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Jere Kuusela

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JereKuusela

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277 comments

  1. trisket5
    trisket5
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    How is there no info on the file path if you want to install this manually? wtf????

    EDIT: Well, I had to install this with a stupid mod manager just to figure out the file path (ridiculous) if anyone is wondering you should place the .dll in \Valheim\BepInEx\plugins
    1. JereKuusela
      JereKuusela
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      Google.
    2. Teeleh
      Teeleh
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      Thank you for posting this. I don't want to install unnecessary mod managers just to figure out the file path. Wild that the dev doesn't have basic instructions for how to manually install.
    3. Quintilemass
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      Just about all the mods go into that exact folder. Those rare cases where you'd need to put something somewhere else there's instructions, but as a general rule: .dll files go into valheim/bepinex/plugins.
    4. VictisRage
      VictisRage
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      For those just getting into modding having the info ON THE MOD PAGE is a metric ton of help. Should not have to google for the answer.
  2. QwertyPeople
    QwertyPeople
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    I am runnig a dedicated server at home, 0.220.5.
    On the server, I did add my Steam ID in ...AppData\LocalLow\IronGate\Valheim
    I have install manually BepInEx and place ServerDevcommands.dll in the pluggin folder.

    When I run the dedicated server, in the BepInEx Logfile, I can see :
    [Info   :   BepInEx] 2 plugins to load
    [Info   :   BepInEx] Loading [Display BepInEx Info In-Game 2.0.2]
    [Info   :   BepInEx] Loading [Server Devcommands 1.93]
    [Message:   BepInEx] Chainloader startup complete

    On my PC (a different PC then the Dedicated server)
    I connect my server.
    Open the console
    Type devcommands
    and type debugmode

    But nothing work.

    any ides why ?
  3. KevinFCH96
    KevinFCH96
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    [Info   :   BepInEx] Loading [Server Devcommands 1.92]
    [Error  : Unity Log] FileNotFoundException: Could not load file or assembly 'Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    Stack trace:
    System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Boolean inherit) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Boolean inherit) (at <31687ccd371e4dc6b0c23a1317cf9474>:0)
    HarmonyLib.PatchTools+<>c__DisplayClass2_0.<GetPatchMethod>b__0 (System.Reflection.MethodInfo m) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
    System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) (at <a2fb550e986748b88facf50cd71afc3c>:0)
    System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <a2fb550e986748b88facf50cd71afc3c>:0)
    HarmonyLib.PatchTools.GetPatchMethod (System.Type patchType, System.String attributeName) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
    HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
    HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
    HarmonyLib.Harmony.CreateClassProcessor (System.Type type) (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)
    ServerDevcommands.ServerDevcommands.Awake () (at <2c91a39b764f41a98b62071063122263>:0)
    UnityEngine.GameObject:AddComponent(Type)
    BepInEx.Bootstrap.Chainloader:Start()
    UnityEngine.GameObject:.cctor()
    PlatformTools.Common.SingletonMonoBehaviour`1:get_Instance()
    PlatformTools.PlatformManagerInitializer:OnRuntimeMethodLoad()



    I only have the commandos mod and I get that error, does anyone know what could be happening? 
    1. Maximozev
      Maximozev
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      im having the same issue, did you find a fix?
  4. SkallabjornModder
    SkallabjornModder
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    every time i try a command I get this

    [Error  : Unity Log] TypeLoadException: Failure has occurred while loading a type.
    Stack trace:
    (wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
    Terminal.SendInput () (at <889b2bc1e1224b249a4784da9ef107e2>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <be2cce08ca774b9684099a81093ecac0>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0)
    GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <42b715d4f7074688ae4aa40cd55c7e50>:0)
    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <be2cce08ca774b9684099a81093ecac0>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0)
    TMPro.TMP_InputField.SendOnSubmit () (at <02877122efc04a3daec2c884ec70309e>:0)
    TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <02877122efc04a3daec2c884ec70309e>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <727fd5405ffb4795abf6c3e1107e7369>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <727fd5405ffb4795abf6c3e1107e7369>:0)
    UnityEngine.EventSystems.EventSystem:Update()
    1. montheus
      montheus
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      this is the result of a mod that patches the console not having been updated.  for me in was the configuration manager.  use this mod from thunderstore to detect which mods are patching it.  https://thunderstore.io/c/valheim/p/Azumatt/TerminalChecker/
  5. andrisnaer99
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    i am getting incompatible version ?
  6. dwheeler19
    dwheeler19
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    I am having a problem with this mod (possibly infinity_hammer) where I can't rotate build pieces. if I use the devcommand "resetbinds" it fixes this, however it then prevents me from making adjustments to the hoe options such as rotation through circle, square, rectangle shapes. it also prevents me from adjusting the size of the grid on the hoe option. any idea as to a fix?  thanks
    1. JereKuusela
      JereKuusela
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      You can try removing config file for Infinity Hammer.
  7. 80smetaldude
    80smetaldude
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    deleted
  8. suthekb
    suthekb
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    I've also been getting the following error while trying to use devcommands.

    [Error  : Unity Log] TypeLoadException: Failure has occurred while loading a type.
    Stack trace:
    (wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
    Terminal.SendInput () (at <da52c09f594f4a7480000b7420815ba7>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <ab14d35a27c043688812ae199c64b5aa>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
    GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <1c0bbb94c86e42bb92d9376327e3b555>:0)
    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0)
    TMPro.TMP_InputField.SendOnSubmit () (at <99900a1f9e2a471c8b46c2c560e4eba9>:0)
    TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <99900a1f9e2a471c8b46c2c560e4eba9>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a01fe238487248d39ba352ec152ec890>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <a01fe238487248d39ba352ec152ec890>:0)
    UnityEngine.EventSystems.EventSystem:Update()
    [Info: Unity Log] TMP_Input can't handle null eventData in curren package. Can be ignored atm though. Exception: Failure has occurred while loading a type.


    Edit:  After disabling mods one by one I found that the mod causing the issue was actually Craft From Containers (https://www.nexusmods.com/valheim/mods/40). It seems that a bunch of mods broke with the last update causing issues with the console, it's not the fault of this mod. You may need to go through your mod list and find alternatives that are being updated.
    1. starsuponstars
      starsuponstars
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      I also had this problem with aedenthorn's mods like Custom Textures, Clock, and Grass Tweaks.

      Azumatt has a version of Clock that works with Ashlands.  I don't know if it's on here but it's available at Thunderstore and has the same "fuzzy" capability (showing time as "Dawn" or "Late Night" etc instead of a numerical clock).  

      Craft from Containers by Buttergeland at Thunderstore has an updated version that works with Ashlands and Server Devcommands.  

      Still waiting on replacements/updates for Custom Textures and Grass Tweaks (I really love both of these mods and playing without them makes me sad.)

    2. 15617975413
      15617975413
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      Mod: aedenthorn_HoeRadius, by NexusRPLD.You run into the same problems with it
    3. Bartscn
      Bartscn
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      thank you so much, had the same issue, removing the craft from container mod worked perfectly!
    4. SilentKitty93
      SilentKitty93
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      .
    5. SilentKitty93
      SilentKitty93
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      We are getting this error conflicting with extendable player inventory. Anyone know of a workaround?
    6. DAshResh
      DAshResh
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      I had to disable any mod originally created by aedenthorn in order to get this error to resolve. even the ones people have updated/reuploaded :/
    7. Monkey21122
      Monkey21122
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      Thank you so much it was disabling his clock mod that fixed it for me!
  9. Captainwh0
    Captainwh0
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    i cant find any instructions, where do i put the file?
    1. Quintilemass
      Quintilemass
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      Valheim/bepinex/plugins
  10. Kenji000
    Kenji000
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    Confirmed working post Ashlands update

    Got this mod to successfully allow me to spawn in items on a dedicated vanilla server running the most recent Ashlands update. Special instructions below:

    Disable literally every other mod you have aside from BepInEx and triple check that you added yourself to admin correctly in the adminlist.txt (Steam ID can be found here, you want the SteamID64) that is located in the same area as the world folder (in your AppData\LocalLow\IronGate\Valheim) on the Dedicated server.

    Do so and you will be able to use the dev commands without a problem.

    I was able to spawn multiple items and the command "Spawn Spawner_Greydwarf 1" successfully without issue.
    1. Giantshoe
      Giantshoe
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      Verified functional on my local nondedicated server with ashlands(running a world on my PC that i play with my wife).  Use "/" commands in chat rather than in the command console.  /fly,  /god,  /spawn [thing][x][x] all work fine. for the record, i am running about 20 or so other mods, didnt have to disable anything.
    2. coolblade77
      coolblade77
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      Your Steam ID is displayed in the in-game F2 window that shows who is logged in. No need to use a separate website to figure it out. Just add that number to adminlist.txt and you're good to go. You don't even have to restart the server.
    3. JulFyNM
      JulFyNM
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      You are f*#@ing genius! Thanks for that solution.
    4. Arethyn
      Arethyn
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      Does this include disabling Valheim+? I use GTXgaming and installed it from the server panel along with the BepInEx framework.