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License: Do What The F*ck You Want To Public License
Valheim mod enabling you to plan buildings, copy structures and terraform
License: Do What The F*ck You Want To Public License
I am running a Dedicated server, but unfortunately i can not use this mod as it forces server mod sync which means my friends who dont want to install the mod can not play on the server. Is there a way to disable the mod sync for the Server?
If I build something in creative mode, I activate "no placement costs" (debugmode -> b).
In order to fill planned pieces, I still need the mats in my inventory (or nearby containers using mods). I would love to be able to "fill planned pieces" without costs, if the option is enabled (due to debugmode)
This would easily allow to place planned blueprints, work on the support (floor, maybe some iron things) and then build the pieces.
Thanks in advance
Planbuild 0.9.0
When I delete a local blueprint, the .png file stays on disk.
vertical center indicator?
marker size text?
Can be toggled on the totem
Guards pieces in radius, if destroyed (not by hammer?), replace with plan of destroyed piece
Hi, to be clear from start I am NOT 100% sure but - direct build option (left CTRL) seems to be broken.
With today's patch the selection tool works again (select all connected option) so I was able to make a blueprint, and I am able to place that blueprint (and could use totem to build but it's huge, 10k wood 1k iron), but I wanted to check it out with direct build, and it just - did nothing. Checking the blueprint with crystal and fly mode looks like blueprint itself is ok.
Could someone else check this tool option and confirm? PlanBuild 0.9.3, released today.
Thanks!
P.s. and thanks for fixing select tool :)
Needs some work in Jötunn, too
I would like to make small changes to one of my .blueprint files in order to align some pieces which I am not able to do while building.
Could you please give a short explaination of the fileformat?
something like
#SnapPoints:
X;Y;Z
#Pieces
piece_name;Hammerbuildtabname;X;Y;Z;rotation;a;b;c
And: are the numbers relative to the "center marker"?
Thanks in advance
the mouse wheel scroll zoom, doesn't work correctly, and with any of the CTRL, ALT, SHIFT combinations nothing works as it should. it basically only partially rotates the blueprint model trying to be place, but that does not even work consistently. also when trying to figure out a pattern in how it was working i managed to zoom up so high i broke the build camera! the build camera was zoomed what seemed about 30,000 feet above ground (lol), and then NONE of the mousewheel, CTRL, ALT, SHIFT combinations did anything. the camera was permamently disconnected from the body. i killed myself...no change. i logged out, still camera was in space. the only way to get it back normal was to remove the mode completely. definitlely not usable in this state
The frost-cave updates (made public on March 01, 2022) seem to have introduced a change that breaks blueprint mode, with the following error message reported in the console:
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type Console and name InputText and parameters
[Error : Unity Log] ArgumentException: Undefined target method for patch method static void TerrainTools.Patches.Commands::Postfix(Console& __instance)
Stack trace: HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
TerrainTools.TerrainTools.Awake () (at <a0e26b0a4c024ac38bb1d83b45b5e607>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
Practically speaking, equipping the blueprint rune shows the following text string in the bottom-right of the screen:
RuneModeToggle!marcopogo.PlanBuild Switch to Blueprint mode
Jotunn was also updated on this day.
After hours of testing, nobody can place blueprints as a plan. Only direct placement as an admin works.
Save dialogue with more options
CraftFromContainers (Duping)
Build Camera (Doesn't Work)
May client conflict?!
BadImageFormatException: Could not resolve field token 0x040001df, due to: Could not load type of field 'PlanBuild.Blueprints.BlueprintManager+<>c:<>9__9_0' (1) due to: Could not load file or assembly 'MMHOOK_assembly_valheim, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:MMHOOK_assembly_valheim, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type: member:(null) signature: assembly:C:\Users\micah\AppData\Roaming\r2modmanPlus-local\Valheim\profiles\Server\BepInEx\plugins\MathiasDecrock-PlanBuild\PlanBuild\PlanBuild.dll type:<>c member:(null) signature:
Stack trace:
PlanBuild.PlanBuildPlugin.Awake () (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
[Warning:Jotunn.EventExtensions] Exception thrown at event InvokeOnCustomGUIAvailable in BlueprintGUI.Register:
System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.GroupedEnumerable2[TSource,TKey]..ctor (System.Collections.Generic.IEnumerable
1[T] source, System.Func2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer
1[T] comparer) [0x00016] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.GroupBy[TSource,TKey] (System.Collections.Generic.IEnumerable1[T] source, System.Func
2[T,TResult] keySelector) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at PlanBuild.Blueprints.BlueprintGUI.RefreshBlueprints (PlanBuild.Blueprints.BlueprintLocation location) [0x00018] in <7c23de4df02740f6b3263f9f9c4f3a9d>:0
at PlanBuild.Blueprints.BlueprintGUI.Register () [0x00437] in <7c23de4df02740f6b3263f9f9c4f3a9d>:0
at Jotunn.EventExtensions.SafeInvoke (System.Action events) [0x00018] in D:\coding\vs_workspace\Jotunn\JotunnLib\Extensions\EventExtensions.cs:26
make a list of blueprints including the world position and have it rebuild all of them on a new worldgen
maybe also in jötunn, exposing the config sync socket class
When trying and testing I am severely missing "delete all connected pieces" as option in delete tool. For planned pieces it works by just deleting blueprint, but for deleting already built pieces you can only delete by using circle/range tool, which isn't perfect, because it can grab other stuff by accident (specially if you don't want to delete stuff like nearby trees, or smaller nearby buildings).
To explain, I have a 4 floor building set about 30 meters high on trees, and another 30m tower on top of all that, so deleting it all takes a lot of time, specially if you don't want to delete the trees. And there's no other way to make a perfect self-building plan+totem except continued trial and failure :)
I guess it could work same as "select connected", or even if needed make it select then delete, idk.
Thanks for considering!
I updated to v0.81 - love that new blueprint generation, really neat.
I re-generated all my blueprints via bp.regenthumbnails
Then I uploaded all the blueprints with the new thumbnails to the server (via the blueprint stone).
After that, my client crashes, if I try to load the list from the server:
Serverlog:
valheim-server 11/02/2021 22:59:32: Failed to send data k_EResultInvalidParam
valheim-server src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp (2076) : Assertion Failed: Message size 1147636 is too big. Max is 524288
It looks a lot like that closed ticket: #8
current blueprint files on the server:
# ls -lah
total 1.7M
drwxr-xr-x 2 root root 4.0K Nov 2 23:56 .
drwxr-xr-x 3 root root 4.0K Sep 9 11:23 ..
-rw-r--r-- 1 root root 1.3K Nov 2 23:56 'Blödbommel_BeeHive 1.blueprint'
-rw-r--r-- 1 root root 53K Nov 2 23:56 'Blödbommel_BeeHive 1.png'
-rw-r--r-- 1 root root 1.3K Nov 2 23:56 'Blödbommel_BeeHive 2.blueprint'
-rw-r--r-- 1 root root 51K Nov 2 23:56 'Blödbommel_BeeHive 2.png'
-rw-r--r-- 1 root root 1.4K Nov 2 23:56 'Blödbommel_BeeHive 3.blueprint'
-rw-r--r-- 1 root root 55K Nov 2 23:56 'Blödbommel_BeeHive 3.png'
-rw-r--r-- 1 root root 1.3K Nov 2 23:56 'Blödbommel_BeeHive 4.blueprint'
-rw-r--r-- 1 root root 56K Nov 2 23:56 'Blödbommel_BeeHive 4.png'
-rw-r--r-- 1 root root 72K Nov 2 23:55 'Blödbommel_Portalhub - Clean Version.blueprint'
-rw-r--r-- 1 root root 28K Nov 2 23:55 'Blödbommel_Portalhub - Clean Version.png'
-rw-r--r-- 1 root root 55K Nov 2 23:56 'Blödbommel_Wolfszuchtfarm - clean.blueprint'
-rw-r--r-- 1 root root 25K Nov 2 23:56 'Blödbommel_Wolfszuchtfarm - clean.png'
-rw-r--r-- 1 root root 23K Nov 2 23:56 farmhub.blueprint
-rw-r--r-- 1 root root 48K Nov 2 23:56 farmhub.png
-rw-r--r-- 1 root root 76K Nov 2 23:56 Fenrir_Sternbase.blueprint
-rw-r--r-- 1 root root 57K Nov 2 23:56 Fenrir_Sternbase.png
-rw-r--r-- 1 root root 39K Nov 2 23:56 FlokisModernHome.blueprint
-rw-r--r-- 1 root root 61K Nov 2 23:56 FlokisModernHome.png
-rw-r--r-- 1 root root 2.0K Nov 2 23:55 Glenmorangie_Portalhäuschen.blueprint
-rw-r--r-- 1 root root 49K Nov 2 23:55 Glenmorangie_Portalhäuschen.png
-rw-r--r-- 1 root root 5.2K Nov 2 23:56 Glenmorangie_Werkstatt.blueprint
-rw-r--r-- 1 root root 6.3K Nov 2 23:56 'Glenmorangie_Werkstatt DoD mit.blueprint'
-rw-r--r-- 1 root root 71K Nov 2 23:56 'Glenmorangie_Werkstatt DoD mit.png'
-rw-r--r-- 1 root root 6.0K Nov 2 23:56 'Glenmorangie_Werkstatt DoOrDie.blueprint'
-rw-r--r-- 1 root root 68K Nov 2 23:56 'Glenmorangie_Werkstatt DoOrDie.png'
-rw-r--r-- 1 root root 65K Nov 2 23:56 Glenmorangie_Werkstatt.png
-rw-r--r-- 1 root root 360 Nov 2 23:56 Glenmorangie_Wohnklo.blueprint
-rw-r--r-- 1 root root 54K Nov 2 23:56 Glenmorangie_Wohnklo.png
-rw-r--r-- 1 root root 634 Nov 2 23:56 Hørstsøn_Werkbankkiste.blueprint
-rw-r--r-- 1 root root 64K Nov 2 23:56 Hørstsøn_Werkbankkiste.png
-rw-r--r-- 1 root root 142K Nov 2 23:55 horst1.blueprint
-rw-r--r-- 1 root root 80K Nov 2 23:55 horst1.png
-rw-r--r-- 1 root root 35K Nov 2 23:55 Sinnloson_Lager.blueprint
-rw-r--r-- 1 root root 34K Nov 2 23:55 Sinnloson_Lager_holz.blueprint
-rw-r--r-- 1 root root 27K Nov 2 23:55 Sinnloson_Lager_holz.png
-rw-r--r-- 1 root root 27K Nov 2 23:55 Sinnloson_Lager.png
-rw-r--r-- 1 root root 26K Nov 2 23:55 Sinnloson_Starterhaus.blueprint
-rw-r--r-- 1 root root 52K Nov 2 23:55 Sinnloson_Starterhaus.png
-rw-r--r-- 1 root root 13K Nov 2 23:56 urhub.blueprint
-rw-r--r-- 1 root root 50K Nov 2 23:56 urhub.png
If you need more information or some testfiles, please let me know
Not sure if I'm doing something wrong, but I have previously been able to do so until now. I'm unable to locate a config file for plan builder within the dedicated server folder. I hope I'm not being blind to this.
Note: I love your work, and wanted to comment how much I admire it. Thank you for hard work on the project.
Save them into .blueprint and create custom piece table categories from them
Might be another big griefing opportunity to just walk around and delete planned version of other peoples buildings. Thoughts @MathiasDecrock ?
Other mods use Shift + Scroll Wheel too, either we should make it configurable or just add a toggle to disable it
vanilla does not allow for square marker rotation for example.
I have run into the problem that once a few mods are installed, items disappear from the bottom of the build menu. Is it possible to have a scroll bar or a way to split categories into Misc 1, Misc 2 etc?
Evening,
I use PlanBuild extensively and love it; thank you for such a great cross-section of tools.
I primarily use it for terrain editing currently but am about to start into the blueprint use soon. I also use Gizmo to enable me to rotate build pieces through all three axis, or rather more specifically I use https://valheim.thunderstore.io/package/Tyrenheim/M3TO_Gizmo_Reloaded/1.1.8/
Up until a couple of days ago, the two mods worked perfectly together. There has been no update to Gizmo, though there has been an update to PlanBuild and a number of updates to Jotunn.
As of a couple of days ago, the use of the Blueprint Rune terrain editing function now shows the three axis rotational indicator for Gizmo where it never did previously, and as a result the functionality of your mod is greatly impacted; for example when using the terrain tool and holding ALT and scrolling my mouse wheel; where previously this would have raised and lowered the altitude of my terrain editing cursor; now the cursor rotates on a new axis and doesn't change altitude.
Gizmo has a "tools to ignore" function, and I've searched /spawn for "Blueprint" and found "BlueprintRune" in the spawn list but adding this to the ignored tools changes nothing.
Has anything changed in the last couple of days that causes the tool to respond differently? Has it been tested alongside the M3TO reload of Gizmo or any other Gizmo alternative? Can you offer any potential advice on how to successfully exclude the tool from Gizmo if so?
Any help or insight very much appreciated, and happy to assist in any way if I can.
Using v0.13.0 I get errors if I take the normal build hammer in my hand and open the build menu via right-click:
If I disable planbuild, everything is fine.
I disabled all mods and just enabled planbuild with it's dependencies: same error
error in short:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
Player.GetAvailableBuildPiecesInCategory (Piece+PieceCategory cat) (at <035307060cbb4b30b916cd82ebd80490>:0)
(wrapper dynamic-method) Hud.DMD<Hud::UpdateBuild>(Hud,Player,bool)
(wrapper dynamic-method) Hud.DMD<Hud::TogglePieceSelection>(Hud)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Hud::TogglePieceSelection>?187285504(Hud)
PlanBuild.Blueprints.BlueprintManager.Hud_TogglePieceSelection (On.Hud+orig_TogglePieceSelection orig, Hud self) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Hud::TogglePieceSelection>?-505207936(Hud)
Player.UpdateBuildGuiInput () (at <035307060cbb4b30b916cd82ebd80490>:0)
(wrapper dynamic-method) Player.DMD<Player::UpdatePlacement>(Player,bool,single)
(wrapper dynamic-method) Player.DMD<Player::Update>(Player)
[Message: BepInEx] BepInEx 5.4.19.0 - valheim (30.06.2022 16:26:10)
[Info : BepInEx] Running under Unity v2020.3.33.9525882
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.19.0]
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.MonoMod.HookGenPatcher 1.2.0.0]
[Info : BepInEx] 2 patcher plugins loaded
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info :HookGenPatcher] Already ran for this version, reusing that file.
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 21 plugins to load
[Info : BepInEx] Loading [PlantEverything 1.12.0]
[Info : BepInEx] Loading [Building Repair 0.1.1]
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type Console and name InputText and parameters
[Warning: HarmonyX] Unknown patch - Could not find method InputText with 0 parameters in type Console, but it was found in base class of this type Terminal
[Info : BepInEx] Loading [Clock Mod 1.5.0]
[Info : BepInEx] Loading [Map Teleport 0.5.0]
[Info : BepInEx] Loading [Terrain Reset 0.7.0]
[Info : BepInEx] Loading [Configuration Manager 17.0]
[Info : BepInEx] Loading [Jotunn 2.10.0]
[Info : Jotunn] Initializing LocalizationManager
[Info : Jotunn] Initializing CommandManager
[Info : Jotunn] Initializing InputManager
[Info : Jotunn] Initializing SkillManager
[Info : Jotunn] Initializing PrefabManager
[Info : Jotunn] Initializing ItemManager
[Info : Jotunn] Initializing PieceManager
[Info : Jotunn] Initializing CreatureManager
[Info : Jotunn] Initializing ZoneManager
[Info : Jotunn] Initializing MockManager
[Info : Jotunn] Initializing KitbashManager
[Info : Jotunn] Initializing GUIManager
[Info : Jotunn] Initializing KeyHintManager
[Info : Jotunn] Initializing NetworkManager
[Info : Jotunn] Initializing SynchronizationManager
[Info : Jotunn] Initializing RenderManager
[Info : Jotunn] Initializing MinimapManager
[Info : Jotunn] Initializing UndoManager
[Info : Jotunn] Jötunn v2.10.0 loaded successfully
[Info : BepInEx] Loading [Use Equipment in Water 0.2.3]
[Info : BepInEx] Loading [ContentsWithin 2.0.2]
[Info : BepInEx] Loading [Easy Spawner 1.6.0]
[Info : Unity Log] Easy spawner: Easy spawner loaded plugin
[Info : BepInEx] Loading [Gizmo Reloaded 1.1.2]
[Info : BepInEx] Loading [Server Devcommands 1.38]
[Info : BepInEx] Loading [World Edit Commands 1.20]
[Info : BepInEx] Loading [Infinity Hammer 1.28]
[Info :Infinity Hammer] Reloading 17 command data.
[Info : BepInEx] Loading [Build Camera 1.6.1]
[Info : BepInEx] Loading [PlanBuild 0.13.0]
[Info :PlanBuild.Blueprints.BlueprintManager] Initializing BlueprintManager
[Info :PlanBuild.Blueprints.BlueprintSync] Loading known blueprints
[Info :PlanBuild.Plans.PlanManager] Initializing PlanManager
[Info :PlanBuild.Patches] Applying BuildCamera patches
[Info : BepInEx] Loading [FuelEternal 1.1.0]
[Info : BepInEx] Loading [Quick Stack 0.6.5]
[Info :Quick Stack] Initializing Quick Stack.
[Info : BepInEx] Loading [Display BepInEx Info In-Game 2.0.0]
[Info : BepInEx] Loading [AnyPortal 1.0.4]
[Info : Unity Log] AnyPortal loaded succesfully.
[Info : BepInEx] Loading [AutoRepair 5.4.1600]
[Message: BepInEx] Chainloader startup complete
[Info :Server Devcommands] "GizmoReloaded" detected. Patching "HandleAxisInput" for mouse wheel binding.
[Info : Unity Log] 12/07/2022 20:35:18: Starting to load scene:start
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Amb_MainMenu).
[Info : Unity Log] 12/07/2022 20:35:21: Using environment steamid 892970
[Info : Unity Log] 12/07/2022 20:35:21: Using steam APPID:892970
Setting breakpad minidump AppID = 892970
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197960275926 [API loaded no]
[Info : Unity Log] 12/07/2022 20:35:21: Authentication:k_ESteamNetworkingAvailability_Attempting
[Info : Unity Log] 12/07/2022 20:35:21: Steam initialized, persona:Godmin
[Info : Unity Log] 12/07/2022 20:35:21: PlayFab custom ID set to "Steam_76561197960275926"
[Info : Unity Log] 12/07/2022 20:35:21: Using default prefs
[Info : Unity Log] 12/07/2022 20:35:21: Valheim version:0.212.7
[Info : Unity Log] 12/07/2022 20:35:21: Worldgenerator version setup:2
[Info :Jotunn.Managers.CommandManager] Adding 20 commands to the Console
[Info : Unity Log] 12/07/2022 20:35:21: Render threading mode:MultiThreaded
[Warning: Unity Log] 12/07/2022 20:35:21: Missing audio clip in music respawn
[Info : Unity Log] 12/07/2022 20:35:21: Checking for installed DLCs
[Info : Unity Log] 12/07/2022 20:35:21: DLC:beta installed:False
[Info :Jotunn.Managers.InputManager] Registering 5 custom inputs
[Info : Unity Log] 12/07/2022 20:35:21: Loaded localization CSV:localization language:English
[Info : Unity Log] 12/07/2022 20:35:21: Loaded localization CSV:localization_extra language:English
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization language:German
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization_extra language:German
[Info :Jotunn.Managers.LocalizationManager] Loading custom localizations
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization language:English
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization_extra language:English
[Info :Jotunn.Managers.LocalizationManager] Adding tokens for language 'English'
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization language:German
[Info : Unity Log] 12/07/2022 20:35:22: Loaded localization CSV:localization_extra language:German
[Info :Jotunn.Managers.LocalizationManager] Adding tokens for language 'German'
[Info :Jotunn.Managers.KitbashManager] Applying Kitbash in 1 objects
[Info :Jotunn.Managers.ItemManager] Adding 3 custom items to the ObjectDB
[Info : Unity Log] 12/07/2022 20:35:22: Session auth respons callback
[Info : Unity Log] 12/07/2022 20:35:22: Ticket is System.Byte[] of length 369
[Info : Unity Log] 12/07/2022 20:35:22: Starting music menu
[Info : Unity Log] 12/07/2022 20:35:22: UI Group status changed Menu = True
[Info :Server Devcommands] Reloading 11 alias data.
[Info : Unity Log] 12/07/2022 20:35:23: PlayFab logged in as "Steam_76561197960275926"
[Info : Unity Log] 12/07/2022 20:35:23: PlayFab local entity ID is 47A6513FE999E5FA
[Info : Unity Log] 12/07/2022 20:35:24: UI Group status changed Menu = True
[Info : Unity Log] 12/07/2022 20:35:26: FOund selected Start game
[Info : Unity Log] 12/07/2022 20:35:26: show character selection
[Info : Unity Log] 12/07/2022 20:35:27: OnCharacterStart
[Info : Unity Log] 12/07/2022 20:35:29: Loading main scene
[Info : Unity Log] 12/07/2022 20:35:30: Steam initialized, persona:Godmin
[Info : Unity Log] 12/07/2022 20:35:30: PlayFab custom ID set to "Steam_76561197960275926"
[Info : Unity Log] 12/07/2022 20:35:30: Using default prefs
[Info :Jotunn.Managers.CommandManager] Adding 20 commands to the Console
[Info : Unity Log] 12/07/2022 20:35:30: Loading player profile farmer
[Info : Unity Log] 12/07/2022 20:35:30: isModded: True
[Info : Unity Log] 12/07/2022 20:35:30: Zonesystem Awake 408
[Info : Unity Log] 12/07/2022 20:35:30: DungeonDB Awake 408
[Info : Unity Log] 12/07/2022 20:35:30: Steam initialized, persona:Godmin
[Info : Unity Log] 12/07/2022 20:35:30: Worldgenerator version setup:1
[Info : Unity Log] Registered 'advize.PlantEverything ConfigSync' RPC - waiting for incoming connections
[Info : Unity Log] getting fonts
[Info : Unity Log] got font AveriaSerifLibre-Bold
[Info :Jotunn.Managers.PrefabManager] Adding 26 custom prefabs to the ZNetScene
[Info : Unity Log] 12/07/2022 20:35:31: Audioman already exist, destroying self
[Info : Unity Log] 12/07/2022 20:35:31: Checking for installed DLCs
[Info : Unity Log] 12/07/2022 20:35:31: DLC:beta installed:False
[Info :Jotunn.Managers.ItemManager] Adding 3 custom items to the ObjectDB
[Info :Jotunn.Managers.ItemManager] Adding 3 custom recipes to the ObjectDB
[Info :Jotunn.Managers.PieceManager] Adding 14 custom pieces to the PieceTables
[Info :Server Devcommands] Reloading 34 bind data.
[Info :Jotunn.Managers.NetworkManager] Registering 5 custom RPCs
[Info : Unity Log] 12/07/2022 20:35:37: Zonesystem Start 408
[Info : Unity Log] 12/07/2022 20:35:37: Added 3 locations, 0 vegetations, 0 environments, 0 biome env-setups, 0 clutter from locations_cp1
[Info : Unity Log] 12/07/2022 20:35:37: Added 1 locations, 0 vegetations, 1 environments, 0 biome env-setups, 0 clutter from locations_mountaincaves
[Info : Unity Log] 12/07/2022 20:35:37: Added 27 locations, 25 vegetations, 5 environments, 1 biome env-setups, 3 clutter from locations_mistlands
[Info : Unity Log] 12/07/2022 20:35:38: DungeonDB Start 408
[Info : Unity Log] Easy spawner: Easy spawner loading assets
[Info : Unity Log] Easy spawner: menu asset bundle loaded
[Info : Unity Log] Easy spawner: Easy spawner loaded assets
[Info : Unity Log] Easy spawner: load favourite Items from file: C:\Users\Anwender\AppData\Roaming\r2modmanPlus-local\Valheim\profiles\Godmins Building Modpack\BepInEx\config\cooley.easyspawner.favouriteItems.txt
[Warning:PlanBuild.Plans.PlanDB] Warning for mod developers:
Multiple pieces with the same m_name but different resource requirements, this will cause issues with Player.m_knownRecipes!
Piece.m_name: $piece_yuleklapp
Requirements: $item_finewood:2, $item_bonefragments:1
Pieces: piece_gift1
Requirements: $item_finewood:3, $item_dandelion:1
Pieces: piece_gift2
Requirements: $item_finewood:4, $item_raspberries:1
Pieces: piece_gift3
[Info : Unity Log] 12/07/2022 20:35:38: ZRpc timeout set to 30s
[Info : Unity Log] 12/07/2022 20:35:38: Load world: Raftheim (Raftheim)
[Info : Unity Log] 12/07/2022 20:35:38: Loading 204454 zdos , my id 702231505 data version:29
[Info : Unity Log] 12/07/2022 20:35:38: Loaded 100000 dead zdos
[Info : Unity Log] 12/07/2022 20:35:38: Removed 0 OLD generated ZDOS
[Info : Unity Log] 12/07/2022 20:35:38: Loaded 9924 locations
[Info : Unity Log] 12/07/2022 20:35:39: Starting respawn
[Info : Unity Log] 12/07/2022 20:35:39: Session auth respons callback
[Info : Unity Log] 12/07/2022 20:35:44: Unpacking compressed mapdata 8225
[Info : Unity Log] 12/07/2022 20:35:44: tip:$loadscreen_tip08
[Info :Server Devcommands] Reloading 34 bind data.
[Info : Unity Log] 12/07/2022 20:35:48: Done fading color
[Info : Unity Log] 12/07/2022 20:35:48: Done fading color
[Info : Unity Log] 12/07/2022 20:35:52: Spawned after 8,019994
[Info :PlanBuild.Blueprints.BlueprintManager] Registering known blueprints
[Info : Unity Log] 12/07/2022 20:35:53: Minimap: Adding unique location (-67.0, 34.4, -256.9)
[Info : Unity Log] 12/07/2022 20:35:54: Starting music meadows
[Info : Unity Log] 12/07/2022 20:35:54: Resumed music meadows at 0
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
Player.GetAvailableBuildPiecesInCategory (Piece+PieceCategory cat) (at <035307060cbb4b30b916cd82ebd80490>:0)
(wrapper dynamic-method) Hud.DMD<Hud::UpdateBuild>(Hud,Player,bool)
(wrapper dynamic-method) Hud.DMD<Hud::TogglePieceSelection>(Hud)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Hud::TogglePieceSelection>?187285504(Hud)
PlanBuild.Blueprints.BlueprintManager.Hud_TogglePieceSelection (On.Hud+orig_TogglePieceSelection orig, Hud self) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Hud::TogglePieceSelection>?-505207936(Hud)
Player.UpdateBuildGuiInput () (at <035307060cbb4b30b916cd82ebd80490>:0)
(wrapper dynamic-method) Player.DMD<Player::UpdatePlacement>(Player,bool,single)
(wrapper dynamic-method) Player.DMD<Player::Update>(Player)
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
Player.GetAvailableBuildPiecesInCategory (Piece+PieceCategory cat) (at <035307060cbb4b30b916cd82ebd80490>:0)
(wrapper dynamic-method) Hud.DMD<Hud::UpdateBuild>(Hud,Player,bool)
Hud.Update () (at <035307060cbb4b30b916cd82ebd80490>:0)
I saved a workshop/storage build which had signs that had newline characters pasted into it from my clipboard. Planbuild saved the file with the following verbatim:
wood_beam;Building;15.86383;2.24675;23.53613;0;0.7071067;0;0.7071068;
sign;Furniture;16.10837;2.261719;19.10345;0;0.7071067;0;0.7071068;Drops
Cores
sign;Furniture;16.10837;2.263016;20.05064;0;0.7071067;0;0.7071068;Wood
sign;Furniture;16.10837;2.268932;23.15164;0;0.7071067;0;0.7071068;Equipment
Arrows
sign;Furniture;16.10837;2.271332;18.12659;0;0.7071067;0;0.7071068;Bones
Skins
piece_walltorch;Furniture;16.67725;2.283806;16.65331;0;0;0;1;
sign;Furniture;16.10837;2.286621;22.18644;0;0.7071067;0;0.7071068;Metal
sign;Furniture;16.10837;2.287022;21.3139;0;0.7071067;0;0.7071068;Rocks
Stone
sign;Furniture;16.10837;2.288212;17.20294;0;0.7071067;0;0.7071068;Eyes
Resin
sign;Furniture;13.82892;2.289898;21.19217;0;0.7071068;0;-0.7071068;Rocks
Stone
sign;Furniture;13.80969;2.29834;18.04819;0;0.7071049;0;-0.7071086;Bones
Skins
sign;Furniture;13.80969;2.306366;17.0921;0;0.7071039;0;-0.7071096;Eyes
Resin
piece_walltorch;Furniture;16.67722;2.308266;20.63902;0;0;0;1;
sign;Furniture;13.82892;2.312489;22.18105;0;0.7071068;0;-0.7071068;Metal
sign;Furniture;13.80969;2.321262;20.03839;0;0.7071068;0;-0.7071068;Wood
sign;Furniture;13.80969;2.325722;19.02773;0;0.7071059;0;-0.7071076;Drops
Cores
sign;Furniture;13.8045;2.333824;23.08018;0;0.7071068;0;-0.7071068;Equipment
Arrows
piece_walltorch;Furniture;13.3226;2.335026;16.63385;0;1;0;-1.629207E-07;
this leads to the following log message when the game is next loaded
[Warning:PlanBuild.Blueprints.Marketplace.BlueprintSync] Could not load blueprint .\BepInEx\config\TheRuins\VanGaymersServer\Laketown\meadows\Planbuild_Laketown_Workshop.blueprint: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at PlanBuild.Blueprints.PieceEntry.FromBlueprint (System.String line) [0x0002d] in <bd12d75e88ca424faf366223fd1f1e44>:0
at PlanBuild.Blueprints.Blueprint.FromArray (System.String id, System.String[] lines, PlanBuild.Blueprints.Blueprint+Format format) [0x001be] in <bd12d75e88ca424faf366223fd1f1e44>:0
at PlanBuild.Blueprints.Blueprint.FromFile (System.String fileLocation) [0x0006c] in <bd12d75e88ca424faf366223fd1f1e44>:0
at PlanBuild.Blueprints.Marketplace.BlueprintSync.GetLocalBlueprints () [0x000b7] in <bd12d75e88ca424faf366223fd1f1e44>:0
This formatting also breaks other mods that may use .blueprint
files (as in one I am currently developing). I think it should escape newlines when saving.
Place a sign.
Edit the sign and paste the following text:
This
has
newlines
Save the sign with PlanBuild to a .blueprint
file.
It should shouldn't but does produce the following file:
#Name:blueprint087
#Creator:Planbuild
#Description:""
#Category:Blueprints
#Pieces
sign;Furniture;0;0;0;0;0.9807853;0;-0.1950903;This
has
newlines
It would be useful to be able to rotate the square marker while using the terrain tool.
I am using Planbuild 0.6.8 on the server and the client.
I uploaded local plans before, but with one of the latest updates it broke. My Client Console is spammed with
src\steamnetworkingsockets\clientlib\steamnetworkingsockets_connections.cpp (2076) : Assertion Failed: Message size 1489722 is too big. Max is 524288
src\steamnetworkingsockets\clientlib\steamnetworkingsockets_connections.cpp (2076) : Assertion Failed: Message size 1489722 is too big. Max is 524288
[Info : Unity Log] 09/28/2021 14:13:03: Failed to send data k_EResultInvalidParam
until I get disconnected.
thanks in advance,
Stefan
ps: I only tried one blueprint upload, the file is actually 2kb on my local storage
I'm an admin on my server with devcommands enabled. Holding LCTRL does not direct build blueprints. I'm unable to direct build on a local game either.
I've disabled every mod except what is needed to run PlanBuild. Only thing I can think of is one of these Jotuun updates is causing the problem. I've done it successfully in the past.
Placing blueprints onto a raft works, but capturing a blueprint from a raft borks hard
Odinson_BigBoat.blueprint.txt
ContentFitter does not account for line breaks
There was a mistlands update for valheimRaft and this breaks planbuild. I can place a blueprint but when I want to build it, I get the following error:
[Error : Unity Log] MissingMethodException: void ValheimRAFT.MoveableBaseRootComponent.AddNewPiece(Piece)
Stack trace:
(wrapper dynamic-method) PlanBuild.Plans.PlanPiece.DMD<PlanBuild.Plans.PlanPiece::OnPieceReplaced>(UnityEngine.GameObject,UnityEngine.GameObject)
PlanBuild.Plans.PlanPiece.SpawnPiece (UnityEngine.GameObject originatingObject, System.Int64 creatorID, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject prefab, System.String additionalInfo) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
PlanBuild.Plans.PlanPiece.RPC_SpawnPieceAndDestroy (System.Int64 sender, System.Int64 creatorID) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <695d1cc93cca45069c528c15c9fdd749>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Delegate.DynamicInvoke (System.Object[] args) (at <695d1cc93cca45069c528c15c9fdd749>:0)
RoutedMethod`1[T].Invoke (System.Int64 rpc, ZPackage pkg) (at <35c0f7aa1999477788815a7bf78200d7>:0)
ZNetView.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData rpcData) (at <35c0f7aa1999477788815a7bf78200d7>:0)
ZRoutedRpc.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData data) (at <35c0f7aa1999477788815a7bf78200d7>:0)
ZRoutedRpc.InvokeRoutedRPC (System.Int64 targetPeerID, ZDOID targetZDO, System.String methodName, System.Object[] parameters) (at <35c0f7aa1999477788815a7bf78200d7>:0)
ZNetView.InvokeRPC (System.String method, System.Object[] parameters) (at <35c0f7aa1999477788815a7bf78200d7>:0)
PlanBuild.Plans.PlanPiece.Build (System.Int64 playerID) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
PlanBuild.Plans.PlanPiece.Interact (Humanoid user, System.Boolean hold, System.Boolean alt) (at <7c23de4df02740f6b3263f9f9c4f3a9d>:0)
(wrapper dynamic-method) Player.DMD<Player::Interact>(Player,UnityEngine.GameObject,bool,bool)
(wrapper dynamic-method) Player.DMD<Player::Update>(Player)
This happens regardless of an existing raft or not.
I also reported the bug on nexusmod for valheimRAFT: https://www.nexusmods.com/valheim/mods/1136/?tab=bugs
Regards
It would be great if there was a modification that would allow you to limit the plan, so as not to load a weak PC a lot of instances
Example:
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