, then custom groups, then the internal biome groups (e.g. Meadows, Black Forest, ... with the same localizations), then special groups 'creature' and 'boss', and finally the special group 'all'. +# Custom groups are evaluated by their degree of nesting, then by order of definition in the config file. +# +# Custom groups can be defined via the special top-level key 'groups'. It expects a mapping of group names to a list of creature names. +# +# Each top-level definition (i.e. groupname: ... or creaturename: ...) can have all the attributes. Most of these attributes can be used conditionally, so that they only apply if a specific set of conditions is met. These conditions can be nested. +# +# The possible conditions are, in order of evaluation: +# - Tamed +# - Dungeon +# - [Any (possibly localized) name of a biome, e.g. 'Meadows', 'Black Forest', ...] +# - Day +# - Night +# Additionally there is a special condition named 'Override', which has the highest priority. That condition will be applied unconditionally and can be used to overwrite any conditionally applied values by another group. +# Attributes defined without condition are evaluted last. +# +# These conditions can also be nested. As an example, given a group Easier Meadows At Day which includes Greylings: + +Easier Meadows At Day: + Meadows: + Day: + health: 0.5 + damage: 0.7 + +Greyling: + health: 1.5 # This will not apply during the day in the Meadows, because the conditions of Easier Meadows At Day get evaluated first + Override: + damage: 0.5 # This will always apply + +# +# There is a whole lot of attributes; all of the attributes can be distinguished by world level, some of them also by the number of stars the creature or boss has. All attributes which can be defined per star are marked with an asterisk: (*). To define star specific values, use an array of values: the first value of the array means this value at zero stars, the second value at one star and so on. +# Note that creature effect( power)s do not apply to zero-star creatures, so in this case the first value is used for one star creatures, the second for two star creatures etc. +# +# The general structure of attributes looks like: +# Group or Creature Name: +# condition 1: +# condition 2: +# attribute active if condition 1 and 2 are true: value +# attribute active if condition 1 is true: [value 1, value 2, value 3] # 0 stars: value 1; 1 star: value 2, 2 stars and more: value 3 (some exceptions apply, described with the individual attributes) +# default Attributes: +# 0: value for world level 0 +# 1: value for world level 1 to 3 +# 4: value for world level equal or greater than 4 +# +# All values above can be an array as well. +# +# Certain attributes define a set of probabilities, in particular 'stars', 'effect', 'affix' and 'infusion'. The probabilities are specified as values between 0 and 100. The sum of these probabilities (for any given amount of stars and world level) may not exceed 100 (otherwise you will get a warning about this and it will not behave as expected). +# Except for 'loot per star', all 'per star' attributes extend the highest defined value. As an example with 'damage: [1, 2]' and 'damage per star: 0.5', enemies with 0 stars will have default damage, those with 1 stars double damage, with 2 stars 2.5 times the damage, with 3 stars 3 times the damage and so on. +# Some attributes expose a set of keys (marked with (°)), there always also is an implicit key 'other' which allows to set a probability split evenly between all not explicitly mentioned keys. E.g. 'infusion: { fire: 10, other: 20 }' will give a 10% chance to have a fire infusion, a 20% chance to have any of the other infusions and a 70% chance to have no infusion at all. +# +# The attributes: +# - stars +# Sets a fixed level or probabilities to spawn a creature at a specific number of stars. To specify probabilities use an array of numbers whose sum does not exceed 100. The first number in the array specifies the probability to spawn a creature with 1 star. The second number to spawn a creature with 2 stars and so on. The probability to spawn a creature with zero stars is equal to the remainder of the sum of all other probabilities. E.g. with a probability array [50, 20] there is a 50% chance to spawn an 1 star crearure, a 20% chance to spawn a 2 stars creature and a 100% - 50% - 20% = 30 % chance to spawn a 0 star creature. +# +# - loot (*) +# A multiplier on how many items are dopped by an enemy. 0 causes the enemy to never drop anything, 1 is the base drop rate at zero stars. As an example, 2.6 will triple the amount of loot with a 60% probability, otherwise double it. +# Overrides any per star loot configuration. This attribute is ignored if the configured Loot system is 'Vanilla'. +# +# - loot per star +# Overrides the 'Chance for additional loot per star for bosses/creatures' settings. 0 does not increase the loot at all. 1 multiplies the loot by the amount of stars. +# This attribute is ignored if the 'loot' attribute is specified (and not 'default') or if the configured Loot system is 'Vanilla'. +# +# - size +# Defines by how much the size increses per star. 0 does not increase the size at all. 1 would increase the size by 100% with each star. (I recommend chosing a value near 0, the default is 0.1.) +# +# - health (*) +# Defines a multiplier changing the base health. 1 leaves the health unchanged. +# +# - health per star +# Defines a value mutiplied by the number of stars, then added to the base health multiplier. +# +# - damage (*) +# Defines a multiplier changing the base damage. 1 leaves the damage unchanged. Can be configured by attack type, see below for all types. +# +# - damage per star +# Defines a value mutiplied by the number of stars, then added to the base damage multiplier. +# +# - damage taken (*) +# Defines a multiplier changing the damage received. 1 leaves the damage unchanged. Can be configured by attack type, see below for all types. +# +# - attack speed (*) +# Defines a multiplier changing the base attack speed. 1 leaves the attack speed unchanged. +# +# - attack speed per star +# Defines a value mutiplied by the number of stars, then added to the base attack speed multiplier. +# +# - movement speed (*) +# Defines a multiplier changing the base movement speed. 1 leaves the movement speed unchanged. +# +# - movement speed per star +# Defines a value mutiplied by the number of stars, then added to the base movement speed multiplier. +# +# - amount (*) +# Defines a factor how many creatures to spawn for each creature spawned by the game. Does nothing if equal to 1. Prevents spawning creatures with a certain chance if lower than 1. Allows for multiple creatures spawning if greater than 1. +# +# - effect (*) (°) +# Can be used to override the default probabilities of the creature extra effects. See below for a list of creature effects. +# As zero star creatures cannot have creature effects, when defined as a list of values, the first value describes the effect proability for 1 star creatures, the second for 2 star creatures and so on. +# If this attribute is specified without effect name, it is equivalent to defining 'other', i.e. 'effect: 50' is equal to 'effect: {other: 50}'. +# +# - effect power (*) +# Can be used to modify the default effect powers. See below for details. +# +# - affix (*) (°) +# Can be used to override the default probabilities of the boss affixes. See below for a list of boss affixes. +# +# - affix power (*) +# Can be used to modify the default affix powers. See below for details. +# +# - infusion (*) (°) +# Can be used to override the default probabilities of the creature infusions. Currently available infusions are: Lightning, Fire, Frost, Poison, Chaos, Spirit. +# +# - sector +# This attribute has sub-attributes: +# - count (*) +# Sets the increase towards the kill counter in a creature sector upon death. The default is 1. +# - stars +# If not a list of values (i.e. a simple number), it defines a multiplicator. For example 'sector.stars: 2' would add 2 extra stars at sector level 1, 4 extra stars at sector level 2 etc.. If it is a list of numbers it determines the thresholds at what kill count the creature will gain extra stars. As an example 'sector.stars: [10, 20, 50]' will increase the creature level by 1 above 10 kills, by 2 above 20 kills and by 3 above 50 kills. +# +# The 'default' keyword can be used, to apply the default configuration from the cfg file for values. +# For example, this will make all greylings spawn with 0 stars at world level 0 and will use the level up chances from the cfg file starting at world level 1: +# Greyling: +# stars: +# 0: 0 +# 1: default +# +# If you would leave out the 1: default, the configuration for world level 0 would be active for all world levels equal or greater than 0. +# +# The attributes 'damage' and 'damage taken' can be configured by weapon and attack type. When multiple types (e.g. Bows and Fire on a fire arrow) match, their values are multiplied together. +# Valid damage types are: All, Fire, Frost, Poison, Lightning, Spirit, Elemental, Blunt, Slash, Pierce, Chop, Physical, Knives, Bows, Swords, Spears, Pickaxes, Axes, Clubs, Polearms, Weapons, Unarmed +# +# The attributes 'effect' and 'effect power' can be configured individually per effect: +# - Aggressive +# The default aggressive power is 0.5. 0 is not aggressive at all, 1.5 is extremely aggressive. This value affects attack interval and circling distance, duration and interval differently. +# - Quick +# By default quick creatures movement speed is increased by 0.4. 0 is no movement speed change, 1 is double the movement speed. +# - Regenerating +# By default the regenation rate of creatures is 1.5 times a factor depending on base health and stars. 0 is no regeneration at all. +# - Curious +# Curious creatures always have 360° view. By default the hear and view ranges are increased by a factor of 1 (i.e. doubled). 0 does not modify the range at all. +# - Splitting +# Splitting always spawns at least 2 creatures. The default of 2 means that both spawned creatures have each the splitting effect. A value of 0 means none of the creatures will be splitting (except as randomly determined by the probabilities of the 'effect' attribute). A value of 1.5 would mean one guaranteed splitting creature and with a 50% probability the second spawned creature is also splitting. A value greater than 2 will spawn additional creatures. E.g. a value of 3.4 will spawn 3 splitting creatures and with a probability of 40% a fourth creature. +# - Armored +# This sets the multiplier applied to attacks against armored creatures. By default it is 0.33, i.e. the damage of the attack is only 33%. 0 is no damage received at all, 1 is full damage applied. +# +# The attributes 'affix' and 'affix power' can be configured individually per affix: +# - Reflective +# Multiplicator for the reflective damage. 1 leaves the reflective damage unchanged. +# - Shielded +# Reduction of the damage received by shielded bosses. 0 is no damage reduction. 1 ignores any damage. 0.5 would reduce damage by half. +# - Mending +# Multiplier applied to a factor depending on base health and stars determining the creature regeneration per second. +# - Summoner +# How often a boss summons a creature during a fight (in equal intervals). 1 is a single summon. 2 will do a summon on first hit and when falling below 50% health. +# - Elementalist +# Increase for all elemental damage. 0 leaves the elemental damage unchanged. 1 doubles the damage. +# - Enraged +# Increase for all physical damage. 0 leaves the physical damage unchanged. 1 doubles the damage. +# - Twin +# Multiplicator for health and damage of both twin bosses. 1 retains the default health and damage. 0.5 halves the shared health pool and their damage done. \ No newline at end of file diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureLevelControl.dll b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureLevelControl.dll index 390b327..bd38d42 100644 Binary files a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureLevelControl.dll and b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/CreatureLevelControl.dll differ diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/French.yml b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/French.yml new file mode 100644 index 0000000..ee35c49 --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/French.yml @@ -0,0 +1,339 @@ +creatureGender: + default: m + Greydwarf_Elite: f # Brute Naingris + Leech: f # Sangsue + Bonemass: f # Masse-d'Os + Neck: f # Nixe + BlobTar: f # Excroissance + +genderedCreatureTranslations: + m: '{name}[ {affix}][ {infusion}][ {effect}]' + f: '{name}[ {affix}e][ {infusion}e][ {effect}e]' + +genderedTranslations: + m: + Aggressive: aggressif + Curious: curieux + Regenerating: régénératif + Spirit: spirituel + Summoner: Invocateur + Elementalist: Elémentalist + Mending: Reconstitutif + + f: + Aggressive: aggressiv + Curious: curieus + Regenerating: régénérativ + Spirit: spirituell + Summoner: Invocatric + Elementalist: Élémentalist + Mending: Reconstitutiv + +translations: + Armored: renforcé + Quick: rapide + Splitting: scindable + + Fire: ardent + Frost: gelé + Lightning: foudroyant + Chaos: chaotique + Poison: empoisonné + + Reflective: Réfléchissant + Shielded: Blindé + Mending: Régénératif + Enraged: Enragé + Twin: Dédoublé + + CreatureSectorLevelIncrease: Les créatures proches de {player} gagnent en puissance pour venger la mort de leurs proches. + MinimapSectorLevel: 'Level du Secteur: {level}' + ConfigEditorSave: Appliquer et Sauvegarder + ConfigEditorApplyNoSave: Appliquer sans sauvegarder + ConfigEditorDiscard: Annuler et fermer + Edit Creature YAML config: Editer le config Creature YAML + Edit Item YAML config: Editer le config Item YAML + SummonerEikthyr: "{boss} Invocateur invoque {number} NainGris pour l'aider" + SummonerElder: "{boss} Invocateur invoque une Brute NainGris pour l'aider" + SummonerBonemass: "{boss} Invocateur invoque {number} Draugr Elite pour l'aider" + SummonerModer: "{boss} Invocateur invoque {number} Drakes pour l'aider" + SummonerYagluth: "{boss} Invocateur invoque une Brute Gobelin pour l'aider" + +enumTranslations: + Toggle: + On: On + Off: Off + Difficulty: + Custom: Personnalisé + Very_easy: Très facile + Easy: Facile + Medium: Moyen + Hard: Difficile + Very_hard: Très difficile + Insane: Insane + CreatureSectorAnnouncementScope: + Local: Local + Global: Global + Off: Off + LootSystem: + Vanilla: Vanilla + Linear: Linéaire + CalculateChance: Chance Calculée + CalculateAmount: Montant Calculé + VisualLevelIndicator: + Off: Off + On: On + BossesOff: Off pour les Bosses + CreaturesOff: Off pour les Créatures + AllowedConsoleCommands: + CreatureCommands: Commandes de Créature + InformationCommands: Commandes d'information + None: Rien + VisualExtraEffectIndicator: + Color: Couleur + Text: Texte + Both: Couleur and Texte + DifficultySecondFactor: + None: Rien + Age_of_world: Utiliser l'age du monde + Distance: Utiliser la distance du spawn + BossesKilled: Utiliser le nombre de Boss tués + SpawnLevel: + None: Aucun + One: Un + Two: Deux + Three: Trois + Four: Quatre + Five: Cinq + CreatureSectorWorldLevel: + Disabled: Désactivé + None: Aucun + One: Un + Two: Deux + Three: Trois + Four: Quatre + Five: Cinq + +settingGroups: + General: Général + Creatures: Créatures + Loot: Loot + Bosses: Boss + Distance from Spawn: Distance du spawn + Age of world: Age du monde + Custom level chances: Chances de level personnalisé + Creature Affix chances: Chances de pouvoir pour les créatures + Creature Infusion chances: Chances d'infusion pour les créatures + Boss Affix chances: Chances de pouvoir pour les boss + Boss Affix power: Puissance du pouvoir pour les boss + +settings: + Lock Configuration: + display: Verrouillage de configuration + desc: La configuration est verrouillée et ne peut pas être modifiée par les clients. Uniquement actif pour les serveurs. + Use creature configuration yaml: + display: Utiliser le fichier YAML pour la configuration de créatures + desc: Lit le fichier CreatureConfig.yml s'il est présent. La configuration effectuée via le fichier YAML remplacera les paramètres du fichier de configuration par défaut. Pour tout ce qui n'est pas configuré dans le fichier YAML, le fichier de configuration par défaut sera toujours utilisé. + Use item configuration yaml: + display: Utiliser le fichier YAML pour la configuration d'items + desc: Lit le fichier ItemConfig.yml s'il est présent. La configuration effectuée via le fichier YAML remplacera les paramètres du fichier de configuration par défaut. Pour tout ce qui n'est pas configuré dans le fichier YAML, le fichier de configuration par défaut sera toujours utilisé. + HP increase per player in multiplayer (percentage): + display: Augmentation de HP par joueur en multijoueur (en pourcentage) + desc: Augmentation de la santé (en pourcentage) par joueur en multijoueurs pour les creatures et les boss. + DMG increase per player in multiplayer (percentage): + display: Augmentation des dégats en multijoueur (en pourcentage) + desc: Augmentation des dégats (en pourcentage) par joueur en multijoueurs pour les creatures et les boss. + Minimum player count for multiplayer scaling: + display: Nombre minimum de joueurs pour le calibrage multijoueurs + desc: Définit le nombre minimum de joueurs pour le calibrages des parties multijoueurs. Peut être plus grand que le nombre réel de joueurs pour augmenter la difficulté. + Maximum player count for multiplayer scaling: + display: Nombre maximum de joueurs pour le calibrage multijoueurs + desc: Définit le nombre maximum de joueurs pour le calibrages des parties multijoueurs. Peut être plus petit que le nombre réel de joueurs pour réduire la difficulté. + Player count to be added to the actual player count for multiplayer scaling (0 is disabled): + display: Nombre de joueurs supplémentaires pour le calibrage multijoueur + desc: Ajoute un nombre de joueurs définis au nombre de joueurs en cours afin d'ajuster le calibrage du multijoueurs. Le nombre de joueurs ne peut pas dépasser le nombre maximum de joueurs. + Multiplayer scaling per player range (0 is unlimited): + display: Distance maximale pour le calibrage multijoueur (0 est illimitée) + desc: Distance dans laquelle les autres joueurs doivent se trouver pour être pris en compte dans le calibrage du multijoueurs. + Nameplate display on mouseover range: + display: Distance maximale pour l'affichage du nom + desc: Distance maximale pour que le nom soit affiché au survol de la souris. + Visual indicators for level: + display: Affichage du niveau + desc: Peut être utilisé pour désactiver les indicateurs visuels pour le level des créature ou des boss, par ex. leurs étoiles ou leur couleur. + Console commands allowed to be used by users on a server: + display: Commandes de console autorisées + desc: Définit les commandes CLLC que les utilisateurs d'un serveur peuvent utiliser. Les administrateurs de serveur peuvent toujours utiliser toutes les commandes. N'a aucun effet si la configuration est déverrouillée (pour des raisons évidentes). + Detailed damage log: + display: Journal détaillé des dommages + desc: Permet l'enregistrement détaillé des dégâts pour chaque coup. + Difficulty: + display: Niveau de difficulté + desc: Définit les chances de level up pour toutes les créatures. + Second factor: + display: Deuxième facteur de difficulté + desc: Détermine le facteur qui augmente la probabilité de base des créatures de monter de niveau au cours du jeu. + Display circles on the map for distance from spawn option: + display: Afficher les cercles sur la carte pour la distance de l'option de spawn + desc: Afficher des cercles sur la carte pour la distance de spawn si celle-ci est utilisée comme deuxième facteur de difficulté.. + Creatures can spawn with special effects: + display: Les créatures peuvent avoir des effets spéciaux + desc: Les créatures peuvent spawn avec des effets spéciaux, ce qui les rend beaucoup plus difficiles à tuer. + Visual indicator for special effects: + display: Indicateur visuel pour les effets spéciaux des créatures + desc: Modifie la façon dont l'indicateur visuel des pouvoirs des créatures est affiché. + Creatures can spawn with elemental infusions: + display: Les créatures peuvent être infusées élémentairement + desc: Les créatures peuvent spawn avec des infusions élémentaires, ce qui leur permet d'infliger des dégats élémentaires beaucoup plus élevés. + Add the infusion to the creatures name: + display: Afficher l'infusion élémentaire dans le nom + desc: Les créatures avec des infusions élémentaires ont celles-ci ajoutées à leur nom. + Brightness for the elemental infusion visual indicator (percentage): + display: Luminosité pour l'effet visuel de l'infusion élémentaire + desc: Définit la luminosité de l'effet visuel des flammes des créatures infusées d'éléments. + Minimum stars: + display: Nombre minimum d'étoiles + desc: Définit le nombre minimum d'étoiles pour toutes les créatures. N'affecte pas la difficulté personnalisée. + Maximum stars: + display: Nombre maximum d'étoiles + desc: Définit le nombre maximum d'étoiles pour toutes les créatures. N'affecte pas la difficulté personnalisée. + Time until creatures in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: Temps de respawn des créatures dans les donjons en minutes (0 = désactivé, 20 = un jour en jeu) + desc: Définit le temps de respawn des créatures dans les donjons. Le temps est donné en minutes. 0 signifie désactivé et 20 minutes correspondent à une journée de jeu. + Time until creatures in camps respawn in minutes (0 means disabled, 20 is one ingame day): + display: Temps de respawn des créatures dans les camps en minutes (0 = désactivé, 20 = un jour en jeu) + desc: Définit le temps de respawn des créatures dans les camps. Le temps est donné en minutes. 0 signifie désactivé et 20 minutes correspondent à une journée de jeu. + Creature size increase per star (percentage): + display: Redimensionnement des créatures par étoile (pourcentage) + desc: Augmente la taille des créatures à chaque étoile du pourcentage spécifié. + Increase creature size even in dungeons (where they might get stuck): + display: Redimensionnement des créatures dans les grottes + desc: Détermine si la taille des créatures doit aussi être augmentée dans les grottes. Lorsque les créatures deviennent trop grosses pour les passages étroits, elles peuvent rapidement se coincer. + Base health for creatures (percentage): + display: Santé de base pour les créatures (en pourcentage) + desc: Définit la santé de base pour toutes les créatures. Spécifié en pourcentage. + Health gained per star for creatures (percentage): + display: Augmentation de santé par étoile pour les créatures (en pourcentage) + desc: Détermine l'augmentation de santé par étoile pour toutes les créatures. Spécifié en pourcentage. + Base damage for creatures (percentage): + display: Dégâts de base pour les créatures (en pourcentage). + desc: Définit les dégats de base pour toutes les créatures. Spécifié en pourcentage. + Damage gained per star for creatures (percentage): + display: Augmentation des dégats par étoile pour les créatures (en pourcentage) + desc: Détermine l'augmentation des dégats par étoile pour toutes les créatures. Spécifié en pourcentage. + Base movement speed for creatures (percentage): + display: Vitesse de déplacement de base des créatures (en pourcentage) + desc: Définit la vitesse de déplacement de base pour toutes les créatures. Spécifié en pourcentage. + Base attack speed for creatures (percentage): + display: Vitesse d'attaque de base pour les créatures (en pourcentage) + desc: Définit la vitesse d'attaque de base pour toutes les créatures. Spécifié en pourcentage. + World level required to enable creature sectors: + display: Niveau minimal du monde requis avant que les secteurs de créatures ne deviennent actifs. + desc: Détermine le niveau minimum du monde avant que les secteurs de créature ne deviennent actifs. + Time until each creature sector is reset (0 is no reset): + display: Temps requit avant que les secteurs de créatures soient reset en minutes (0 = désactivé, 20 = un jour de jeu) + desc: Temps jusqu'à ce que les créatures dans les secteurs de créatures soient réinitialisées en minutes (0 est désactivé, 20 sont un jour dans le jeu). + Kills required in a sector for each bonus level: + display: Morts de créatures requises dans un secteur pour chaque niveau supplémentaire + desc: Nombre de créatures tuées dans un même secteur pour que le secteur level up. + Sets the scope for creature sector level up announcements: + display: Portée des annonces de level up de secteur de créature + desc: Définit la portée des annonces de level up de secteur de créature. + Duration of the map ping for creature sector level ups in seconds (0 is disabled): + display: Durée du ping sur la carte lors du level up d'un secteur de créature (en secondes) + desc: Ping la carte pour un level up de secteur créature. Temps en secondes. 0 signifie désactivé. + Displays the current creature sector level on the minimap: + display: Level du secteur de créature actuel sur la carte + desc: Affiche le niveau actuel du secteur de créature actuel sur la carte.. + Loot system to be used: + display: Système de loot + desc: | + Définit le système de loot à utiliser. + Vanilla désactive complètement le système de loot de ce mod. + Linéaire: les items lootés sont multipliés par le level de la créature. + Chances calculée: Un sanglier a 50% de chances de laisser tomber 2 viandes, il en laissera soit 2, soit aucune. + Montant calculé: Un sanglier a 50% de chances de laisser tomber 2 viandes, il en laissera toujours 1. + Chance for additional loot per star for creatures: + display: Chance de loot supplémentaire par étoile pour les créatures + desc: Détermine à quel point les chances de loot supplémentaire par étoile sont élevées pour les créatures. + Chance for additional loot per star for bosses: + display: Chance de loot supplémentaire par étoile pour les boss + desc: Détermine à quel point les chances de loot supplémentaire par étoile sont élevées pour les boss. + Multiplier for dropped creature items: + display: Multiplicateur d'objets lootés par les créatures + desc: Spécifie le multiplicateur des objets lootés par les créatures. + Multiplier for dropped boss items: + display: Multiplicateur d'objets lootés par les boss + desc: Spécifie le multiplicateur des objets lootés par les boss. + Creatures can drop multiple trophies: + display: Les créatures peuvent looter plusieurs trophées + desc: Définit si les créatures peuvent looter plusieurs trophées. + Bosses can drop multiple trophies: + display: Les boss peuvent looter plusieurs trophées + desc: Définit si les boss peuvent looter plusieurs trophées. + Drop multiplier for passive creatures (like Seagulls and Crows): + display: Multiplicateur d'objets lootés par les créatures passives + desc: Spécifie le multiplicateur des objets lootés par les créatures passives comme les corbeaux et les mouettes. + Time until items in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: Temps pour que les objets des donjons respawn (en minutes) (0 = désactivé, 20 = un jour de jeu) + desc: Temps qui doit s'écouler dans le jeu avant que les grottes ne soient régénérées. 0 signifie désactivé et 20 minutes correspondent à une journée de jeu. + Bosses can spawn with special effects: + display: Boss spawn avec des pouvoirs spéciaux + desc: Les boss peuvent spawn avec des pouvoirs spéciaux, ce qui les rend beaucoup plus difficiles à tuer. + Use creature level chances for bosses: + display: Chances de level de créature pour les boss + desc: Détermine si les boss doivent avoir la même chance de niveau que les créatures. Sinon, les chances de level personnalisé pour les boss seront utilisées. + Star chances for bosses (percentages): + display: Chance de level personnalisé pour les boss + desc: Définit les chances de level personnalisé pour les boss. Commence à 1 étoile, de gauche à droite, jusqu'à autant d'étoiles souhaitées. La chance 0 étoile sera automatiquement calculée à partir du reste. + Boss size increase per star (percentage): + display: Augmentation de la taille des boss par étoile (en pourcentage) + desc: Augmente la taille des boss par étoile (en pourcentage). + Health gained per star for bosses (percentage): + display: Augmentation de santé par étoile pour les boss (en pourcentage) + desc: Détermine l'augmentation de santé par étoile pour tous les boss. Spécifié en pourcentage. + Damage gained per star for bosses (percentage): + display: Augmentation de dégats par étoile pour les boss (en pourcentage) + desc: Détermine l'augmentation de dégats par étoile pour tous les boss. Spécifié en pourcentage. + World level {level} start (days): + display: Le level mondial {level} commence (days) + desc: Jours nécessaires avant que votre monde atteigne le level {level}. + Distance from spawn for level {level} start: + display: Distance du spawn pour que le level {level} commence + desc: Définit la distance du spawn pour que le level {level} commence. Le radius d'un monde par défaut est 10500. + Chances for stars at world level {level} (percent): + display: "Chance de trouver des créatures avec un certain nombre d'étoiles en pourcentage au level mondial {level}" + desc: "Chances d'étoiles au niveau mondial {level} en pourcentage. Autant d'étoiles que vous voulez de gauche à droite, séparées par des virgules. Commence à 1 étoile. La chance 0 étoile sera automatiquement calculée en utilisant le reste. Exemple: 30, 5.5, 2.25, 5, 10, 10, 3" + Chance for {effect} effect to spawn (percentage): + display: Chance de spawn des créatures avec l'effet {effect} (en pourcentage) + desc: Détermine la chance de rencontrer une créature {effet}e. Spécifié en pourcentage. + Chance for {infusionDescription} infusion to spawn (percentage): + display: Chance de spawn des créatures avec l'infusion {infusionDescription} (en pourcentage) + desc: Détermine la chance de rencontrer une créature avec l'infusion {infusionDescription}. Spécifié en pourcentage. + Multiplier for infusion chances per star: + display: Multiplicateur d'infusion élémentaire par étoile + desc: Multiplicateur appliqué aux chances de base de spawn des infusions en fonction du nombre d'étoiles de la créature. Chances pour chaque nombre d'étoiles, de gauche à droite, séparées par des virgules. Commence à 0 étoile. La valeur par défaut est 1. + Chance for {affix} affix to spawn (percentage): + display: Chance de spawn des boss avec pouvoirs {affix} (en pourcentage) + desc: Détermine la probabilité qu'un boss soit un boss {affix}. Spécification en pourcentage. + Reflective base damage: + display: Dégats de base par coup du boss Réfléchissant + desc: Spécifie les dégats de base renvoyés par les boss Réfléchissants. + Shielded damage reduction (percentage): + display: Réduction des dégats des flèches en pourcentage du boss Blindé + desc: Spécifie la réduction des dégats des flèches en pourcentage des boss Blindés. + Mending healing factor: + display: Multiplicateur du boss Réconstitutif + desc: Définit le taux de régénération pour la régénération des boss Réconstitutifs. + Number of summons for Summoners: + display: Nombre d'invocations du boss Invocateur + desc: Spécifie la fréquence d'invocations des boss Invocateurs. + Elementalist damage increase (percentage): + display: Augmentation des dégâts élémentaires du boss Élémentaliste + desc: Spécifie l'augmentation des dégâts élémentaires des boss Élémentalistes. + Enraged damage increase (percentage): + display: Augmentation des dégâts physiques du boss Enragé + desc: Spécifie l'augmentation des dégâts physiques des boss Enragés. + Twin damage and health (percentage): + display: Santé et dégats du boss Dédoublé + desc: Spécifie la santé et dégats des boss Dédoublés. diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/German.yml b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/German.yml new file mode 100644 index 0000000..24e19a5 --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/German.yml @@ -0,0 +1,331 @@ +creatureGender: + default: m + Boar_piggy: n + Dragon: w + Neck: w + Serpent: w + Skeleton: n + Skeleton_Poison: w + Wolf_cub: n + +genderedCreatureTranslations: + m: '[{effect}er ][{infusion}er ][{affix}-]{name}' + w: '[{effect}e ][{infusion}e ][{affix}-]{name}' + n: '[{effect}es ][{infusion}es ][{affix}-]{name}' + +genderedTranslations: + +translations: + Aggressive: aggressiv + Armored: gepanzert + Curious: neugierig + Quick: schnell + Regenerating: regenerierend + Splitting: teilend + + Fire: feuererfüllt + Frost: eiserfüllt + Lightning: blitzerfüllt + Chaos: chaoserfüllt + Spirit: geisterfüllt + Poison: gifterfüllt + + Reflective: Spiegel + Shielded: Schutz + Mending: Regenerations + Summoner: Herrschafts + Elementalist: Elemental + Enraged: Zorn + Twin: Zwillings + + CreatureSectorLevelIncrease: Alle Kreaturen nahe {player} zehren neue Stärke aus der Rache für ihre Verstorbenen. + MinimapSectorLevel: 'Sektor Level: {level}' + ConfigEditorSave: Speichern und Anwenden + ConfigEditorApplyNoSave: Anwenden ohne Speichern + ConfigEditorDiscard: Verwerfen und Schließen + Edit Creature YAML config: Kreaturenkonfigurations-YAML ändern + Edit Item YAML config: Itemkonfigurations-YAML ändern + SummonerEikthyr: '{boss} der Herrscher ruft {number} Grauzwerge herbei' + SummonerElder: '{boss} Herrscher ruft einen Grauzwergen Berserker herbei' + SummonerBonemass: '{boss} der Herrscher ruft {number} Elite Draugr herbei' + SummonerModer: '{boss} die Herrscherin ruft {number} Drachen herbei' + SummonerYagluth: '{boss} der Herrscher ruft einen Kobold Berserker herbei' + +enumTranslations: + Toggle: + On: An + Off: Aus + Difficulty: + Custom: Benutzerdefiniert + Very_easy: Sehr leicht + Easy: Leicht + Medium: Normal + Hard: Schwer + Very_hard: Sehr schwer + Insane: Extrem + CreatureSectorAnnouncementScope: + Local: Lokal + Global: Global + Off: Aus + LootSystem: + Vanilla: Vanilla + Linear: Linear + CalculateChance: Berechne Chance + CalculateAmount: Berechne Anzahl + VisualLevelIndicator: + Off: Aus + On: An + BossesOff: Aus für Bosse + CreaturesOff: Aus für Kreaturen + AllowedConsoleCommands: + CreatureCommands: Kreaturbefehle + InformationCommands: Informationsbefehle + None: Keine + VisualExtraEffectIndicator: + Color: Farbe + Text: Text + Both: Farbe und Text + DifficultySecondFactor: + None: Deaktiviert + Age_of_world: Alter der Welt + Distance: Entfernung zum Starttempel + BossesKilled: Anzahl getöteter Bosse + SpawnLevel: + None: Keine + One: Eins + Two: Zwei + Three: Drei + Four: Vier + Five: Fünf + CreatureSectorWorldLevel: + Disabled: Deaktiviert + None: Keins + One: Eins + Two: Zwei + Three: Drei + Four: Vier + Five: Fünf + +settingGroups: + General: Allgemein + Creatures: Kreaturen + Loot: Beute + Bosses: Bosse + Distance from Spawn: Entfernung vom Starttempel + Age of world: Alter der Welt + Custom level chances: Benutzerdefinierte Levelchance für Kreaturen + Creature Affix chances: Effektchance für Kreaturen + Creature Infusion chances: Elementarverstärkungschance für Kreaturen + Boss Affix chances: Effektchance für Bosse + Boss Affix power: Effektstärke für Bosse + +settings: + Lock Configuration: + display: Sperre Konfiguration + desc: Die Konfiguration kann im Mehrspielermodus nur von Administratoren geändert werden. + Use creature configuration yaml: + display: Nutze YAML Datei für Kreaturkonfiguration + desc: Liest die CreatureConfig.yml Datei ein, falls vorhanden. Konfigurationen, die in dieser Datei gesetzt werden, überschreiben die Konfigurationen aus der Standardkonfigurations-Datei. Alle anderen Konfigurationen werden nach wie vor aus der Standarddatei gelesen. + Use item configuration yaml: + display: Nutze YAML Datei für Itemkonfiguration + desc: Liest die ItemConfig.yml Datei ein, falls vorhanden. Konfigurationen, die in dieser Datei gesetzt werden, überschreiben die Konfigurationen aus der Standardkonfigurations-Datei. Alle anderen Konfigurationen werden nach wie vor aus der Standarddatei gelesen. + HP increase per player in multiplayer (percentage): + display: HP-Zuwachs pro Spieler im Mehrspielermodus (in Prozent) + desc: Setzt den HP-Zuwachs pro Spieler im Mehrspielermodus für Kreaturen und Bosse. + DMG increase per player in multiplayer (percentage): + display: Stärke-Zuwachs pro Spieler im Mehrspielermodus (in Prozent) + desc: Setzt den Stärke-Zuwachs pro Spieler im Mehrspielermodus für Kreaturen und Bosse. + Minimum player count for multiplayer scaling: + display: Minimale Spieleranzahl für Mehrspielerskalierung + desc: Legt die untere Grenze für die Spieleranzahl fest, die vom System für Mehrspielerskalierung genutzt werden soll. Kann größer als die tatsächliche Spieleranzahl sein, um die Schwierigkeit zu erhöhen. + Maximum player count for multiplayer scaling: + display: Maximale Spieleranzahl für Mehrspielerskalierung + desc: Legt die obere Grenze für die Spieleranzahl fest, die vom System für Mehrspielerskalierung genutzt werden soll. Kann kleiner als die tatsächliche Spieleranzahl sein, um die Schwierigkeit zu senken. + Player count to be added to the actual player count for multiplayer scaling (0 is disabled): + display: Zusätzliche Spieleranzahl für die Mehrspielerskalierung + desc: Wird zu der tatsächlichen Spieleranzahl, die vom System für die Mehrspielerskalierung genutzt wird, addiert. Die Spieleranzahl kann dadurch nicht die maximale Spieleranzahl überschreiten. + Multiplayer scaling per player range (0 is unlimited): + display: Maximale Entfernung für die Mehrspielerskalierung (0 ist unbegrenzt) + desc: Legt die Entfernung fest, in der sich andere Spieler befinden müssen, um bei der Mehrspielerskalierung berücksichtigt zu werden. + Nameplate display on mouseover range: + display: Maximale Entfernung für die Namensanzeige + desc: Legt die maximale Entfernung fest, über die die Namen von Kreaturen angezeigt werden, nachdem sich die Maus einmal über dem Ziel befunden hat. + Visual indicators for level: + display: Anzeige für Level + desc: Kann dazu genutzt werden, um die Level-Anzeige für Kreaturen und / oder Bossen zu deaktivieren. + Console commands allowed to be used by users on a server: + display: Erlaubte Konsolenbefehle + desc: Legt die Konsolenbefehle fest, die Spieler auf einem Server nutzen dürfen. Administratoren dürfen jederzeit alle Befehle nutzen. Hat keine Wirkung, wenn die Konfiguration nicht gesperrt ist. + Detailed damage log: + display: Detailierter Schadensmitschnitt + desc: Aktiviert den detailierten Mitschnitt der Schadenswerte für jeden Treffer. + Difficulty: + display: Schwierigkeitsstufe + desc: Legt die Basiswahrscheinlichkeit für einen Stufenaufstieg für Kreaturen fest. + Second factor: + display: Zweiter Schwierigkeitsfaktor + desc: Legt den Faktor fest, der die Basiswahrscheinlichkeit für einen Stufenaufstieg für Kreaturen im Spielverlauf erhöht. + Display circles on the map for distance from spawn option: + display: Zeige Kreise für das Weltenlevel an + desc: Zeigt kreise für die Weltenlevel auf der Karte an, wenn als zweiter Schwierigkeitsfaktor die Entfernung vom Starttempel genutzt wird. + Creatures can spawn with special effects: + display: Kreaturen können besondere Effekte besitzen + desc: Kreaturen können besondere Effekte besitzen, die sie deutlich stärker werden lassen. + Visual indicator for special effects: + display: Anzeige für die besonderen Effekte der Kreaturen + desc: Legt die Art und Weise fest, wie die besonderen Effekte für Kreaturen angezeigt werden sollen. + Creatures can spawn with elemental infusions: + display: Kreaturen können elementar verstärkt sein + desc: Kreaturen können elementar verstärkt sein, wodurch sie deutlich höheren Elementarschaden zufügen. + Add the infusion to the creatures name: + display: Zeige elementare Verstärkung im Namen an + desc: Zeigt die elementare Verstärkung von Kreaturen in deren Namen an. + Brightness for the elemental infusion visual indicator (percentage): + display: Helligkeit für den visuellen Effekt elementarer Verstärkung + desc: Legt die Helligkeit für den visuellen Effekt elementar verstärkter Kreaturen fest. + Minimum stars: + display: Minimale Anzahl für Sterne + desc: Legt die untere Grenze für die Anzahl der Sterne für Kreaturen fest. Hat keinen Effekt, wenn als Schwierigkeitsstufe Benutzerdefiniert ausgewählt wurde. + Maximum stars: + display: Maximale Anzahl für Sterne + desc: Legt die obere Grenze für die Anzahl der Sterne für Kreaturen fest. Hat keinen Effekt, wenn als Schwierigkeitsstufe Benutzerdefiniert ausgewählt wurde. + Time until creatures in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: Zeit bis Kreaturen in Höhlen wiederauferstehen in Minuten (0 ist deaktivert, 20 sind ein Tag im Spiel) + desc: Legt die Zeit fest, bis Kreaturen in Höhlen wiederauferstehen. Die Zeit wird in Minuten angegeben. 0 bedeutet deaktiviert und 20 Minuten sind ein Tag im Spiel. + Time until creatures in camps respawn in minutes (0 means disabled, 20 is one ingame day): + display: Zeit bis Kreaturen in Dörfern wiederauferstehen in Minuten (0 ist deaktivert, 20 sind ein Tag im Spiel) + desc: Legt die Zeit fest, bis Kreaturen in Dörfern wiederauferstehen. Die Zeit wird in Minuten angegeben. 0 bedeutet deaktiviert und 20 Minuten sind ein Tag im Spiel. + Creature size increase per star (percentage): + display: Größenänderung für Kreaturen pro Stern (in Prozent) + desc: Erhöht die Größe von Kreaturen mit jedem Stern um die angegebene Prozentzahl. + Increase creature size even in dungeons (where they might get stuck): + display: Erhöhe die Größe auch in Höhlen + desc: Legt fest, ob die Größe von Kreaturen auch in Höhlen erhöht werden soll. Wenn Kreaturen zu groß für die schmalen Gänge in den Höhlen werden, können sie schnell stecken bleiben. + Base health for creatures (percentage): + display: Basis-HP für Kreaturen in Prozent + desc: Legt die Basis-HP für alle Kreaturen fest. Angegeben in Prozent. + Health gained per star for creatures (percentage): + display: HP-Erhöhung pro Stern für Kreaturen (in Prozent) + desc: Legt die HP-Erhöhung pro Stern für alle Kreaturen fest. Angegeben in Prozent. + Base damage for creatures (percentage): + display: Basis-Stärke für Kreaturen in Prozent + desc: Legt die Basis-Stärke für alle Kreaturen fest. Angegeben in Prozent. + Damage gained per star for creatures (percentage): + display: Stärke-Erhöhung pro Stern für Kreaturen (in Prozent) + desc: Legt die Stärke-Erhöhung pro Stern für alle Kreaturen fest. Angegeben in Prozent. + Base movement speed for creatures (percentage): + display: Basis-Bewegungsgeschwindigkeit für Kreaturen in Prozent + desc: Legt die Basis-Bewegungsgeschwindigkeit für alle Kreaturen fest. Angegeben in Prozent. + Base attack speed for creatures (percentage): + display: Basis-Angriffsgeschwindigkeit für Kreaturen in Prozent + desc: Legt die Basis-Angriffsgeschwindigkeit für alle Kreaturen fest. Angegeben in Prozent. + World level required to enable creature sectors: + display: Benötigtes Weltenlevel, bevor Kreatursektoren aktiv werden. + desc: Legt das minimale Weltenlevel fest, bevor Kreaturensektoren aktiv werden. + Time until each creature sector is reset (0 is no reset): + display: Zeit bis Kreatursektoren zurückgesetzt werden in Minuten (0 bedeutet kein Zurücksetzen) + desc: Zeit bis Kreaturen in Kreatursektoren zurückgesetzt werden in Minuten (0 ist deaktivert, 20 sind ein Tag im Spiel) + Kills required in a sector for each bonus level: + display: Benötigte Kreaturtode in einem Sektor für jedes zusätzliche Level + desc: Legt die Anzahl der zu tötenden Kreaturen in einem Sektor für jedes zusätzliche Level fest. + Sets the scope for creature sector level up announcements: + display: Reichweite für die Anzeige der Sektorenaufstiege + desc: Legt die Reichweite für die Nachricht über Kreatursektorenaufstiege fest. + Duration of the map ping for creature sector level ups in seconds (0 is disabled): + display: Dauer des Pings auf der Karte bei Aufstieg eines Kreatursektors in Sekunden + desc: Erzeugt einen Ping auf der Karte an der aktuellen Position, wenn ein Kreatursektor aufsteigt. Der Ping hält für die in Sekunden angegebene Zeit und 0 bedeutet, dass es keinerlei Ping gibt. + Displays the current creature sector level on the minimap: + display: Zeige das Level des aktuellen Kreatursektors auf der Karte an + desc: Zeigt das aktuelle Level des aktuellen Kreatursektors auf der Karte an. + Loot system to be used: + display: Beutesystem + desc: | + Legt das zu nutzende System für die Berechnung der Beute fest. + Vanilla nutzt das Standardbeutesystem von Valheim. + Linear: Die Beute wird mit dem Level des getöteten Gegners multipliziert. + Berechne Chance: Beispiel - Ein Wildschwein verliert zu 50% zwei mal Fleisch. Mit diesem Beutesystem würde es zu entweder zwei oder kein Fleisch verlieren. + Berechne Anzahl: Beispiel - Ein Wildschwein verliert zu 50% zwei mal Fleisch. Mit diesem Beutesystem würde es immer ein Fleisch verlieren. + Chance for additional loot per star for creatures: + display: Chance auf zusätzliche Beute pro Stern für Kreaturen + desc: Legt fest, wie hoch die Chance auf zusätzliche Beute pro Stern für Kreaturen ist. + Chance for additional loot per star for bosses: + display: Chance auf zusätzliche Beute pro Stern für Bosse + desc: Legt fest, wie hoch die Chance auf zusätzliche Beute pro Stern für Bosse ist. + Multiplier for dropped creature items: + display: Faktor für die Beute von Kreaturen + desc: Legt den Faktor fest, mit dem die Beute von Kreaturen multipliziert werden soll. + Multiplier for dropped boss items: + display: Faktor für die Beute von Bossen + desc: Legt den Faktor fest, mit dem die Beute von Bossen multipliziert werden soll. + Creatures can drop multiple trophies: + display: Kreaturen können mehrere Trophäen verlieren + desc: Legt fest, ob Kreaturen mehrere Trophäen gleichzeitig verlieren können. + Bosses can drop multiple trophies: + display: Bosse können mehrere Trophäen verlieren + desc: Legt fest, ob Bosse mehrere Trophäen gleichzeitig verlieren können. + Drop multiplier for passive creatures (like Seagulls and Crows): + display: Faktor für die Beute von passiven Kreaturen + desc: Legt den Faktor fest, mit dem die Beute von passiven Kreaturen multipliziert werden soll. Dazu zählen zum Beispiel Krähen und Seemöwen. + Time until items in dungeons respawn in minutes (0 means disabled, 20 is one ingame day): + display: Zeit in Minuten, bis Items in Höhlen neugeneriert werden + desc: Zeit, die im Spiel vergehen muss, bevor Höhlen neugeneriert werden. 0 bedeutet deaktiviert und 20 Minuten ist ein Tag im Spiel. + Bosses can spawn with special effects: + display: Bosse können mit speziellen Effekten erscheinen + desc: Bosse können mit speziellen Effekten erscheinen, wodurch sie deutlich schwieriger zu töten sind. + Use creature level chances for bosses: + display: Nutze Kreaturelevelchance für Bosse + desc: Legt fest, ob für Bosse die gleiche Levelchance wie für Kreaturen genutzt werden soll. Andernfalls wird die benutzerdefinierte Levelchance für Bosse genutzt. + Star chances for bosses (percentages): + display: Benutzedefinierte Levelchance für Bosse + desc: Definiert die Benutzerdefinierte Levelchance für Bosse fest. Von links nach rechts, angefangen bei einem Stern, so viele Sterne wie gewünscht. Der Rest bildet die Chance dafür, dass der Boss keine Sterne hat. + Boss size increase per star (percentage): + display: Größenänderung für Bosse pro Stern (in Prozent) + desc: Erhöht die Größe von Bossen mit jedem Stern um die angegebene Prozentzahl. + Health gained per star for bosses (percentage): + display: HP-Erhöhung pro Stern für Bosse (in Prozent) + desc: Legt die HP-Erhöhung pro Stern für alle Bosse fest. Angegeben in Prozent. + Damage gained per star for bosses (percentage): + display: Stärke-Erhöhung pro Stern für Bosse (in Prozent) + desc: Legt die Stärke-Erhöhung pro Stern für alle Bosse fest. Angegeben in Prozent. + World level {level} start (days): + display: Weltenlevel {level} start ab Tag + desc: Anzahl der Tage, die im Spiel vergehen müssen, bevor das Weltenlevel auf {level} steigt. + Distance from spawn for level {level} start: + display: Entfernung zu Starttempel für Weltenlevel {level} + desc: Legt die Entfernung vom Starttempel fest, bevor Weltenlevel {level} startet. Der Radius einer Welt beträgt normalweise 10500. + Chances for stars at world level {level} (percent): + display: Chance Kreaturen mit einer bestimmten Anzahl Sterne zu finden in Prozent auf Weltenlevel {level} + desc: 'Legt die Chance fest, eine Kreatur mit einer bestimmten Anzahl an Sternen zu finden, wenn das Weltenlevel bei Stufe {level} liegt. Angaben in Prozent. So viele Sterne wie gewünscht von links nach rechts, kommasepariert, angefangen bei einem Stern. Die Chance für keine Sterne wird automatisch aus dem Rest berechnet. Zu beachten ist, dass ein Punkt für Kommazahlen genutzt werden muss. Beispiel: 30, 5.5, 2.25, 5, 10, 10, 3' + Chance for {effect} effect to spawn (percentage): + display: Chance in Prozent, eine {effect}e Kreatur zu finden + desc: Legt die Chance fest, einer {effect}en Kreatur zu begegnen. Angabe in Prozent. + Chance for {infusionDescription} infusion to spawn (percentage): + display: Chance in Prozent, eine {infusionDescription}e Kreatur zu finden + desc: Legt die Chance fest, einer {infusionDescription}en Kreatur zu begegnen. Angabe in Prozent. + Multiplier for infusion chances per star: + display: Faktor für die Elementarverstärkungschance pro Stern + desc: Multipliziert die Basischance für die verschiedenen Elementarverstärkungen abhängig von der Anzahl der Sterne mit dem angegebenen Faktor. Die Faktoren werden von links nach rechts kommasepariert für die Anzahl der Sterne angegeben. Fängt bei 0 Sternen an und ist 1, wenn nicht angegeben. + Chance for {affix} affix to spawn (percentage): + display: Chance für {affix}boss + desc: Legt die Chance fest, dass ein Boss ein {affix}boss ist. Angabe in Prozent. + Reflective base damage: + display: Basis der Schadensreflektion für Spiegelbosse + desc: Legt den Basisschadens für die Schadensreflektion für Spiegelbosse fest. + Shielded damage reduction (percentage): + display: Schadensreduktion für Pfeile für Schutzbosse + desc: Legt die Schadensreduktion für Pfeile bei Schutzbossen fest. + Mending healing factor: + display: Regenerationsrate für regenerierende Bosse + desc: Legt die Regenerationsrate für regenerierende Bosse fest. + Number of summons for Summoners: + display: Anzahl der Beschwörungen für Herrschaftsbosse + desc: Legt fest, wie häufig Herrschaftsbosse ihre Untertanen beschwören. + Elementalist damage increase (percentage): + display: Erhöhung des Elementarschadens für Elementalbosse + desc: Legt die Erhöhung des Elementarschadens für Elementalbosse fest. + Enraged damage increase (percentage): + display: Stärkeerhöhung für zornige Bosse + desc: Legt die Stärkeerhöhung für zornige Bosse fest. + Twin damage and health (percentage): + display: Stärke und HP von Zwillingsbossen + desc: Legt die Stärke und die HP für Zwillingsbosse fest. diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/ItemConfig.yml b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/ItemConfig.yml new file mode 100644 index 0000000..e936e28 --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/ItemConfig.yml @@ -0,0 +1,65 @@ +# Example ItemConfig.yml +# Do not forget to turn the YAML file on in the settings. + +# Predefined groups: +# all, ore, metal, food, potions, woods, trophy, boss trophy, valuable, seed, stackable. +# pants, chest, helmet, cape, armor. +# axes, clubs, knives, pickaxes, polearms, spears, swords, bows, arrows, weapon. +# round shield, tower shield, shield. +# special (fishing rod and megingjord), tool, equipment. + +# Things you can change: amount, weight, weight factor, stack, stack factor, pickup, floating, teleportable, loss. +# Things you can configure per world level: amount, pickup, teleportable, loss. + +# Note: If you are using mods that create custom items / prefabs, you might need to add and configure them +# explicitly by creating your own groups for those. Predefined groups only contain Valheim's original +# items. + +# Define your own groups here and assign items via display name (or the internal ID) to your groups. +# Hint: If you want to find the internal ID of an item, you can look it up in the wiki. +# https://valheim.fandom.com +# For custom items, please refer to the documentation of the mod that adds them. +# +# groups: +# My Group: +# - Display Name +# - InternalID + +# Examples: +groups: + Huge Wood Stacks: + - Wood + - Fine Wood + - Core Wood + - Ancient Bark + +# This will increase the default stack size for all items in this group by 50% (multiplied by 1.5). +Huge Wood Stacks: + stack factor: 1.5 + +# This will increase wood gained by 10%, until you reach the first world level. +wood: + amount: + 0: 1.1 + 1: default + +# This will make dragon eggs teleportable. +dragon egg: + teleportable: yes + +# This will make silver ore lighter and increase the stack size. +silver ore: + weight: 10 + stack: 50 + +# This will make you keep your food in the inventory, if you happen to die. +food: + loss: no + +# This will stop your character from picking up Ooze automatically. +ooze: + pickup: no + +# This will make metal float in water. +metal: + floating: yes diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/README.md b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/README.md new file mode 100644 index 0000000..a858447 --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/README.md @@ -0,0 +1,121 @@ +Adds various options to adjust combat difficulty and rewards. + +For a detailed changelog, please check out the mods [NexusMods page](https://www.nexusmods.com/valheim/mods/495). + +## Feature overview +- Highly configurable, everything can be disabled and adjusted to your liking +- Creatures can spawn with up to 5 stars (no maximum for custom difficulty) +- Creatures that usually cannot level up can spawn stars as well +- Bosses can spawn with as many stars as you want to +- Increased size for creatures and bosses based on level +- Multiple ways to adjust the difficulty of the game +- Respawnable camps and dungeons +- Loot multipliers, even for bosses and trophies +- Affixes for bosses +- Special effects for creatures +- Adjustable damage and health gain per player for multiplayer games +- Adjustable range for creature nameplates to be displayed on mouseover +- Bonus level, if you kill a lot of creatures in a small area in a short time +- Can be installed on the server, to synchronize configuration in real time +- A public API that can be used by mod authors to make their mod interact with CLLC + + +## Creatures +Creature level can be adjusted in multiple ways: +You can set a difficulty that increases the level up chance of creatures or you can create your own difficulty. +As a second factor for difficulty, you can pick one of these options: +- Days passed in your world +- Distance from the initial spawning point +- Number of killed bosses in your world + + +Or you can disable the second factor, if you don't want to use it. Or you can just set a fixed level for all creatures or disable the level up for creatures completely. +Also, this mod enables leveling for creatures that usually cannot level up, like Serpents, Deathsquitos, Lox, Drakes, Wraiths, ... +You can even let camps and dungeons respawn! + +## Creature star colors +Creatures can spawn with differently colored stars, if you want to. Each color tweaks the creature in a different way: +Magenta - Quick - Moves faster +40% increased movement speed +Red - Aggressive - Attacks faster and tries to hit you more often +Attack speed increased by 25%, interval between two attack waves and circle time reduced by 50%, interval between circles increased by 150% +Green - Regenerating - Regenerates health over time +BaseHeal = Health at 0 stars * (1 + 0.25 * stars), Healing = BaseHeal * (10 * log(max(10, BaseHeal - 1000)) / (BaseHeal + 1000)) * 1.2 / second +Cyan - Curious - Comes checking for you from a farther distance +Hear and view range increased by 100% +White - Splitting - Splits in two lower level enemies with the same color upon death +Example: A 4 star Greydwarf will split into two 2 star Greydwarfs on death +Blue - Armored - Takes less damage, but moves slower +66% less damage taken, 50% reduced movement speed + +## Creature elemental infusions +Creatures can spawn with different elemental infusions, if you want to. Each infusion adds elemental effects to the creature: +Fire-Infused - Resistant to fire damage and vulnerable to frost damage. Ignites you on hit. +Frost-Infused - Resistant to frost damage and vulnerable to fire damage. Freezes you on hit. +Lightning-Infused - Resistant to lightning damage and vulnerable to spirit damage. Deals lightning damage. +Spirit-Infused - Resistant to spirit damage and vulnerable to lightning damage. Heals itself on hits. +Poison-Infused - Immune to poison damage. Explodes in a poison cloud on death. +Chaos-Infused - One of the other infusions, randomly selected on each hit. + +## Bosses +You can set a minimum and maximum level for bosses as well, if you want your bosses to spawn with up to five stars. +Theres is also the option to let your bosses spawn with different affixes, making them even more difficult to kill: +**Reflective** - Dealing direct damage to the boss will deal damage to you as well +**Shielded** - Takes 50% reduced damage from arrows +**Mending** - Regenerates health over time more quickly +**Summoner** - Summons strong creatures every 33% of maximum health lost +**Elementalist** - Deals 20% increased elemental damage +**Enraged** - Deals 20% increased physical damage +**Twin** - Spawns a second boss. The boss and its twin boss have 25% less health and damage and have shared health. + +## Loot +For loot, you can set a chance for additional loot with each creature level and set a multiplier for all dropped items as well. You can even let enemies drop multiple trophies, if you like. You can also let bosses drop more loot or multiple trophies. + +## Multiplayer +For multiplayer, everyone in your group should have this mod, preferably with the same settings. Otherwise, the client controlling the spawn will be responsible for the level of the enemies. Also, you need this mod to see the actual level of the creatures or all enemies above 2 stars will just show up without any stars. +Or don't tell your friends about this mod, spawn some 5 stars Lox and tell them to parry them, while you are shooting from a safe distance using your bow. Watch them die and then laugh uncontrollably like the psychopath you are. +The mod has an option to adjust the HP and DMG increase for creatures per player in multiplayer. + +And be mindful with the settings. If you spawn an entire Fuling village with 5 stars Fulings, changing the settings or disabling the mod will not revert their level. + +Need more stamina to fight tough enemies? Check out this sweet mod and make sure you are always properly rested! + +## Synchronizing a configuration on a multiplayer server +You can install the mod on the server just like you would install it on the client as well (requires BepInEx on the server as well). If you do that, the server will automatically synchronize all settings, including the YAML configuration between all clients. There are two different modes that you can use: + +**Locked Config** - Once you've started up the server with the mod installed, you will find a setting at the top of the configuration file, which looks like this: + + [0 - Server] + + ## The configuration is locked and may not be changed by clients + # Setting type: Toggle + # Default value: Off + # Acceptable values: Off, On + Lock Configuration = Off + + +If you set this setting to 'On', the configuration will be locked and cannot be changed by clients. Opening the BepInEx Configuration Manager will display the servers configuration, but clients will be unable to change the configuration. + +**Unlocked Config** - If you leave the setting mentioned above set to 'Off', clients can open the BepInEx Configuration Manager to change the configuration. Changing the settings there will synchronize the changes to all clients connected to the server immediately and update the configuration file on the server as well. + +Both modes will not change the configuration file on your computer and your own configuration will be used, if you connect to a server that doesn't synchronize the configuration. + + +# I accidentally spawned a level 5000 creature / boss! What now? +If you have attached '-console' as a launch parameter for Valheim, you can open the console by hitting F5 in the game. The following command can be used, to remove accidentally spawned creatures: + + cllc killall + +Removes all nearby creatures. + + +## Fun Features: +- Run away from giant Fuling Berserkers. +- Get killed instantly by Deathsquitos with 5 stars. +- Encounter 5 stars Serpents and curse the game, because the wind is against you and doesn't let you flee. +- Tame giant 5 stars Wolves and watch them devour your enemies! +- And so much more! +- (If you are only reading this list for some reason: Yes, you can use this mod to make the game A LOT easier.) + + +Need more stamina to fight tough enemies? Check out [this sweet mod](https://www.nexusmods.com/valheim/mods/431) and make sure you are always [properly rested](https://www.nexusmods.com/valheim/mods/427)! \ No newline at end of file diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/icon.png b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/icon.png new file mode 100644 index 0000000..e01a4fe Binary files /dev/null and b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/icon.png differ diff --git a/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/manifest.json b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/manifest.json new file mode 100644 index 0000000..a925eaa --- /dev/null +++ b/ValheimClient/BepInEx/plugins/CreatureLevelAndLootControl/manifest.json @@ -0,0 +1,9 @@ +{ + "name": "CreatureLevelAndLootControl", + "version_number": "4.4.5", + "website_url": "", + "description": "Puts YOU in control of creature level and loot!", + "dependencies": [ + "denikson-BepInExPack_Valheim-5.4.1601" + ] +} \ No newline at end of file diff --git a/ValheimClient/BepInEx/plugins/ch.easy.develope.vh.diving.mod/ch.easy.develope.vh.diving.mod.dll b/ValheimClient/BepInEx/plugins/DivingMod/ch.easy.develope.vh.diving.mod.dll similarity index 100% rename from ValheimClient/BepInEx/plugins/ch.easy.develope.vh.diving.mod/ch.easy.develope.vh.diving.mod.dll rename to ValheimClient/BepInEx/plugins/DivingMod/ch.easy.develope.vh.diving.mod.dll diff --git a/ValheimClient/BepInEx/plugins/ch.easy.develope.vh.diving.mod/watermat.assets b/ValheimClient/BepInEx/plugins/DivingMod/watermat.assets similarity index 100% rename from ValheimClient/BepInEx/plugins/ch.easy.develope.vh.diving.mod/watermat.assets rename to ValheimClient/BepInEx/plugins/DivingMod/watermat.assets diff --git a/ValheimClient/BepInEx/plugins/EquipmentAndQuickSlots/EquipmentAndQuickSlots.dll b/ValheimClient/BepInEx/plugins/EqipmentAndQuickSlots/EquipmentAndQuickSlots.dll similarity index 100% rename from ValheimClient/BepInEx/plugins/EquipmentAndQuickSlots/EquipmentAndQuickSlots.dll rename to ValheimClient/BepInEx/plugins/EqipmentAndQuickSlots/EquipmentAndQuickSlots.dll diff --git a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll b/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll index 690206c..de81ed6 100644 Binary files a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll and b/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll differ diff --git a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll.mdb b/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll.mdb deleted file mode 100644 index d0a9c5c..0000000 Binary files a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.dll.mdb and /dev/null differ diff --git a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.pdb b/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.pdb deleted file mode 100644 index 37f9f2a..0000000 Binary files a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.pdb and /dev/null differ diff --git a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.xml b/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.xml deleted file mode 100644 index 41e59ba..0000000 --- a/ValheimClient/BepInEx/plugins/Jotunn/Jotunn.xml +++ /dev/null @@ -1,6265 +0,0 @@ - - - - Jotunn - - - - - Configuration class for adding custom inputs and custom key hints.
- See - for more information on Unity Input handling. -
-
- - - Name of the config. Use this to react to the button press bound by this config. - - - - - Axis string this config should be bound to.
- Use special Axis "Mouse ScrollWheel" to display the scroll icon as the key hint. -
-
- - - Private store for the Key property - - - - - Unity KeyCode this config should be bound to. - - - - - BepInEx configuration entry of a KeyCode that should be used. - Overrides the value of this config. - - - - - Private store for the shortcut - - - - - BepInEx KeyboardShortcut this config should be bound to. - - - - - BepInEx configuration entry of a KeyCode that should be used. - Overrides the value of this config. - - - - - Private store for the GamepadButton property - - - - - GamepadButton this config should be bound to for gamepads. - - - - - BepInEx configuration entry of a GamepadButton that should be used. - Overrides the value of this config. - - - - - Should the Axis value be inverted? - - - - - Delay until a constantly pressed key is considered "pressed" again. - - - - - Interval in which the check timer for the repeat delay is decremented. - - - - - Token for translating the key hint text. - - - - - Should this button react on key presses when a Valheim GUI is open? Defaults to false. - - - - - Should this button react on key presses when a custom GUI is open and requested to block input? Defaults to false. - - - - - Should this button block all other inputs using the same key or button? Defaults to false.
- Warning: If set to true, all other input using the same key or axis is reset when queried via ZInput. - Make sure to gate your usage properly. -
-
- - - Internal flag if this button config is backed by any BepInEx ConfigEntry - - - - - Base class for adding new ItemConversions to various Valheim stations - - - - - The name of the station prefab this conversion is added to. - - - - - The name of the item prefab you need to put ín the station. - - - - - The name of the item prefab that your "FromItem" will be turned into. - - - - - Used to add new ItemConversions to the CookingStation - - - - - The name of the station prefab this conversion is added to. Defaults to "piece_cookingstation". - - - - - Amount of time it takes to perform the conversion. Defaults to 10f. - - - - - Turns the CookingConversionConfig into a Valheim CookingStation.ItemConversion item. - - The Valheim CookingStation.ItemConversion - - - - Loads a single CookingConversionConfig from a JSON string - - JSON text - Loaded CookingConversionConfig - - - - Loads a list of CookingConversionConfigs from a JSON string - - JSON text - Loaded list of CookingConversionConfigs - - - - Used to add new ItemConversions to the Fermenter - - - - - The name of the station prefab this conversion is added to. Defaults to "fermenter". - - - - - The amount of items one conversion yields. Defaults to 4. - - - - - Turns the FermenterConversionConfig into a Valheim Fermenter.ItemConversion item. - - The Valheim Fermenter.ItemConversion - - - - Loads a single FermenterConversionConfig from a JSON string - - JSON text - Loaded FermenterConversionConfig - - - - Loads a list of FermenterConversionConfigs from a JSON string - - JSON text - Loaded list of FermenterConversionConfigs - - - - Used to add new IncineratorConversions to the Incinerator - - - - - The name of the station prefab this conversion is added to. Defaults to "incinerator". - - - - - List of requirements for this conversion. - - - - - The amount of items one conversion yields. Defaults to 1. - - - - - Priority of this conversion. - Lower prioritized conversions will be incinerated first when mulitple conversions requirements are met. - - - - - True: Requires only one of the list of ingredients to be able to produce the result. - False: All of the ingredients are required. - Defaults to false. - - - - - Turns the IncineratorConversionConfig into a Valheim Incinerator.IncineratorConversion item. - - The Valheim Incinerator.IncineratorConversion - - - - Loads a single IncineratorConversionConfig from a JSON string - - JSON text - Loaded IncineratorConversionConfig - - - - Loads a list of IncineratorConversionConfigs from a JSON string - - JSON text - Loaded list of IncineratorConversionConfigs - - - - Wrapper for the - - - - - Name of the item prefab of this incinerator requirement - - - - - Amount that is needed to fulfill the requirement. Defaults to 1. - - - - - Creates a Valheim Piece.Requirement from this config. - - - - - - Configuration class for adding custom items. Automatically creates a recipe for this item.
- Use this in a constructor of and - Jötunn resolves the references to the game objects at runtime. -
-
- - - The unique name for your item. May be tokenized. - - - - - The description of your item. May be tokenized. - - - - - The name of the item prefab. Is automatically set in . - - - - - The amount of that will be created when crafting this item. Defaults to 1. - - - - - Whether this item is craftable or not. Defaults to true. - - - - - The name of the piece table prefab this item uses to build pieces. - - - - - The name of the crafting station prefab where this recipe can be crafted.
- Can be set to null to have the recipe be craftable without a crafting station. -
-
- - - The name of the crafting station prefab where this item can be repaired.
- Can be set to null to have the item be repairable without a crafting station. -
-
- - - The minimum required level for the crafting station. Defaults to 1. - - - - - Icons for this item. If more than one icon is added, this item automatically has variants. - - - - - Texture holding the variants different styles. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Apply this config's values to a GameObject's ItemDrop. - - - - - - Converts the RequirementConfigs to Valheim style Piece.Requirements - - The Valheim Piece.Requirement array - - - - Converts the ItemConfig to a Valheim style Recipe. - - The Valheim recipe - - - - Loads a single ItemConfig from a JSON string - - JSON text - Loaded ItemConfig - - - - Loads a list of ItemConfigs from a JSON string - - JSON text - Loaded list of ItemConfigs - - - - Configuration class for adding custom key hints. - - - - - Item for which the KeyHint should be displayed when equipped.
- Must be the name of the prefab as registered in the . -
-
- - - If not null or empty the KeyHint will also be bound to a specific - which must be selected for building. - - - - - Array of s used for this key hint. - - - - - Internal marker if any of the button configs backed by a BepInEx ConfigEntry did change - to regenerate the key hint object - - - - - - - - Kitbash configuration for a prefab - - - - - A list of KitbashSourceConfigs to apply to the prefab - - - - - Optional: The layer of the prefab, all Kitbashed parts will be set to this layer - - - - - Whether to fix references on the prefab - - - - - Configuration class for defining kitbash parts to add to a prefab with - - - - - An optional name of the pasted GameObject
- Defaults to the source name -
-
- - - Target parent of the pasted GameObject
- Defaults to the root of the prefab -
-
- - - Source prefab that contains the GameObject to copy - - - - - Location of the GameObject to copy from the source prefab - - - - - Position of the pasted GameObject
- Defaults to -
-
- - - Rotation of the pasted GameObject
- Defaults to (no rotation) -
-
- - - Scale of the pasted GameObject
- Defaults to (no rescale) -
-
- - - An optional list of Materials to set on the pasted GameObject
- Defaults to the original materials -
-
- - - - - - Configuration class for adding custom localizations. - - - - - Language of this localization. Defaults to English. - - - - - Dictionary of tokens and their respective translation in this configs language. - - - - - A new localization for a specific language. - - Name of the language - - - - Configuration class for adding custom locations.
- Use this in a constructor of and -
-
- - - Associated component - - - - - Biome to spawn in, multiple Biomes can be allowed with - - - - - BiomeArea to spawn in, defaults to Everything - - - - - Enable to place this kind of location first, and make it twice as likely that the objects will all be placed (random samples increase from 100,000 to 200,000) - - - - - Upper limit on how many of these locations will be placed in the world - - - - - Unused in Valheim, but available in case that changes in the future - - - - - Radius of the location. Terrain delta is calculated within this circle. - - - - - Attempt to place in the central zone first - - - - - Enable to check forest thresholds against the forest fractal. - - - - - Minimum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Maximum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Enable to make this location unique, it will not be replaced when locations change - - - - - Minimal altitude of the location - - - - - Maximum altitude of the location - - - - - Minimum distance from the center of the map of the location - - - - - Maximum distance from the center of the map of the location - - - - - Group of the location. Used with - - - - - Minimum distance to a similar location, either the same location or a location with the same - - - - - Minimum terrain delta (difference between min and max height) in the circle defined by - - - - - Maximum terrain delta (difference between min and max height) in the circle defined by - - - - - Rotate towards the average slope of the terrain in the circle defined by - - - - - Enable to - - - - - Radius of the interior attached to the location - - - - - Randomize location rotation when placing - - - - - Place at water level - - - - - Enable if the location places an icon to push the location icons - - - - - Always show the associated icon on the minimap - - - - - Enable to forbid Vegetation from spawning inside the circle defined by - - - - - Create a new - - - - - Create a copy of the - - ZoneLocation to copy - - - - Converts the LocationConfig to a Valheim style . - - The Valheim - - - - Configuration class for adding custom pieces.
- Use this in a constructor of and - Jötunn resolves the references to the game objects at runtime. -
-
- - - The name for your piece. May be tokenized. - - - - - The description of your piece. May be tokenized. - - - - - Whether this piece is buildable or not. Defaults to true. - - - - - Can this piece be built in dungeons? Defaults to false. - - - - - The name of the piece table where this piece will be added. - - - - - The name of the category this piece will appear on. If categories are disabled on the - target , this setting will be ignored.
- If categories are enabled but the given category can't be found, a new - will be added to the table. -
-
- - - The name of the crafting station prefab which needs to be in close proximity to build this piece. - - - - - The name of the crafting station prefab to which this piece will be an upgrade to. - - - - - Icon which is displayed in the crafting GUI. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Apply this configs values to a piece GameObject. - - - - - - Converts the s to Valheim style array. - - The Valheim array - - - - Loads a single PieceConfig from a JSON string - - JSON text - Loaded PieceConfig - - - - Loads a list of PieceConfigs from a JSON string - - JSON text - Loaded list of PieceConfigs - - - - Configuration class for adding custom piece tables. - - - - - Indicator if the uses the vanilla categories. Defaults to true. - - - - - Indicator if the uses custom categories. Defaults to false. - - - - - Array of custom categories the uses. - Will be ignored when is false. - - - - - Indicator if the can also remove pieces. Defaults to true. - - - - - Creates the final categories array for this . - Adds vanilla categories when is true. - Adds custom categories when is true. - - Array of category strings. - - - - Apply this configs values to a piece table GameObject. - - - - - - Configuration class for adding custom recipes. - - - - - The unique name for your recipe. - - - - - The name of the item prefab that this recipe should create. - - - - - The amount of that will be created from this Recipe. Defaults to 1. - - - - - Whether this recipe is craftable or not. Defaults to true. - - - - - The name of the crafting station prefab where this recipe can be crafted. -
- Can be set to null to have the recipe be craftable without a crafting station. -
-
- - - The name of the crafting station prefab where this item can be repaired. -
- Can be set to null to have the recipe be repairable without a crafting station. -
-
- - - The minimum required level for the crafting station. Defaults to 1. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Converts the RequirementConfigs to Valheim style Piece.Requirements - - The Valheim Piece.Requirement array - - - - Converts the RecipeConfig to a Valheim style Recipe. - - The Valheim recipe - - - - Loads a single RecipeConfig from a JSON string. - - JSON text - Loaded RecipeConfig - - - - Loads a list of RecipeConfigs from a JSON string. - - JSON text - Loaded list of RecipeConfigs - - - - Configuration class for requirements needed to craft items or build pieces. - - - - - Name of the item prefab of this requirement. - - - - - Amount that is needed to fulfill the requirement. Defaults to 1. - - - - - How much more of this requirement is needed per item level. Defaults to 0. - - - - - Determines if the used requirement will be rewarded again after dismanteling a piece. Defaults to false. - - - - - Creates a Valheim Piece.Requirement from this config. - - - - - - Configuration class for adding custom skills. - - - - - A SkillType used to distinguish this skill from others. This is a unique ID that Jotunn generates - based on the Identifier provided. - - - - - A unique string used to identify the skill, and used to generate the . - - Do not change the Identifier after you have released a mod using it. - If the Identifier changes, so will the skill's SkillType/UID, so - all users who have your mod will lose their save progress for the skill. - - - - - - The in-game name for your skill. - Can either be the name you want to see in-game, or a localization token. - - - - - The in-game description for your skill. - Can either be the description you want to see in-game, or a localization token. - - - - - The in-game icon for your skill. If null, will default to a "shield" icon. - - - - - The multiplier applied to all XP gained for this skill via . - If this is set to 0, your skill will be unable to gain XP at all. - - - - - The path to load an icon png/jpg file from. - If you wish to load from an asset bundle, use a $ to separate the path to the asset bundle, - and your sprite name in the asset bundle - - - This cannot be set if is also set. You can only set one of them at once. - - - - This sample shows how you would load a sprite from an asset bundle: - - IconPath = "MyMod/Assets/assetbundle$mysprite" - - - - - - - Converts the SkillConfig to a printable string. - - String representation of the SkillConfig - - - - Converts a Jotunn SkillConfig into a Valheim SkillDef. - - Valheim SkillDef representation of the SkillConfig - - - - Creates a SkillConfig object for mods that previously used SkillInjector. - - Unique identifier of the new skill, ex: "com.jotunn.testmod.testskill" - "id" from SkillInjector - "name" from SkillInjector - "description" from SkillInjector - "increment" from SkillInjector - "icon" from SkillInjector - New SkillConfig object that bridges SkillInjector to Jotunn without losing user progress - For any new skills please do not use this method! - - - - Loads a single SkillConfig from a JSON string. - - JSON text - Loaded SkillConfig - - - - Loads a list of SkillConfigs from a JSON string. - - JSON text - Loaded list of SkillConfigs - - - - Used to add new ItemConversions to the Smelter - - - - - The name of the station prefab this conversion is added to. Defaults to "smelter". - - - - - Turns the SmelterConversionConfig into a Valheim Smelter.ItemConversion item. - - The Valheim Smelter.ItemConversion - - - - Loads a single SmelterConversionConfig from a JSON string - - JSON text - Loaded SmelterConversionConfig - - - - Loads a list of SmelterConversionConfigs from a JSON string - - JSON text - Loaded list of SmelterConversionConfigs - - - - Configuration class for adding custom vegetation.
- Use this in a constructor of and -
-
- - - Biome to spawn in, can be bitwise or'ed toghether to allow multiple Biomes (Heightmap.Biome.Meadows | Heightmap.Biome.Forest) - - - - - BiomeArea to spawn in, defaults to Everything - - - - - Do a check before placing that there is nothing already from layers: "Default", "static_solid", "Default_small", "piece" - - - - - Unlike what the name suggets, Valheim will attempt 50 times the normal amount of placements, almost guaranteeing that everything will be placed - - - - - Minimum amount per zone - - - - - Values between 0 - 1 are used as a chance to place - Values above 1 are used as integer amount of maximum per zone - - - - - Minimal altitude of the vegetation - - - - - Maximum altitude of the vegetation - - - - - Minimum ocean depth - - - - - Maximum ocean depth - - - - - Minimum terrain delta (difference between min and max height) in the circle defined by - - - - - Maximum terrain delta (difference between min and max height) in the circle defined by - - - - - Minimum tilt in degrees - - - - - Maximum tilt in degrees - - - - - Enable to check forest thresholds against the forest fractal. - - - - - Minimum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Maximum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Size of the circle used to determine terrain delta - - - - - Minimum scale of placed instances - - - - - Maximum scale of place instances - - - - - Minimum amount in group - - - - - Maximum amount in group - - - - - Radius of group - - - - - Placement offset, use negatives to bury underground - - - - - Create a new - - - - - Create a copy of the - - ZoneVegetation to copy - - - - Pretend to be a debugBuild :) - - - - - A custom console command. - - - - - The command that the user will need to type in their console to run your command. - - - - - The help text that will be displayed to the user for your command when they type `help` into their console. - - - - - If true, this command will only work after `devcommands` is run in the console. - - - - - If true, this command will be allowed in networked play. - - - - - If true, and IsNetwork is true, this command will be allowed in networked play, but only for the server. - - - - - If true, this command will not be shown when the user types `help` into their console. - - - - - The function that will be called when the user runs your console command, with space-delimited arguments. - - The arguments the user types, with spaces being the delimiter. - - - - Override this function to return a list of strings that are valid options for your command - - List of valid command options - - - - - - - Base class for all custom entities - - - - - Reference to the which added this entity. - - - - - ctor automatically getting the SourceMod - - - - - ctor with manual assigned SourceMod - - Metadata of the mod adding this entity - - - - Main interface for adding custom items to the game.
- All custom items have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom item. - - - - - The component for this custom item as a shortcut. - - - - - The associated with this custom item. Is needed to craft - this item on a workbench or from the players crafting menu. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from configs should get replaced - - - - - Custom item from a prefab.
- Can fix references for s and the . -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom item from a prefab with a made from a .
- Can fix references for s. -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. - The item config for this custom item. -
- - - Custom item created as an "empty" primitive.
- At least the name and the Icon of the must be edited after creation. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. -
- - - Custom item created as an "empty" primitive with a made from a . - - Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - The item config for this custom item. - - - - Custom item created as a copy of a vanilla Valheim prefab. - - The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - - - - Custom item created as a copy of a vanilla Valheim prefab with a made from a . - - The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - The item config for this custom item. - - - - Checks if a custom item is valid (i.e. has a prefab, an and an icon, if it should be craftable). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom item created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom item to the . - - - - - - - - - - - - - Main interface for adding custom item conversions to the game.
- Supports and combines conversions for the cooking station, fermenter and smelter.
- All custom item conversions have to be wrapped inside this class to add it to Jötunns . -
-
- - - Type of the conversion component used in game. - - - - - Add a conversion to a station with the CookingStation component attached. - - - - - Add a conversion to a station with the Fermenter component attached. - - - - - Add a conversion to a station with the Smelter component attached. - - - - - Add a conversion to a station with the Incinerator component attached. - - - - - Type of the item conversion. Defines to which station the conversion is added. - - - - - Config of the item conversion. Depends on the of the conversion. - - - - - Indicator if the conversion needs fixing. - - - - - Actual ItemConversion type as . Needs to be cast according to . - - - - - Create a custom item conversion. Depending on the config class this custom - conversion represents one of the following item conversions:
- - CookingStation.ItemConversion - Fermenter.ItemConversion - Smelter.ItemConversion - -
- The item conversion config -
- - - Checks if a custom item conversion is valid. - - true if all criteria is met - - - - - - - - - - - - Wrapper to hold each mod localization data. - - - Map that work as [language][token] = translation. - - - Default constuctor. - - - SourceMod hint constuctor. - Mod data in the shape of BepInPlugin class. - - - Retrieve list of languages that have been added. - - - Retrieve translations for given language. - Language of the translation you want to retrieve. - - - - Retrieve a translation from this custom localization or . - Searches with the user language with a fallback to English. - - Word to translate. - Translated word in player language or english as a fallback. - - - Checks if a translation exists for given language and token. - Language being checked. - Token being checked. - The translation. - - - Add a translation. - Token of the translation you want to add. - The translation. - - - Add a translation. - Language of the translation you want to add. - Token of the translation you want to add. - The translation. - - - Add a group of translations. - Language of the translation you want to add. - Token-Value dictionary. - - - Add a translation file via absolute path. - Absolute path to file. - Is the language file a json file. - - - Add a json language file (match crowdin format). - Language for the json file, for example, "English" - Entire file as string - - - Add a Unity style translation file. - Contents of the language file in string format. - - - Attempts to remove a given token from certain language. - Language from which to search the token. - Token to clear. - - - Attempts to remove a given token from default language. - Token to clear. - - - Attempts to remove given language. - Language to clear. - - - Clear all localization data. - - - - - - - Main interface for adding custom locations to the game.
- All custom locations have to be wrapped inside this class to add it to Jötunns . -
-
- - - The exterior prefab for this custom location. - - - - - Associated component - - - - - Associated component - - - - - Name of this custom location - - - - - Custom location from a prefab with a attached.
-
- The exterior prefab for this custom location. - The for this custom location. -
- - - Custom location from a prefab with a attached.
-
- The exterior prefab for this custom location. - The interior prefab for this custom location. - The for this custom location. -
- - - Main interface for adding custom pieces to the game.
- All custom pieces have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom piece. - - - - - The component for this custom piece as a shortcut. - - - - - Name of the this custom piece belongs to. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from configs should get replaced - - - - - Custom piece from a prefab.
- Will be added to the provided by name.
- Can fix references from s or not. -
- The prefab for this custom piece. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom piece from a prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The prefab for this custom piece. - The for this custom piece. -
- - - Custom piece from a prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The prefab for this custom piece. - If true references for objects get resolved at runtime by Jötunn. - The for this custom piece. -
- - - Custom piece from a prefab loaded from an .
- Will be added to the provided by name.
- Can fix references from s or not. -
- A preloaded - Name of the prefab in the bundle. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom piece from a prefab loaded from an with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- A preloaded - Name of the prefab in the bundle. - The for this custom piece. -
- - - Custom piece from a prefab loaded from an with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- A preloaded - Name of the prefab in the bundle. - If true references for objects get resolved at runtime by Jötunn. - The for this custom piece. -
- - - Custom piece created as an "empty" primitive.
- Will be added to the provided by name. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - -
- - - Custom piece created as an "empty" primitive with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - The for this custom piece. -
- - - Custom piece created as a copy of a vanilla Valheim prefab.
- Will be added to the provided by name. -
- The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - -
- - - Custom piece created as a copy of a vanilla Valheim prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - The for this custom piece. -
- - - Checks if a custom piece is valid (i.e. has a prefab, a target PieceTable is set, - has a component and that component has an icon). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom piece created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom piece to the . - - - - - - - - - - - - - Main interface for adding custom piece tables to the game.
- All custom piece tables have to be wrapped inside this class - to add it to Jötunns .
- Add strings to to use custom categories on your - piece table. All categories will be replaced so list vanilla categories, too. -
-
- - - The prefab for this custom piece table. - - - - - The component for this custom piece table as a shortcut. - - - - - String array of categories used on the . - Will be ignored when m_useCategories is false.
- All categories provided here will be used and displayed on the . -
-
- - - Custom piece table from a prefab. - - The prefab for this custom piece table. - - - - Custom piece table from a prefab with a attached. - - The prefab for this custom piece table. - The for this custom piece table. - - - - "Empty" custom piece table with a attached. - - The name of the custom piece table. - The for this custom piece table. - - - - Checks if a custom piece table is valid (i.e. has a prefab and a PieceTable component). - - true if all criteria is met - - - - - - - - - - - - - Wrapper for custom added GameObjects holding the mod reference. - - - - - Original prefab - - - - - Indicator if references from s will be replaced at runtime. - - - - - Internal ctor with provided metadata.
- Does not fix references. -
- Prefab added - Metadata of the mod adding this prefab -
- - - Custom prefab.
- Can fix references for s. -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. -
- - - Checks if a custom item is valid (i.e. has a prefab, an and an icon, if it should be craftable). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom prefab created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom prefab to the . - - - - - - - Main interface for adding custom recipes to the game.
- All custom recipes have to be wrapped inside this class to add it to Jötunns . -
-
- - - The for this custom recipe. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Custom recipe from a .
- Can fix references for s and s or not. -
- The for a custom item. - If true references for objects get resolved at runtime by Jötunn. - If true references for s get resolved at runtime by Jötunn. -
- - - Custom recipe from a .
- The is created automatically by Jötunn at runtime. -
- The for a custom recipe. -
- - - Checks if a custom status effect is valid (i.e. has a ). - - true if all criteria is met - - - - - - - - - - - - - Wrapper for Valheim's RPC calls implementing convenience delegate methods for client and server processing of packages.
- Automatically compresses and slices big packages to fit into the Steam package limit.
- All sending and processing of received packages is executed in Coroutines to ensure the game loop's execution. -
-
- - - Name of the custom RPC as defined at instantiation - - - - - True, if this RPC is currently sending data - - - - - True, if this RPC is currently receiving data - - - - - True, if this RPC is currently processing received data. - This is always true while executing the registered delegates. - - - - - True, if this RPC is processing received data outside the current delegate call. - This should only be used in the registered delegate methods to determine - if this RPC is already processing another package. - - - - - Unique ID of this RPC to prevent name clashes between mods - - - - - Delegate called when a package is received on the server - - - - - Delegate called when a package is received on the client - - - - - Internal constructor only, CustomRPCs are instantiated via - - Reference to the which created this RPC. - - - - - - - Initiates a RPC exchange with the server by sending an empty package. - - - - - Send a package to a single target. Compresses and fragments the package if necessary. - - - - - - - Send a package to a list of peers. Compresses and fragments the package if necessary. - - - - - - - Coroutine to send a package to a single target. Compresses and fragments the package if necessary. - - - - - - - - Coroutine to send a package to a list of peers. Compresses and fragments the package if necessary. - - - - - - - - Coroutine to send a package to an actual peer. - - - - - - - - Receive and handle an incoming package - - - - - - - Main interface for adding custom status effects to the game.
- All custom status effects have to be wrapped inside this class to add it to Jötunns . -
-
- - - The for this custom status effect. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Custom status effect from a .
- Can fix references for s. -
- A preloaded - If true references for objects get resolved at runtime by Jötunn. -
- - - Checks if a custom status effect is valid (i.e. has a ). - - true if all criteria is met - - - - - - - - - - - - - Main interface for adding custom vegetation to the game.
- All custom vegetation have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom vegetation. - - - - - Associated component - - - - - Name of this custom vegetation - - - - - Custom vegetation from a prefab.
-
- The prefab for this custom vegetation. - The vegetation config for this custom vegation. -
- - - Container class for Kitbashed prefabs, returned by - - - - - Callback that is called when Kitbashes are applied - - - - - The Kitbashed prefab - - - - - Config for the KitbashObject - - - - - - - - Helper class for creating Mocks of a given vanilla Component. - - Type of the mocked - - - - Create a new Mock of type T : Component - - Name of the original component - Mocked - - - - Helper class for creating Mocks of item/piece requirements. - - - - - Creates a mocked Piece.Requirement - - Prefab name - Amount - Whether the resource is returned after deconstruction - - - - - Creates a mocked Piece.Requirement array - - List of prefab names and amounts - Whether the resources are returned after deconstruction - - - - - Extends with convenience functions. - - - - - Check, if this config entry is "visible" - - - - - - - Check, if this config entry is "syncable" - - - - - - - Check, if this config entry is "writable" - - - - - - - Get the local value of an admin config - - - - - - - Set the local value of an admin config - - - - - - - - Check, if button is bound to a configuration entry - - - - - - - - Get bound button's name - - - - - - - - Get bound button config - - - - - - - - Helper class for C# Events. - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - - Extends GameObject with a shortcut for the Unity bool operator override. - - - - - Facilitates use of null propagation operator for unity GameObjects by respecting op_equality. - - this - Returns null when GameObject.op_equality returns false. - - - - Facilitates use of null propagation operator for unity MonBehaviours by respecting op_equality. - - Any type that inherits MonoBehaviour - this - Returns null when MonoBehaviours.op_equality returns false. - - - - Returns the component of Type type. If one doesn't already exist on the GameObject it will be added. - - Source: https://wiki.unity3d.com/index.php/GetOrAddComponent - The type of Component to return. - The GameObject this Component is attached to. - Component - - - - Adds a new copy of the provided component to a gameObject - - - - - - - - - Use only, if you know what you do. - There are no checks if a component exists. - - - - - Extends GameObject with a check if the GameObject is valid - - - - - Check for validity - - - - - - - Extends ItemDrop with a TokenName - - - - - m_itemData.m_shared.m_name - - - - - - - Extends ItemData with a TokenName. - - - - - m_shared.m_name - - - - - - - Extends StatusEffect with a TokenName and a check if the StatusEffect is valid so it can be added to the game. - - - - - Check for validity - - - - - - - Extends Piece with a TokenName - - - - - m_name - - - - - - - Extends StatusEffect with a TokenName and a check if the StatusEffect is valid so it can be added to the game. - - - - - m_name - - - - - - - Check for validity - - - - - - - Extends prefab GameObjects with functionality related to the mocking system. - - - - - Will attempt to fix every field that are mocks gameObjects / Components from the given object. - - - - - - Resolves all references for mocks in this GameObject's components recursively - - - - - - Resolves all references for mocks in this GameObject recursively. - Can additionally traverse the transforms hierarchy to fix child GameObjects recursively. - - This GameObject - Traverse all child transforms - - - - Clones all fields from this GameObject to objectToClone. - - - - - - - Helpful Unity Object extensions. - - - - - Extends ZNet with a clear diversion between local, client and server instances. - - - - - Possible states of the game regarding to networking. - - - - - A local game instance playing on a local world. - - - - - A local game instance playing on a dedicated server. - - - - - A dedicated server instance. - - - - - Returns true if the game was started locally and a local world was started. - - - - - - - Returns true if the game was started locally and is connected to a server. - - - - - - - Returns true if the game was started as a dedicated server. - - - - - - - Determine the current game instance type regarding to networking. - - - - - - - Determine if a peer uid is in the admin list on the current - - - - - - - - An ingame GUI for BepInEx config files - - - - - Name of the menu entry - - - - - Cached transform of the vanilla menu list - - - - - Cached prefab of the vanilla Settings window - - - - - Our own Settings window - - - - - Our own mod config tabs - - - - - Hook into settings setup - - - - - After SetupGui - - - - - After first menu start - - - - - Create our own menu list entry when mod config is available - - - - - - - Create custom configuration window - - - - - Get all config entries of a module - - - - - - - Save our settings - - - - - Create a text input field (used for string, int, float) - - parent transform - Label text - Color of the label - Description text - Color of the description text - Width - - - - - Create a text input field and a ColorPicker button (used for Color) - - parent transform - Label text - Color of the label - Description text - Color of the description text - Width - - - - - Create a toggle element - - parent transform - label text - Color of the label - Description text - Color of the description text - width - - - - - Create a keybinding element - - parent transform - label text - description text - ´buttonName - width - - - - - Create a KeyboardShortcut binding element - - parent transform - label text - description text - ´buttonName - width - - - - - Generic abstract version of the config binding class - - - - - - Boolean Binding - - - - - Integer binding - - - - - Float binding - - - - - Double binding - - - - - KeyCode binding - - - - - KeyboardShortcut binding - - - - - GamepadButton binding - - - - - String binding - - - - - Custom MonoBehaviour for the ColorPicker - - - - - Event that gets called by the ColorPicker - - received Color - - - - Singeleton instance - - - - - True when the ColorPicker is closed - - - - - OnColorChanged event - - - - - OnColorSelected event - - - - - Color before editing - - - - - Current Color - - - - - UseAlpha bool - - - - - Interact bool - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Creates a new Colorpicker - - Color before editing - Display message - Event that gets called when the color gets modified - Event that gets called when one of the buttons done or cancel get pressed - When set to false the colors used don't have an alpha channel - - False if the instance is already running - - - - - Called when color is modified, to update other UI components - - - - - - Used by EventTrigger to calculate the chosen value in color box - - - - - Gets main Slider value - - - - - - Gets r Slider value - - - - - - Gets r InputField value - - - - - - Gets g Slider value - - - - - - Gets g InputField value - - - - - - Gets b Slider value - - - - - - Gets b InputField value - - - - - - Gets a Slider value - - - - - - Gets a InputField value - - - - - - Gets hexa InputField value - - - - - - Cancel button call - - - - - Manually cancel the ColorPicker and recover the default value - - - - - Done button call - - - - - Manually close the ColorPicker and apply the selected color - - - - - HSV helper class - - - - - Simple dragging - - - - - Add this MonoBehaviour to a GameObject - - - - - - BeginDrag event trigger - - - - - Drag event trigger - - - - - Custom MonoBehaviour for the GradientPicker - - - - - Event that gets called by the GradientPicker. - - received Gradient - - - - Singeleton instance - - - - - True when the GradientPicker is closed - - - - - OnGradientChanged Event - - - - - OnGradientSelected Event - - - - - Gradient before editing - - - - - Current Gradient - - - - - Key template - - - - - Interact bool - - - - - Creates a new GradiantPicker - - Color before editing - Display message - Event that gets called when the gradient gets modified - Event that gets called when one of the buttons done or cancel gets pressed - False if the instance is already running - - - - Setup new GradientPicker - - - - - Creates a ColorKey UI object - - - - - - Checks if new ColorKey should be created - - - - - - Creates a AlphaKey UI object - - - - - - Checks if new AlphaKey should be created - - - - - - Accessed by alpha Slider - - - - - - Accessed by alpha InputField - - - - - - Checks if Key can be deleted - - - - - - Changes Selected Key - - - - - Accessed by position Slider - - - - - - Accessed by position InputField - - - - - - Choose color button call - - - - - Cancel button call - - - - - Manually cancel the GradientPicker and recovers the default value - - - - - Done button call - - - - - Manually close the GradientPicker and apply the selected color - - - - - The base class for all the library's various Managers - - - - - Initialize manager class after all manager scripts have been added to the root game object - - - - - A namespace wide Logger class, which automatically creates a ManualLogSource - for every Class from which it is being called. - - - - - Add DateTime to the log output - - - - - Singleton init - - - - - Remove and clear all Logger instances - - - - - Get or create a with the callers - - A BepInEx - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Main class implementing BaseUnityPlugin. - - - - - The current version of the Jotunn library. - - - - - The name of the library. - - - - - The BepInEx plugin Mod GUID being used (com.jotunn.jotunn). - - - - - Invoke patch initialization methods for all loaded mods. - - - - - Manager for handling custom console and chat commands. - - - - - The singleton instance of this manager. - - - - - Internal Action delegate to add custom entities into vanilla command's option list - - - - - A list of all the custom console commands that have been added to the game through this manager, - either by Jotunn or by mods using Jotunn. - - - - - Initialize console commands that come with Jotunn. - - - - - Adds a new console command to Valheim. - - The console command to add - - - - Fire for any ConsoleCommand when its tabOptions member - is first populated to add Jötunn entities to the option list - - - - - - - - Manager for handling anything GUI related. Provides Valheim style - GUI elements as well as an anchor for custom GUI prefabs. - - - - - Singleton instance - - - - - Event that gets fired every time the Unity scene changed and a new PixelFix - object was created. Subscribe to this event to create your custom GUI objects - and add them as a child to the . - - - - - GUI container with automatic scaling for high res displays. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - Event that gets fired every time the Unity scene changed and new CustomGUI - objects were created. Subscribe to this event to create your custom GUI objects - and add them as a child to either or . - - - - - GUI container in front of Valheim's GUI elements with automatic scaling for - high res displays and pixel correction. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - GUI container behind Valheim's GUI elements with automatic scaling for - high res displays and pixel correction. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - Unity layer constant for UI objects. - - - - - The default Valheim orange color. - - - - - Scrollbar handle color block in default Valheim orange. - - - - - Toggle color block in Valheim style. - - - - - Button color block in Valheim style - - - - - Valheim standard font normal faced. - - - - - Valheims standard font bold faced. - - - - - with default Valheim assets. - - - - - SpriteAtlas holding the references to the sprites used in the helper methods. - - - - - SpriteAtlas holding the references to the sprites used in the helper methods. - - - - - Indicates if the PixelFix must be created for the start or main scene. - - - - - Cache headless state - - - - - Detect headless mode (aka dedicated server) - - - - - - Global indicator if the input is currently blocked by the GUIManager. - - - - - Counter to track multiple block requests. - - - - - Block all input except GUI - - Indicator if the input should be blocked or released - - - - Enable the InputBlock - - - - - Reset the InputBlock to its initial state (disabled) - - - - - Initialize the manager - - - - - Load GUI assets on first start - - - - - - - Create GameObjects for mods to append their custom GUI to - - - - - - Add a to the manager.
- Checks if the custom key hint is unique (i.e. the first one registered for an item).
- Custom status effects are displayed in the game instead of the default - KeyHints for equipped tools or weapons they are registered for. -
- The custom key hint config to add. - true if the custom key hint config was added to the manager. -
- - - Removes a from the game. - - The custom key hint config to add. - - - - Get a sprite by name. - - The sprite name - The sprite with given name - - - - Creates and displays a Valheim style ColorPicker - - Min anchor on first instantiation - Max anchor on first instantiation - Position on first instantiation - Color before editing - Display message - Event that gets called when the color gets modified - Event that gets called when one of the buttons done or cancel get pressed - When set to false the colors used don't have an alpha channel - - - - - Creates and displays a Valheim style GradientPicker - - Min anchor on first instantiation - Max anchor on first instantiation - Position on first instantiation - Color before editing - Display message - Event that gets called when the gradient gets modified - Event that gets called when one of the buttons done or cancel gets pressed - - - - - Creates a Valheim style woodpanel which is draggable per default - - Parent - Minimal anchor - Maximal anchor - Anchored position - Optional width - Optional height - A as a Valheim style woodpanel - - - - Creates a Valheim style woodpanel, can optionally be draggable - - Parent - Minimal anchor - Maximal anchor - Anchored position - Optional width - Optional height - Optional flag if the panel should be draggable (default true) - A as a Valheim style woodpanel - - - - Create a complete scroll view - - parent transform - show horizontal scrollbar - show vertical scrollbar - size of the handle - - Colorblock for the handle - Background color for the sliding area - rect width - rect height - - - - - Create a with a Text (and optional Outline and ContentSizeFitter) component - - Text to show - Parent transform - Anchor min - Anchor max - Anchored position - Font - Font size - Font color - Add outline component - Outline color - Width - Height - Add ContentSizeFitter - A text - - - - Create a new button (Valheim style). - - Text to display on the button - Parent transform - Min anchor - Max anchor - Position - Set width if > 0 - Set height if > 0 - Button GameObject in Valheim style - - - - Create a new InputField (Valheim style). - - Parent transform - Min anchor - Max anchor - Position - Content type for the input field - Text to display as a placeholder (can be null) - Optional font size, defaults to 16 - Set width if > 0 - Set height if > 0 - Input field GameObject in Valheim style - - - - Create toggle field - - Parent transform - Set width - Set height - - - - - Create dropdown field - - Parent transform - Min anchor - Max anchor - Position - Optional font size, defaults to 16 - Set width if > 0 - Set height if > 0 - - - - - Create key binding field - - - - - - - - - - Apply Valheim style to a woodpanel. - - - - - - Apply Valheim style to a Component - - Target component - Own font or GUIManager.Instance.AveriaSerifBold/GUIManager.Instance.AveriaSerif - Custom color or GUIManager.Instance.ValheimOrange - creates an component when true - Optional font size, defaults to 16 - - - - Apply Valheim style to a Component. - Uses GUIManager.Instance.AveriaSerifBold by default - - Target component - Custom color or GUIManager.Instance.ValheimOrange - creates an component when true - Optional font size, defaults to 16 - - - - Apply Valheim style to a Component. - Uses GUIManager.Instance.AveriaSerifBold, Color.white and creates an outline by default - - Target component - Optional font size, defaults to 16 - - - - Apply valheim style to a Component - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to an Component. - - Component to apply the style to - - - - Apply Valheim style to an Component. - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - - - - - Manager for handling custom inputs registered by mods. - - - - - Abstraction for gamepad buttons and axes used as inputs - - - - - No gamepad button, internally treated as null - - - - - Up direction on the directional pad - - - - - Down direction on the directional pad - - - - - Left direction on the directional pad - - - - - Right direction on the directional pad - - - - - Southern button on the gamepad (A on XBox-like) - - - - - Eastern button on the gamepad (B on XBox-like) - - - - - Western button on the gamepad (X on XBox-like) - - - - - Nothern button on the gamepad (Y on XBox-like) - - - - - Left shoulder button - - - - - Right shoulder button - - - - - Left trigger - - - - - Right trigger - - - - - Left special button (Back on XBox-like) - - - - - Right special button (Menu on XBox-like) - - - - - Left Joystick press - - - - - Right Joystick press - - - - - Singleton instance - - - - - Initialize the manager - - - - - Add a Button to Valheim - - Mod GUID - Button config - - - - Manager for handling all custom data added to the game related to items. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla items are in memory and available for cloning. - Your code will execute every time a new ObjectDB is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Internal event that gets fired after did run. - On this point all mods should have their items and pieces registered with the managers. - - - - - Event that gets fired after all items were added to the ObjectDB on the FejdStartup screen. - Your code will execute every time a new ObjectDB is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Event that gets fired after all items were added to the ObjectDB. - Your code will execute every time a new ObjectDB is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Registers all hooks. - - - - - Add a to the game.
- Checks if the custom item is valid and unique and adds it to the list of custom items.
- Also adds the prefab of the custom item to the .
- Custom items are added to the current on every . -
- The custom item to add. - true if the custom item was added to the manager. -
- - - Get a custom item by its name. - - Name of the item to search. - - - - - Remove a custom item by its name. Removes the custom recipe, too. - - Name of the item to remove. - - - - Remove a custom item by its ref. Removes the custom recipe, too. - - to remove. - - - - Add a to the game.
- Checks if the custom recipe is unique and adds it to the list of custom recipes.
- Custom recipes are added to the current on every . -
- The custom recipe to add. - true if the custom recipe was added to the manager. -
- - - Adds recipes defined in a JSON file at given path, relative to BepInEx/plugins - - JSON file path, relative to BepInEx/plugins folder - - - - Get a custom recipe by its name. - - Name of the recipe to search. - - - - - Remove a custom recipe by its name. Removes it from the manager and the , if instantiated. - - Name of the recipe to remove. - - - - Remove a custom recipe by its ref. Removes it from the manager and the , if instantiated. - - to remove. - - - - Add a to the game.
- Checks if the custom status effect is unique and adds it to the list of custom status effects.
- Custom status effects are added to the current on every . -
- The custom status effect to add. - true if the custom status effect was added to the manager. -
- - - Add a new item conversion - - Item conversion details - Whether the addition was successful or not - - - - Register all custom items added to the manager to the given - - - - - - Register a single item in the current ObjectDB. - Also adds the prefab to the and if necessary.
- No mock references are fixed. -
- with an component to add to the -
- - - Internal method for adding a prefab to a specific ObjectDB. - - the prefab should be added to - with an component to add - - - - Register the custom recipes added to the manager to the given - - - - - - Register the custom status effects added to the manager to the given - - - - - - Register the custom item conversions added to the manager - - - - - Prefix on to add custom items to FejdStartup screen (aka main menu) - - - - - Safely invoke the event - - - - - Safely invoke the event - - - - - Safely invoke the event late in the detour chain - - - - - - - - Hook on to register all custom entities from this manager to the . - - - - - - - Safely invoke the event - - - - - - - Hook on to refresh recipes for the custom items. - - - - - - - Manager for handling custom key hints - - - - - Singleton instance - - - - - Internal Dictionary holding the references to the custom key hints added to the manager - - - - - Internal Dictionary holding the references to the key hint GameObjects created per KeyHintConfig - - - - - Reference to the current "KeyHints" instance - - - - - Reference to the games "KeyHint" GameObjects RectTransform - - - - - Base GameObjects of vanilla key hint parts - - - - - Initialize the manager - - - - - Add a to the manager.
- Checks if the custom key hint is unique (i.e. the first one registered for an item).
- Custom key hints are displayed in the game instead of the default - KeyHints for equipped tools or weapons they are registered for. -
- The custom key hint config to add. - true if the custom key hint config was added to the manager. -
- - - Removes a from the game. - - The custom key hint config to add. - - - - Instantiate base GameObjects from vanilla KeyHints to use in our custom key hints - - - - - Extract base key hint elements and create key hint objects. - - - - - Copy vanilla BuildHints object and create a custom one from a KeyHintConfig. - - - - - - Hook on to show custom key hints instead of the vanilla ones. - - - - - - - Manager for handling Kitbashed objects - - - - - The singleton instance of this manager. - - - - - Internal list of objects to which Kitbashing should be applied. - - - - - Registers all hooks. - - - - - Register a prefab with a KitbashConfig to be applied when the vanilla prefabs are available - - Prefab to add kitbashed parts to - KitbashConfig to apply to the prefab - The KitbashObject container for this prefab - - - - Apply all Kitbashs to the objects registered in the manager. - - - - - Apply kitbash to a single object. - - - - - - - Manager for handling localizations for all custom content added to the game. - - - - - List where all data is collected. - - - - - Your token must start with this character. - - - - - Default language of the game. - - - - - Name of the folder that will hold the custom .json translations files. - - - - - Name of the community translation files that will be the first custom languages files loaded before any others. - - - - - String of chars not allowed in a token string. - - - - - Array of chars not allowed in a token string. - - - - - The singleton instance of this manager. - - - - - Localizations for internal use. - - - - - Event that gets fired after all custom localization has been added to the game. - Use this event if you need to translate strings using the vanilla class. - Your code will execute every time the localization gets reset (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Call into unity's DoQuoteLineSplit. - - - - - Initialize localization manager. - - - - - Add your mod's custom localization. Only one can be added per mod. - - The localization to add. - true if the custom localization was added to the manager. - - - - Get the CustomLocalization for your mod. - Creates a new if no localization was added before. - - Existing or newly created . - - - - Get the CustomLocalization for a given mod. - Creates a new if no localization was added before. - - Existing or newly created . - - - - Retrieve a translation if it's found in any CustomLocalization or . - - Word to translate. - Translated word in player language or english as a fallback. - - - - Registers a new Localization for a language. - - Wrapper which contains a language and a Token-Value dictionary. - - - - Registers a new Localization for a language. - - The language being added. - Token-Value dictionary. - - - - Add a token and its value to the "English" language. - - Token - Translation. - Replace the token if it already exists - - - - Add a token and its value to the specified language (default to "English"). - - Token - Translation. - Language ID for this token. - Replace the token if it already exists - - - - Add a file via absolute path. - - Absolute path to file. - Is the language file a json file. - - - - Add a json language file (match crowdin format). - - Language for the json file, for example, "English" - Entire file as string - - - - Add a language file that matches Valheim's language format. - - Entire file as string - - - - Manager for adding custom Map Overlays to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired once the Map for a World has started and Mods can begin to draw. - - - - - Event that gets fired once data for a specific Map for a world has been loaded. Eg, Pins are available after this has fired. - - - - - Object for modders to use to access and modify their Overlay. - Modders should modify the Image's shader's texture directly. - MapName and TextureSize should not be modified. - - - - - Internal Helper GameObject to hold the Image component - - - - - Unique ID per overlay - - - - - Initial texture size to calculate the relative drawing position - - - - - Image component holding the overlay texture data - - - - - Creates the Overlays and registers hooks. - - - - - Create a new mapoverlay with a default overlay name - - Reference to MapOverlay for modder to edit - - - - Create a new mapoverlay with a custom overlay name - - Custom name for the MapOverlay - Reference to MapOverlay for modder to edit - - - - If a mod already has an instance of MapOverlay ready, they can simply call this function to register to the MapOverlayManager. - This Manager will then ensure the image is updated. - - The MapOverlay to be registered - - - - Causes MapManager to stop updating the MapOverlay object and removes this Manager's reference to that overlay. - A mod could still hold references and keep the object alive. - - The name of the MapOverlay to be removed - True if removal was successful. False if there was an error removing the object from the internal dict. - - - - Returns a reference to a currently registered MapOverlay - - The name of the MapOverlay to retrieve - The MapOverlay if it exists. - - - - Helper function to set pixels on the overlay image completely transparent if there is map fog over that pixel. - The end effect is to "put fog over top of the overlay". - - The overlay to place fog on top of - - - - Input a World Coordinate and the size of the overlay texture to retrieve the translated overlay coordinates. - - World Coordinates - Size of the image from your MapOverlay - The 2D coordinate space on the MapOverlay - - - - Input a MapOverlay Coordinate and the size of the overlay texture to retrieve the translated World coordinates. - - The 2D Overlay coordinate - The size of the Overlay - The 3D World coordinate that corresponds to the input Vector - - - - All map overlays need to be updated in this way to keep them scaled and positioned properly when the minimap itself is moved / scaled. - This function is public as it needs to be called by MapManagerHelper. - Automatically scales and positions based on whether the large or small map is active. - - - - - Helper function to set default properties of a MapOverlay. - Create a new image of our custom default size and set its anchor min/max to the bottom left. - Then add a reference of the mapoverlay to our dict so we can update it later. - - The overlay to be added - - - - Safely invoke OnVanillaMapAvailable event. - - - - - Safely invoke InvokeOnVanillaMapDataLoaded event. - - - - - Monomod hook into the Minimap Awake method. MapManager adds its helper component after the Minimap does its thing. - - - - - Helper class that gets attached to the Minimap object on Minimap.Awake() - Used to give MapManager Update() functionality - - - - - Handles all logic to do with managing mocked prefabs added into the game. - - - - - The singleton instance of this manager. - - - - - Regex to identify multiple instances of mock objects from Unity - - - - - Legacy ValheimLib prefix used by the Mock System to recognize Mock gameObject that must be replaced at some point. - - - - - Prefix used by the Mock System to recognize Mock gameObject that must be replaced at some point. - - - - - Internal container for mocked prefabs - - - - - Creates the container and registers all hooks - - - - - Will try to find the real vanilla prefab from the given mock - - - - the real prefab - - - - Will try to find the real vanilla prefab from the given mock - - - - the real prefab - - - - Manager handling all network related code - - - - - Singleton instance - - - - - Delegate for receiving ZPackages. - Gets called inside a . - - Sender ID of the package - Package sent - - - - - Internal list of registered RPCs - - - - - Manager's main init - - - - - Get a for your mod - - Unique name for your RPC - Delegate which gets called on client instances when packages are received - Delegate which gets called on server instances when packages are received - Existing or newly created - - - - Get the for a given mod. - - Reference to the which added this entity - Unique name for your RPC - Delegate which gets called on client instances when packages are received - Delegate which gets called on server instances when packages are received - Existing or newly created . - - - - Register all custom RPCs as ZRoutedRPCs - - - - - Manager for handling custom pieces added to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after all pieces were added to their respective PieceTables. - Your code will execute every time a new ObjectDB is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Creates the piece table container and registers all hooks. - - - - - Add a to the game.
- Checks if the custom piece table is valid and unique and adds it to the list of custom piece tables. -
- The custom piece table to add. - true if the custom piece table was added to the manager. -
- - - Add a new from .
- Creates a and adds it to the manager. -
- The to add. -
- - - Add a new from string.
- Creates a and adds it to the manager. -
- Name of the new piece table. -
- - - Get a by name.

- Search hierarchy:
- - PieceTable with the exact name (e.g. "_HammerPieceTable") - PieceTable via "item" name (e.g. "Hammer") - -
- Prefab or item name of the PieceTable - component -
- - - Add a new by name. A new category - gets assigned a random integer for internal use. If you pass a vanilla category - the actual integer value of the enum is returned. - - Prefab or item name of the PieceTable. - Name of the category. - int value of the vanilla or custom category - - - - Get a list of all custom piece category names - - - - - - Add a to the game.
- Checks if the custom piece is valid and unique and adds it to the list of custom pieces.
- Custom pieces are added to their respective s after . -
- The custom piece to add. - true if the custom piece was added to the manager. -
- - - Get a custom piece by its name. - - Name of the piece to search. - - - - - Remove a custom piece by its name. - - Name of the piece to remove. - - - - Remove a custom piece by its ref. - - to remove. - - - - Loop all items in the game and get all PieceTables used (vanilla and custom ones). - - - - - Create piece categories per table if custom categories were added. - - - - - Create tabs for the ingame GUI for every piece table category. - Only executes when custom piece table catego-ries were added. - - - - - Reorder piece table tabs if the table if opened currently - - - - - Hook for piece table toggle. Only active when custom categories were added. - - - - - Registers all custom pieces to their respective piece tables. - Removes erroneous ones from the manager. - - - - - Register a single piece prefab into a piece table by name.
- Also adds the prefab to the and if necessary.
- Custom categories can be referenced if they have been added to the manager before.
- No mock references are fixed. -
- with a component to add to the table - Prefab or item name of the PieceTable - Optional category string, does not create new custom categories -
- - - Hook on to refresh recipes for the custom items. - - - - - - - Manager for handling custom prefabs added to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla prefabs are in memory and available for cloning. - Your code will execute every time before a new is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Event that gets fired after registering all custom prefabs to . - Your code will execute every time a new ZNetScene is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Container for custom prefabs in the DontDestroyOnLoad scene. - - - - - Dictionary of all added custom prefabs by name hash. - - - - - Creates the prefab container and registers all hooks. - - - - - Add a custom prefab to the manager with known source mod metadata. - - Prefab to add - Metadata of the mod adding this prefab - - - - Add a custom prefab to the manager.
- Checks if a prefab with the same name is already added.
- Added prefabs get registered to the on . -
- Prefab to add -
- - - Add a custom prefab to the manager.
- Checks if a prefab with the same name is already added.
- Added prefabs get registered to the on . -
- Prefab to add -
- - - Create a new prefab from an empty primitive. - - The name of the new GameObject - - When true a ZNetView component is added to the new GameObject for ZDO generation and networking. Default: true - - The newly created empty prefab - - - - Create a copy of a given prefab without modifying the original. - - Name of the new prefab. - Name of the vanilla prefab to copy from. - Newly created prefab object - - - - Create a copy of a given prefab without modifying the original. - - Name of the new prefab. - Prefab instance to copy. - Newly created prefab object - - - - Get a prefab by its name.

- Search hierarchy: - - Custom prefab with the exact name - Vanilla prefab with the exact name from if already instantiated - Vanilla prefab from the prefab cache - -
- Name of the prefab to search for. - The existing prefab, or null if none exists with given name -
- - - Remove a custom prefab from the manager. - - Name of the prefab to remove - - - - Destroy a custom prefab.
- Removes it from the manager and if already instantiated also from the . -
- The name of the prefab to destroy -
- - - Register all custom prefabs to m_prefabs/m_namedPrefabs in . - - - - - Register a single prefab to the current .
- Checks for existence of the object via GetStableHashCode() and adds the prefab if it is not already added. -
- -
- - - Safely invoke the event - - - - - - The global cache of prefabs per scene. - - - - - Get an instance of an Unity Object from the current scene with the given name. - - to search for. - Name of the actual object to search for. - - - - - Get an instance of an Unity Object from the current scene by name. - - - - - - - - Get all instances of an Unity Object from the current scene by type. - - to search for. - - - - - Manager for rendering Sprites of GameObjects - - - - - Rotation of the prefab that will result in an isometric view - - - - - Singleton instance - - - - - Unused Layer in Unity - - - - - Initialize the manager - - - - - Create a of the - - GameObject to render - Callback for the generated - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method invokes the callback with null immediately and returns false. - - - - Enqueue a render of the - - - Callback for the generated - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method invokes the callback with null immediately and returns false. - - - - Queues a new prefab to be rendered. The resulting will be ready at the next frame. - If there is no active visual Mesh attached to the target, this method invokes the callback with null immediately. - - Object to be rendered. A copy of the provided GameObject will be created for rendering - Action that gets called when the rendering is complete - Width of the resulting - Height of the resulting - Only true if the target was queued for rendering - - - - Create a of the - - Can be a prefab or any existing GameObject in the world - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Create a of the - - Can be a prefab or any existing GameObject in the world - Rotation while rendering of the GameObject. See RenderManager.IsometricRotation for example/> - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Create a of the - - - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Spawn a prefab without any Components except visuals. Also prevents calling Awake methods of the prefab. - - - - - - - Queues a new prefab to be rendered. The resulting will be ready at the next frame. - - Only true if the target was queued for rendering - - - - Target GameObject to create a from - - - - - Pixel width of the generated - - - - - Pixel height of the generated - - - - - Rotation of the prefab to capture - - - - - Field of view of the camera used to create the . Default is small to simulate orthographic view. An orthographic camera is not possible because of shaders - - - - - Distance multiplier, should not be required with the default - - - - - Callback for the generated - - - - - Create a new RenderRequest - - Object to be rendered. A copy of the provided GameObject will be created for rendering - - - - Manager for handling custom skills added to the game. - - - - - Global singleton instance of the manager. - - - - - Initialize the manager - - - - - Add a new skill with given SkillConfig object. - - SkillConfig object representing new skill to register - The SkillType of the newly added skill - - - - Register a new skill with given parameters, and registers translations for it in the current localization. - - Unique identifier of the new skill, ex: "com.jotunn.testmod.testskill" - Name of the new skill - Description of the new skill - - Icon for the skill - The SkillType of the newly registered skill - - - - Adds skills defined in a JSON file at given path, relative to BepInEx/plugins - - JSON file path, relative to BepInEx/plugins folder - - - - Gets a custom skill with given SkillType. - - SkillType to look for - Custom skill with given SkillType - - - - Gets a custom skill with given skill identifier. - - String indentifer of SkillType to look for - Custom skill with given SkillType - - - - Manager for handling synchronisation between client and server instances. - - - - - Event triggered after server configuration is applied to client - - - - - Event triggered after a clients admin status changed on the server - - - - - Singleton instance - - - - - Clientside indicator if the current player has admin status on - the current world, always true on local games - - - - - Manager's main init - - - - - Init or reset admin and configuration state - - - - - - - Hook to start a watchdog Coroutine which monitors the admin list. - - - - - - - Hook ZNet.RPC_PeerInfo on the server to send initial data - - - - - - - - - Hook to synchronize the admin status to the clients - - - - - - - Hook to synchronize the admin status to the clients - - - - - - - Checks the ZNet.m_instance.m_adminList against the cached list and send any - changes to the corresponding clients. - - - - - Sends the current admin state of a player on a server to the client - - Socket host name of the peer - Admin state to send to the client - - - - Safely invoke the event - - - - - Unlock configuration entries. - - - - - Lock configuration entries. - - - - - Hook to unlock cursor properly and disable camera rotation - - - - - - - Window display state changed event. - - - - - - - Initial cache the config values of dependent plugins and register ourself to config change events - - - - - - - Sync the local bep config on reload - - - - - - - Return the cached local value of a bep config thats locked - - - - - Prevent overwriting bep config value when the setting is locked on config file reload - - - - - Cache the synchronizable configuration values for comparison - - - - - Get syncable configuration values as tuples - - - - - - Syncs the changed configuration of a client to the server - - - - - Cache local config values for synced entries - - - - - Reset configs which may have been overwritten with server values to the local value - - - - - Safely invoke the event - - - - - Apply received configuration values locally and regenerate the cache - - Package of config tuples - Indicator if this was an initial config package - - - - Generate ZPackage from configuration tuples - - Indicator if this is the initial config package - List of config tuples to include in the package - - - - - Wrapper Socket which holds up and preserves PeerInfo or RoutedRPC packages until - the finished member is set to true. All other packages get sent. This will - stop the client from completing the login handshake with the server until ready. - - - - - Manager for adding custom Locations and Vegetation. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla locations are in memory and available for cloning or editing. - Your code will execute every time before a new is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Container for custom locations in the DontDestroyOnLoad scene. - - - - - Initialize the manager - - - - - Return a that matches any of the provided Biomes - - Biomes that should match - - - - Returns a list of all that match - - - - - - - Get a ZoneLocation by its name.

- Search hierarchy: - - Custom Location with the exact name - Vanilla Location with the exact name from - -
- Name of the ZoneLocation to search for. - The existing ZoneLocation, or null if none exists with given name -
- - - Create an empty GameObject that is disabled, so any Components in instantiated GameObjects will not start their lifecycle. - - Name of the location - - - - - Create a copy that is disabled, so any Components in instantiated GameObjects will not start their lifecycle - - Prefab to copy - Replace JVLmock GameObjects with a copy of their real prefab - - - - - Create a CustomLocation that is a deep copy of the original. - Changes will not affect the original. The CustomLocation is already registered to be added. - - name of the custom location - name of the existing location to copy - - - - - Register a CustomLocation to be added to the ZoneSystem - - - - - - - Register a CustomVegetation to be added to the ZoneSystem - - - - - - - Get a ZoneVegetation by its name.

- Search hierarchy: - - Custom Vegetation with the exact name - Vanilla Vegetation with the exact name from - -
- Name of the ZoneVegetation to search for. - The existing ZoneVegetation, or null if none exists with given name -
- - - Util functions related to loading assets at runtime. - - - - - Path separator for AssetBundles - - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - Is the given path relative - Texture2D loaded, or null if invalid path - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - Texture2D loaded, or null if invalid path - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - The pivot to use in the resulting Sprite - Texture2D loaded, or null if invalid path - - - - Loads a mesh from a .obj file at runtime. - - Mesh path relative to "plugins" BepInEx folder - Texture2D loaded, or null if invalid path - - - - Loads an asset bundle at runtime. - - Asset bundle path relative to "plugins" BepInEx folder - AssetBundle loaded, or null if invalid path - - - - Load an assembly-embedded - - Name of the bundle. Folders are point-seperated e.g. folder/bundle becomes folder.bundle - Executing assembly - - - - - Load an assembly-embedded file as a char string /> - - Name of the file. Folders are point-seperated e.g. folder/file.json becomes folder.file.json - Executing assembly - - - - - Loads the contents of a file as a char string - - - - - - - Loads a from a file path or an asset bundle (separated by ) - - - - - - - Cached plugin list - - - - - Cache loaded plugins which depend on Jotunn. - - - - - - Get a dictionary of loaded plugins which depend on Jotunn. - - Dictionary of plugin GUID and - - - - Get from a - - of the plugin main class - - - - - Get from an - - of the plugin - - - - - Get from a path, also matches subfolder paths - - object of the plugin path - - - - - Get metadata information from the current calling mod - - - - - - Original code from https://github.com/GoldenJude. - - - - - Corrects any bone disorder caused by unity incorrectly importing ripped assets. - Once enabled, bone reordering will occur whenever the equipment changes. - If one plug-in requests application of reordering, it will be applied globally for all EquipmentChanged events. - - - - - The state of reordering bones OnEquipmentChanged. - - Returns true when bone reordering is enabled. - - - - Reorders bone ordering caused by importing ripped assets into unity. - It effectively matches the bone ordering from the ItemPrefab (itemPrefabHash parameter). - - - - GameObjects that need to match the ordering from the ItemPrefab (itemPrefabHash parameter) - - - - Reorders incorrect bone ordering caused by importing ripped assets into unity. - - - - - - - - Returns a list of bone names, given a SkinnedMeshRenderer. - - - - - - - Returns a transform matching the given name within the transforms children. - - - - - - - - Event args class for configuration synchronization event - - - - - Is this the initial synchronization? - - - - - Get non-vanilla variant indices from the ZDO - - - - - Check for variant changes and pass the variant to AttachItem - - - - - Check for variant changes and pass the variant to AttachBackItem - - - - - Check for variant changes and pass the variant to AttachArmor - - - - - Store the variant index of the right hand item to the ZDO if the variant has changed - - - - - Store the variant index of the right back item to the ZDO if the variant has changed - - - - - Store the variant index of the chest item to the ZDO if the variant has changed - - - - - A util class for computing various hashes - - - - - Compute a SHA256 hash from a given string - - - - - - - Implementation of the mod compatibility features. - - - - - Stores the last server message. - - - - - Initialize Patches - - - - - Initialize early running patches - - - - - Store server's message. - - - - - - - Create and show mod compatibility error message - - - - - Create the error message(s) from the server and client message data - - server data - client data - - - - - Generate message for client's mod version lower than server's version - - Module version data - - - - - Generate message for server's mod version lower than client's version - - server module data - client module data - - - - - Get module. - - - - - - Deserialize version string into a usable format. - - - - - Create from module data - - - - - - Create from ZPackage - - - - - - Valheim version - - - - - Module data - - - - - Create ZPackage - - ZPackage - - - - - - - Utility class to query metadata about loaded mods and their added content - - - - - Get all loaded mod's metadata - - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s of a mod by GUID - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Model class holding metadata of Jötunn mods. - - - - - The mod GUID - - - - - Human readable name - - - - - Current version - - - - - Custom prefabs added by that mod - - - - - Custom items added by that mod - - - - - Custom recipes added by that mod - - - - - Custom item conversions added by that mod - - - - - Custom status effects added by that mod - - - - - Custom piece tables added by that mod - - - - - Custom pieces added by that mod - - - - - Custom commands added by that mod - - - - - Custom commands added by that mod - - - - - Determines the level of compatibility of a mod which is enforced by Jötunn. - Servers disconnect clients with mods which enforce their compatibility when - the version does not match as defined by the VersionStrictness attribute. - - - - - Mod is not checked at all, VersionsStrictness does not apply. - - - - - Mod is checked only if the client and server have loaded it and ignores if just one side has it. - - - - - Mod must be loaded on server and client. Version checking depends on the VersionStrictness. - - - - - If mod is installed on the server, every client has to have it. VersionStrictness does apply when both sides have it. - - - - - If mod is installed on the client, the server has to have it. VersionStrictness does apply when both sides have it. - - - - - Version check is performed when both server and client have the mod, no check if the mod is actually installed. - - - - - Mod is not checked at all, VersionsStrictness does not apply. - - - - - Enum used for telling whether or not the same mod version should be used by both the server and the clients. - This enum is only useful with certain CompatibilityLevel values. - - - - - No version check is done - - - - - Mod must have the same Major version - - - - - Mods must have the same Minor version - - - - - Mods must have the same Patch version - - - - - Mod compatibility attribute
-
- PLEASE READ
- Example usage:
- If your mod adds its own RPCs, EnforceModOnClients is likely a must (otherwise clients would just discard the messages from the server), same version you do have to determine, if your sent data changed
- If your mod adds items, you always should enforce mods on client and same version (there could be nasty side effects with different versions of an item)
- If your mod is just GUI changes (for example bigger inventory, additional equip slots) there is no need to set this attribute -
-
- - - Compatibility Level - - - - - Version Strictness - - - - - Network Compatibility Attribute - - - - - - - Priority attribute for PatchInitalizer. - - - - - The patch priority. - - negative - early -
- zero - neutral -
- positive - late -
-
-
- - - Patch Init Attribute - - - - - - Various Path constants used in Jötunn - - - - - Path to the game's save path - - - - - Path to the custom item folder - - - - - Path to the global translation folder - - - - - Various utility methods aiding Reflection tasks. - - - - - All possible binding flags - - - - - Determines whether this type is the same or a subclass of another type - - this type - Type against the type is checked - true if this type is the same or a subtype - - - - Determines if this type inherits from - - this type - - - - - Get the generic type of this type.
- https://stackoverflow.com/a/21995826 -
- this type - -
- - - Get the of the first caller outside of this assembly - - The reflected type of the first caller outside of this assembly - - - - Get the of the first caller outside of this assembly - - The assembly of the first caller outside of this assembly - - - - Invoke a private method of any class instance - - Instance of the class - Name of the method - Argument values (if any) of the method - The return of the method as an - - - - Get the value of a private property of any class instance - - Generic property type - Instance of the class - Name of the property - The value of the property - - - - Get the value of a private field of any class instance - - Generic field type - Instance of the class - Name of the field - The value of the field - - - - Get the value of a private static field of any class - - Generic field type - Type of the class - Name of the field - The value of the field - - - - Set a value of a private field of any class instance - - Instance of the class - Name of the field - New value of the field - - - - Cache for Reflection tasks. - - - - - of - - - - - of - - - - - of - - - - - Various static utility methods for working with Shaders - - - - - Get a list of all and in this GameObject and its childs. - - Parent GameObject - List of and - - - - Get a list of all renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Get a list of all shared renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Get a list of all normal and shared renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Dumps all shader information of a GameObject and its childs onto debug log - - - - - - Like a list but stores elements in the order specified by the weight. - - - - - - - Weighted item used in - - - - - - Class that specifies how a setting should be displayed inside the ConfigurationManager settings window. - - Usage: - This class template has to be copied inside the plugin's project and referenced by its code directly. - make a new instance, assign any fields that you want to override, and pass it as a tag for your setting. - - If a field is null (default), it will be ignored and won't change how the setting is displayed. - If a field is non-null (you assigned a value to it), it will override default behavior. - - - - Here's an example of overriding order of settings and marking one of the settings as advanced: - - // Override IsAdvanced and Order - Config.AddSetting("X", "1", 1, new ConfigDescription("", null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 })); - // Override only Order, IsAdvanced stays as the default value assigned by ConfigManager - Config.AddSetting("X", "2", 2, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 1 })); - Config.AddSetting("X", "3", 3, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 2 })); - - - - - You can read more and see examples in the readme at https://github.com/BepInEx/BepInEx.ConfigurationManager - You can optionally remove fields that you won't use from this class, it's the same as leaving them null. - - - - - ctor - - - - - Show this setting in the settings screen at all? If false, don't show. - - - - - If set, a "Default" button will be shown next to the setting to allow resetting to default. - - - - - Force the "Reset" button to not be displayed, even if a valid DefaultValue is available. - - - - - Order of the setting on the settings list relative to other settings in a category. - 0 by default, higher number is higher on the list. - - - - - Only show the value, don't allow editing it. - - - - - If true, don't show the setting by default. User has to turn on showing advanced settings or search for it. - - - - - Whether a config is only writable by admins and gets overwritten on connecting clients - - - - - Color of the entry text - - - - - Color of the description text - - - - - Whether a config is locked for direct writing - - - - - When a config is locked, cache the local value - - - - - Represents the json array. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The capacity of the json array. - - - - The json representation of the array. - - The json representation of the array. - - - - Represents the json object. - - - - - The internal member dictionary. - - - - - Initializes a new instance of . - - - - - Initializes a new instance of . - - The implementation to use when comparing keys, or null to use the default for the type of the key. - - - - Gets the at the specified index. - - - - - - Adds the specified key. - - The key. - The value. - - - - Determines whether the specified key contains key. - - The key. - - true if the specified key contains key; otherwise, false. - - - - - Gets the keys. - - The keys. - - - - Removes the specified key. - - The key. - - - - - Tries the get value. - - The key. - The value. - - - - - Gets the values. - - The values. - - - - Gets or sets the with the specified key. - - - - - - Adds the specified item. - - The item. - - - - Clears this instance. - - - - - Determines whether [contains] [the specified item]. - - The item. - - true if [contains] [the specified item]; otherwise, false. - - - - - Copies to. - - The array. - Index of the array. - - - - Gets the count. - - The count. - - - - Gets a value indicating whether this instance is read only. - - - true if this instance is read only; otherwise, false. - - - - - Removes the specified item. - - The item. - - - - - Gets the enumerator. - - - - - - Returns an enumerator that iterates through a collection. - - - An object that can be used to iterate through the collection. - - - - - Returns a json that represents the current . - - - A json that represents the current . - - - - - This class encodes and decodes JSON strings. - Spec. details, see http://www.json.org/ - - JSON uses Arrays and Objects. These correspond here to the datatypes JsonArray(IList<object>) and JsonObject(IDictionary<string,object>). - All numbers are parsed to doubles. - - - - - Parses the string json into a value - - A JSON string. - An IList<object>, a IDictionary<string,object>, a double, a string, null, true, or false - - - - Try parsing the json string into a value. - - - A JSON string. - - - The object. - - - Returns true if successfull otherwise false. - - - - - Converts a IDictionary<string,object> / IList<object> object into a JSON string - - A IDictionary<string,object> / IList<object> - Serializer strategy to use - A JSON encoded string, or null if object 'json' is not serializable - - - - Determines if a given object is numeric in any way - (can be integer, double, null, etc). - - -
-
diff --git a/ValheimClient/BepInEx/plugins/JudesEqipment/JudesEquipment.dll b/ValheimClient/BepInEx/plugins/JudesEquipment/JudesEquipment.dll similarity index 100% rename from ValheimClient/BepInEx/plugins/JudesEqipment/JudesEquipment.dll rename to ValheimClient/BepInEx/plugins/JudesEquipment/JudesEquipment.dll diff --git a/ValheimClient/BepInEx/plugins/NetworkFix.dll b/ValheimClient/BepInEx/plugins/NetworkFix.dll new file mode 100644 index 0000000..c206c21 Binary files /dev/null and b/ValheimClient/BepInEx/plugins/NetworkFix.dll differ diff --git a/ValheimClient/BepInEx/plugins/DiscardInventoryItem/DiscardInventoryItem.dll b/ValheimClient/BepInEx/plugins/RecycleInventoryItem/DiscardInventoryItem.dll similarity index 100% rename from ValheimClient/BepInEx/plugins/DiscardInventoryItem/DiscardInventoryItem.dll rename to ValheimClient/BepInEx/plugins/RecycleInventoryItem/DiscardInventoryItem.dll diff --git a/ValheimServer/BepInEx/config/BepInEx.cfg b/ValheimServer/BepInEx/config/BepInEx.cfg index c07da53..462829a 100644 --- a/ValheimServer/BepInEx/config/BepInEx.cfg +++ b/ValheimServer/BepInEx/config/BepInEx.cfg @@ -6,16 +6,6 @@ # Default value: true EnableAssemblyCache = true -[Chainloader] - -## If enabled, hides BepInEx Manager GameObject from Unity. -## This can fix loading issues in some games that attempt to prevent BepInEx from being loaded. -## Use this only if you know what this option means, as it can affect functionality of some older plugins. -## -# Setting type: Boolean -# Default value: false -HideManagerGameObject = false - [Harmony.Logger] ## Specifies which Harmony log channels to listen to. diff --git a/ValheimServer/BepInEx/config/HookGenPatcher.cfg b/ValheimServer/BepInEx/config/HookGenPatcher.cfg index 2e1a091..1c34fa7 100644 --- a/ValheimServer/BepInEx/config/HookGenPatcher.cfg +++ b/ValheimServer/BepInEx/config/HookGenPatcher.cfg @@ -1,12 +1,7 @@ -[General] +[General] ## Assembly names to make mmhooks for, separate entries with : , # Setting type: String # Default value: Assembly-CSharp.dll MMHOOKAssemblyNames = assembly_googleanalytics.dll,assembly_guiutils.dll,assembly_lux.dll,assembly_postprocessing.dll,assembly_simplemeshcombine.dll,assembly_steamworks.dll,assembly_sunshafts.dll,assembly_utils.dll,assembly_valheim.dll -## Hash file using contents instead of size. Minor perfomance impact. -# Setting type: Boolean -# Default value: false -Preciser filehashing = false - diff --git a/ValheimServer/BepInEx/config/ValheimLegends.cfg b/ValheimServer/BepInEx/config/ValheimLegends.cfg index a25e5f1..c3e330d 100644 --- a/ValheimServer/BepInEx/config/ValheimLegends.cfg +++ b/ValheimServer/BepInEx/config/ValheimLegends.cfg @@ -395,7 +395,7 @@ Ability3_Hotkey_Combo = ## This value multiplied on overall ability use energy cost # Setting type: Single # Default value: 1 -vl_svr_energyCostMultiplier = 0.7 +vl_svr_energyCostMultiplier = 1 ## This value multiplied on overall cooldown time of abilities # Setting type: Single diff --git a/ValheimServer/BepInEx/config/com.github.dalayeth.Networkfix.cfg b/ValheimServer/BepInEx/config/com.github.dalayeth.Networkfix.cfg new file mode 100644 index 0000000..1af1e81 --- /dev/null +++ b/ValheimServer/BepInEx/config/com.github.dalayeth.Networkfix.cfg @@ -0,0 +1,26 @@ +## Settings file was created by plugin Network Fix v1.1.1 +## Plugin GUID: com.github.dalayeth.Networkfix + +[Default] + +# Setting type: Boolean +# Default value: true +Enabled = true + +[Networking] + +## The max send queue possible. Game default: 10,240. +# Setting type: Int32 +# Default value: 30720 +MaxSendQueueSize = 20480 + +## Minimum send rate clamp. This value will control the min allowed sending rate that bandwidth estimation is allowed to reach. Game default: 153,600 +# Setting type: Int32 +# Default value: 524288 +SendRateMin = 307200 + +## Maximum send rate clamp. This value will control the max allowed sending rate that bandwidth estimation is allowed to reach. Game default: 153,600 +# Setting type: Int32 +# Default value: 524288 +SendRateMax = 307200 + diff --git a/ValheimServer/BepInEx/config/com.plumga.Clutter.cfg b/ValheimServer/BepInEx/config/com.plumga.Clutter.cfg deleted file mode 100644 index f859350..0000000 --- a/ValheimServer/BepInEx/config/com.plumga.Clutter.cfg +++ /dev/null @@ -1,20 +0,0 @@ -## Settings file was created by plugin Clutter v0.1.0 -## Plugin GUID: com.plumga.Clutter - -[Placement] - -## Placement change when holding Ctrl and/or Alt while scrolling using the Clutter Bucket -# Setting type: Single -# Default value: 0.01 -Placement change increment = 0.01 - -## Enable placement change when holding Ctrl and/or Alt while scrolling using the Clutter Bucket -# Setting type: Boolean -# Default value: true -Enable placement change with Ctrl + Alt = true - -## Hide the yellow placement marker while using the Clutter Bucket -# Setting type: Boolean -# Default value: true -Hide placement marker = true - diff --git a/ValheimServer/BepInEx/config/nex.SpeedyPaths.cfg b/ValheimServer/BepInEx/config/nex.SpeedyPaths.cfg deleted file mode 100644 index 9ffacc8..0000000 --- a/ValheimServer/BepInEx/config/nex.SpeedyPaths.cfg +++ /dev/null @@ -1,317 +0,0 @@ -## Settings file was created by plugin Speedy Paths Mod v1.0.5 -## Plugin GUID: nex.SpeedyPaths - -[Hud] - -## Show surface type text as status effect name -# Setting type: Boolean -# Default value: true -EnableDynamicStatusText = true - -## Show the status effect buff/debuff % -# Setting type: Boolean -# Default value: true -ShowStatusEffectPercent = true - -## Show the speedypaths status icon in the hud -# Setting type: Boolean -# Default value: true -ShowStatusIcon = true - -## Text shown above the status icon -# Setting type: String -# Default value: Speedy Path -StatusText = Speedy Path - -## Speed buff threshold to show lvl 1 buff icon -# Setting type: Single -# Default value: 1 -BuffIcon +1 = 1 - -## Speed buff threshold to show lvl 2 buff icon -# Setting type: Single -# Default value: 1.39 -BuffIcon +2 = 1.39 - -## Speed buff threshold to show lvl 1 debuff icon -# Setting type: Single -# Default value: 1 -DebuffIcon -1 = 1 - -## Speed buff threshold to show lvl 2 debuff icon -# Setting type: Single -# Default value: 0.79 -DebuffIcon -2 = 0.79 - -[ServerAuthoritativeConfig] - -## Forces Clients to use Server defined configs. -# Setting type: Boolean -# Default value: true -ServerIsAuthoritative = true - -[SpeedModifiers] - -## Modifier for speed while on dirt paths -# Setting type: Single -# Default value: 1.15 -DirtPathSpeed = 1.15 - -## Modifier for speed while on stone paths -# Setting type: Single -# Default value: 1.4 -StonePathSpeed = 1.4 - -## Modifier for speed while on Cultivated land -# Setting type: Single -# Default value: 1 -CultivatedSpeed = 1 - -## Modifier for speed while on wood structures -# Setting type: Single -# Default value: 1.15 -StructureWoodSpeed = 1.15 - -## Modifier for speed while on core wood structures -# Setting type: Single -# Default value: 1.15 -StructureHardWoodSpeed = 1.15 - -## Modifier for speed while on stone structures -# Setting type: Single -# Default value: 1.4 -StructureStoneSpeed = 1.4 - -## Modifier for speed while on ironwood structures -# Setting type: Single -# Default value: 1.4 -StructureIronSpeed = 1.4 - -[SpeedModifiers_Biomes] - -## Speed modifier for uncleared ground in None Biomes -# Setting type: Single -# Default value: 1 -Untamed_None_Speed = 1 - -## Speed modifier for uncleared ground in Meadows Biomes -# Setting type: Single -# Default value: 1 -Untamed_Meadows_Speed = 1 - -## Speed modifier for uncleared ground in Swamp Biomes -# Setting type: Single -# Default value: 1 -Untamed_Swamp_Speed = 1 - -## Speed modifier for uncleared ground in Mountain Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mountain_Speed = 1 - -## Speed modifier for uncleared ground in BlackForest Biomes -# Setting type: Single -# Default value: 1 -Untamed_BlackForest_Speed = 1 - -## Speed modifier for uncleared ground in Plains Biomes -# Setting type: Single -# Default value: 1 -Untamed_Plains_Speed = 1 - -## Speed modifier for uncleared ground in AshLands Biomes -# Setting type: Single -# Default value: 1 -Untamed_AshLands_Speed = 1 - -## Speed modifier for uncleared ground in DeepNorth Biomes -# Setting type: Single -# Default value: 1 -Untamed_DeepNorth_Speed = 1 - -## Speed modifier for uncleared ground in Ocean Biomes -# Setting type: Single -# Default value: 1 -Untamed_Ocean_Speed = 1 - -## Speed modifier for uncleared ground in Mistlands Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mistlands_Speed = 1 - -[StaminaModifiers] - -## Modifier for stamina while on dirt paths -# Setting type: Single -# Default value: 0.8 -DirtPathStamina = 0.8 - -## Modifier for stamina while on stone paths -# Setting type: Single -# Default value: 0.7 -StonePathStamina = 0.7 - -## Modifier for stamina while on Cultivated land -# Setting type: Single -# Default value: 1 -CultivatedStamina = 1 - -## Modifier for stamina while on wood structures -# Setting type: Single -# Default value: 0.8 -StructureWoodStamina = 0.8 - -## Modifier for stamina while on core wood structures -# Setting type: Single -# Default value: 0.8 -StructureHardWoodStamina = 0.8 - -## Modifier for stamina while on stone structures -# Setting type: Single -# Default value: 0.7 -StructureStoneStamina = 0.7 - -## Modifier for stamina while on ironwood structures -# Setting type: Single -# Default value: 0.7 -StructureIronStamina = 0.7 - -[StaminaModifiers_Biomes] - -## Stamina modifier for uncleared ground in None Biomes -# Setting type: Single -# Default value: 1 -Untamed_None_Stamina = 1 - -## Stamina modifier for uncleared ground in Meadows Biomes -# Setting type: Single -# Default value: 1 -Untamed_Meadows_Stamina = 1 - -## Stamina modifier for uncleared ground in Swamp Biomes -# Setting type: Single -# Default value: 1 -Untamed_Swamp_Stamina = 1 - -## Stamina modifier for uncleared ground in Mountain Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mountain_Stamina = 1 - -## Stamina modifier for uncleared ground in BlackForest Biomes -# Setting type: Single -# Default value: 1 -Untamed_BlackForest_Stamina = 1 - -## Stamina modifier for uncleared ground in Plains Biomes -# Setting type: Single -# Default value: 1 -Untamed_Plains_Stamina = 1 - -## Stamina modifier for uncleared ground in AshLands Biomes -# Setting type: Single -# Default value: 1 -Untamed_AshLands_Stamina = 1 - -## Stamina modifier for uncleared ground in DeepNorth Biomes -# Setting type: Single -# Default value: 1 -Untamed_DeepNorth_Stamina = 1 - -## Stamina modifier for uncleared ground in Ocean Biomes -# Setting type: Single -# Default value: 1 -Untamed_Ocean_Stamina = 1 - -## Stamina modifier for uncleared ground in Mistlands Biomes -# Setting type: Single -# Default value: 1 -Untamed_Mistlands_Stamina = 1 - -[Strings] - -## Dynamic status mapping for None groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_None = default - -## Dynamic status mapping for Meadows groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Meadows = default - -## Dynamic status mapping for Swamp groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Swamp = default - -## Dynamic status mapping for Mountain groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Mountain = default - -## Dynamic status mapping for BlackForest groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_BlackForest = default - -## Dynamic status mapping for Plains groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Plains = default - -## Dynamic status mapping for AshLands groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_AshLands = default - -## Dynamic status mapping for DeepNorth groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_DeepNorth = default - -## Dynamic status mapping for Ocean groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Ocean = default - -## Dynamic status mapping for Mistlands groundcover. 'default' uses localized biome name. -# Setting type: String -# Default value: default -Biome_Mistlands = default - -## Dynamic status mapping for dirt paths -# Setting type: String -# Default value: Dirt Path -PathDirt = Dirt Path - -## Dynamic status mapping for stone paths -# Setting type: String -# Default value: Stone Path -PathStone = Stone Path - -## Dynamic status mapping for Cultivated land -# Setting type: String -# Default value: Cultivated -Cultivated = Cultivated - -## Dynamic status mapping for wood structures -# Setting type: String -# Default value: Wood -StructureWood = Wood - -## Dynamic status mapping for core wood structures -# Setting type: String -# Default value: Hardwood -StructureHardWood = Hardwood - -## MDynamic status mapping for stone structures -# Setting type: String -# Default value: Stone -StructureStone = Stone - -## Dynamic status mapping for ironwood structures -# Setting type: String -# Default value: Iron -StructureIron = Iron - diff --git a/ValheimServer/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg b/ValheimServer/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg index 654c808..65c4a64 100644 --- a/ValheimServer/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg +++ b/ValheimServer/BepInEx/config/org.bepinex.plugins.creaturelevelcontrol.cfg @@ -180,13 +180,13 @@ Base health for creatures (percentage) = 200 # Setting type: Single # Default value: 100 # Acceptable value range: From 1 to 500 -Health gained per star for creatures (percentage) = 100 +Health gained per star for creatures (percentage) = 200 ## Base damage for creatures in percentage. # Setting type: Single # Default value: 100 # Acceptable value range: From 1 to 500 -Base damage for creatures (percentage) = 200 +Base damage for creatures (percentage) = 150 ## Damage gained per star for creatures in percentage. # Setting type: Single @@ -220,7 +220,7 @@ Time until each creature sector is reset (0 is no reset) = 60 ## Creature kills required in the same sector for creatures to gain bonus level. # Setting type: String # Default value: 20, 50, 100 -Kills required in a sector for each bonus level = 10, 25, 50 +Kills required in a sector for each bonus level = 20, 50, 100 ## Sets the scope for the creature sector level up announcements. # Setting type: CreatureSectorAnnouncementScope @@ -328,13 +328,13 @@ Boss size increase per star (percentage) = 10 # Setting type: Single # Default value: 25 # Acceptable value range: From 1 to 500 -Health gained per star for bosses (percentage) = 200 +Health gained per star for bosses (percentage) = 250 ## Damage gained per star for bosses in percentage. # Setting type: Single # Default value: 10 # Acceptable value range: From 1 to 500 -Damage gained per star for bosses (percentage) = 200 +Damage gained per star for bosses (percentage) = 100 [5 - Age of world] @@ -361,7 +361,7 @@ World level 4 start (days) = 100 ## Days needed to pass before your world gets to world level 5. # Setting type: Int32 # Default value: 250 -World level 5 start (days) = 200 +World level 5 start (days) = 250 [5 - Custom level chances] diff --git a/ValheimServer/BepInEx/config/sell_that.buying.cfg b/ValheimServer/BepInEx/config/sell_that.buying.cfg index d4eacbc..55da0a9 100644 --- a/ValheimServer/BepInEx/config/sell_that.buying.cfg +++ b/ValheimServer/BepInEx/config/sell_that.buying.cfg @@ -48,16 +48,6 @@ ItemName = BlackSoup # Default value: 0 Price = 15 -[Bloodbag] - -# Setting type: String -# Default value: -ItemName = Bloodbag - -# Setting type: Int32 -# Default value: 0 -Price = 3 - [BloodPudding] # Setting type: String @@ -68,16 +58,6 @@ ItemName = BloodPudding # Default value: 0 Price = 60 -[Blueberries] - -# Setting type: String -# Default value: -ItemName = Blueberries - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [BoarJerky] # Setting type: String @@ -88,16 +68,6 @@ ItemName = BoarJerky # Default value: 0 Price = 2 -[BombOoze] - -# Setting type: String -# Default value: -ItemName = BombOoze - -# Setting type: Int32 -# Default value: 0 -Price = 50 - [BoneFragments] # Setting type: String @@ -168,16 +138,6 @@ ItemName = Chitin # Default value: 0 Price = 40 -[Cloudberry] - -# Setting type: String -# Default value: -ItemName = Cloudberry - -# Setting type: Int32 -# Default value: 0 -Price = 4 - [Coal] # Setting type: String @@ -208,16 +168,6 @@ ItemName = CookedLoxMeat # Default value: 0 Price = 6 -[CookedMeat] - -# Setting type: String -# Default value: -ItemName = CookedMeat - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [CookedWolfMeat] # Setting type: String @@ -298,35 +248,35 @@ ItemName = DragonTear # Default value: 0 Price = 24 -[ElderBark] +[TrophyEikthyr] # Setting type: String # Default value: -ItemName = ElderBark +ItemName = TrophyEikthyr # Setting type: Int32 # Default value: 0 -Price = 4 +Price = 10 -[Eyescream] +[ElderBark] # Setting type: String # Default value: -ItemName = Eyescream +ItemName = ElderBark # Setting type: Int32 # Default value: 0 -Price = 12 +Price = 4 -[Feathers] +[Eyescream] # Setting type: String # Default value: -ItemName = Feathers +ItemName = Eyescream # Setting type: Int32 # Default value: 0 -Price = 2 +Price = 12 [FineWood] @@ -368,16 +318,6 @@ ItemName = Flint # Default value: 0 Price = 1 -[FreezeGland] - -# Setting type: String -# Default value: -ItemName = FreezeGland - -# Setting type: Int32 -# Default value: 0 -Price = 4 - [GoblinTotem] # Setting type: String @@ -388,16 +328,6 @@ ItemName = GoblinTotem # Default value: 0 Price = 20 -[GreydwarfEye] - -# Setting type: String -# Default value: -ItemName = GreydwarfEye - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [Guck] # Setting type: String @@ -418,16 +348,6 @@ ItemName = HardAntler # Default value: 0 Price = 20 -[Honey] - -# Setting type: String -# Default value: -ItemName = Honey - -# Setting type: Int32 -# Default value: 0 -Price = 1 - [Iron] # Setting type: String @@ -568,26 +488,6 @@ ItemName = MinceMeatSauce # Default value: 0 Price = 6 -[Mushroom] - -# Setting type: String -# Default value: -ItemName = Mushroom - -# Setting type: Int32 -# Default value: 0 -Price = 1 - -[MushroomYellow] - -# Setting type: String -# Default value: -ItemName = MushroomYellow - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [NeckTailGrilled] # Setting type: String @@ -628,16 +528,6 @@ ItemName = OnionSoup # Default value: 0 Price = 8 -[Ooze] - -# Setting type: String -# Default value: -ItemName = Ooze - -# Setting type: Int32 -# Default value: 0 -Price = 3 - [QueenBee] # Setting type: String @@ -658,16 +548,6 @@ ItemName = QueensJam # Default value: 0 Price = 8 -[Raspberry] - -# Setting type: String -# Default value: -ItemName = Raspberry - -# Setting type: Int32 -# Default value: 0 -Price = 1 - [Resin] # Setting type: String @@ -798,16 +678,6 @@ ItemName = Tar # Default value: 0 Price = 10 -[Thistle] - -# Setting type: String -# Default value: -ItemName = Thistle - -# Setting type: Int32 -# Default value: 0 -Price = 2 - [Tin] # Setting type: String @@ -908,16 +778,6 @@ ItemName = TrophyDraugrElite # Default value: 0 Price = 11 -[TrophyEikthyr] - -# Setting type: String -# Default value: -ItemName = TrophyEikthyr - -# Setting type: Int32 -# Default value: 0 -Price = 10 - [TrophyFenring] # Setting type: String @@ -1198,3 +1058,142 @@ ItemName = YagluthDrop # Default value: 0 Price = 51 +[Mushroom] + +# Setting type: String +# Default value: +ItemName = Mushroom + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[MushroomYellow] + +# Setting type: String +# Default value: +ItemName = MushroomYellow + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Raspberry] + +# Setting type: String +# Default value: +ItemName = Raspberry + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[Blueberries] + +# Setting type: String +# Default value: +ItemName = Blueberries + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Honey] + +# Setting type: String +# Default value: +ItemName = Honey + +# Setting type: Int32 +# Default value: 0 +Price = 1 + +[Bloodbag] + +# Setting type: String +# Default value: +ItemName = Bloodbag + +# Setting type: Int32 +# Default value: 0 +Price = 3 + +[Cloudberry] + +# Setting type: String +# Default value: +ItemName = Cloudberry + +# Setting type: Int32 +# Default value: 0 +Price = 4 + +[Feathers] + +# Setting type: String +# Default value: +ItemName = Feathers + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[FreezeGland] + +# Setting type: String +# Default value: +ItemName = FreezeGland + +# Setting type: Int32 +# Default value: 0 +Price = 4 + +[GreydwarfEye] + +# Setting type: String +# Default value: +ItemName = GreydwarfEye + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[Ooze] + +# Setting type: String +# Default value: +ItemName = Ooze + +# Setting type: Int32 +# Default value: 0 +Price = 3 + +[Thistle] + +# Setting type: String +# Default value: +ItemName = Thistle + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[CookedMeat] + +# Setting type: String +# Default value: +ItemName = CookedMeat + +# Setting type: Int32 +# Default value: 0 +Price = 2 + +[BombOoze] + +# Setting type: String +# Default value: +ItemName = BombOoze + +# Setting type: Int32 +# Default value: 0 +Price = 50 diff --git a/ValheimServer/BepInEx/config/valheim_plus.cfg b/ValheimServer/BepInEx/config/valheim_plus.cfg index 283d744..870987d 100644 --- a/ValheimServer/BepInEx/config/valheim_plus.cfg +++ b/ValheimServer/BepInEx/config/valheim_plus.cfg @@ -1,1042 +1,1051 @@ -[ValheimPlus] +[ValheimPlus] ; Change false to true to enable this section. https://valheim.plus/documentation/list#ValheimPlus -enabled = true +enabled=true ; Display the Valheim Plus logo in the main menu -mainMenuLogo = true +mainMenuLogo=true ; Display the advertisement of our server hosting partner on the server browser menu -serverBrowserAdvertisement = false +serverBrowserAdvertisement=false [AdvancedBuildingMode] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#AdvancedBuildingMode -enabled = true +enabled=true ; Enter the advanced building mode with this key when building -enterAdvancedBuildingMode = F1 +enterAdvancedBuildingMode=F1 ; Exit the advanced building mode with this key when building -exitAdvancedBuildingMode = F3 +exitAdvancedBuildingMode=F3 ; Copy the object rotation of the currently selected object in ABM -copyObjectRotation = Keypad7 +copyObjectRotation=Keypad7 ; Apply the copied object rotation to the currently selected object in ABM -pasteObjectRotation = Keypad8 +pasteObjectRotation=Keypad8 ; Increases the amount an object rotates and moves. Holding Shift will increase in increments of 10 instead of 1. -increaseScrollSpeed = KeypadPlus +increaseScrollSpeed=KeypadPlus ; Decreases the amount an object rotates and moves. Holding Shift will decrease in increments of 10 instead of 1. -decreaseScrollSpeed = KeypadMinus +decreaseScrollSpeed=KeypadMinus [AdvancedEditingMode] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#AdvancedEditingMode -enabled = true +enabled=true ; Enter the advanced editing mode with this key -enterAdvancedEditingMode = Keypad0 +enterAdvancedEditingMode=Keypad0 ; Reset the object to its original position and rotation -resetAdvancedEditingMode = F7 +resetAdvancedEditingMode=F7 ; Exit the advanced editing mode with this key and reset the object -abortAndExitAdvancedEditingMode = F8 +abortAndExitAdvancedEditingMode=F8 ; Confirm the placement of the object and place it -confirmPlacementOfAdvancedEditingMode = KeypadEnter +confirmPlacementOfAdvancedEditingMode=KeypadEnter ; Copy the object rotation of the currently selected object in AEM -copyObjectRotation = Keypad7 +copyObjectRotation=Keypad7 ; Apply the copied object rotation to the currently selected object in AEM -pasteObjectRotation = Keypad8 +pasteObjectRotation=Keypad8 ; Increases the amount an object rotates and moves. Holding Shift will increase in increments of 10 instead of 1. -increaseScrollSpeed = KeypadPlus +increaseScrollSpeed=KeypadPlus ; Decreases the amount an object rotates and moves. Holding Shift will decrease in increments of 10 instead of 1. -decreaseScrollSpeed = KeypadMinus +decreaseScrollSpeed=KeypadMinus [Bed] ; Change false to true to enable this section -enabled = true +enabled=true -; Change false to true to enable sleeping without setting bed as spawn. +; Change false to true to enable sleeping without setting bed as spawn. ; When hovering over a bed you will be presented with a Hot-Key 'LShift+E'. This Hot-Key will allow for you to sleep on any bed without having to set a spawn-point. -sleepWithoutSpawn = true +sleepWithoutSpawn=true ; Change false to true to enable sleeping on only unclaimed beds without setting bed as spawn. ; With this option enabled only beds that are not claimed by other players can be slept on without setting spawn-point using 'Shift+E' -unclaimedBedsOnly = true +unclaimedBedsOnly=true [Beehive] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Beehive -enabled = true +enabled=true ; Configure the speed at which the bees produce honey in seconds, 1200 seconds are 24 ingame hours. -honeyProductionSpeed = 1200 +honeyProductionSpeed=1200 ; Configure the maximum amount of honey in beehives. -maximumHoneyPerBeehive = 40 +maximumHoneyPerBeehive=40 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = false +autoDeposit=false -; The range of the chest detection for the auto deposit feature. +; The range of the chest detection for the auto deposit feature. ; Maximum is 50 -autoDepositRange = 20 +autoDepositRange=10 ; Display the minutes and seconds until the beehive produces honey on crosshair hover. -showDuration = true +showDuration=true [Building] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Building -enabled = true +enabled=true ; Remove some of the Invalid placement messages, most notably provides the ability to place objects into other objects -noInvalidPlacementRestriction = true +noInvalidPlacementRestriction=true ; Removes the "Mystical forces" building prevention and allows destruction of build objects in those areas with the hammer. -noMysticalForcesPreventPlacementRestriction = true +noMysticalForcesPreventPlacementRestriction=true ; Removes the weather damage from rain and water erosion. -noWeatherDamage = true +noWeatherDamage=true ; The maximum range in meters that you can place build objects at inside the hammer build mode. -maximumPlacementDistance = 16 +maximumPlacementDistance=16 ; The radius, in meters, in which a piece must be to contribute to the comfort level. -pieceComfortRadius = 40 +pieceComfortRadius=40 ; When destroying a building piece, setting this to true will ensure it always drops full resources. ; We recommend to enable this if you use this section. -alwaysDropResources = true +alwaysDropResources=true ; When destroying a building piece, setting this to true will ensure it always drops pieces that the devs have marked as "do not drop". ; We recommend to enable this if you use this section. -alwaysDropExcludedResources = true +alwaysDropExcludedResources=true ; Setting this to true will cause repairing with the hammer to repair in a radius instead of a single piece. -enableAreaRepair = true +enableAreaRepair=true -; Sets the area repair radius of enableAreaRepair. A value of 7.5 would mean your repair radius is 7.5 meters. +; Sets the area repair radius of enableAreaRepair. A value of 7.5 would mean your repair radius is 7.5 meters. ; Requires enableAreaRepair=true -areaRepairRadius = 7.5 +areaRepairRadius=7.5 [Camera] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Camera -enabled = false +enabled=false ; The maximum zoom distance to your character in-game. ; Default is 6 -cameraMaximumZoomDistance = 6 +cameraMaximumZoomDistance=6 ; The maximum zoom distance to your character when in a boat. ; Default is 6 -cameraBoatMaximumZoomDistance = 6 +cameraBoatMaximumZoomDistance=6 ; The in-game camera FOV. ; Default is 65 -cameraFOV = 65 +cameraFOV=65 [Experience] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Experience ; Modifiers are increases and reduction in percent declared by 50, or -50. The value 50 will increase experience gained by 50%, -50 will reduce experience gained by 50%. -enabled = true +enabled=false ; The modifier value for the experience gained of swords. -swords = 100 +swords=100 ; The modifier value for the experience gained of knives. -knives = 100 +knives=100 ; The modifier value for the experience gained of clubs. -clubs = 100 +clubs=100 ; The modifier value for the experience gained of polearms. -polearms = 100 +polearms=100 ; The modifier value for the experience gained of spears. -spears = 100 +spears=100 ; The modifier value for the experience gained of blocking. -blocking = 100 +blocking=100 ; The modifier value for the experience gained of axes. -axes = 100 +axes=100 ; The modifier value for the experience gained of bows. -bows = 100 +bows=100 ; The modifier value for the experience gained of fire magic. -fireMagic = 100 +fireMagic=100 ; The modifier value for the experience gained of frost magic. -frostMagic = 100 +frostMagic=100 ; The modifier value for the experience gained of unarmed. -unarmed = 100 +unarmed=100 ; The modifier value for the experience gained of mining. -pickaxes = 100 +pickaxes=100 ; The modifier value for the experience gained of wood cutting. -woodCutting = 100 +woodCutting=100 ; The modifier value for the experience gained of jumping. -jump = 100 +jump=100 ; The modifier value for the experience gained of sneaking. -sneak = 100 +sneak=100 ; The modifier value for the experience gained of running. -run = 100 +run=100 ; The modifier value for the experience gained of swimming. -swim = 100 +swim=100 [Fermenter] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Fermenter -enabled = true +enabled=true ; Configure the time that the fermenter takes to produce its product, 2400 seconds are 48 ingame hours. -fermenterDuration = 1200 +fermenterDuration=2400 ; Configure the total amount of produced items from a fermenter. -fermenterItemsProduced = 6 +fermenterItemsProduced=6 ; Display the minutes and seconds until the fermenter is done on crosshair hover. -showDuration = true +showDuration=true ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; Automatically pull meads from nearby chests to be placed inside the Fermenter as soon as its empty. -autoFuel = false +autoFuel=false ; This option prevents the fermenter to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features +; The range of the chest detection for the auto deposit and auto fuel features ; Maximum is 50 -autoRange = 30 +autoRange=30 [FireSource] ; Change false to true to enable this section. https://valheim.plus/documentation/list#FireSource -enabled = true +enabled=true -; If set to true, torch-type fire sources will stay at max fuel level once filled. +; If set to true, torch-type fire sources will stay at max fuel level once filled. ; Applies to: wood torches, iron torches, green torches, sconces and brazier. -torches = true +torches=true ; If set to true, non torch-type fire sources will stay at max fuel level once filled. -fires = true +fires=true ; Automatically pull wood from nearby chests to be placed inside the Fire as soon as its empty. -autoFuel = false +autoFuel=false ; This option prevents the Fire to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto fuel features. +; The range of the chest detection for the auto fuel features. ; Maximum is 50 -autoRange = 10 +autoRange=10 [Food] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Food -enabled = true +enabled=true -; Increase or reduce the time that food lasts by %. +; Increase or reduce the time that food lasts by %. ; The value 50 would cause food to run out 50% slower, -50% would cause the food to run out 50% faster. -foodDurationMultiplier = 100 +foodDurationMultiplier=100 ; This option prevents food degrading over time - in other words, it retains its maximum benefit until it runs out instead of reducing its effect over time. -disableFoodDegradation = false +disableFoodDegradation=false [Smelter] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Smelter -enabled = true +enabled=true ; Maximum amount of ore in a Smelter. -maximumOre = 20 +maximumOre=10 ; Maximum amount of coal in a Smelter. -maximumCoal = 40 +maximumCoal=20 ; The total amount of coal used to produce a single smelted ingot. -coalUsedPerProduct = 2 +coalUsedPerProduct=2 ; The time it takes for the Smelter to produce a single ingot in seconds. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Smelter will pull coal and raw materials from nearby chests to be automatically added to it when its empty. -autoFuel = true +autoFuel=false ; This option prevents the Smelter to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [Furnace] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Furnace -enabled = true +enabled=true ; Maximum amount of ore in a Furnace. -maximumOre = 20 +maximumOre=10 ; Maximum amount of coal in a Furnace. -maximumCoal = 40 +maximumCoal=20 ; The total amount of coal used to produce a single smelted ingot. -coalUsedPerProduct = 2 +coalUsedPerProduct=2 ; The time it takes for the Furnace to produce a single ingot in seconds. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Furnace will pull coal and raw materials from nearby chests to be automatically added to it when its empty. -autoFuel = true +autoFuel=true ; This option prevents the Furnace to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 ; This option allows all ores inside the Furnace. -allowAllOres = true +allowAllOres=true [Game] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Game -enabled = false +enabled=false ; The games damage multiplier per person nearby in difficultyScaleRange(m) radius. ; Default is 4% monster damage increase per player in radius. -gameDifficultyDamageScale = 4 +gameDifficultyDamageScale=4 ; The games health multiplier per person nearby in difficultyScaleRange(m) radius. ; Default is 40% monster health increase per player in radius. -gameDifficultyHealthScale = 40 +gameDifficultyHealthScale=40 ; Adds additional players to the difficulty calculation in multiplayer unrelated to the actual amount. ; This option is disabled if its set to 0. -extraPlayerCountNearby = 0 +extraPlayerCountNearby=0 ; Sets the nearby player count always to this value + extraPlayerCountNearby. ; This option is disabled if its set to 0. -setFixedPlayerCountTo = 0 +setFixedPlayerCountTo=0 ; The range in meters at which other players count towards nearby players for the difficulty scale. -difficultyScaleRange = 200 +difficultyScaleRange=200 ; If you set this to true, all portals will be disabled. -disablePortals = false +disablePortals=false ; If you set this to true the console will be force enabled in-game, false will force disable it. -forceConsole = true +forceConsole=false ;If you set this to true, portal names will be displayed in big text in center of screen. -bigPortalNames = false +bigPortalNames=false ;Remove dense fog from the game. -disableFog = false +disableFog=false [Hotkeys] ; https://docs.unity3d.com/ScriptReference/KeyCode.html <- a list of keycodes ; Change false to true to enable this section. https://valheim.plus/documentation/list#Hotkeys -enabled = false +enabled=false ; Roll forwards on hot key pressed. -rollForwards = F9 +rollForwards=F9 ; Roll backwards on hot key pressed. -rollBackwards = F10 +rollBackwards=F10 [Items] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Items -enabled = true +enabled=true ; Enables you to teleport with ores and other usually teleport restricted objects. -noTeleportPrevention = false +noTeleportPrevention=false -; Increase or reduce item weight by a modifier in percent. +; Increase or reduce item weight by a modifier in percent. ; The value -50 will reduce item weight of every object by 50%, 50 will increase the weight of every item by 50%. -baseItemWeightReduction = -50 +baseItemWeightReduction=-50 -; Increase or reduce the size of all maximum item stacks by a modifier in percent. +; Increase or reduce the size of all maximum item stacks by a modifier in percent. ; The value 50 would set a usual item stack of 100 to be 150. ; The value -50 would set a usual item stack of 100 to be 50. -itemStackMultiplier = 1000 +itemStackMultiplier=1000 ; Set duration that dropped items stay on the ground before they are despawning. Game default is 3600 seconds. -droppedItemOnGroundDurationInSeconds = 3600 +droppedItemOnGroundDurationInSeconds=3600 [Hud] ; Change false to true to enable this section. https://valheim.plus/documentation/list#HUD -enabled = true +enabled=true ; Shows the required amount of items AND the amount of items in your inventory in build mode and while crafting. ; This is enabled when the CraftFromChest section is enabled. -showRequiredItems = true +showRequiredItems=true ; Shows small notifications about all skill experienced gained in the top left corner. -experienceGainedNotifications = false +experienceGainedNotifications=false ; Set to true to remove the red screen flash overlay when the player takes damage. -removeDamageFlash = false +removeDamageFlash=false ; If bow is in hotbar, display current ammo & total ammo under hotbar icon - never (0), when equipped (1), or always (2). -displayBowAmmoCounts = 1 +displayBowAmmoCounts=1 [Gathering] ; Change false to true to enable this section. This section contains modifiers. Modifiers are increases and reduction in percent declared by 50, or -50. https://valheim.plus/documentation/list#Gathering -enabled = true +enabled=true -; Modify the chance to drop resources from resource nodes affected by this category. This only works on resource nodes that do not have guaranteed drops. +; Modify the chance to drop resources from resource nodes affected by this category. This only works on resource nodes that do not have guaranteed drops. ; As example by default scrap piles in dungeons have a 20% chance to drop a item, if you set this option to 200, you will then have a 60% chance to drop iron. -dropChance = 50 +dropChance=50 -; Each of these values increase or reduce the dropped items from destroyed objects with tools (Stones, Trees, Resource nodes, etc.) by %. +; Each of these values increase or reduce the dropped items from destroyed objects with tools (Stones, Trees, Resource nodes, etc.) by %. ; The value 50 will increase the dropped wood from trees from 10 to 15. The value -50 will reduce the amount of dropped wood from 10 to 5. -wood = 50 -stone = 50 -fineWood = 50 -coreWood = 50 -elderBark = 50 -ironScrap = 50 -tinOre = 50 -copperOre = 50 -silverOre = 50 -chitin = 50 +wood=50 +stone=50 +fineWood=50 +coreWood=50 +elderBark=50 +ironScrap=50 +tinOre=50 +copperOre=50 +silverOre=50 +chitin=50 [Pickable] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Pickable -; Each value below (in percent) will modify the yield when "picking" items (default key E) such as berries and flowers. +; Each value below (in percent) will modify the yield when "picking" items (default key E) such as berries and flowers. ; A value of 100 will double drops, 200 will triple and so on. -enabled = true +enabled=true ; All berries, all mushrooms, and carrots -edibles = 100 +edibles=100 ; Barley, Flax, Dandelion, Thistle, Carrot Seeds, Turnip Seeds, Turnip -flowersAndIngredients = 100 +flowersAndIngredients=100 ; Bone Fragments, Flint, Stone, Wood (branches on the ground) -materials = 100 +materials=0 ; Amber, Amber Pearl, Coins, Ruby -valuables = 0 +valuables=0 ; Surtling Core only -surtlingCores = 0 +surtlingCores=0 [Durability] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Durability -; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +; Modifiers are increases and reduction in percent declared by 50, or -50. +enabled=true -; Each of these values increase or reduce the durability of the specific item type by %. +; Each of these values increase or reduce the durability of the specific item type by %. ; The value 50 will increase the durability from 100 to 150. The value -50 will reduce the durability from 100 to 50. -axes = 100 -pickaxes = 500 -hammer = 500 -cultivator = 500 -hoe = 500 -weapons = 100 -armor = 100 -bows = 100 -shields = 100 -torch = 100 +axes=100 +pickaxes=500 +hammer=500 +cultivator=500 +hoe=500 +weapons=100 +armor=100 +bows=100 +shields=100 +torch=500 [Armor] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Armor -; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = false +; Modifiers are increases and reduction in percent declared by 50, or -50. +enabled=false -; Each of these values increase or reduce the armor of the specific item type by %. +; Each of these values increase or reduce the armor of the specific item type by %. ; The value 50 will increase the armor from 14 to 21. The value -50 will reduce the armor from 14 to 7. -helmets = 0 -chests = 0 -legs = 0 -capes = 0 +helmets=0 +chests=0 +legs=0 +capes=0 + [Kiln] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Kiln -enabled = true +enabled=true ; Maximum amount of wood in a Kiln. -maximumWood = 50 +maximumWood=25 ; Change false to true to disable Fine Wood processing. -dontProcessFineWood = true +dontProcessFineWood=true ; Change false to true to disabled Round Log processing. -dontProcessRoundLog = true +dontProcessRoundLog=true ; The time it takes for the Kiln to produce a single piece of coal in seconds. -productionSpeed = 15 +productionSpeed=15 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Kiln will pull wood from nearby chests to be automatically added to it when its empty. ; This option respects the dontProcessFineWood and dontProcessRoundLog settings. -autoFuel = true +autoFuel=true -; Stops autoFuel (looking for fuel) when there is at leasts this quantity of Coal in nearby chests +; Stops autoFuel (looking for fuel) when there is at leasts this quantity of Coal in nearby chests ; (ignored if set to 0) -stopAutoFuelThreshold = 100 +stopAutoFuelThreshold=80 ; This option prevents the Kiln to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and fuel features. +; The range of the chest detection for the auto deposit and fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [Map] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Map -enabled = true +enabled=true -; With this enabled you will receive the same exploration progression as other players on the server. +; With this enabled you will receive the same exploration progression as other players on the server. ; This will also enable the option for the server to sync everyones exploration progression on connecting to the server. -shareMapProgression = true +shareMapProgression=true ; The radius of the map that you explore when moving. -exploreRadius = 300 +exploreRadius=300 ; Prevents you and other people on the server to turn off their map sharing option. -preventPlayerFromTurningOffPublicPosition = true +preventPlayerFromTurningOffPublicPosition=true ; Allow pins to be shared -shareablePins = true +shareablePins=true ; Shares all pins always -shareAllPins = false +shareAllPins=false ; Display carts and boats on the map -displayCartsAndBoats = true +displayCartsAndBoats=true [Player] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Player -enabled = true +enabled=true ; The base amount of carry weight of your character. -baseMaximumWeight = 300 +baseMaximumWeight=300 ; Increase the buff you receive to your carry weight from Megingjord's girdle. -baseMegingjordBuff = 150 +baseMegingjordBuff=150 ; Increase auto pickup range of all items. -baseAutoPickUpRange = 4 +baseAutoPickUpRange=4 ; Disable all types of camera shake. -disableCameraShake = true +disableCameraShake=false ; The base unarmed damage multiplied by your skill level. 120 will result in a maximum of up to 12 damage when you have a skill level of 10. -baseUnarmedDamage = 60 +baseUnarmedDamage=70 ; When changed to true, you will not be permitted to place a crop within the grow radius of another crop. -cropNotifier = true +cropNotifier=true ; How many seconds each comfort level contributes to the rested bonus. -restSecondsPerComfortLevel = 120 +restSecondsPerComfortLevel=120 -; Change the death penalty in percentage, where higher will increase the death penalty and lower will reduce it. +; Change the death penalty in percentage, where higher will increase the death penalty and lower will reduce it. ; This is a modifier value. 50 will increase it by 50%, -50 will reduce it by 50%. -deathPenaltyMultiplier = 0 +deathPenaltyMultiplier=0 ; If set to true, this option will automatically repair your equipment when you interact with the appropriate workbench. -autoRepair = true +autoRepair=true ; Boss buff duration (seconds) -guardianBuffDuration = 300 +guardianBuffDuration=300 ; Boss buff cooldown (seconds) -guardianBuffCooldown = 1200 +guardianBuffCooldown=1200 ; Disable the Guardian Buff animation -disableGuardianBuffAnimation = false +disableGuardianBuffAnimation=false -; If set to true, when equipping a one-handed weapon, the best shield from your inventory is automatically equipped. +; If set to true, when equipping a one-handed weapon, the best shield from your inventory is automatically equipped. ; (Best is determined by highest block power) -autoEquipShield = false +autoEquipShield=false ; If set to true, weapon switches requested mid-attack will be carried out when the current attack is finished instead of being ignored. -queueWeaponChanges = true +queueWeaponChanges=true ; If set to true, you will always skip the intro of the game. -skipIntro = true +skipIntro=true ; If set to false, disables the "I have arrived!" message on player spawn. -iHaveArrivedOnSpawn = true +iHaveArrivedOnSpawn=true ; If set to true, items will be re-equipped when you exit water after swimming (if they were hidden automatically) -reequipItemsAfterSwimming = true +reequipItemsAfterSwimming=false ; This value represents how much the fall damage should be scaled in +/- %. This is a modifier value. ; The value 50 would result in 50% increased fall damage. The value -50 would result in 50% reduced fall damage. -fallDamageScalePercent = -50 +fallDamageScalePercent=-50 ; Max fall damage. Game default is 100 (so with enough health, falls can't kill). -maxFallDamage = 100 +maxFallDamage=50 ; If set to true, all tutorials will skip from now on. You can turn this config off and reset the tutorial (in the settings) at any time. -skipTutorials = false +skipTutorials=false ; Disable encumbered -disableEncumbered = false +disableEncumbered=false [Server] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Server -enabled = true +enabled=true ; Modify the maximum amount of players on your Server. -maxPlayers = 10 +maxPlayers=10 ; Removes the requirement to have a server password. -disableServerPassword = false +disableServerPassword=false ; This settings add a version control check to make sure that people that try to join your game or the server you try to join has V+ installed ; WE HEAVILY RECOMMEND TO NEVER DISABLE THIS! -enforceMod = true +enforceMod=true ; Changes whether the server will force it's config on clients that connect. Only affects servers. ; WE HEAVILY RECOMMEND TO NEVER DISABLE THIS! -serverSyncsConfig = true +serverSyncsConfig=true -; If false allows you to keep your own defined hotkeys instead of synchronising the ones declared for the server. -; Sections need to be enabled in your local configuration to load hotkeys. +; If false allows you to keep your own defined hotkeys instead of synchronising the ones declared for the server. +; Sections need to be enabled in your local configuration to load hotkeys. ; This is a client side setting and not affected by server settings. -serverSyncHotkeys = false +serverSyncHotkeys=false + [Stamina] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#Stamina ; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +enabled=true ; Changes the amount of stamina cost of using the dodge roll by % -dodgeStaminaUsage = -50 +dodgeStaminaUsage=-50 ; Changes the stamina drain of being overweight by % -encumberedStaminaDrain = -50 +encumberedStaminaDrain=-50 ; Changes the stamina cost of jumping by % -jumpStaminaDrain = -50 +jumpStaminaDrain=-50 ; Changes the stamina cost of running by % -runStaminaDrain = -50 +runStaminaDrain=-50 ; Changes the stamina drain by sneaking by % -sneakStaminaDrain = -50 +sneakStaminaDrain=-50 ; Changes the total amount of stamina recovered per second by % -staminaRegen = 0 +staminaRegen=0 ; Changes the delay until stamina regeneration sets in by % -staminaRegenDelay = 0 +staminaRegenDelay=0 ; Changes the stamina drain of swimming by % -swimStaminaDrain = -50 +swimStaminaDrain=-50 + [StaminaUsage] ; Change false to true to enable this section. This section contains modifiers. https://valheim.plus/documentation/list#StaminaUsage ; Modifiers are increases and reduction in percent declared by 50, or -50. -enabled = true +enabled=true ; Each of these values change the respective tool in stamina usage by increases and reduction in percent declared by 50, or -50. -axes = -50 -blocking = -25 -bows = -25 -clubs = -25 -knives = -25 -pickaxes = -75 -polearms = -25 -spears = -25 -swords = -25 -unarmed = -50 -hammer = -75 -hoe = -75 -cultivator = -75 +axes=-50 +blocking=-25 +bows=-25 +clubs=-25 +knives=-25 +pickaxes=-75 +polearms=-25 +spears=-25 +swords=-25 +unarmed=-50 +hammer=-75 +hoe=-75 +cultivator=-75 [StructuralIntegrity] ; Change false to true to enable this section. https://valheim.plus/documentation/list#StructuralIntegrity -enabled = true +enabled=true ; Disables the entire structural integrity system and allows for placement in free air, does not prevent building damage. -disableStructuralIntegrity = false +disableStructuralIntegrity=false ; Disables any damage from anything to all player built structures. Does not prevent damage from structural integrity. -disableDamageToPlayerStructures = true +disableDamageToPlayerStructures=true ; Disables any damage from anything to all player built boats. -disableDamageToPlayerBoats = true +disableDamageToPlayerBoats=false ; Disables water force damage to all player built boats. -disableWaterDamageToPlayerBoats = true +disableWaterDamageToPlayerBoats=true -; Each of these values reduce the loss of structural integrity by distance by % less. +; Each of these values reduce the loss of structural integrity by distance by % less. ; The value 100 would result in disabled structural integrity over distance, does not allow for placement in free air without disableStructuralIntegrity. -wood = 0 -stone = 0 -iron = 0 -hardWood = 0 +wood=0 +stone=0 +iron=0 +hardWood=0 + [Ward] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Ward -enabled = true +enabled=true ; The range of wards by meters. -wardRange = 0 +wardRange=0 ; Set the enemy spawn radius around wards in meters ; This value equals wardRange if its set to 0. -wardEnemySpawnRange = 0 +wardEnemySpawnRange=0 [Workbench] - ; Change false to true to enable this section. https://valheim.plus/documentation/list#Workbench -enabled = true +enabled=true ; Set the workbench radius in meters. -workbenchRange = 100 +workbenchRange=100 ; Set the enemy spawn radius around workbenches in meters ; This value equals workbenchRange if its set to 0. -workbenchEnemySpawnRange = 0 +workbenchEnemySpawnRange=0 ; Sets the workbench attachment (e.g. anvil) radius. -workbenchAttachmentRange = 20 +workbenchAttachmentRange=20 ; Disables the roof and exposure requirement to use a workbench. -disableRoofCheck = true +disableRoofCheck=true [Wagon] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Wagon -enabled = true +enabled=true ; Change the base wagon physical mass of the wagon object. ; This is essentially the base weight of a cart. -wagonBaseMass = 20 +wagonBaseMass=20 -; This value changes the physical weight of wagons by +/- more/less from item weight inside. +; This value changes the physical weight of wagons by +/- more/less from item weight inside. ; The value 50 would increase the weight by 50% more. The value -100 would remove the entire extra weight. -wagonExtraMassFromItems = -50 +wagonExtraMassFromItems=-50 [Inventory] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Inventory -enabled = true +enabled=true ; Player inventory number of rows (inventory is resized up to 6 rows, higher values will add a scrollbar). default 4, min 4, max 20 -playerInventoryRows = 4 +playerInventoryRows=4 -; Wood chest number of columns +; Wood chest number of columns ; (default 5, 5 min, 8 max) -woodChestColumns = 8 +woodChestColumns=8 ; Wood chest number of rows (more than 4 rows will add a scrollbar). ; (default 2, min 2, 10 max) -woodChestRows = 2 +woodChestRows=2 ; Personal chest number of columns. ; (default 3, 3 min, 8 max) -personalChestColumns = 8 +personalChestColumns=8 -; Personal chest number of rows +; Personal chest number of rows ; (default 2, 2 min, 20 max) -personalChestRows = 4 +personalChestRows=4 -; Iron chests already have 8 columns by default but now you can lower it +; Iron chests already have 8 columns by default but now you can lower it ; (default 8, min 6, max 8) -ironChestColumns = 8 +ironChestColumns=8 -; Iron chest number of rows (more than 4 rows will add a scrollbar) +; Iron chest number of rows (more than 4 rows will add a scrollbar) ; (default 4, min 3, max 20) -ironChestRows = 8 +ironChestRows=8 -; Cart (Wagon) inventory number of columns +; Cart (Wagon) inventory number of columns ; (default 8, min 6, max 8) -cartInventoryColumns = 8 +cartInventoryColumns=8 -; Cart (Wagon) inventory number of rows (more than 4 rows will add a scrollbar) +; Cart (Wagon) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 3, min 3, max 30) -cartInventoryRows = 6 +cartInventoryRows=6 -; Karve (small boat) inventory number of columns +; Karve (small boat) inventory number of columns ; (default 2, min 2, max 8) -karveInventoryColumns = 8 +karveInventoryColumns=8 -; Karve (small boat) inventory number of rows (more than 4 rows will add a scrollbar) +; Karve (small boat) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 2, min 2, max 30) -karveInventoryRows = 2 +karveInventoryRows=2 -; Longboat (large boat) inventory number of columns +; Longboat (large boat) inventory number of columns ; (default 8, min 6, max 8) -longboatInventoryColumns = 8 +longboatInventoryColumns=8 -; Longboat (large boat) inventory number of rows (more than 4 rows will add a scrollbar) +; Longboat (large boat) inventory number of rows (more than 4 rows will add a scrollbar) ; (default 3, min 3, max 30) -longboatInventoryRows = 6 +longboatInventoryRows=6 -; By default tools and weapons go into inventories top to bottom and other materials bottom to top. +; By default tools and weapons go into inventories top to bottom and other materials bottom to top. ; Set to true to make all items go into the inventory top to bottom. -inventoryFillTopToBottom = false +inventoryFillTopToBottom=false -; By default items go to their original position when picking up your tombstone. +; By default items go to their original position when picking up your tombstone. ; Set to true to make all stacks try to merge with an existing stack first. -mergeWithExistingStacks = false +mergeWithExistingStacks=true [FreePlacementRotation] ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#FreePlacementRotation -enabled = false +enabled=false ; Rotates placement marker by 1 degree with keep ability to attach to nearly pieces. -rotateY = LeftAlt -rotateX = C -rotateZ = V +rotateY=LeftAlt +rotateX=C +rotateZ=V ; Copy rotation of placement marker from target piece in front of you. -copyRotationParallel = F +copyRotationParallel=F ; Set rotation to be perpendicular to piece in front of you. -copyRotationPerpendicular = G +copyRotationPerpendicular=G [Shields] ; Change false to true to enable this section, if you set this to false the mode will not be accessible. https://valheim.plus/documentation/list#Shields -enabled = false +enabled=false ; Increase or decrease the block value on all shields in %. -50 would be 50% less block rating, 50 would be 50% more block rating. -blockRating = 0 +blockRating=0 [FirstPerson] ; Change false to true to enable this section. https://valheim.plus/documentation/list#FirstPerson -enabled = true +enabled=true ; Hotkey to enable First Person. -hotkey = F10 +hotkey=F10 ; Default Field Of View to use. -defaultFOV = 65.0 +defaultFOV=65.0 ; Hotkey to raise Field Of View. -raiseFOVHotkey = PageUp +raiseFOVHotkey=PageUp ; Hotkey to lower Field Of View. -lowerFOVHotkey = PageDown +lowerFOVHotkey=PageDown [GridAlignment] ; Change false to true to enable this section. https://valheim.plus/documentation/list#GridAlignment ; This offers a global fixed grid system to make precise placements. -enabled = true +enabled=true ; Key to enable grid alignment. -align = LeftAlt +align=LeftAlt ; Key to toggle grid alignment. -alignToggle = F7 +alignToggle=F7 ; Key to change the default alignment. -changeDefaultAlignment = F6 +changeDefaultAlignment=F6 [CraftFromChest] ; Change false to true to enable this section. https://valheim.plus/documentation/list#CraftFromChest ; This feature allows you to craft from nearby chests when in range. -enabled = true +enabled=true ; Change false to true to disable this feature when using a Cooking Station. -disableCookingStation = false +disableCookingStation=false ; If in a workbench area, uses it as reference point when scanning for chests. -checkFromWorkbench = true +checkFromWorkbench=true ; This option prevents crafting to pull items from warded areas if the player doesnt have access to it. -ignorePrivateAreaCheck = false +ignorePrivateAreaCheck=false ; The range of the chest detection in meters. -range = 50 +range=50 ; The interval in seconds that the feature scans your nearby chests. ; We recommend not going below 3 seconds. -lookupInterval = 3 +lookupInterval=3 [Windmill] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Windmill -enabled = true +enabled=true ; Maximum amount of barley in a windmill. -maximumBarley = 100 +maximumBarley=50 ; The time it takes for the windmill to produce a single ingot in seconds. -productionSpeed = 10 +productionSpeed=10 ; Ignore wind intensity so it always takes the production speed value to process one barley. -ignoreWindIntensity = false +ignoreWindIntensity=false ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Windmill will pull barley from nearby chests to be automatically added to it when its empty. -autoFuel = false +autoFuel=false ; This option prevents the Windmill to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features. +; The range of the chest detection for the auto deposit and auto fuel features. ; Maximum is 50 -autoRange = 30 +autoRange=30 [SpinningWheel] ; Change false to true to enable this section. https://valheim.plus/documentation/list#SpinningWheel -enabled = true +enabled=true ; Maximum amount of flax in a spinning wheel. -maximumFlax = 100 +maximumFlax=50 ; The time it takes for the spinning wheel to produce linen thread. -productionSpeed = 30 +productionSpeed=30 ; Instead of dropping the items, they will be placed inside the nearest nearby chests. -autoDeposit = true +autoDeposit=true ; The Spinning Wheel will pull flax from nearby chests to be automatically added to it when its empty. -autoFuel = false +autoFuel=false ; This option prevents the Spinning Wheel to pull items from warded areas if it isn't placed inside of it. ; For convenience, we recommend this to be set to true. -ignorePrivateAreaCheck = true +ignorePrivateAreaCheck=true -; The range of the chest detection for the auto deposit and auto fuel features +; The range of the chest detection for the auto deposit and auto fuel features ; Maximum is 50 -autoRange = 30 +autoRange=30 -[PlayerProjectile] + +[PlayerProjectile] ; Change false to true to enable this section. https://valheim.plus/documentation/list#PlayerProjectile -enabled = true +enabled=true ; Value of 50 would increase the minimum charge velocity from 2 to 3. -playerMinChargeVelocityMultiplier = 50 +playerMinChargeVelocityMultiplier=50 ; Value of 50 would increase the maximum charge velocity (of Finwood bow) from 50 to 75. -playerMaxChargeVelocityMultiplier = 50 +playerMaxChargeVelocityMultiplier=50 ; Value of (+)50 increase in accuracy will change the variance of arrows 20 degree to 10 degree at the point of minimum charge release. -playerMinChargeAccuracyMultiplier = 50 +playerMinChargeAccuracyMultiplier=50 ; Value of (+)50 increase in accuracy will change the variance of arrows 1 degree to 0.5 degree at the point of maximum charge release. -playerMaxChargeAccuracyMultiplier = 50 +playerMaxChargeAccuracyMultiplier=50 ; Enabling this option will linearly scale by skill level from the base values of the weapon to the modified values (according to multipliers above). -enableScaleWithSkillLevel = true +enableScaleWithSkillLevel=true + [MonsterProjectile] ; Change false to true to enable this section. https://valheim.plus/documentation/list#MonsterProjectile -enabled = false +enabled=false ; Value of 10 would increase the projectile velocity from 50 to 55. -monsterMaxChargeVelocityMultiplier = 0 +monsterMaxChargeVelocityMultiplier=0 ; Value of (+)10 increase in accuracy will change the variance of projectile 1 degree to 0.9 degree at the point of projectile release. -monsterMaxChargeAccuracyMultiplier = 0 +monsterMaxChargeAccuracyMultiplier=0 + [Tameable] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Tameable -enabled = true +enabled=true -; Modify what happens when a tamed creature is attacked. +; Modify what happens when a tamed creature is attacked. ; 0 = normal, 1 = essential(deadly attacks stun instead of kill), 2 = immortal. -mortality = 1 +mortality=1 ; Change to true so only the owner of a tamed creature can hurt it. This will circumvent the mortality setting, so even if tamed creatures are immortal, the owner can still kill them. -ownerDamageOverride = true +ownerDamageOverride=true ; How long it takes for a tamed creature to recover if mortality is set to 1(essential) and they are stunned. -stunRecoveryTime = 10 +stunRecoveryTime=10 + [GameClock] ; Change false to true to enable this section. https://valheim.plus/documentation/list#GameClock -enabled = false +enabled=false ; Change time formatting from 24hr to AM-PM. -useAMPM = false +useAMPM=false -; Change font size of time text. -textFontSize = 34 +; Change font size of time text. +textFontSize=34 ; Change how red the time text is (51/255). -textRedChannel = 248 +textRedChannel=248 ; Change how green the time text is (51/255). -textGreenChannel = 105 +textGreenChannel=105 ; Change how blue the time text is (51/255). -textBlueChannel = 0 +textBlueChannel=0 ; Change how transparent the time text is (255 is solid with no transparency). -textTransparencyChannel = 255 +textTransparencyChannel=255 + [Brightness] ; Change false to true to enable this section. https://valheim.plus/documentation/list#Brightness -enabled = false +enabled=false + +; Changes how bright it looks at night. A value between 5 and 10 will result in nearly double in brightness at night. +nightBrightnessMultiplier=0 -; Changes how bright it looks at night. A value between 5 and 10 will result in nearly double in brightness at night. -nightBrightnessMultiplier = 0 diff --git a/ValheimServer/BepInEx/plugins/BlacksmithTools/BlacksmithTools.dll b/ValheimServer/BepInEx/plugins/BlacksmithsTools/BlacksmithTools.dll similarity index 100% rename from ValheimServer/BepInEx/plugins/BlacksmithTools/BlacksmithTools.dll rename to ValheimServer/BepInEx/plugins/BlacksmithsTools/BlacksmithTools.dll diff --git a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.easy.translate.dll b/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.easy.translate.dll deleted file mode 100644 index f782479..0000000 Binary files a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.easy.translate.dll and /dev/null differ diff --git a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/DE_de/translation.txt b/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/DE_de/translation.txt deleted file mode 100644 index 2d3fc47..0000000 --- a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/DE_de/translation.txt +++ /dev/null @@ -1,65 +0,0 @@ -load_assets_failed=/=VH Diving Mod: Failed to load AssetBundle! -=NL= -skill_name=/=Diving -=NL= -skill_desc=/=Dive duration. -=NL= -conf_section_general=/=General -=NL= -display_greeting_desc=/=Whether or not to show the greeting text -=NL= -conf_section_control=/=Control -=NL= -divetrigger_desc=/=Trigger button to start diving. -=NL= -takeRestInWaterTrigger_desc=/=Trigger button to take rest in water -=NL= -owBIPos_desc=/=Overwrite breathe indicator position -=NL= -owBIPosX_desc=/=Overwrite breathe indicator position X -=NL= -owBIPosY_desc=/=Overwrite breathe indicator position Y -=NL= -breatheDrain_desc=/=Breathe indicator reduction per tick -=NL= -c_swimStaminaDrainMinSkill_desc=/=Min stamina drain while diving -=NL= -c_swimStaminaDrainMaxSkill_desc=/=Max stamina drain while diving -=NL= -ow_staminaRestoreValue_desc=/=Overwrite stamina restore value per tick when take rest in water -=NL= -ow_staminaRestorPerTick_desc=/=Stamina restore value per tick when take rest in water -=NL= -conf_section_water=/=Water -=NL= -ow_color_brightness_factor_desc=/=Reduce color brightness based on swimdepth (RGB) - -char_swim_debth * ow_color_brightness_factor = correctionFactor. - -Correction: -correctionFactor *= -1; -red -= red * correctionFactor; -green -= green * correctionFactor; -blue -= blue * correctionFactor; - -ow_color_brightness_factor must be a negative value -=NL= -ow_fogdensity_factor_desc=/=Set fog density based on swimdepth - -Correction: -RenderSettings.fogDensity = RenderSettings.fogDensity + (char_swim_debth * ow_fogdensity_factor) -=NL= -ow_Min_fogdensity_desc=/=Set min. fog density. -=NL= -ow_Max_fogdensity_desc=/=Set max. fog density. -=NL= -epic_loot_patched_log=/=VH Diving Mod: EpicLoot is patched! -=NL= -epic_loot_not_patched_log=/=VH Diving Mod: EpicLoot not patched yet! -=NL= -water_walking_on_log=/=WaterWalking ON! -=NL= -water_walking_off_log=/=WaterWalking OFF! -=NL= -u_can_breathe_now_msg=/=You can breathe now! -=NL= diff --git a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/EN_en/translation.txt b/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/EN_en/translation.txt deleted file mode 100644 index 2d3fc47..0000000 --- a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/EN_en/translation.txt +++ /dev/null @@ -1,65 +0,0 @@ -load_assets_failed=/=VH Diving Mod: Failed to load AssetBundle! -=NL= -skill_name=/=Diving -=NL= -skill_desc=/=Dive duration. -=NL= -conf_section_general=/=General -=NL= -display_greeting_desc=/=Whether or not to show the greeting text -=NL= -conf_section_control=/=Control -=NL= -divetrigger_desc=/=Trigger button to start diving. -=NL= -takeRestInWaterTrigger_desc=/=Trigger button to take rest in water -=NL= -owBIPos_desc=/=Overwrite breathe indicator position -=NL= -owBIPosX_desc=/=Overwrite breathe indicator position X -=NL= -owBIPosY_desc=/=Overwrite breathe indicator position Y -=NL= -breatheDrain_desc=/=Breathe indicator reduction per tick -=NL= -c_swimStaminaDrainMinSkill_desc=/=Min stamina drain while diving -=NL= -c_swimStaminaDrainMaxSkill_desc=/=Max stamina drain while diving -=NL= -ow_staminaRestoreValue_desc=/=Overwrite stamina restore value per tick when take rest in water -=NL= -ow_staminaRestorPerTick_desc=/=Stamina restore value per tick when take rest in water -=NL= -conf_section_water=/=Water -=NL= -ow_color_brightness_factor_desc=/=Reduce color brightness based on swimdepth (RGB) - -char_swim_debth * ow_color_brightness_factor = correctionFactor. - -Correction: -correctionFactor *= -1; -red -= red * correctionFactor; -green -= green * correctionFactor; -blue -= blue * correctionFactor; - -ow_color_brightness_factor must be a negative value -=NL= -ow_fogdensity_factor_desc=/=Set fog density based on swimdepth - -Correction: -RenderSettings.fogDensity = RenderSettings.fogDensity + (char_swim_debth * ow_fogdensity_factor) -=NL= -ow_Min_fogdensity_desc=/=Set min. fog density. -=NL= -ow_Max_fogdensity_desc=/=Set max. fog density. -=NL= -epic_loot_patched_log=/=VH Diving Mod: EpicLoot is patched! -=NL= -epic_loot_not_patched_log=/=VH Diving Mod: EpicLoot not patched yet! -=NL= -water_walking_on_log=/=WaterWalking ON! -=NL= -water_walking_off_log=/=WaterWalking OFF! -=NL= -u_can_breathe_now_msg=/=You can breathe now! -=NL= diff --git a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/RU_ru/translation.txt b/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/RU_ru/translation.txt deleted file mode 100644 index 2d3fc47..0000000 --- a/ValheimServer/BepInEx/plugins/EasyTranslate/ch.easy.develope.vh.diving.mod/RU_ru/translation.txt +++ /dev/null @@ -1,65 +0,0 @@ -load_assets_failed=/=VH Diving Mod: Failed to load AssetBundle! -=NL= -skill_name=/=Diving -=NL= -skill_desc=/=Dive duration. -=NL= -conf_section_general=/=General -=NL= -display_greeting_desc=/=Whether or not to show the greeting text -=NL= -conf_section_control=/=Control -=NL= -divetrigger_desc=/=Trigger button to start diving. -=NL= -takeRestInWaterTrigger_desc=/=Trigger button to take rest in water -=NL= -owBIPos_desc=/=Overwrite breathe indicator position -=NL= -owBIPosX_desc=/=Overwrite breathe indicator position X -=NL= -owBIPosY_desc=/=Overwrite breathe indicator position Y -=NL= -breatheDrain_desc=/=Breathe indicator reduction per tick -=NL= -c_swimStaminaDrainMinSkill_desc=/=Min stamina drain while diving -=NL= -c_swimStaminaDrainMaxSkill_desc=/=Max stamina drain while diving -=NL= -ow_staminaRestoreValue_desc=/=Overwrite stamina restore value per tick when take rest in water -=NL= -ow_staminaRestorPerTick_desc=/=Stamina restore value per tick when take rest in water -=NL= -conf_section_water=/=Water -=NL= -ow_color_brightness_factor_desc=/=Reduce color brightness based on swimdepth (RGB) - -char_swim_debth * ow_color_brightness_factor = correctionFactor. - -Correction: -correctionFactor *= -1; -red -= red * correctionFactor; -green -= green * correctionFactor; -blue -= blue * correctionFactor; - -ow_color_brightness_factor must be a negative value -=NL= -ow_fogdensity_factor_desc=/=Set fog density based on swimdepth - -Correction: -RenderSettings.fogDensity = RenderSettings.fogDensity + (char_swim_debth * ow_fogdensity_factor) -=NL= -ow_Min_fogdensity_desc=/=Set min. fog density. -=NL= -ow_Max_fogdensity_desc=/=Set max. fog density. -=NL= -epic_loot_patched_log=/=VH Diving Mod: EpicLoot is patched! -=NL= -epic_loot_not_patched_log=/=VH Diving Mod: EpicLoot not patched yet! -=NL= -water_walking_on_log=/=WaterWalking ON! -=NL= -water_walking_off_log=/=WaterWalking OFF! -=NL= -u_can_breathe_now_msg=/=You can breathe now! -=NL= diff --git a/ValheimServer/BepInEx/plugins/EquipmentAndQuickSlots/EquipmentAndQuickSlots.dll b/ValheimServer/BepInEx/plugins/EqipmentAndQuickSlots/EquipmentAndQuickSlots.dll similarity index 100% rename from ValheimServer/BepInEx/plugins/EquipmentAndQuickSlots/EquipmentAndQuickSlots.dll rename to ValheimServer/BepInEx/plugins/EqipmentAndQuickSlots/EquipmentAndQuickSlots.dll diff --git a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll b/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll index 690206c..de81ed6 100644 Binary files a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll and b/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll differ diff --git a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll.mdb b/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll.mdb deleted file mode 100644 index d0a9c5c..0000000 Binary files a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.dll.mdb and /dev/null differ diff --git a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.pdb b/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.pdb deleted file mode 100644 index 37f9f2a..0000000 Binary files a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.pdb and /dev/null differ diff --git a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.xml b/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.xml deleted file mode 100644 index 41e59ba..0000000 --- a/ValheimServer/BepInEx/plugins/Jotunn/Jotunn.xml +++ /dev/null @@ -1,6265 +0,0 @@ - - - - Jotunn - - - - - Configuration class for adding custom inputs and custom key hints.
- See
- for more information on Unity Input handling. -
- - - - Name of the config. Use this to react to the button press bound by this config. - - - - - Axis string this config should be bound to.
- Use special Axis "Mouse ScrollWheel" to display the scroll icon as the key hint. -
-
- - - Private store for the Key property - - - - - Unity KeyCode this config should be bound to. - - - - - BepInEx configuration entry of a KeyCode that should be used. - Overrides the value of this config. - - - - - Private store for the shortcut - - - - - BepInEx KeyboardShortcut this config should be bound to. - - - - - BepInEx configuration entry of a KeyCode that should be used. - Overrides the value of this config. - - - - - Private store for the GamepadButton property - - - - - GamepadButton this config should be bound to for gamepads. - - - - - BepInEx configuration entry of a GamepadButton that should be used. - Overrides the value of this config. - - - - - Should the Axis value be inverted? - - - - - Delay until a constantly pressed key is considered "pressed" again. - - - - - Interval in which the check timer for the repeat delay is decremented. - - - - - Token for translating the key hint text. - - - - - Should this button react on key presses when a Valheim GUI is open? Defaults to false. - - - - - Should this button react on key presses when a custom GUI is open and requested to block input? Defaults to false. - - - - - Should this button block all other inputs using the same key or button? Defaults to false.
- Warning: If set to true, all other input using the same key or axis is reset when queried via ZInput. - Make sure to gate your usage properly. -
-
- - - Internal flag if this button config is backed by any BepInEx ConfigEntry - - - - - Base class for adding new ItemConversions to various Valheim stations - - - - - The name of the station prefab this conversion is added to. - - - - - The name of the item prefab you need to put ín the station. - - - - - The name of the item prefab that your "FromItem" will be turned into. - - - - - Used to add new ItemConversions to the CookingStation - - - - - The name of the station prefab this conversion is added to. Defaults to "piece_cookingstation". - - - - - Amount of time it takes to perform the conversion. Defaults to 10f. - - - - - Turns the CookingConversionConfig into a Valheim CookingStation.ItemConversion item. - - The Valheim CookingStation.ItemConversion - - - - Loads a single CookingConversionConfig from a JSON string - - JSON text - Loaded CookingConversionConfig - - - - Loads a list of CookingConversionConfigs from a JSON string - - JSON text - Loaded list of CookingConversionConfigs - - - - Used to add new ItemConversions to the Fermenter - - - - - The name of the station prefab this conversion is added to. Defaults to "fermenter". - - - - - The amount of items one conversion yields. Defaults to 4. - - - - - Turns the FermenterConversionConfig into a Valheim Fermenter.ItemConversion item. - - The Valheim Fermenter.ItemConversion - - - - Loads a single FermenterConversionConfig from a JSON string - - JSON text - Loaded FermenterConversionConfig - - - - Loads a list of FermenterConversionConfigs from a JSON string - - JSON text - Loaded list of FermenterConversionConfigs - - - - Used to add new IncineratorConversions to the Incinerator - - - - - The name of the station prefab this conversion is added to. Defaults to "incinerator". - - - - - List of requirements for this conversion. - - - - - The amount of items one conversion yields. Defaults to 1. - - - - - Priority of this conversion. - Lower prioritized conversions will be incinerated first when mulitple conversions requirements are met. - - - - - True: Requires only one of the list of ingredients to be able to produce the result. - False: All of the ingredients are required. - Defaults to false. - - - - - Turns the IncineratorConversionConfig into a Valheim Incinerator.IncineratorConversion item. - - The Valheim Incinerator.IncineratorConversion - - - - Loads a single IncineratorConversionConfig from a JSON string - - JSON text - Loaded IncineratorConversionConfig - - - - Loads a list of IncineratorConversionConfigs from a JSON string - - JSON text - Loaded list of IncineratorConversionConfigs - - - - Wrapper for the - - - - - Name of the item prefab of this incinerator requirement - - - - - Amount that is needed to fulfill the requirement. Defaults to 1. - - - - - Creates a Valheim Piece.Requirement from this config. - - - - - - Configuration class for adding custom items. Automatically creates a recipe for this item.
- Use this in a constructor of and - Jötunn resolves the references to the game objects at runtime. -
-
- - - The unique name for your item. May be tokenized. - - - - - The description of your item. May be tokenized. - - - - - The name of the item prefab. Is automatically set in . - - - - - The amount of that will be created when crafting this item. Defaults to 1. - - - - - Whether this item is craftable or not. Defaults to true. - - - - - The name of the piece table prefab this item uses to build pieces. - - - - - The name of the crafting station prefab where this recipe can be crafted.
- Can be set to null to have the recipe be craftable without a crafting station. -
-
- - - The name of the crafting station prefab where this item can be repaired.
- Can be set to null to have the item be repairable without a crafting station. -
-
- - - The minimum required level for the crafting station. Defaults to 1. - - - - - Icons for this item. If more than one icon is added, this item automatically has variants. - - - - - Texture holding the variants different styles. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Apply this config's values to a GameObject's ItemDrop. - - - - - - Converts the RequirementConfigs to Valheim style Piece.Requirements - - The Valheim Piece.Requirement array - - - - Converts the ItemConfig to a Valheim style Recipe. - - The Valheim recipe - - - - Loads a single ItemConfig from a JSON string - - JSON text - Loaded ItemConfig - - - - Loads a list of ItemConfigs from a JSON string - - JSON text - Loaded list of ItemConfigs - - - - Configuration class for adding custom key hints. - - - - - Item for which the KeyHint should be displayed when equipped.
- Must be the name of the prefab as registered in the . -
-
- - - If not null or empty the KeyHint will also be bound to a specific - which must be selected for building. - - - - - Array of s used for this key hint. - - - - - Internal marker if any of the button configs backed by a BepInEx ConfigEntry did change - to regenerate the key hint object - - - - - - - - Kitbash configuration for a prefab - - - - - A list of KitbashSourceConfigs to apply to the prefab - - - - - Optional: The layer of the prefab, all Kitbashed parts will be set to this layer - - - - - Whether to fix references on the prefab - - - - - Configuration class for defining kitbash parts to add to a prefab with - - - - - An optional name of the pasted GameObject
- Defaults to the source name -
-
- - - Target parent of the pasted GameObject
- Defaults to the root of the prefab -
-
- - - Source prefab that contains the GameObject to copy - - - - - Location of the GameObject to copy from the source prefab - - - - - Position of the pasted GameObject
- Defaults to -
-
- - - Rotation of the pasted GameObject
- Defaults to (no rotation) -
-
- - - Scale of the pasted GameObject
- Defaults to (no rescale) -
-
- - - An optional list of Materials to set on the pasted GameObject
- Defaults to the original materials -
-
- - - - - - Configuration class for adding custom localizations. - - - - - Language of this localization. Defaults to English. - - - - - Dictionary of tokens and their respective translation in this configs language. - - - - - A new localization for a specific language. - - Name of the language - - - - Configuration class for adding custom locations.
- Use this in a constructor of and -
-
- - - Associated component - - - - - Biome to spawn in, multiple Biomes can be allowed with - - - - - BiomeArea to spawn in, defaults to Everything - - - - - Enable to place this kind of location first, and make it twice as likely that the objects will all be placed (random samples increase from 100,000 to 200,000) - - - - - Upper limit on how many of these locations will be placed in the world - - - - - Unused in Valheim, but available in case that changes in the future - - - - - Radius of the location. Terrain delta is calculated within this circle. - - - - - Attempt to place in the central zone first - - - - - Enable to check forest thresholds against the forest fractal. - - - - - Minimum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Maximum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Enable to make this location unique, it will not be replaced when locations change - - - - - Minimal altitude of the location - - - - - Maximum altitude of the location - - - - - Minimum distance from the center of the map of the location - - - - - Maximum distance from the center of the map of the location - - - - - Group of the location. Used with - - - - - Minimum distance to a similar location, either the same location or a location with the same - - - - - Minimum terrain delta (difference between min and max height) in the circle defined by - - - - - Maximum terrain delta (difference between min and max height) in the circle defined by - - - - - Rotate towards the average slope of the terrain in the circle defined by - - - - - Enable to - - - - - Radius of the interior attached to the location - - - - - Randomize location rotation when placing - - - - - Place at water level - - - - - Enable if the location places an icon to push the location icons - - - - - Always show the associated icon on the minimap - - - - - Enable to forbid Vegetation from spawning inside the circle defined by - - - - - Create a new - - - - - Create a copy of the - - ZoneLocation to copy - - - - Converts the LocationConfig to a Valheim style . - - The Valheim - - - - Configuration class for adding custom pieces.
- Use this in a constructor of and - Jötunn resolves the references to the game objects at runtime. -
-
- - - The name for your piece. May be tokenized. - - - - - The description of your piece. May be tokenized. - - - - - Whether this piece is buildable or not. Defaults to true. - - - - - Can this piece be built in dungeons? Defaults to false. - - - - - The name of the piece table where this piece will be added. - - - - - The name of the category this piece will appear on. If categories are disabled on the - target , this setting will be ignored.
- If categories are enabled but the given category can't be found, a new - will be added to the table. -
-
- - - The name of the crafting station prefab which needs to be in close proximity to build this piece. - - - - - The name of the crafting station prefab to which this piece will be an upgrade to. - - - - - Icon which is displayed in the crafting GUI. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Apply this configs values to a piece GameObject. - - - - - - Converts the s to Valheim style array. - - The Valheim array - - - - Loads a single PieceConfig from a JSON string - - JSON text - Loaded PieceConfig - - - - Loads a list of PieceConfigs from a JSON string - - JSON text - Loaded list of PieceConfigs - - - - Configuration class for adding custom piece tables. - - - - - Indicator if the uses the vanilla categories. Defaults to true. - - - - - Indicator if the uses custom categories. Defaults to false. - - - - - Array of custom categories the uses. - Will be ignored when is false. - - - - - Indicator if the can also remove pieces. Defaults to true. - - - - - Creates the final categories array for this . - Adds vanilla categories when is true. - Adds custom categories when is true. - - Array of category strings. - - - - Apply this configs values to a piece table GameObject. - - - - - - Configuration class for adding custom recipes. - - - - - The unique name for your recipe. - - - - - The name of the item prefab that this recipe should create. - - - - - The amount of that will be created from this Recipe. Defaults to 1. - - - - - Whether this recipe is craftable or not. Defaults to true. - - - - - The name of the crafting station prefab where this recipe can be crafted. -
- Can be set to null to have the recipe be craftable without a crafting station. -
-
- - - The name of the crafting station prefab where this item can be repaired. -
- Can be set to null to have the recipe be repairable without a crafting station. -
-
- - - The minimum required level for the crafting station. Defaults to 1. - - - - - Array of s for all crafting materials it takes to craft the recipe. - - - - - Converts the RequirementConfigs to Valheim style Piece.Requirements - - The Valheim Piece.Requirement array - - - - Converts the RecipeConfig to a Valheim style Recipe. - - The Valheim recipe - - - - Loads a single RecipeConfig from a JSON string. - - JSON text - Loaded RecipeConfig - - - - Loads a list of RecipeConfigs from a JSON string. - - JSON text - Loaded list of RecipeConfigs - - - - Configuration class for requirements needed to craft items or build pieces. - - - - - Name of the item prefab of this requirement. - - - - - Amount that is needed to fulfill the requirement. Defaults to 1. - - - - - How much more of this requirement is needed per item level. Defaults to 0. - - - - - Determines if the used requirement will be rewarded again after dismanteling a piece. Defaults to false. - - - - - Creates a Valheim Piece.Requirement from this config. - - - - - - Configuration class for adding custom skills. - - - - - A SkillType used to distinguish this skill from others. This is a unique ID that Jotunn generates - based on the Identifier provided. - - - - - A unique string used to identify the skill, and used to generate the . - - Do not change the Identifier after you have released a mod using it. - If the Identifier changes, so will the skill's SkillType/UID, so - all users who have your mod will lose their save progress for the skill. - - - - - - The in-game name for your skill. - Can either be the name you want to see in-game, or a localization token. - - - - - The in-game description for your skill. - Can either be the description you want to see in-game, or a localization token. - - - - - The in-game icon for your skill. If null, will default to a "shield" icon. - - - - - The multiplier applied to all XP gained for this skill via . - If this is set to 0, your skill will be unable to gain XP at all. - - - - - The path to load an icon png/jpg file from. - If you wish to load from an asset bundle, use a $ to separate the path to the asset bundle, - and your sprite name in the asset bundle - - - This cannot be set if is also set. You can only set one of them at once. - - - - This sample shows how you would load a sprite from an asset bundle: - - IconPath = "MyMod/Assets/assetbundle$mysprite" - - - - - - - Converts the SkillConfig to a printable string. - - String representation of the SkillConfig - - - - Converts a Jotunn SkillConfig into a Valheim SkillDef. - - Valheim SkillDef representation of the SkillConfig - - - - Creates a SkillConfig object for mods that previously used SkillInjector. - - Unique identifier of the new skill, ex: "com.jotunn.testmod.testskill" - "id" from SkillInjector - "name" from SkillInjector - "description" from SkillInjector - "increment" from SkillInjector - "icon" from SkillInjector - New SkillConfig object that bridges SkillInjector to Jotunn without losing user progress - For any new skills please do not use this method! - - - - Loads a single SkillConfig from a JSON string. - - JSON text - Loaded SkillConfig - - - - Loads a list of SkillConfigs from a JSON string. - - JSON text - Loaded list of SkillConfigs - - - - Used to add new ItemConversions to the Smelter - - - - - The name of the station prefab this conversion is added to. Defaults to "smelter". - - - - - Turns the SmelterConversionConfig into a Valheim Smelter.ItemConversion item. - - The Valheim Smelter.ItemConversion - - - - Loads a single SmelterConversionConfig from a JSON string - - JSON text - Loaded SmelterConversionConfig - - - - Loads a list of SmelterConversionConfigs from a JSON string - - JSON text - Loaded list of SmelterConversionConfigs - - - - Configuration class for adding custom vegetation.
- Use this in a constructor of and -
-
- - - Biome to spawn in, can be bitwise or'ed toghether to allow multiple Biomes (Heightmap.Biome.Meadows | Heightmap.Biome.Forest) - - - - - BiomeArea to spawn in, defaults to Everything - - - - - Do a check before placing that there is nothing already from layers: "Default", "static_solid", "Default_small", "piece" - - - - - Unlike what the name suggets, Valheim will attempt 50 times the normal amount of placements, almost guaranteeing that everything will be placed - - - - - Minimum amount per zone - - - - - Values between 0 - 1 are used as a chance to place - Values above 1 are used as integer amount of maximum per zone - - - - - Minimal altitude of the vegetation - - - - - Maximum altitude of the vegetation - - - - - Minimum ocean depth - - - - - Maximum ocean depth - - - - - Minimum terrain delta (difference between min and max height) in the circle defined by - - - - - Maximum terrain delta (difference between min and max height) in the circle defined by - - - - - Minimum tilt in degrees - - - - - Maximum tilt in degrees - - - - - Enable to check forest thresholds against the forest fractal. - - - - - Minimum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Maximum value of the forest fractal: - 0 - 1: inside the forest - 1: forest edge - 1 - infinity: outside the forest - - - - - Size of the circle used to determine terrain delta - - - - - Minimum scale of placed instances - - - - - Maximum scale of place instances - - - - - Minimum amount in group - - - - - Maximum amount in group - - - - - Radius of group - - - - - Placement offset, use negatives to bury underground - - - - - Create a new - - - - - Create a copy of the - - ZoneVegetation to copy - - - - Pretend to be a debugBuild :) - - - - - A custom console command. - - - - - The command that the user will need to type in their console to run your command. - - - - - The help text that will be displayed to the user for your command when they type `help` into their console. - - - - - If true, this command will only work after `devcommands` is run in the console. - - - - - If true, this command will be allowed in networked play. - - - - - If true, and IsNetwork is true, this command will be allowed in networked play, but only for the server. - - - - - If true, this command will not be shown when the user types `help` into their console. - - - - - The function that will be called when the user runs your console command, with space-delimited arguments. - - The arguments the user types, with spaces being the delimiter. - - - - Override this function to return a list of strings that are valid options for your command - - List of valid command options - - - - - - - Base class for all custom entities - - - - - Reference to the which added this entity. - - - - - ctor automatically getting the SourceMod - - - - - ctor with manual assigned SourceMod - - Metadata of the mod adding this entity - - - - Main interface for adding custom items to the game.
- All custom items have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom item. - - - - - The component for this custom item as a shortcut. - - - - - The associated with this custom item. Is needed to craft - this item on a workbench or from the players crafting menu. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from configs should get replaced - - - - - Custom item from a prefab.
- Can fix references for s and the . -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom item from a prefab with a made from a .
- Can fix references for s. -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. - The item config for this custom item. -
- - - Custom item created as an "empty" primitive.
- At least the name and the Icon of the must be edited after creation. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. -
- - - Custom item created as an "empty" primitive with a made from a . - - Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - The item config for this custom item. - - - - Custom item created as a copy of a vanilla Valheim prefab. - - The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - - - - Custom item created as a copy of a vanilla Valheim prefab with a made from a . - - The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - The item config for this custom item. - - - - Checks if a custom item is valid (i.e. has a prefab, an and an icon, if it should be craftable). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom item created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom item to the . - - - - - - - - - - - - - Main interface for adding custom item conversions to the game.
- Supports and combines conversions for the cooking station, fermenter and smelter.
- All custom item conversions have to be wrapped inside this class to add it to Jötunns . -
-
- - - Type of the conversion component used in game. - - - - - Add a conversion to a station with the CookingStation component attached. - - - - - Add a conversion to a station with the Fermenter component attached. - - - - - Add a conversion to a station with the Smelter component attached. - - - - - Add a conversion to a station with the Incinerator component attached. - - - - - Type of the item conversion. Defines to which station the conversion is added. - - - - - Config of the item conversion. Depends on the of the conversion. - - - - - Indicator if the conversion needs fixing. - - - - - Actual ItemConversion type as . Needs to be cast according to . - - - - - Create a custom item conversion. Depending on the config class this custom - conversion represents one of the following item conversions:
- - CookingStation.ItemConversion - Fermenter.ItemConversion - Smelter.ItemConversion - -
- The item conversion config -
- - - Checks if a custom item conversion is valid. - - true if all criteria is met - - - - - - - - - - - - Wrapper to hold each mod localization data. - - - Map that work as [language][token] = translation. - - - Default constuctor. - - - SourceMod hint constuctor. - Mod data in the shape of BepInPlugin class. - - - Retrieve list of languages that have been added. - - - Retrieve translations for given language. - Language of the translation you want to retrieve. - - - - Retrieve a translation from this custom localization or . - Searches with the user language with a fallback to English. - - Word to translate. - Translated word in player language or english as a fallback. - - - Checks if a translation exists for given language and token. - Language being checked. - Token being checked. - The translation. - - - Add a translation. - Token of the translation you want to add. - The translation. - - - Add a translation. - Language of the translation you want to add. - Token of the translation you want to add. - The translation. - - - Add a group of translations. - Language of the translation you want to add. - Token-Value dictionary. - - - Add a translation file via absolute path. - Absolute path to file. - Is the language file a json file. - - - Add a json language file (match crowdin format). - Language for the json file, for example, "English" - Entire file as string - - - Add a Unity style translation file. - Contents of the language file in string format. - - - Attempts to remove a given token from certain language. - Language from which to search the token. - Token to clear. - - - Attempts to remove a given token from default language. - Token to clear. - - - Attempts to remove given language. - Language to clear. - - - Clear all localization data. - - - - - - - Main interface for adding custom locations to the game.
- All custom locations have to be wrapped inside this class to add it to Jötunns . -
-
- - - The exterior prefab for this custom location. - - - - - Associated component - - - - - Associated component - - - - - Name of this custom location - - - - - Custom location from a prefab with a attached.
-
- The exterior prefab for this custom location. - The for this custom location. -
- - - Custom location from a prefab with a attached.
-
- The exterior prefab for this custom location. - The interior prefab for this custom location. - The for this custom location. -
- - - Main interface for adding custom pieces to the game.
- All custom pieces have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom piece. - - - - - The component for this custom piece as a shortcut. - - - - - Name of the this custom piece belongs to. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from configs should get replaced - - - - - Custom piece from a prefab.
- Will be added to the provided by name.
- Can fix references from s or not. -
- The prefab for this custom piece. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom piece from a prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The prefab for this custom piece. - The for this custom piece. -
- - - Custom piece from a prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The prefab for this custom piece. - If true references for objects get resolved at runtime by Jötunn. - The for this custom piece. -
- - - Custom piece from a prefab loaded from an .
- Will be added to the provided by name.
- Can fix references from s or not. -
- A preloaded - Name of the prefab in the bundle. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - - If true references for objects get resolved at runtime by Jötunn. -
- - - Custom piece from a prefab loaded from an with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- A preloaded - Name of the prefab in the bundle. - The for this custom piece. -
- - - Custom piece from a prefab loaded from an with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- A preloaded - Name of the prefab in the bundle. - If true references for objects get resolved at runtime by Jötunn. - The for this custom piece. -
- - - Custom piece created as an "empty" primitive.
- Will be added to the provided by name. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - -
- - - Custom piece created as an "empty" primitive with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- Name of the new prefab. Must be unique. - If true a ZNetView component will be added to the prefab for network sync. - The for this custom piece. -
- - - Custom piece created as a copy of a vanilla Valheim prefab.
- Will be added to the provided by name. -
- The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - - Name of the the custom piece should be added to. - Can by the "internal" or the s name (e.g. "_PieceTableHammer" or "Hammer") - -
- - - Custom piece created as a copy of a vanilla Valheim prefab with a attached.
- The members and references from the will be referenced by Jötunn at runtime. -
- The new name of the prefab after cloning. - The name of the base prefab the custom item is cloned from. - The for this custom piece. -
- - - Checks if a custom piece is valid (i.e. has a prefab, a target PieceTable is set, - has a component and that component has an icon). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom piece created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom piece to the . - - - - - - - - - - - - - Main interface for adding custom piece tables to the game.
- All custom piece tables have to be wrapped inside this class - to add it to Jötunns .
- Add strings to to use custom categories on your - piece table. All categories will be replaced so list vanilla categories, too. -
-
- - - The prefab for this custom piece table. - - - - - The component for this custom piece table as a shortcut. - - - - - String array of categories used on the . - Will be ignored when m_useCategories is false.
- All categories provided here will be used and displayed on the . -
-
- - - Custom piece table from a prefab. - - The prefab for this custom piece table. - - - - Custom piece table from a prefab with a attached. - - The prefab for this custom piece table. - The for this custom piece table. - - - - "Empty" custom piece table with a attached. - - The name of the custom piece table. - The for this custom piece table. - - - - Checks if a custom piece table is valid (i.e. has a prefab and a PieceTable component). - - true if all criteria is met - - - - - - - - - - - - - Wrapper for custom added GameObjects holding the mod reference. - - - - - Original prefab - - - - - Indicator if references from s will be replaced at runtime. - - - - - Internal ctor with provided metadata.
- Does not fix references. -
- Prefab added - Metadata of the mod adding this prefab -
- - - Custom prefab.
- Can fix references for s. -
- The prefab for this custom item. - If true references for objects get resolved at runtime by Jötunn. -
- - - Checks if a custom item is valid (i.e. has a prefab, an and an icon, if it should be craftable). - - true if all criteria is met - - - - Helper method to determine if a prefab with a given name is a custom prefab created with Jötunn. - - Name of the prefab to test. - true if the prefab is added as a custom prefab to the . - - - - - - - Main interface for adding custom recipes to the game.
- All custom recipes have to be wrapped inside this class to add it to Jötunns . -
-
- - - The for this custom recipe. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Custom recipe from a .
- Can fix references for s and s or not. -
- The for a custom item. - If true references for objects get resolved at runtime by Jötunn. - If true references for s get resolved at runtime by Jötunn. -
- - - Custom recipe from a .
- The is created automatically by Jötunn at runtime. -
- The for a custom recipe. -
- - - Checks if a custom status effect is valid (i.e. has a ). - - true if all criteria is met - - - - - - - - - - - - - Wrapper for Valheim's RPC calls implementing convenience delegate methods for client and server processing of packages.
- Automatically compresses and slices big packages to fit into the Steam package limit.
- All sending and processing of received packages is executed in Coroutines to ensure the game loop's execution. -
-
- - - Name of the custom RPC as defined at instantiation - - - - - True, if this RPC is currently sending data - - - - - True, if this RPC is currently receiving data - - - - - True, if this RPC is currently processing received data. - This is always true while executing the registered delegates. - - - - - True, if this RPC is processing received data outside the current delegate call. - This should only be used in the registered delegate methods to determine - if this RPC is already processing another package. - - - - - Unique ID of this RPC to prevent name clashes between mods - - - - - Delegate called when a package is received on the server - - - - - Delegate called when a package is received on the client - - - - - Internal constructor only, CustomRPCs are instantiated via - - Reference to the which created this RPC. - - - - - - - Initiates a RPC exchange with the server by sending an empty package. - - - - - Send a package to a single target. Compresses and fragments the package if necessary. - - - - - - - Send a package to a list of peers. Compresses and fragments the package if necessary. - - - - - - - Coroutine to send a package to a single target. Compresses and fragments the package if necessary. - - - - - - - - Coroutine to send a package to a list of peers. Compresses and fragments the package if necessary. - - - - - - - - Coroutine to send a package to an actual peer. - - - - - - - - Receive and handle an incoming package - - - - - - - Main interface for adding custom status effects to the game.
- All custom status effects have to be wrapped inside this class to add it to Jötunns . -
-
- - - The for this custom status effect. - - - - - Indicator if references from s will be replaced at runtime. - - - - - Custom status effect from a .
- Can fix references for s. -
- A preloaded - If true references for objects get resolved at runtime by Jötunn. -
- - - Checks if a custom status effect is valid (i.e. has a ). - - true if all criteria is met - - - - - - - - - - - - - Main interface for adding custom vegetation to the game.
- All custom vegetation have to be wrapped inside this class to add it to Jötunns . -
-
- - - The prefab for this custom vegetation. - - - - - Associated component - - - - - Name of this custom vegetation - - - - - Custom vegetation from a prefab.
-
- The prefab for this custom vegetation. - The vegetation config for this custom vegation. -
- - - Container class for Kitbashed prefabs, returned by - - - - - Callback that is called when Kitbashes are applied - - - - - The Kitbashed prefab - - - - - Config for the KitbashObject - - - - - - - - Helper class for creating Mocks of a given vanilla Component. - - Type of the mocked - - - - Create a new Mock of type T : Component - - Name of the original component - Mocked - - - - Helper class for creating Mocks of item/piece requirements. - - - - - Creates a mocked Piece.Requirement - - Prefab name - Amount - Whether the resource is returned after deconstruction - - - - - Creates a mocked Piece.Requirement array - - List of prefab names and amounts - Whether the resources are returned after deconstruction - - - - - Extends with convenience functions. - - - - - Check, if this config entry is "visible" - - - - - - - Check, if this config entry is "syncable" - - - - - - - Check, if this config entry is "writable" - - - - - - - Get the local value of an admin config - - - - - - - Set the local value of an admin config - - - - - - - - Check, if button is bound to a configuration entry - - - - - - - - Get bound button's name - - - - - - - - Get bound button config - - - - - - - - Helper class for C# Events. - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - - - try/catch the delegate chain so that it doesnt break on the first failing Delegate. - - - - - - - - - Extends GameObject with a shortcut for the Unity bool operator override. - - - - - Facilitates use of null propagation operator for unity GameObjects by respecting op_equality. - - this - Returns null when GameObject.op_equality returns false. - - - - Facilitates use of null propagation operator for unity MonBehaviours by respecting op_equality. - - Any type that inherits MonoBehaviour - this - Returns null when MonoBehaviours.op_equality returns false. - - - - Returns the component of Type type. If one doesn't already exist on the GameObject it will be added. - - Source: https://wiki.unity3d.com/index.php/GetOrAddComponent - The type of Component to return. - The GameObject this Component is attached to. - Component - - - - Adds a new copy of the provided component to a gameObject - - - - - - - - - Use only, if you know what you do. - There are no checks if a component exists. - - - - - Extends GameObject with a check if the GameObject is valid - - - - - Check for validity - - - - - - - Extends ItemDrop with a TokenName - - - - - m_itemData.m_shared.m_name - - - - - - - Extends ItemData with a TokenName. - - - - - m_shared.m_name - - - - - - - Extends StatusEffect with a TokenName and a check if the StatusEffect is valid so it can be added to the game. - - - - - Check for validity - - - - - - - Extends Piece with a TokenName - - - - - m_name - - - - - - - Extends StatusEffect with a TokenName and a check if the StatusEffect is valid so it can be added to the game. - - - - - m_name - - - - - - - Check for validity - - - - - - - Extends prefab GameObjects with functionality related to the mocking system. - - - - - Will attempt to fix every field that are mocks gameObjects / Components from the given object. - - - - - - Resolves all references for mocks in this GameObject's components recursively - - - - - - Resolves all references for mocks in this GameObject recursively. - Can additionally traverse the transforms hierarchy to fix child GameObjects recursively. - - This GameObject - Traverse all child transforms - - - - Clones all fields from this GameObject to objectToClone. - - - - - - - Helpful Unity Object extensions. - - - - - Extends ZNet with a clear diversion between local, client and server instances. - - - - - Possible states of the game regarding to networking. - - - - - A local game instance playing on a local world. - - - - - A local game instance playing on a dedicated server. - - - - - A dedicated server instance. - - - - - Returns true if the game was started locally and a local world was started. - - - - - - - Returns true if the game was started locally and is connected to a server. - - - - - - - Returns true if the game was started as a dedicated server. - - - - - - - Determine the current game instance type regarding to networking. - - - - - - - Determine if a peer uid is in the admin list on the current - - - - - - - - An ingame GUI for BepInEx config files - - - - - Name of the menu entry - - - - - Cached transform of the vanilla menu list - - - - - Cached prefab of the vanilla Settings window - - - - - Our own Settings window - - - - - Our own mod config tabs - - - - - Hook into settings setup - - - - - After SetupGui - - - - - After first menu start - - - - - Create our own menu list entry when mod config is available - - - - - - - Create custom configuration window - - - - - Get all config entries of a module - - - - - - - Save our settings - - - - - Create a text input field (used for string, int, float) - - parent transform - Label text - Color of the label - Description text - Color of the description text - Width - - - - - Create a text input field and a ColorPicker button (used for Color) - - parent transform - Label text - Color of the label - Description text - Color of the description text - Width - - - - - Create a toggle element - - parent transform - label text - Color of the label - Description text - Color of the description text - width - - - - - Create a keybinding element - - parent transform - label text - description text - ´buttonName - width - - - - - Create a KeyboardShortcut binding element - - parent transform - label text - description text - ´buttonName - width - - - - - Generic abstract version of the config binding class - - - - - - Boolean Binding - - - - - Integer binding - - - - - Float binding - - - - - Double binding - - - - - KeyCode binding - - - - - KeyboardShortcut binding - - - - - GamepadButton binding - - - - - String binding - - - - - Custom MonoBehaviour for the ColorPicker - - - - - Event that gets called by the ColorPicker - - received Color - - - - Singeleton instance - - - - - True when the ColorPicker is closed - - - - - OnColorChanged event - - - - - OnColorSelected event - - - - - Color before editing - - - - - Current Color - - - - - UseAlpha bool - - - - - Interact bool - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Component ref - - - - - Creates a new Colorpicker - - Color before editing - Display message - Event that gets called when the color gets modified - Event that gets called when one of the buttons done or cancel get pressed - When set to false the colors used don't have an alpha channel - - False if the instance is already running - - - - - Called when color is modified, to update other UI components - - - - - - Used by EventTrigger to calculate the chosen value in color box - - - - - Gets main Slider value - - - - - - Gets r Slider value - - - - - - Gets r InputField value - - - - - - Gets g Slider value - - - - - - Gets g InputField value - - - - - - Gets b Slider value - - - - - - Gets b InputField value - - - - - - Gets a Slider value - - - - - - Gets a InputField value - - - - - - Gets hexa InputField value - - - - - - Cancel button call - - - - - Manually cancel the ColorPicker and recover the default value - - - - - Done button call - - - - - Manually close the ColorPicker and apply the selected color - - - - - HSV helper class - - - - - Simple dragging - - - - - Add this MonoBehaviour to a GameObject - - - - - - BeginDrag event trigger - - - - - Drag event trigger - - - - - Custom MonoBehaviour for the GradientPicker - - - - - Event that gets called by the GradientPicker. - - received Gradient - - - - Singeleton instance - - - - - True when the GradientPicker is closed - - - - - OnGradientChanged Event - - - - - OnGradientSelected Event - - - - - Gradient before editing - - - - - Current Gradient - - - - - Key template - - - - - Interact bool - - - - - Creates a new GradiantPicker - - Color before editing - Display message - Event that gets called when the gradient gets modified - Event that gets called when one of the buttons done or cancel gets pressed - False if the instance is already running - - - - Setup new GradientPicker - - - - - Creates a ColorKey UI object - - - - - - Checks if new ColorKey should be created - - - - - - Creates a AlphaKey UI object - - - - - - Checks if new AlphaKey should be created - - - - - - Accessed by alpha Slider - - - - - - Accessed by alpha InputField - - - - - - Checks if Key can be deleted - - - - - - Changes Selected Key - - - - - Accessed by position Slider - - - - - - Accessed by position InputField - - - - - - Choose color button call - - - - - Cancel button call - - - - - Manually cancel the GradientPicker and recovers the default value - - - - - Done button call - - - - - Manually close the GradientPicker and apply the selected color - - - - - The base class for all the library's various Managers - - - - - Initialize manager class after all manager scripts have been added to the root game object - - - - - A namespace wide Logger class, which automatically creates a ManualLogSource - for every Class from which it is being called. - - - - - Add DateTime to the log output - - - - - Singleton init - - - - - Remove and clear all Logger instances - - - - - Get or create a with the callers - - A BepInEx - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Logs a message with level. - - Data to log - - - - Main class implementing BaseUnityPlugin. - - - - - The current version of the Jotunn library. - - - - - The name of the library. - - - - - The BepInEx plugin Mod GUID being used (com.jotunn.jotunn). - - - - - Invoke patch initialization methods for all loaded mods. - - - - - Manager for handling custom console and chat commands. - - - - - The singleton instance of this manager. - - - - - Internal Action delegate to add custom entities into vanilla command's option list - - - - - A list of all the custom console commands that have been added to the game through this manager, - either by Jotunn or by mods using Jotunn. - - - - - Initialize console commands that come with Jotunn. - - - - - Adds a new console command to Valheim. - - The console command to add - - - - Fire for any ConsoleCommand when its tabOptions member - is first populated to add Jötunn entities to the option list - - - - - - - - Manager for handling anything GUI related. Provides Valheim style - GUI elements as well as an anchor for custom GUI prefabs. - - - - - Singleton instance - - - - - Event that gets fired every time the Unity scene changed and a new PixelFix - object was created. Subscribe to this event to create your custom GUI objects - and add them as a child to the . - - - - - GUI container with automatic scaling for high res displays. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - Event that gets fired every time the Unity scene changed and new CustomGUI - objects were created. Subscribe to this event to create your custom GUI objects - and add them as a child to either or . - - - - - GUI container in front of Valheim's GUI elements with automatic scaling for - high res displays and pixel correction. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - GUI container behind Valheim's GUI elements with automatic scaling for - high res displays and pixel correction. - Gets rebuild at every scene change so make sure to add your custom - GUI prefabs again on each scene change. - - - - - Unity layer constant for UI objects. - - - - - The default Valheim orange color. - - - - - Scrollbar handle color block in default Valheim orange. - - - - - Toggle color block in Valheim style. - - - - - Button color block in Valheim style - - - - - Valheim standard font normal faced. - - - - - Valheims standard font bold faced. - - - - - with default Valheim assets. - - - - - SpriteAtlas holding the references to the sprites used in the helper methods. - - - - - SpriteAtlas holding the references to the sprites used in the helper methods. - - - - - Indicates if the PixelFix must be created for the start or main scene. - - - - - Cache headless state - - - - - Detect headless mode (aka dedicated server) - - - - - - Global indicator if the input is currently blocked by the GUIManager. - - - - - Counter to track multiple block requests. - - - - - Block all input except GUI - - Indicator if the input should be blocked or released - - - - Enable the InputBlock - - - - - Reset the InputBlock to its initial state (disabled) - - - - - Initialize the manager - - - - - Load GUI assets on first start - - - - - - - Create GameObjects for mods to append their custom GUI to - - - - - - Add a to the manager.
- Checks if the custom key hint is unique (i.e. the first one registered for an item).
- Custom status effects are displayed in the game instead of the default - KeyHints for equipped tools or weapons they are registered for. -
- The custom key hint config to add. - true if the custom key hint config was added to the manager. -
- - - Removes a from the game. - - The custom key hint config to add. - - - - Get a sprite by name. - - The sprite name - The sprite with given name - - - - Creates and displays a Valheim style ColorPicker - - Min anchor on first instantiation - Max anchor on first instantiation - Position on first instantiation - Color before editing - Display message - Event that gets called when the color gets modified - Event that gets called when one of the buttons done or cancel get pressed - When set to false the colors used don't have an alpha channel - - - - - Creates and displays a Valheim style GradientPicker - - Min anchor on first instantiation - Max anchor on first instantiation - Position on first instantiation - Color before editing - Display message - Event that gets called when the gradient gets modified - Event that gets called when one of the buttons done or cancel gets pressed - - - - - Creates a Valheim style woodpanel which is draggable per default - - Parent - Minimal anchor - Maximal anchor - Anchored position - Optional width - Optional height - A as a Valheim style woodpanel - - - - Creates a Valheim style woodpanel, can optionally be draggable - - Parent - Minimal anchor - Maximal anchor - Anchored position - Optional width - Optional height - Optional flag if the panel should be draggable (default true) - A as a Valheim style woodpanel - - - - Create a complete scroll view - - parent transform - show horizontal scrollbar - show vertical scrollbar - size of the handle - - Colorblock for the handle - Background color for the sliding area - rect width - rect height - - - - - Create a with a Text (and optional Outline and ContentSizeFitter) component - - Text to show - Parent transform - Anchor min - Anchor max - Anchored position - Font - Font size - Font color - Add outline component - Outline color - Width - Height - Add ContentSizeFitter - A text - - - - Create a new button (Valheim style). - - Text to display on the button - Parent transform - Min anchor - Max anchor - Position - Set width if > 0 - Set height if > 0 - Button GameObject in Valheim style - - - - Create a new InputField (Valheim style). - - Parent transform - Min anchor - Max anchor - Position - Content type for the input field - Text to display as a placeholder (can be null) - Optional font size, defaults to 16 - Set width if > 0 - Set height if > 0 - Input field GameObject in Valheim style - - - - Create toggle field - - Parent transform - Set width - Set height - - - - - Create dropdown field - - Parent transform - Min anchor - Max anchor - Position - Optional font size, defaults to 16 - Set width if > 0 - Set height if > 0 - - - - - Create key binding field - - - - - - - - - - Apply Valheim style to a woodpanel. - - - - - - Apply Valheim style to a Component - - Target component - Own font or GUIManager.Instance.AveriaSerifBold/GUIManager.Instance.AveriaSerif - Custom color or GUIManager.Instance.ValheimOrange - creates an component when true - Optional font size, defaults to 16 - - - - Apply Valheim style to a Component. - Uses GUIManager.Instance.AveriaSerifBold by default - - Target component - Custom color or GUIManager.Instance.ValheimOrange - creates an component when true - Optional font size, defaults to 16 - - - - Apply Valheim style to a Component. - Uses GUIManager.Instance.AveriaSerifBold, Color.white and creates an outline by default - - Target component - Optional font size, defaults to 16 - - - - Apply valheim style to a Component - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to an Component. - - Component to apply the style to - - - - Apply Valheim style to an Component. - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - Component to apply the style to - Optional font size, defaults to 16 - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - Component to apply the style to - - - - Apply Valheim style to a component. - - - - - - Manager for handling custom inputs registered by mods. - - - - - Abstraction for gamepad buttons and axes used as inputs - - - - - No gamepad button, internally treated as null - - - - - Up direction on the directional pad - - - - - Down direction on the directional pad - - - - - Left direction on the directional pad - - - - - Right direction on the directional pad - - - - - Southern button on the gamepad (A on XBox-like) - - - - - Eastern button on the gamepad (B on XBox-like) - - - - - Western button on the gamepad (X on XBox-like) - - - - - Nothern button on the gamepad (Y on XBox-like) - - - - - Left shoulder button - - - - - Right shoulder button - - - - - Left trigger - - - - - Right trigger - - - - - Left special button (Back on XBox-like) - - - - - Right special button (Menu on XBox-like) - - - - - Left Joystick press - - - - - Right Joystick press - - - - - Singleton instance - - - - - Initialize the manager - - - - - Add a Button to Valheim - - Mod GUID - Button config - - - - Manager for handling all custom data added to the game related to items. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla items are in memory and available for cloning. - Your code will execute every time a new ObjectDB is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Internal event that gets fired after did run. - On this point all mods should have their items and pieces registered with the managers. - - - - - Event that gets fired after all items were added to the ObjectDB on the FejdStartup screen. - Your code will execute every time a new ObjectDB is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Event that gets fired after all items were added to the ObjectDB. - Your code will execute every time a new ObjectDB is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Registers all hooks. - - - - - Add a to the game.
- Checks if the custom item is valid and unique and adds it to the list of custom items.
- Also adds the prefab of the custom item to the .
- Custom items are added to the current on every . -
- The custom item to add. - true if the custom item was added to the manager. -
- - - Get a custom item by its name. - - Name of the item to search. - - - - - Remove a custom item by its name. Removes the custom recipe, too. - - Name of the item to remove. - - - - Remove a custom item by its ref. Removes the custom recipe, too. - - to remove. - - - - Add a to the game.
- Checks if the custom recipe is unique and adds it to the list of custom recipes.
- Custom recipes are added to the current on every . -
- The custom recipe to add. - true if the custom recipe was added to the manager. -
- - - Adds recipes defined in a JSON file at given path, relative to BepInEx/plugins - - JSON file path, relative to BepInEx/plugins folder - - - - Get a custom recipe by its name. - - Name of the recipe to search. - - - - - Remove a custom recipe by its name. Removes it from the manager and the , if instantiated. - - Name of the recipe to remove. - - - - Remove a custom recipe by its ref. Removes it from the manager and the , if instantiated. - - to remove. - - - - Add a to the game.
- Checks if the custom status effect is unique and adds it to the list of custom status effects.
- Custom status effects are added to the current on every . -
- The custom status effect to add. - true if the custom status effect was added to the manager. -
- - - Add a new item conversion - - Item conversion details - Whether the addition was successful or not - - - - Register all custom items added to the manager to the given - - - - - - Register a single item in the current ObjectDB. - Also adds the prefab to the and if necessary.
- No mock references are fixed. -
- with an component to add to the -
- - - Internal method for adding a prefab to a specific ObjectDB. - - the prefab should be added to - with an component to add - - - - Register the custom recipes added to the manager to the given - - - - - - Register the custom status effects added to the manager to the given - - - - - - Register the custom item conversions added to the manager - - - - - Prefix on to add custom items to FejdStartup screen (aka main menu) - - - - - Safely invoke the event - - - - - Safely invoke the event - - - - - Safely invoke the event late in the detour chain - - - - - - - - Hook on to register all custom entities from this manager to the . - - - - - - - Safely invoke the event - - - - - - - Hook on to refresh recipes for the custom items. - - - - - - - Manager for handling custom key hints - - - - - Singleton instance - - - - - Internal Dictionary holding the references to the custom key hints added to the manager - - - - - Internal Dictionary holding the references to the key hint GameObjects created per KeyHintConfig - - - - - Reference to the current "KeyHints" instance - - - - - Reference to the games "KeyHint" GameObjects RectTransform - - - - - Base GameObjects of vanilla key hint parts - - - - - Initialize the manager - - - - - Add a to the manager.
- Checks if the custom key hint is unique (i.e. the first one registered for an item).
- Custom key hints are displayed in the game instead of the default - KeyHints for equipped tools or weapons they are registered for. -
- The custom key hint config to add. - true if the custom key hint config was added to the manager. -
- - - Removes a from the game. - - The custom key hint config to add. - - - - Instantiate base GameObjects from vanilla KeyHints to use in our custom key hints - - - - - Extract base key hint elements and create key hint objects. - - - - - Copy vanilla BuildHints object and create a custom one from a KeyHintConfig. - - - - - - Hook on to show custom key hints instead of the vanilla ones. - - - - - - - Manager for handling Kitbashed objects - - - - - The singleton instance of this manager. - - - - - Internal list of objects to which Kitbashing should be applied. - - - - - Registers all hooks. - - - - - Register a prefab with a KitbashConfig to be applied when the vanilla prefabs are available - - Prefab to add kitbashed parts to - KitbashConfig to apply to the prefab - The KitbashObject container for this prefab - - - - Apply all Kitbashs to the objects registered in the manager. - - - - - Apply kitbash to a single object. - - - - - - - Manager for handling localizations for all custom content added to the game. - - - - - List where all data is collected. - - - - - Your token must start with this character. - - - - - Default language of the game. - - - - - Name of the folder that will hold the custom .json translations files. - - - - - Name of the community translation files that will be the first custom languages files loaded before any others. - - - - - String of chars not allowed in a token string. - - - - - Array of chars not allowed in a token string. - - - - - The singleton instance of this manager. - - - - - Localizations for internal use. - - - - - Event that gets fired after all custom localization has been added to the game. - Use this event if you need to translate strings using the vanilla class. - Your code will execute every time the localization gets reset (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Call into unity's DoQuoteLineSplit. - - - - - Initialize localization manager. - - - - - Add your mod's custom localization. Only one can be added per mod. - - The localization to add. - true if the custom localization was added to the manager. - - - - Get the CustomLocalization for your mod. - Creates a new if no localization was added before. - - Existing or newly created . - - - - Get the CustomLocalization for a given mod. - Creates a new if no localization was added before. - - Existing or newly created . - - - - Retrieve a translation if it's found in any CustomLocalization or . - - Word to translate. - Translated word in player language or english as a fallback. - - - - Registers a new Localization for a language. - - Wrapper which contains a language and a Token-Value dictionary. - - - - Registers a new Localization for a language. - - The language being added. - Token-Value dictionary. - - - - Add a token and its value to the "English" language. - - Token - Translation. - Replace the token if it already exists - - - - Add a token and its value to the specified language (default to "English"). - - Token - Translation. - Language ID for this token. - Replace the token if it already exists - - - - Add a file via absolute path. - - Absolute path to file. - Is the language file a json file. - - - - Add a json language file (match crowdin format). - - Language for the json file, for example, "English" - Entire file as string - - - - Add a language file that matches Valheim's language format. - - Entire file as string - - - - Manager for adding custom Map Overlays to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired once the Map for a World has started and Mods can begin to draw. - - - - - Event that gets fired once data for a specific Map for a world has been loaded. Eg, Pins are available after this has fired. - - - - - Object for modders to use to access and modify their Overlay. - Modders should modify the Image's shader's texture directly. - MapName and TextureSize should not be modified. - - - - - Internal Helper GameObject to hold the Image component - - - - - Unique ID per overlay - - - - - Initial texture size to calculate the relative drawing position - - - - - Image component holding the overlay texture data - - - - - Creates the Overlays and registers hooks. - - - - - Create a new mapoverlay with a default overlay name - - Reference to MapOverlay for modder to edit - - - - Create a new mapoverlay with a custom overlay name - - Custom name for the MapOverlay - Reference to MapOverlay for modder to edit - - - - If a mod already has an instance of MapOverlay ready, they can simply call this function to register to the MapOverlayManager. - This Manager will then ensure the image is updated. - - The MapOverlay to be registered - - - - Causes MapManager to stop updating the MapOverlay object and removes this Manager's reference to that overlay. - A mod could still hold references and keep the object alive. - - The name of the MapOverlay to be removed - True if removal was successful. False if there was an error removing the object from the internal dict. - - - - Returns a reference to a currently registered MapOverlay - - The name of the MapOverlay to retrieve - The MapOverlay if it exists. - - - - Helper function to set pixels on the overlay image completely transparent if there is map fog over that pixel. - The end effect is to "put fog over top of the overlay". - - The overlay to place fog on top of - - - - Input a World Coordinate and the size of the overlay texture to retrieve the translated overlay coordinates. - - World Coordinates - Size of the image from your MapOverlay - The 2D coordinate space on the MapOverlay - - - - Input a MapOverlay Coordinate and the size of the overlay texture to retrieve the translated World coordinates. - - The 2D Overlay coordinate - The size of the Overlay - The 3D World coordinate that corresponds to the input Vector - - - - All map overlays need to be updated in this way to keep them scaled and positioned properly when the minimap itself is moved / scaled. - This function is public as it needs to be called by MapManagerHelper. - Automatically scales and positions based on whether the large or small map is active. - - - - - Helper function to set default properties of a MapOverlay. - Create a new image of our custom default size and set its anchor min/max to the bottom left. - Then add a reference of the mapoverlay to our dict so we can update it later. - - The overlay to be added - - - - Safely invoke OnVanillaMapAvailable event. - - - - - Safely invoke InvokeOnVanillaMapDataLoaded event. - - - - - Monomod hook into the Minimap Awake method. MapManager adds its helper component after the Minimap does its thing. - - - - - Helper class that gets attached to the Minimap object on Minimap.Awake() - Used to give MapManager Update() functionality - - - - - Handles all logic to do with managing mocked prefabs added into the game. - - - - - The singleton instance of this manager. - - - - - Regex to identify multiple instances of mock objects from Unity - - - - - Legacy ValheimLib prefix used by the Mock System to recognize Mock gameObject that must be replaced at some point. - - - - - Prefix used by the Mock System to recognize Mock gameObject that must be replaced at some point. - - - - - Internal container for mocked prefabs - - - - - Creates the container and registers all hooks - - - - - Will try to find the real vanilla prefab from the given mock - - - - the real prefab - - - - Will try to find the real vanilla prefab from the given mock - - - - the real prefab - - - - Manager handling all network related code - - - - - Singleton instance - - - - - Delegate for receiving ZPackages. - Gets called inside a . - - Sender ID of the package - Package sent - - - - - Internal list of registered RPCs - - - - - Manager's main init - - - - - Get a for your mod - - Unique name for your RPC - Delegate which gets called on client instances when packages are received - Delegate which gets called on server instances when packages are received - Existing or newly created - - - - Get the for a given mod. - - Reference to the which added this entity - Unique name for your RPC - Delegate which gets called on client instances when packages are received - Delegate which gets called on server instances when packages are received - Existing or newly created . - - - - Register all custom RPCs as ZRoutedRPCs - - - - - Manager for handling custom pieces added to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after all pieces were added to their respective PieceTables. - Your code will execute every time a new ObjectDB is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Creates the piece table container and registers all hooks. - - - - - Add a to the game.
- Checks if the custom piece table is valid and unique and adds it to the list of custom piece tables. -
- The custom piece table to add. - true if the custom piece table was added to the manager. -
- - - Add a new from .
- Creates a and adds it to the manager. -
- The to add. -
- - - Add a new from string.
- Creates a and adds it to the manager. -
- Name of the new piece table. -
- - - Get a by name.

- Search hierarchy:
- - PieceTable with the exact name (e.g. "_HammerPieceTable") - PieceTable via "item" name (e.g. "Hammer") - -
- Prefab or item name of the PieceTable - component -
- - - Add a new by name. A new category - gets assigned a random integer for internal use. If you pass a vanilla category - the actual integer value of the enum is returned. - - Prefab or item name of the PieceTable. - Name of the category. - int value of the vanilla or custom category - - - - Get a list of all custom piece category names - - - - - - Add a to the game.
- Checks if the custom piece is valid and unique and adds it to the list of custom pieces.
- Custom pieces are added to their respective s after . -
- The custom piece to add. - true if the custom piece was added to the manager. -
- - - Get a custom piece by its name. - - Name of the piece to search. - - - - - Remove a custom piece by its name. - - Name of the piece to remove. - - - - Remove a custom piece by its ref. - - to remove. - - - - Loop all items in the game and get all PieceTables used (vanilla and custom ones). - - - - - Create piece categories per table if custom categories were added. - - - - - Create tabs for the ingame GUI for every piece table category. - Only executes when custom piece table catego-ries were added. - - - - - Reorder piece table tabs if the table if opened currently - - - - - Hook for piece table toggle. Only active when custom categories were added. - - - - - Registers all custom pieces to their respective piece tables. - Removes erroneous ones from the manager. - - - - - Register a single piece prefab into a piece table by name.
- Also adds the prefab to the and if necessary.
- Custom categories can be referenced if they have been added to the manager before.
- No mock references are fixed. -
- with a component to add to the table - Prefab or item name of the PieceTable - Optional category string, does not create new custom categories -
- - - Hook on to refresh recipes for the custom items. - - - - - - - Manager for handling custom prefabs added to the game. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla prefabs are in memory and available for cloning. - Your code will execute every time before a new is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Event that gets fired after registering all custom prefabs to . - Your code will execute every time a new ZNetScene is created (on every game start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Container for custom prefabs in the DontDestroyOnLoad scene. - - - - - Dictionary of all added custom prefabs by name hash. - - - - - Creates the prefab container and registers all hooks. - - - - - Add a custom prefab to the manager with known source mod metadata. - - Prefab to add - Metadata of the mod adding this prefab - - - - Add a custom prefab to the manager.
- Checks if a prefab with the same name is already added.
- Added prefabs get registered to the on . -
- Prefab to add -
- - - Add a custom prefab to the manager.
- Checks if a prefab with the same name is already added.
- Added prefabs get registered to the on . -
- Prefab to add -
- - - Create a new prefab from an empty primitive. - - The name of the new GameObject - - When true a ZNetView component is added to the new GameObject for ZDO generation and networking. Default: true - - The newly created empty prefab - - - - Create a copy of a given prefab without modifying the original. - - Name of the new prefab. - Name of the vanilla prefab to copy from. - Newly created prefab object - - - - Create a copy of a given prefab without modifying the original. - - Name of the new prefab. - Prefab instance to copy. - Newly created prefab object - - - - Get a prefab by its name.

- Search hierarchy: - - Custom prefab with the exact name - Vanilla prefab with the exact name from if already instantiated - Vanilla prefab from the prefab cache - -
- Name of the prefab to search for. - The existing prefab, or null if none exists with given name -
- - - Remove a custom prefab from the manager. - - Name of the prefab to remove - - - - Destroy a custom prefab.
- Removes it from the manager and if already instantiated also from the . -
- The name of the prefab to destroy -
- - - Register all custom prefabs to m_prefabs/m_namedPrefabs in . - - - - - Register a single prefab to the current .
- Checks for existence of the object via GetStableHashCode() and adds the prefab if it is not already added. -
- -
- - - Safely invoke the event - - - - - - The global cache of prefabs per scene. - - - - - Get an instance of an Unity Object from the current scene with the given name. - - to search for. - Name of the actual object to search for. - - - - - Get an instance of an Unity Object from the current scene by name. - - - - - - - - Get all instances of an Unity Object from the current scene by type. - - to search for. - - - - - Manager for rendering Sprites of GameObjects - - - - - Rotation of the prefab that will result in an isometric view - - - - - Singleton instance - - - - - Unused Layer in Unity - - - - - Initialize the manager - - - - - Create a of the - - GameObject to render - Callback for the generated - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method invokes the callback with null immediately and returns false. - - - - Enqueue a render of the - - - Callback for the generated - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method invokes the callback with null immediately and returns false. - - - - Queues a new prefab to be rendered. The resulting will be ready at the next frame. - If there is no active visual Mesh attached to the target, this method invokes the callback with null immediately. - - Object to be rendered. A copy of the provided GameObject will be created for rendering - Action that gets called when the rendering is complete - Width of the resulting - Height of the resulting - Only true if the target was queued for rendering - - - - Create a of the - - Can be a prefab or any existing GameObject in the world - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Create a of the - - Can be a prefab or any existing GameObject in the world - Rotation while rendering of the GameObject. See RenderManager.IsometricRotation for example/> - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Create a of the - - - If this is called on a headless server or when there is no active visual Mesh attached to the target, this method returns null. - - - - Spawn a prefab without any Components except visuals. Also prevents calling Awake methods of the prefab. - - - - - - - Queues a new prefab to be rendered. The resulting will be ready at the next frame. - - Only true if the target was queued for rendering - - - - Target GameObject to create a from - - - - - Pixel width of the generated - - - - - Pixel height of the generated - - - - - Rotation of the prefab to capture - - - - - Field of view of the camera used to create the . Default is small to simulate orthographic view. An orthographic camera is not possible because of shaders - - - - - Distance multiplier, should not be required with the default - - - - - Callback for the generated - - - - - Create a new RenderRequest - - Object to be rendered. A copy of the provided GameObject will be created for rendering - - - - Manager for handling custom skills added to the game. - - - - - Global singleton instance of the manager. - - - - - Initialize the manager - - - - - Add a new skill with given SkillConfig object. - - SkillConfig object representing new skill to register - The SkillType of the newly added skill - - - - Register a new skill with given parameters, and registers translations for it in the current localization. - - Unique identifier of the new skill, ex: "com.jotunn.testmod.testskill" - Name of the new skill - Description of the new skill - - Icon for the skill - The SkillType of the newly registered skill - - - - Adds skills defined in a JSON file at given path, relative to BepInEx/plugins - - JSON file path, relative to BepInEx/plugins folder - - - - Gets a custom skill with given SkillType. - - SkillType to look for - Custom skill with given SkillType - - - - Gets a custom skill with given skill identifier. - - String indentifer of SkillType to look for - Custom skill with given SkillType - - - - Manager for handling synchronisation between client and server instances. - - - - - Event triggered after server configuration is applied to client - - - - - Event triggered after a clients admin status changed on the server - - - - - Singleton instance - - - - - Clientside indicator if the current player has admin status on - the current world, always true on local games - - - - - Manager's main init - - - - - Init or reset admin and configuration state - - - - - - - Hook to start a watchdog Coroutine which monitors the admin list. - - - - - - - Hook ZNet.RPC_PeerInfo on the server to send initial data - - - - - - - - - Hook to synchronize the admin status to the clients - - - - - - - Hook to synchronize the admin status to the clients - - - - - - - Checks the ZNet.m_instance.m_adminList against the cached list and send any - changes to the corresponding clients. - - - - - Sends the current admin state of a player on a server to the client - - Socket host name of the peer - Admin state to send to the client - - - - Safely invoke the event - - - - - Unlock configuration entries. - - - - - Lock configuration entries. - - - - - Hook to unlock cursor properly and disable camera rotation - - - - - - - Window display state changed event. - - - - - - - Initial cache the config values of dependent plugins and register ourself to config change events - - - - - - - Sync the local bep config on reload - - - - - - - Return the cached local value of a bep config thats locked - - - - - Prevent overwriting bep config value when the setting is locked on config file reload - - - - - Cache the synchronizable configuration values for comparison - - - - - Get syncable configuration values as tuples - - - - - - Syncs the changed configuration of a client to the server - - - - - Cache local config values for synced entries - - - - - Reset configs which may have been overwritten with server values to the local value - - - - - Safely invoke the event - - - - - Apply received configuration values locally and regenerate the cache - - Package of config tuples - Indicator if this was an initial config package - - - - Generate ZPackage from configuration tuples - - Indicator if this is the initial config package - List of config tuples to include in the package - - - - - Wrapper Socket which holds up and preserves PeerInfo or RoutedRPC packages until - the finished member is set to true. All other packages get sent. This will - stop the client from completing the login handshake with the server until ready. - - - - - Manager for adding custom Locations and Vegetation. - - - - - The singleton instance of this manager. - - - - - Event that gets fired after the vanilla locations are in memory and available for cloning or editing. - Your code will execute every time before a new is copied (on every menu start). - If you want to execute just once you will need to unregister from the event after execution. - - - - - Container for custom locations in the DontDestroyOnLoad scene. - - - - - Initialize the manager - - - - - Return a that matches any of the provided Biomes - - Biomes that should match - - - - Returns a list of all that match - - - - - - - Get a ZoneLocation by its name.

- Search hierarchy: - - Custom Location with the exact name - Vanilla Location with the exact name from - -
- Name of the ZoneLocation to search for. - The existing ZoneLocation, or null if none exists with given name -
- - - Create an empty GameObject that is disabled, so any Components in instantiated GameObjects will not start their lifecycle. - - Name of the location - - - - - Create a copy that is disabled, so any Components in instantiated GameObjects will not start their lifecycle - - Prefab to copy - Replace JVLmock GameObjects with a copy of their real prefab - - - - - Create a CustomLocation that is a deep copy of the original. - Changes will not affect the original. The CustomLocation is already registered to be added. - - name of the custom location - name of the existing location to copy - - - - - Register a CustomLocation to be added to the ZoneSystem - - - - - - - Register a CustomVegetation to be added to the ZoneSystem - - - - - - - Get a ZoneVegetation by its name.

- Search hierarchy: - - Custom Vegetation with the exact name - Vanilla Vegetation with the exact name from - -
- Name of the ZoneVegetation to search for. - The existing ZoneVegetation, or null if none exists with given name -
- - - Util functions related to loading assets at runtime. - - - - - Path separator for AssetBundles - - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - Is the given path relative - Texture2D loaded, or null if invalid path - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - Texture2D loaded, or null if invalid path - - - - Loads a from file at runtime. - - Texture path relative to "plugins" BepInEx folder - The pivot to use in the resulting Sprite - Texture2D loaded, or null if invalid path - - - - Loads a mesh from a .obj file at runtime. - - Mesh path relative to "plugins" BepInEx folder - Texture2D loaded, or null if invalid path - - - - Loads an asset bundle at runtime. - - Asset bundle path relative to "plugins" BepInEx folder - AssetBundle loaded, or null if invalid path - - - - Load an assembly-embedded - - Name of the bundle. Folders are point-seperated e.g. folder/bundle becomes folder.bundle - Executing assembly - - - - - Load an assembly-embedded file as a char string /> - - Name of the file. Folders are point-seperated e.g. folder/file.json becomes folder.file.json - Executing assembly - - - - - Loads the contents of a file as a char string - - - - - - - Loads a from a file path or an asset bundle (separated by ) - - - - - - - Cached plugin list - - - - - Cache loaded plugins which depend on Jotunn. - - - - - - Get a dictionary of loaded plugins which depend on Jotunn. - - Dictionary of plugin GUID and - - - - Get from a - - of the plugin main class - - - - - Get from an - - of the plugin - - - - - Get from a path, also matches subfolder paths - - object of the plugin path - - - - - Get metadata information from the current calling mod - - - - - - Original code from https://github.com/GoldenJude. - - - - - Corrects any bone disorder caused by unity incorrectly importing ripped assets. - Once enabled, bone reordering will occur whenever the equipment changes. - If one plug-in requests application of reordering, it will be applied globally for all EquipmentChanged events. - - - - - The state of reordering bones OnEquipmentChanged. - - Returns true when bone reordering is enabled. - - - - Reorders bone ordering caused by importing ripped assets into unity. - It effectively matches the bone ordering from the ItemPrefab (itemPrefabHash parameter). - - - - GameObjects that need to match the ordering from the ItemPrefab (itemPrefabHash parameter) - - - - Reorders incorrect bone ordering caused by importing ripped assets into unity. - - - - - - - - Returns a list of bone names, given a SkinnedMeshRenderer. - - - - - - - Returns a transform matching the given name within the transforms children. - - - - - - - - Event args class for configuration synchronization event - - - - - Is this the initial synchronization? - - - - - Get non-vanilla variant indices from the ZDO - - - - - Check for variant changes and pass the variant to AttachItem - - - - - Check for variant changes and pass the variant to AttachBackItem - - - - - Check for variant changes and pass the variant to AttachArmor - - - - - Store the variant index of the right hand item to the ZDO if the variant has changed - - - - - Store the variant index of the right back item to the ZDO if the variant has changed - - - - - Store the variant index of the chest item to the ZDO if the variant has changed - - - - - A util class for computing various hashes - - - - - Compute a SHA256 hash from a given string - - - - - - - Implementation of the mod compatibility features. - - - - - Stores the last server message. - - - - - Initialize Patches - - - - - Initialize early running patches - - - - - Store server's message. - - - - - - - Create and show mod compatibility error message - - - - - Create the error message(s) from the server and client message data - - server data - client data - - - - - Generate message for client's mod version lower than server's version - - Module version data - - - - - Generate message for server's mod version lower than client's version - - server module data - client module data - - - - - Get module. - - - - - - Deserialize version string into a usable format. - - - - - Create from module data - - - - - - Create from ZPackage - - - - - - Valheim version - - - - - Module data - - - - - Create ZPackage - - ZPackage - - - - - - - Utility class to query metadata about loaded mods and their added content - - - - - Get all loaded mod's metadata - - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s of a mod by GUID - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Get all added s - - - - - - Get all added s of a mod by GUID - - GUID of the mod - - - - - Model class holding metadata of Jötunn mods. - - - - - The mod GUID - - - - - Human readable name - - - - - Current version - - - - - Custom prefabs added by that mod - - - - - Custom items added by that mod - - - - - Custom recipes added by that mod - - - - - Custom item conversions added by that mod - - - - - Custom status effects added by that mod - - - - - Custom piece tables added by that mod - - - - - Custom pieces added by that mod - - - - - Custom commands added by that mod - - - - - Custom commands added by that mod - - - - - Determines the level of compatibility of a mod which is enforced by Jötunn. - Servers disconnect clients with mods which enforce their compatibility when - the version does not match as defined by the VersionStrictness attribute. - - - - - Mod is not checked at all, VersionsStrictness does not apply. - - - - - Mod is checked only if the client and server have loaded it and ignores if just one side has it. - - - - - Mod must be loaded on server and client. Version checking depends on the VersionStrictness. - - - - - If mod is installed on the server, every client has to have it. VersionStrictness does apply when both sides have it. - - - - - If mod is installed on the client, the server has to have it. VersionStrictness does apply when both sides have it. - - - - - Version check is performed when both server and client have the mod, no check if the mod is actually installed. - - - - - Mod is not checked at all, VersionsStrictness does not apply. - - - - - Enum used for telling whether or not the same mod version should be used by both the server and the clients. - This enum is only useful with certain CompatibilityLevel values. - - - - - No version check is done - - - - - Mod must have the same Major version - - - - - Mods must have the same Minor version - - - - - Mods must have the same Patch version - - - - - Mod compatibility attribute
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- PLEASE READ
- Example usage:
- If your mod adds its own RPCs, EnforceModOnClients is likely a must (otherwise clients would just discard the messages from the server), same version you do have to determine, if your sent data changed
- If your mod adds items, you always should enforce mods on client and same version (there could be nasty side effects with different versions of an item)
- If your mod is just GUI changes (for example bigger inventory, additional equip slots) there is no need to set this attribute -
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- - - Compatibility Level - - - - - Version Strictness - - - - - Network Compatibility Attribute - - - - - - - Priority attribute for PatchInitalizer. - - - - - The patch priority. - - negative - early -
- zero - neutral -
- positive - late -
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- - - Patch Init Attribute - - - - - - Various Path constants used in Jötunn - - - - - Path to the game's save path - - - - - Path to the custom item folder - - - - - Path to the global translation folder - - - - - Various utility methods aiding Reflection tasks. - - - - - All possible binding flags - - - - - Determines whether this type is the same or a subclass of another type - - this type - Type against the type is checked - true if this type is the same or a subtype - - - - Determines if this type inherits from - - this type - - - - - Get the generic type of this type.
- https://stackoverflow.com/a/21995826 -
- this type - -
- - - Get the of the first caller outside of this assembly - - The reflected type of the first caller outside of this assembly - - - - Get the of the first caller outside of this assembly - - The assembly of the first caller outside of this assembly - - - - Invoke a private method of any class instance - - Instance of the class - Name of the method - Argument values (if any) of the method - The return of the method as an - - - - Get the value of a private property of any class instance - - Generic property type - Instance of the class - Name of the property - The value of the property - - - - Get the value of a private field of any class instance - - Generic field type - Instance of the class - Name of the field - The value of the field - - - - Get the value of a private static field of any class - - Generic field type - Type of the class - Name of the field - The value of the field - - - - Set a value of a private field of any class instance - - Instance of the class - Name of the field - New value of the field - - - - Cache for Reflection tasks. - - - - - of - - - - - of - - - - - of - - - - - Various static utility methods for working with Shaders - - - - - Get a list of all and in this GameObject and its childs. - - Parent GameObject - List of and - - - - Get a list of all renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Get a list of all shared renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Get a list of all normal and shared renderer of a GameObject and its childs - - Parent GameObject - List of - - - - Dumps all shader information of a GameObject and its childs onto debug log - - - - - - Like a list but stores elements in the order specified by the weight. - - - - - - - Weighted item used in - - - - - - Class that specifies how a setting should be displayed inside the ConfigurationManager settings window. - - Usage: - This class template has to be copied inside the plugin's project and referenced by its code directly. - make a new instance, assign any fields that you want to override, and pass it as a tag for your setting. - - If a field is null (default), it will be ignored and won't change how the setting is displayed. - If a field is non-null (you assigned a value to it), it will override default behavior. - - - - Here's an example of overriding order of settings and marking one of the settings as advanced: - - // Override IsAdvanced and Order - Config.AddSetting("X", "1", 1, new ConfigDescription("", null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 })); - // Override only Order, IsAdvanced stays as the default value assigned by ConfigManager - Config.AddSetting("X", "2", 2, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 1 })); - Config.AddSetting("X", "3", 3, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 2 })); - - - - - You can read more and see examples in the readme at https://github.com/BepInEx/BepInEx.ConfigurationManager - You can optionally remove fields that you won't use from this class, it's the same as leaving them null. - - - - - ctor - - - - - Show this setting in the settings screen at all? If false, don't show. - - - - - If set, a "Default" button will be shown next to the setting to allow resetting to default. - - - - - Force the "Reset" button to not be displayed, even if a valid DefaultValue is available. - - - - - Order of the setting on the settings list relative to other settings in a category. - 0 by default, higher number is higher on the list. - - - - - Only show the value, don't allow editing it. - - - - - If true, don't show the setting by default. User has to turn on showing advanced settings or search for it. - - - - - Whether a config is only writable by admins and gets overwritten on connecting clients - - - - - Color of the entry text - - - - - Color of the description text - - - - - Whether a config is locked for direct writing - - - - - When a config is locked, cache the local value - - - - - Represents the json array. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The capacity of the json array. - - - - The json representation of the array. - - The json representation of the array. - - - - Represents the json object. - - - - - The internal member dictionary. - - - - - Initializes a new instance of . - - - - - Initializes a new instance of . - - The implementation to use when comparing keys, or null to use the default for the type of the key. - - - - Gets the at the specified index. - - - - - - Adds the specified key. - - The key. - The value. - - - - Determines whether the specified key contains key. - - The key. - - true if the specified key contains key; otherwise, false. - - - - - Gets the keys. - - The keys. - - - - Removes the specified key. - - The key. - - - - - Tries the get value. - - The key. - The value. - - - - - Gets the values. - - The values. - - - - Gets or sets the with the specified key. - - - - - - Adds the specified item. - - The item. - - - - Clears this instance. - - - - - Determines whether [contains] [the specified item]. - - The item. - - true if [contains] [the specified item]; otherwise, false. - - - - - Copies to. - - The array. - Index of the array. - - - - Gets the count. - - The count. - - - - Gets a value indicating whether this instance is read only. - - - true if this instance is read only; otherwise, false. - - - - - Removes the specified item. - - The item. - - - - - Gets the enumerator. - - - - - - Returns an enumerator that iterates through a collection. - - - An object that can be used to iterate through the collection. - - - - - Returns a json that represents the current . - - - A json that represents the current . - - - - - This class encodes and decodes JSON strings. - Spec. details, see http://www.json.org/ - - JSON uses Arrays and Objects. These correspond here to the datatypes JsonArray(IList<object>) and JsonObject(IDictionary<string,object>). - All numbers are parsed to doubles. - - - - - Parses the string json into a value - - A JSON string. - An IList<object>, a IDictionary<string,object>, a double, a string, null, true, or false - - - - Try parsing the json string into a value. - - - A JSON string. - - - The object. - - - Returns true if successfull otherwise false. - - - - - Converts a IDictionary<string,object> / IList<object> object into a JSON string - - A IDictionary<string,object> / IList<object> - Serializer strategy to use - A JSON encoded string, or null if object 'json' is not serializable - - - - Determines if a given object is numeric in any way - (can be integer, double, null, etc). - - - - diff --git a/ValheimServer/BepInEx/plugins/NetworkFix.dll b/ValheimServer/BepInEx/plugins/NetworkFix.dll new file mode 100644 index 0000000..c206c21 Binary files /dev/null and b/ValheimServer/BepInEx/plugins/NetworkFix.dll differ diff --git a/ValheimServer/BepInEx/plugins/DiscardInventoryItem/DiscardInventoryItem.dll b/ValheimServer/BepInEx/plugins/RecycleInventoryItem/DiscardInventoryItem.dll similarity index 100% rename from ValheimServer/BepInEx/plugins/DiscardInventoryItem/DiscardInventoryItem.dll rename to ValheimServer/BepInEx/plugins/RecycleInventoryItem/DiscardInventoryItem.dll diff --git a/ValheimServer/BepInEx/plugins/UseEquipmentInWater/UseEquipmentInWater.dll b/ValheimServer/BepInEx/plugins/UseEquipmentInWater/UseEquipmentInWater.dll new file mode 100644 index 0000000..0d0aad8 Binary files /dev/null and b/ValheimServer/BepInEx/plugins/UseEquipmentInWater/UseEquipmentInWater.dll differ diff --git a/ValheimServer/BepInEx/plugins/Valheim.DisplayBepInExInfo.dll b/ValheimServer/BepInEx/plugins/Valheim.DisplayBepInExInfo.dll new file mode 100644 index 0000000..b6db3d1 Binary files /dev/null and b/ValheimServer/BepInEx/plugins/Valheim.DisplayBepInExInfo.dll differ