Valheim
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Advize

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1463 comments

  1. Advize
    Advize
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    Sticky
    Plant Everything is officially available on thunderstore.io

    https://valheim.thunderstore.io/package/Advize/PlantEverything/
    1. MalcomGTX
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      Thanks!

      (Aware this is an old post just really appreciate using thunderstore instead of nexus!)
  2. HasNoStyle
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    I'm having an issue with my Barley and Flax completely disappearing. I have Biomes off and they are in the Meadows. Could this be due to having people without the mod also on the server? 
    1. Advize
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      Yes. Valheim is a client-authoritative game, and if someone without the mod takes ownership of the area, their client is responsible for plant health checks.

      The good news is that if they have the mod your settings will be synced to them for as long as they remain in your game world.
    2. HasNoStyle
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      What do you mean by ownership of the area? I moved my planting area a good distance away from any other players and it still happened. Is there a certain distance away I could be so it won't be affected by others online? 
    3. gyrofalcon
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      The first client that enters any cell/area (68 x 68 units) in the game, "owns" that cell and that client is responsible for game/mod calculations in that cell. Even if its "your" base in the game. And that client owns it until that client leaves the cell, even if you returned to the cell. 
    4. Advize
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      If playing in multiplayer you need all clients to have the mod (dedicated server too) or the plant health related settings will be unreliable. All the mod can guarantee for individually modded clients in a multiplayer environment is the ability to place the additional resources in the cultivator.
  3. silberne
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    can you add the lines for the localization file for ashlands?  it doesn't seams to generate so that I could add the new lines to my old translation file. or a new loc file to add in misc would work too.
    1. Advize
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      They are added but won't be added into an existing localization file. Rename yours temporarily then allow the mod to generate a new default one. You'll see the keys you need to add to your existing file.

      Alternatively, see the following list: Github
  4. timyr20206
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    HELLO, I CHANGED THE TIME IN THE CONFIGURATION AND AFTER LOGGING INTO THE GAME, THE FILE CAME AT THE ORIGINAL TIME, THAT IS, AT 5 o'clock what to do with it
    1. Advize
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      This is not a clock mod.
    2. timyr20206
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      how do I make the configuration save the changes?
    3. Advize
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      If you make a change in game using the BepInEx Configuration Manager it will save your changes when you exit the game. If you make changes to the file directly either with a text editor or through r2modman it will only work if the game is closed or server (if dedicated) is shut down. Otherwise your changes are overwritten when the game closes. This mod also doesn't monitor the config file directly for live changes, that's only available in game with the Official BepInEx Configuration Manager
  5. rashidkaraca
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    Thanks a lot
  6. KindlyJustDj
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    Hi Advize, thank you so much for updating to the Ashlands version so quickly! But unfortunately it doesn't seem to work on my end, here is the error code.
    Is there anything I can do on my end to fix it? Or should I disable it for now?

    [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.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
    Advize_PlantEverything.VineColor.UpdateColors () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.PlantEverything.InitVines () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.PlantEverything.FinalInit (ZNetScene instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.ModInitPatches.Postfix (ZNetScene __instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
    1. Sack3000
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      Same Error here. Can not load into a world with this Error:

      [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.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
      Advize_PlantEverything.VineColor.UpdateColors () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      Advize_PlantEverything.PlantEverything.InitVines () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      Advize_PlantEverything.PlantEverything.FinalInit (ZNetScene instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      (wrapper dynamic-method) Advize_PlantEverything.ModInitPatches.DMD<Advize_PlantEverything.ModInitPatches::Postfix>(ZNetScene)
      (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
      Valheim 0.218.15
    2. OhforTheGamer
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      I found a workaround, while we wait for a real fix.

      Go to your cfg file and find the following 2 lines:

      AshVineStyle = MeadowsGreen
      VineBerryStyle = VanillaGreen

      And change them both to Custom.

      AshVineStyle = Custom
      VineBerryStyle = Custom

      This works around the actual bug, in how the Vine colors can be configured.

      Just tried it, game loads fine.
    3. LastReloadz
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      This worked for me!
    4. xXILanzaIXx
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      Can confirm. Works fine with this workaround.
    5. Advize
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      Sorry about that, it was a typo! I had a value set to 1 instead of 3. I didn't catch it because it would only happen with a freshly generated config file for the new settings. Update coming out shortly.
    6. OhforTheGamer
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      No worries at all. If you read desperation between the lines, it's solely because Valheim and Ashlands without PlantAnything is about as pleasant as the 3 corpse runs I just had to do, securing a beach head down there ;-)
  7. xXILanzaIXx
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    Good work keeping up-to-date so fast. I wish all mod creators were like that, or at least provide sources so we can recompile for personal use/update it ourselves xD . (got a mod i wish was updated and cant find anything like it that's still working :( ).

    Again, good work. And i love the mods btw. :)
    *tips hat*
    Edit: welp, looks i spoke too soon :P (joke) got an exception thrown at me about vines:

    [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.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
    Advize_PlantEverything.VineColor.UpdateColors () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.PlantEverything.InitVines () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.PlantEverything.FinalInit (ZNetScene instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    Advize_PlantEverything.ModInitPatches.Postfix (ZNetScene __instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
    (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
  8. HanzJT26
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    Hello, the game takes a long time to load after the new ashlands update, should I wait until the authors update the other mods as well or is the problem somewhere else? :) i have this mod, unrestricted portals,extended player inventory,
  9. karamelichkin
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    not working at current beta installation (game version 0.218.9/mod version 1-16-5)
    1. gyrofalcon
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      not working at current beta installation (game version 0.218.9/mod version 1-16-5)
      No surprise there...
      PSA:
      Trying to use mods with PTB, is veeeeery risky. You will ruin your world/character, if you don't know what you're doing.
    2. Advize
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      I've already corrected the errors in my dev build but can't release until Ashlands goes live on main EA branch. So far I've removed 43 lines of code and added 15 and despite the net loss it works entirely and is more efficient than ever.
       
      I also have to look at the new content and add/update config options for things like plant health status. Particularly in Ashlands and Deep North and whether crops require shielding in these areas. Also I want to look at applying the growing vines functionality to regular vines.
    3. salynne
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      Does something actually prevent you from uploading it before the main release is live? I figured you could put it in the Other files list for now with a big warning. This and Plant Easily are the only mods I use, its kind of frustrating to play without them, they seem pretty unlikely to fundamentally break my game, I could just disable them if they stop working in a small patch.

      EDIT: I'm a dev in ~the real world~ and am happy to provide early playtesting bug reports for you as well.
    4. Advize
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      It's mainly logistical with several other compounding issues making it unwise to publish. The PTB itself is still seeing rapid updates.
    5. salynne
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      Thats fair, well thank you for the great mods.
    6. Stollie
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      Any chance you could put the compiled DLL on your GitHub?

      I miss using this mod very much, haha
    7. Advize
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      I've caved slightly. The fixes necessary to make this mod work on PTB as-is without any of the new content being made plantable have been pushed to the github repo. Those with the know-how to build the project can use the mod.
    8. Stollie
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      Thank you :)

      I'll look up how to compile it, I worried though I'll catch the Valheim modding bug, haha
    9. Stollie
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      Compiled it, that was an interesting journey into Valheim modding :D

      Works great, thanks!
    10. Advize
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      Nice! You got the assemblies publicized and everything? I really need to include instructions for building in the repo readme
    11. Maxit12
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      I managed to compile it, but I still get an error when loading the map.

      [Error  : Unity Log] FieldAccessException: Field `ZNetScene:m_namedPrefabs' is inaccessible from method `Advize_PlantEverything.PlantEverything:FinalInit (ZNetScene)'
      Stack trace:
      Advize_PlantEverything.PlantEverything+ModInitPatches.Postfix (ZNetScene __instance) (at <51b6923cdd514897b063603ba593ff60>:0)
      (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
    12. Advize
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      This is caused by not having publicized assemblies. Please reach out to me on Discord either in the server linked in mod description or finding me via discord unique ID 4dv1z3
    13. salynne
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      I managed to get everything compiled and working just fine on my own (including the publicized assemblies thing - I just referenced the VH+ build instructions to piece the puzzle together since I had assumed that had a better build readme)

      I logged in for a couple minutes and farmed some things, I'll give you any bug reports if I run into problems (Outside of obvious stuff like, a new patch breaking it, which I'm sure you'll notice on your own)
    14. Fangz
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      Anyone wanna share a working version for the beta? playing without is terrible
    15. Zeozzz
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      Can you share your version of the mod?
    16. azaroth76
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      Care to share the method ? I'm not very competent with c# :c
    17. Mordliss
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      Help us out Salynne, throw that working version up for us to snag please!
    18. salynne
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      I won't be posting the compiled files, the author would upload them if they wanted it in general availability. The author uploaded the code because most people who can work out compiling it themselves are likely to be the kind of people (software devs) who will not harass irongate about incompatibility, harass the author about a patch breaking it, have a meltdown if it bricks their save, be able to submit a patch to help, etc. Last time it was only about 2 weeks in PTB before mistlands went live, just be patient another week or two I'm sure it'll all be live soon.
    19. OhforTheGamer
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      Ashlands just went live 12 minutes ago.

      [Info   :   BepInEx] Loading [PlantEverything 1.16.4]
      [Error  : Unity Log] InvalidProgramException: Invalid IL code in (wrapper dynamic-method) Plant:DMD<Plant::Grow> (Plant): IL_0114: call      0x00000043
      Stack trace:
      System.RuntimeMethodHandle.GetFunctionPointer () (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
      MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetFunctionPointer (System.Reflection.MethodBase method, System.RuntimeMethodHandle handle) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetNativeStart (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.DetourHelper.GetNativeStart (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.Detour._TopApply () (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.Detour._RefreshChain (System.Reflection.MethodBase method) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.Detour.Apply () (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      MonoMod.RuntimeDetour.Detour..ctor (System.Reflection.MethodBase from, System.Reflection.MethodBase to, MonoMod.RuntimeDetour.DetourConfig& config) (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      (wrapper dynamic-method) MonoMod.RuntimeDetour.ILHook+Context.DMD<MonoMod.RuntimeDetour.ILHook+Context::Refresh>(MonoMod.RuntimeDetour.ILHook/Context)
      (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MonoMod.RuntimeDetour.ILHook+Context::Refresh>?1548746238(object)
      HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.OnILChainRefresh (System.Object self) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      MonoMod.RuntimeDetour.ILHook.Apply () (at <4e2760c7517c4ea79c633d67e84b319f>:0)
      HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Rethrow as HarmonyException: IL Compile Error (unknown location)
      HarmonyLib.Public.Patching.ManagedMethodPatcher.DetourTo (System.Reflection.MethodBase replacement) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Rethrow as HarmonyException: IL Compile Error (unknown location)
      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)
      HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
      Advize_PlantEverything.PlantEverything.Awake () (at <f4a04f4159934a67b0b22105f83628bd>:0)
      UnityEngine.GameObject:AddComponent(Type)
      BepInEx.Bootstrap.Chainloader:Start()
      UnityEngine.GameObject:.cctor()
      PlatformTools.Common.SingletonMonoBehaviour`1:get_Instance()
      PlatformTools.PlatformManagerInitializer:OnRuntimeMethodLoad()
    20. OhforTheGamer
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      And new file update fixes it. Brilliant. Ty <3
    21. BonsaiBadger
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      All my other mods work, not many to be fair, but the updated plant everything one stops the game loading. Any ideas?
    22. OhforTheGamer
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      I seem to be stuck loading and/or regenerating the map. This is what is in log.

      [Info   : Unity Log] Registered 'advize.PlantEverything ConfigSync' RPC - waiting for incoming connections
      [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.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
      Advize_PlantEverything.VineColor.UpdateColors () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      Advize_PlantEverything.PlantEverything.InitVines () (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      Advize_PlantEverything.PlantEverything.FinalInit (ZNetScene instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      Advize_PlantEverything.ModInitPatches.Postfix (ZNetScene __instance) (at <25cd53cd3af8442ebb1b1d7d9bb73ad7>:0)
      (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
    23. OhforTheGamer
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      Tried removing the .cfg file to let it regenerate. Made no difference. Disabled (renamed) the dll itself, and game loads up fine. 
    24. BonsaiBadger
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      Same for me
    25. OhforTheGamer
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      I found a workaround, while we wait for a real fix.

      Go to your cfg file and find the following 2 lines:

      AshVineStyle = MeadowsGreen
      VineBerryStyle = VanillaGreen

      And change them both to Custom.

      AshVineStyle = Custom
      VineBerryStyle = Custom

      This works around the actual bug, in how the Vine colors can be configured.

      Just tried it, game loads fine.
  10. Yusukichan
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    Hello dear Advize,

    first of all, thank you for this amazing mod, I've had the best time with it already!
    Right now it seems to cause the game to stay in loading screen for ages, sadly. I've been trouble shooting and found a comment of someone on steam claiming they had the same issue being caused by "plant everything", so I tried removing it and to my surprise they were right.
    I've been waiting for the game to load for almost 10 minutes, but I am unsure whether it will eventually start or if it's actually stuck.

    I am running the current game version (no beta) and have "Valkea", "Clutter" (+Jotunn the Valheim Library) and "Valheim+" installed. All these have been working fine together in the past. I also tried removing the other mods one-by-one to make sure it's not them.

    When I check the bepinex window it loads everything in normally until it reaches the loading screen and stays at "yup, it's the loading screen" for what feels like forever.

    I'd like to introduce my friends to your awesome mod when I join their server soon, so I'll keep on trouble shooting, but if you have any idea how I could fix this it'd be very much appreciated! :)

    Thanksies!
  11. timyr20206
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    HELLO, IS IT POSSIBLE TO REDUCE THE RIPENING OF BERRIES FROM 5 HOURS TO 30 MINUTES?
    1. Advize
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      Yes. You'll find a [Berries] section in the mod configuration where you can specify growth time (in minutes) for each type of berry.
    2. timyr20206
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      THANKS FOR CHANGING IT