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seasons's Issues

Grave Marker on Frozen Ocean

During winter, if your crossing the ocean or deep enough water and you die, it places the marker for your death under the ice with no way to recover it untill the ice thaws. An added command to perhaps skip season or something would be handy as i dont believe the base game recognises the water is actually frozen per say.

Feature request: built-in compatiblity with RtDBiomes

Hey, thanks for Seasons, really love the feature set.

I'm using RtDBiomes which adds a lot of extra vegetation and clutter to the base game, making it feel more varied. I saw you already had built-in compatibility with roofs coming from other mods, and was wondering if you'd consider adding built-in compatibility with RtDBiomes as well.

Right now I'm simply adding _RtD to piecePrefabPartialName in Materials.json config to catch RtD prefabs, it mostly works but it's of course not a fine-grained implementation: while it does catch a lot of things, there are some things that are caught that should not, and some others that should be but are not.

(Note: I will probably try my hand at figuring out how to use RuntimeUnityEditor over the coming weeks to see if I can progressively isolate and make a better config, but for now it's out of my depth ๐Ÿ˜…)

NullRefrenceException -- Seasons.WaterVolume_Awake_WaterState.Postfix

While setting up a new pack an starting a new world, this reference error cropped up a few times.

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Seasons.WaterVolume_Awake_WaterState.Postfix (WaterVolume __instance) (at <145700a5d9374446bd6d0087403e7366>:0)
(wrapper dynamic-method) WaterVolume.DMDWaterVolume::Awake(WaterVolume)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZoneSystem:SpawnZone(Vector2i, SpawnMode, GameObject&)
ZoneSystem:CreateGhostZones(Vector3)
ZoneSystem:Update()

Piece build/destroy triggers seasons error

Getting these errors when building/destroying anything with the mod loaded and the item wont get destroyed resulting in players that spam remove gets infinite resources back...

Building

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Seasons.EffectList_Create_AddPrefabVariantController.Postfix (UnityEngine.Transform baseParent, UnityEngine.GameObject[] __result) (at <145700a5d9374446bd6d0087403e7366>:0)
(wrapper dynamic-method) EffectList.DMD<EffectList::Create>(EffectList,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,single,int)
(wrapper dynamic-method) Player.DMD<Player::PlacePiece>(Player,Piece)
(wrapper dynamic-method) Player.DMD<Player::UpdatePlacement>(Player,bool,single)
(wrapper dynamic-method) Player.DMD<Player::Update>(Player)

Destroying

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Seasons.EffectList_Create_AddPrefabVariantController.Postfix (UnityEngine.Transform baseParent, UnityEngine.GameObject[] __result) (at <145700a5d9374446bd6d0087403e7366>:0)
(wrapper dynamic-method) EffectList.DMD<EffectList::Create>(EffectList,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,single,int)
(wrapper dynamic-method) WearNTear.DMD<WearNTear::Destroy>(WearNTear)
WearNTear.RPC_Remove (System.Int64 sender) (at <da52c09f594f4a7480000b7420815ba7>:0)
RoutedMethod.Invoke (System.Int64 rpc, ZPackage pkg) (at <da52c09f594f4a7480000b7420815ba7>:0)
ZNetView.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData rpcData) (at <da52c09f594f4a7480000b7420815ba7>:0)
ZRoutedRpc.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData data) (at <da52c09f594f4a7480000b7420815ba7>:0)
ZRoutedRpc.InvokeRoutedRPC (System.Int64 targetPeerID, ZDOID targetZDO, System.String methodName, System.Object[] parameters) (at <da52c09f594f4a7480000b7420815ba7>:0)
ZNetView.InvokeRPC (System.String method, System.Object[] parameters) (at <da52c09f594f4a7480000b7420815ba7>:0)
WearNTear.Remove () (at <da52c09f594f4a7480000b7420815ba7>:0)
(wrapper dynamic-method) Player.DMD<Player::RemovePiece>(Player)
(wrapper dynamic-method) Player.DMD<Player::UpdatePlacement>(Player,bool,single)
(wrapper dynamic-method) Player.DMD<Player::Update>(Player)

compatibility issue

mod name: Foraging v1.0.8
mod author: Smoothbrain
mod link: https://valheim.thunderstore.io/package/Smoothbrain/Foraging/

image

issue: foraging skill effects and buffs that affect amount of drops are picked from ground pickable foods is overwritten by the seasons mod.

replication method:

  1. hop on a world with the two mods enabled
  2. open dev commands
  3. spawn a berry bush
  4. raise you foraging skill by like a couple dozens with the command raiseskill Foraging 24
  5. pick a berry.

Expected result: should at least get more than 2 or 3 berries from a single berry bush if your foraging skill is higher.

actual result: you actually only receive one berry.

tested with 4 different berry bushes and a Foraging skill level higher than 30.

image

image

Caching in the BepInEx Config folder

Issue:

  • Caching files inside 'BepInEx/Config' breaks Thunderstore profile code generation

Replication Steps:

  1. Using Thunderstore or R2Modman and a fresh Valheim profile with 0 mods
  2. Download Seasons mod with manager
  3. Navigate to 'Settings > Export Profile as a Code' and click the button 1 time
  4. A window pops up displaying our new profile code
  5. Run Valheim to generate mod config files & load into any world to build cache
  6. Close Valheim
  7. Navigate to 'Settings > Export Profile as a Code' and click the button 1 time

Expected Result:

  • A window pops up displaying our new profile code

Actual Result:

  • After 45 seconds an Error window will appear with HTTP code 413

Notes:
Profile codes sync mods and configuration files, please consider moving the caching folder out of 'BepInEx/Config'
Thank you for sharing this mod!

License

Reminder: your not allowed to publish on your own.

This is my mod and needs to be under my name. I'm happy for you to contribute and I will give you credit.

You can modify and use for yourself. But do not compete with me please.

Global keys not being set for seasons

Using only the Seasons mod and ServerDevcommands in a test playthrough, I have enabled the Global Keys section in the configuration and changed the names to lowercase as such:

[Seasons - Global keys]

## Enables setting seasonal global key
# Setting type: Boolean
# Default value: false
Enable setting seasonal Global Keys = true

## Seasonal global key for automn
# Setting type: String
# Default value: Season_Fall
Fall = season_fall

## Seasonal global key for spring
# Setting type: String
# Default value: Season_Spring
Spring = season_spring

## Seasonal global key for summer
# Setting type: String
# Default value: Season_Summer
Summer = season_summer

## Seasonal global key for winter
# Setting type: String
# Default value: Season_Winter
Winter = season_winter

When I spawn into a world I use the command listkeys and I get the following output:

Current Keys: 0
Server Option Keys: 0
Player Keys: 1

but Player Keys is empty and doesn't show a name (guessing a blank string)

However after doing setkey season_spring I get

Current Keys: 1
  season_spring
Server Option Keys: 0
Player Keys: 1

So, I think the global keys part is not working - sort of. Was hoping to use it together with SpawnThat! to change what spawns during a season.

I have also tried with default keys (capitalized) and with a fresh player and world. No luck either :)

Took a look at the DLL and I think I found the issue, or maybe an idea - wondering if on first world creation/load it doesn't perform the OnSeasonChange() event to set the key. Maybe when world is first created it should check the season after ZNetScene.Awake().

I tested gameplay and when the season changes, it does indeed give the correct global key. So, the problem is only related to the very first spring when the world is created and player spawns. And possibly if the mod is installed after a world has been created, it only applies the key after the first season change and not when it's first installed and applied to that world / server.

Season not syncing in coop-multiplayer

For some reason, in community multiplayer games, the first season is Spring only for the host, but for other players the starting season is Summer.

Host:
image

Client:
WhatsApp Image 2024-02-19 at 19 59 08_c66de034

Winter Expand World Overspawn Bug

Hi, I just wanted to see if you were already aware of this conflict between Expand World and Seasons.
To replicate the issue:

  1. Set day duration in main config file to 15 seconds
  2. Start game with both EW and Seasons installed
  3. Fly over to a mountain
  4. Wait until season changes to winter
  5. About midway through winter, NRE's start to pop up in console, and many creatures and pickable items start duplicating where they stand, causing lag
    image

If this is not fixable within Seasons, please let me know.
Thank you,

Torch not working as FIre Source

Hi, not sure what's wrong, I haven't changed any code or settings, but the torch doesn't seem to be working as a fire source. Maybe conflicting with my other mods?

Awesome mod either way. Thank you for the amazing work.

Screenshot 2024-01-17 205542
Screenshot 2024-01-17 205534
Screenshot 2024-01-17 205525

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