github Grantapher/ValheimPlus 0.10.1.2
0.10.1.2 - Bug Fixes

latest release: 0.10.2.0
10 days ago

Other Links

Patch Notes

  • Fixes auto-deposit dropping outputs on the ground right after you log in or arrive back to a base.
  • Fixes the AutoStack message showing the wrong number of items moved (or none at all) in some mod conflicts.
  • The Auto Stack message now also says how many chests couldn't be used because another player has them open.
  • Inventory.playerInventoryRows is now reset to 4 when "Equipment and Quick Slots" or "Extra Slots" is installed, since those mods add inventory rows themselves and clash with V+'s implementation.
  • V+ no longer applies patches when Inventory.playerInventoryRows is left at 4 and Inventory is enabled. This is to help mod compatibility with other mods that affect inventory size.
  • Fixes GridAlignment changing direction after each crop you plant with the Cultivator.
  • Fixes Procreation.pregnancyChanceMultiplier working backwards.
  • Fixes Procreation.ignoreAlerted not working.
  • Your own config values are now saved back to your config file when you leave a server.

Install

See INSTALL.md. Will update as needed, so join the discord if you have issues. Also open to PRs updating this.

Troubleshooting

See TROUBLESHOOTING.md. Will update as needed, so join the discord if you have issues. Also open to PRs updating this.

Compatibility

  • ✅ - Valheim 1.0.12 (n-40) + BepInExPack_Valheim 5.4.2350 + ValheimPlus 0.10.1.2
  • ⛔️ - Anything else

Detailed Patch Notes

  • auto-deposit chest selection
    • In multiplayer, only one player's game runs a machine at a time. Auto deposit and auto fuel used to pick chests as if that player were opening them. So which chests counted depended on who was running the machine, and while your game was still loading in with no character yet, no chests counted at all.
    • Machines now pick chests the same way no matter whose game runs them. A chest counts if it isn't a personal chest and, when wards are checked, it isn't under a ward the machine is outside of.
    • This covers auto deposit for kilns, smelters, furnaces, windmills, spinning wheels, eitr refineries, beehives, fermenters, and sap collectors. It also covers auto fuel for those machines, plus fires, cooking stations, and shield generators.
  • Waiting for chests after loading
    • When you log in or come back to a base, machines finish the work they did while you were away almost immediately, often before the chests around them have finished loading. That output could be deleted.
      • This was avoided more or less by waiting for the player character to load (i.e. auto-deposit chest selection using your player's character), which likely gave the chests time to load as well.
    • Machines with auto deposit turned on now wait until the chests they could deposit into within range have loaded, then start as normal. This is checked once a second, and usually completes after the first second.
    • A machine gives up and starts anyway after 10 seconds, for example if a chest never finishes loading.
    • Chests a machine can't use, like personal chests and the treasure chests found around the world, aren't waited for. A machine with no usable chests in range starts right away.
    • This applies to kilns, smelters, furnaces, windmills, spinning wheels, eitr refineries, beehives, fermenters and sap collectors, and only when their autoDeposit setting is on. Nothing changes for machines with auto deposit off.
  • Auto Stack
    • Stack All into the chest you have open used to count the items moved by how much your inventory shrank. Some mods take a few of your items out of your inventory while Stack All runs and put them back right after. That threw the count off and could make it negative. The count now comes from how much the chest grew instead.
    • Only the player in charge of a chest knows for sure whether someone has it open. Everyone else sees a shared flag, and the game doesn't always clear it, for example when the player using the chest disconnects. Auto Stack used to trust that flag and skip the chest, even when nobody was using it anymore. It now asks the chest anyway, and the player in charge refuses only if the chest really is open.
    • When a chest refuses, the game doesn't say why. If the chest still shows as open at that moment, it's counted as in use. Otherwise it's counted as unavailable.
    • The message following an auto-stack shows how many items were moved and how many chests they went into, followed by how many chests were in use and how many were unavailable when either is above zero. Unavailable covers chests that refused for another reason, didn't answer within AutoStack.replyTimeout, changed hands before stacking, or couldn't be read.
  • Inventory row conflicts
    • Equipment and Quick Slots and Extra Slots both add their own rows to your inventory, and Inventory.playerInventoryRows conflicts with them. When either mod is installed, the Inventory section is enabled and playerInventoryRows is above 4, V+ resets it to 4 and logs a warning naming the mod.
    • This check runs once every mod has finished loading, so it doesn't depend on the order mods load in. It runs again whenever V+ re-applies its own patches.
  • Inventory.playerInventoryRows at 4
    • 4 is the game's normal row count. At that value V+ now leaves inventory size completely alone, even with the Inventory section enabled, so other inventory mods and the game's own row changes work as if V+ weren't touching it.
    • Previously, V+ still resized your inventory whenever the Inventory section was enabled, even when it asked for nothing beyond the default.
    • The setting's description was reworded to make clear it's a minimum. Your inventory uses this value or the rows the game gives you, whichever is larger, and lowering it never takes away rows the game has added.
  • Grid alignment when planting
    • Some pieces, like crops, get a random rotation each time you place one, so fields don't look uniform. The grid direction follows the placement rotation, so after every crop planted with grid alignment active, the grid turned to a new random direction.
    • While grid alignment is active, the rotation you picked is now kept after placing a piece and when the placement preview is rebuilt, for example after you run out of a seed. Rotating it yourself still works as normal.
    • With grid alignment off, crops still get their random rotation.
  • Procreation.pregnancyChanceMultiplier
    • The game's "pregnancy chance" is actually the chance a creature doesn't gain a love point. V+ was multiplying that directly, so the setting did the opposite of what it says. 100 made love points rarer (usually never gained at all), and -100 made them guaranteed.
    • The multiplier now applies to the chance of gaining a love point, as described. 100 doubles it (capped at always), and -100 stops creatures from gaining love points.
    • If you had set this to a negative value to work around the bug, flip it back.
  • Procreation.ignoreAlerted
    • The patch that lets tamed creatures breed while alerted read the wrong data from the creature, so the setting didn't work properly. It now checks the creature correctly, and creatures of the types in Procreation.animalTypes can breed while alerted.
  • Config file after leaving a server
    • When you join a server that syncs its config, its values replace yours while connected, and your own come back when you leave. Your config file is now saved again at that point, so it holds your own values rather than whatever was last written while connected.

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