When reporting bugs, please also include the list of mods you're using, and any warnings or errors you see in the BepInEx log (along with a few lines before and after).
I am a big fan of your work. However based on experiences with other mods, I would like to know what the update is good for before changing from the old one.
Nothing new, just fixes. The Changelog section (on the Description tab) has a little more detail, I always update that for every new release so that's the best place to check for what changed.
Friend and I are trying to play multiplayer with Rune Magic and the following mods: Beasts of Burden, Bon Appetite, Craft From Containers, and Which Mod Is This. It runs on her end, but I can't connect. [Error: Unity Log] 03/30/2025 19:09:28: RuneMagic - Peer doesn't have mod installed, or it failed to load for them on game startup. Disconnecting We copied the plugins folder from her game to mine, so I do have it installed. Any idea what could be causing the issue?
If you copied the plugins folder directly I'd expect it to just work... are there any error messages in your log when you start the game, or while you're trying to connect?
Swamp tree removal and creation by rune focus. I have 2 swamp trees in a canal which hinder shipping. Might be fun to summon them somewhere too.
Old idea 1:
Summoning "Mini Stone" rune for stability creation for buildings.
Old idea 2:
"Lava begone" rune for Ashlands. Sometimes it just is at the wrong place.
That beeing said. Alone the restoration rune is totally priceless. Foundation is useful but not stand alone. Maybe get foundation rune fixed near location? Will there be a chance to support mobile runes on vehicles? Water begone rune only works in coastal areas. I should test it on a Vraft. I would like a deep sea bubble dome too. Maybe that could be a different rune?
Fixing the Foundation Rune near locations is one of the next things I want to tackle, once I have time.
An underwater bubble effect would be cool, but there's no way to make that work practically without being able to alter the water shaders (which mods can't do).
Making runes mobile isn't a high priority since in the vanilla game you can't move them, but it's on the list of things to do eventually. As is, the Canopy Rune and Rune of Repair should work when moved I think?
I would like to make a rune that solidifies lava in an area, but right now the visual effect that the Rune of Frozen Footfalls uses for that is too computationally expensive to use on large areas of terrain. If I can think of a way to make it work without impacting fps too much, it's definitely a thing I want to do.
The calm sea rune would be great for VRaft too. Even the lower seawater rune would be fun on a VRaft if it moves with the ship.
EDIT: Please considere a rune which replaces lava with regular ground. NOT like ice on water. It is brutal and extremly powerful to gt rid of lava. But lava can be a real pain. People start to make build pieces immune to lava with mods. Maybe make a rune for that too?
Hey, I just want to check before going all-out on this, but is anyone else having issues with Runemagic and the Herbalism or RtDBiomes mods? I'm noticing that the leaves on any modded trees and plants lose their alpha transparencies, and it only appears/disappears when enabling or disabling this mod.
I'm kinda hoping to get a little bit of a list of other possible mod incompatibilities people have run into lately so I can make a properly cursed modlist to start stress-testing it! Thanks!
Someone reported a bug a few months ago with an issue that sounds similar ("Visualization bug", it's the second on the bugs page right now), but I wasn't able to replicate it and I haven't heard back from them in a while.
Unfortunately, I can't replicate what you're seeing either. I tried spawning all of the Herbalist plants (BH_Pickable_Boswellia, BH_Pickable_Chicory, BH_Pickable_Daisy, BH_Pickable_Echinacea, BH_Pickable_Chamomile, BH_Pickable_Lavender) and CottonWood1_RtD and ThinPine1_RtD from RtDBiomes but everything looks fine on my end (both with and without RuneMagic).
Some questions:
Was this working before (on a different version of the mod/base game), and if so do you know what those versions were?
Do you have the most up-to-date versions of all of the mods?
Are there any errors in the log, especially when starting the game?
Do you see this issue on any vanilla assets, or just RtDBiomes/Herbalist?
Does it still happen on a completely new world, where you haven't crafted a Rune Focus or placed anything from RuneMagic?
A bit late, took a break from Valheim for a little bit, but I'm going to be doing a replay where I steadily add more and more to the game every session. I'll answer the questions as I get more details for you, apologies in advance for not having answers for them all!
Unsure, I never had the issue before - I didn't use the RtD mods until this past November. Herbalist however worked fine in the past with RuneMagic, circa 2022.
Unless there are more current forks of any mods I have loaded that I'm unaware of, I should have everything up to date - I'm using r2modman to keep things nice and current.
There are, though I'll have a more comprehensive answer to this and the final question as I do my iterative "add junk every session" run. So I should have some excerpts to show sometime by next month.
No vanilla assets are affected, only RtD/Herbalist.
Yes, it was consistently on new worlds that I encountered the issue, in fact. To avoid any issues with pre-generated world elements and prefab placement, I always work with newly-generated worlds and the early-game states to test mod viability, and tweak my modlist as issues arise. Usually the worst problems show up right out the gate.
I don't have an answer on this one, but as with the error log question I'll have something more thorough in a month or so.
Because of this issue, I intend to start with RuneMagic as one of the first mods added, followed by RtD and Herbalist. If it's none of these mods, I'll be able to pinpoint what other mod might be causing the problem.
Update - I have a revised idea of the culprit, going to test with only the relevant mods when I get more time Basically I finally got my modlist in full working order, except a single mod: FireSpreads v3.4.4 Turning it on leads to the glitched/no-alpha-channel effect on the Herbalism and RtDBiomes - however, if I turn off either Runemagic or FireSpreads, the issue goes away. I now believe something between FireSpreads and Runemagic is what's getting a bit weird.
I'll edit this post later when I've had a chance to test the four relevant mods on a fresh install and modlist.
I noticed something with firespreads and Dirtyhoe mod on the graphic side, when I was using both. Firespreads enabled me to save a burning ValheimRaft in the Ashlands once. It was however incompatible with Valheimraft due to messing with the spawn point of the player. (safety feature for burning beds). Dirtyhoe was not good for server side and maybe even to powerful.
Some life things came up so I don't have time to investigate this right now, but thanks for narrowing it down. Once I have some free time, I'll see if I can use FireSpreads to replicate the issue and hopefully figure out what's going on.
I don't really want to add an entirely separate progression system, that's a lot of extra complexity. Why did Krumpac remove them anyway? Are they replaced with something else?
You can use config for all runes already known and maybe no energy needed? Not much of a progression.
But really: Why did Krumpac even remove content from the vanilla game? Maybe some people want to make their mods truly incompatible with any other mods?
Hey! I saw some videos online of this mod and wanted to try it, but am having issues.
Setup -> I host my server off my own hardware, separately from the machine I play on, but on the same network. I am running R2modman, and have been hosting a server for a while with a ton of mods without issue.
The installation didnt seem any different for this mod, to any other using R2modman, however, I cant seem to get this one to load.
I made a clean server, clean world (loaded it up once to login / create a local profile / load the world etc), brand new profile on R2modman and installed only rune_magic, and bepinex as required. When I load the same new profile on my client computer, go to join, it says the server doesnt have Rune_Magic installed. Looking back at my server config files, it seems as if those two files arent auto-generating (runemagic_player_config.cfg and runemagic_server_config.cfg). When I look in that folder, theres just the bepinex config file. However, it did generate the Runemagic.dll file in the hyleanlegend-Rune_magic folder within the plugins folder. It seems as if its like half installing?
Back on my client computer, it is generating those config files fine, and the .dll it looks like fine. I have tried copying the config files from my client computer over to my server in that same directory, but it doesnt seem to work. I assume the server would need to generate those themself. Am I wrong in thinking the server is supposed to generate those .cfg files?
Any help would be greatly appreciated. I am hoping I can start a new world and save file and use this mod because it looks super fun.
Yeah, the server should generate those config files if they're not there, so if it's not doing that, the mod isn't starting up properly.
Could you send me a pastebin or google doc with the contents of the server log? You can find it in the server's BepInEx folder, it's the LogOutput.log file.
Hi anyone got an issue with dedicated server launch after update when this mod is added? I found it instantly closing my server just at the moment it should goes live. When i remove rune magic.dll server starts w/o issues.
Hmm, the dedicated server seems to start up correctly for me so this may be tricky to debug.
A few questions: - What errors are you seeing in the logs? - What other mods are you using? - If Rune Magic is the only mod active, does this still happen? - Are you on windows or linux?
Hey, thanks for the response and for the mod. It's one of my all-time favs.
-I'm not seeing any errors in the logs that mention this mod. The only error I get is from an epic loot balance patch, and that's there regardless of whether I have Rune Magic loaded or not.
-My server mod list is below.
-Rune Magic works fine by itself. Also, I booted my server with Rune Magic, Jotunn, and Server Devcommands only (so far) and it worked as intended. It also works when I'm in single player regardless of my mod list. I have no idea which of the below mods might be interfering server-side - haven't had time yet to test them one at a time with Rune Magic, but I'm working on it.
-I'm on Windows.
BepInEx Jotunn Farming SoutsilArmor ItemDrawers This_Goes_Here Wizardry Raids Better Wisps HipLantern (Warpalicious pack mods except for underground ruins) AzuWorkbench Tweaks PetPantry I'm Friendly Dammit SplitStack Loxsquito Love Advanced Portals VikingsDoSwim Dragoon Capes Intermission Official Art Loading Screens Adventure Backpacks Epic Loot Epic Loot Item Drawers Visual Patch BetterNetworking Valheim HS_EquipInWater CraftyCartsRemake BowPlugin WeaponHolsterOverhaul Custom Raids Combat Overhaul Rewrite BetterUI_Forever Maintained XPortal Creature Level and Loot Control Extra Slots Extra Slots Custom Slots JsonDotNET Warfare Armory Wizardry Monstrum ExpertExplorer BlastFurnaceTakesAll FuelDaylightSaving AAA Crafting ConfigurationManager Seasons TradersExtended Server Devcommands Quick Stack Store Sort Trash Restock Loyal Spears Auto Pickup and Return to Owner LongshipUpgrades Blast Furnace Takes All Blast Furnace Patched
That's very interesting... If you find a specific combination of mods that triggers it please let me know, but given that for some people it works when only Rune Magic is installed and for other people it doesn't, I'm wondering if it's some kind of subtle timing/resource loading issue where hardware differences come into play.
I'm actively investigating, there are several bug reports for this too so when I have any updates I'll post them there.
Hey, I love this mod. I've started playing with it for over 2 years ago, and at that time it did work with Heightmap Unlimited. I was able to make supports for the bridge across pretty much any water body. Right now it only works withing default heightmap limits. Now it's impossible with Foundation rune. Could you either make a config for custom heightmap limits or make it friendly with Heightmap Unlimited (if you like going the hard way). I'm using r2modman 019478f1-432a-81b6-6982-f0ffcf9692cb https://thunderstore.io/c/valheim/p/Digitalroot/Heightmap_Unlimited_Remake/
I think HU was using more invasive approach previously and it did break spectacularly, if I remember correctly. Whole world was corrupted, only the spawn point was loading after a looong loading time, and of your char was away it crashed. Hehe... My first mod disaster after an update.
Appears I was wrong. It works with heightmap unlimited. The fluke I observed in the night in swamps, was the rune stone I was searching for. It's spawn place ruins any attempts to flatten the terrain around.
Yeah, that's a known issue. The special locations the game spawns (runestones being one example) still use the original terrain modification system, which throws off the calculations the Foundation Rune uses.
Yep foundation rune is a mess near any location. Castle in the mountain , burial chambers, anything. Would totally like it fixed.
For some bigger flattening project only half of the cycle is usable. I use the foundation rune a lot for underwater work. Mostly I dig a ValheimRaft out of the seafloor using SeafloorWalkingBoot mod.
I had an idea for a small boulder for building purposes. Basically a thingy which allows you to build higher by providing stability.
Before it was possible to spawn big bolders on a plains long stone. Build on top of the bolder and destroy the plains long stone using this StoneExplosion mod (veinmine?). Creating a floating castle in the sky. Very neat feature. Unfortunately this seems to be disabled now.
I would like a way to use runemagic to kill lava in the ashlands. This stuff is anoying and sometimes in the way. Is the foundation rune or a new one for this purpose possible?
I managed to upgrade my runestone to level 7 using another mod, but I am still carrying two of them around. You can never have to much runic energy.
504 comments
I am a big fan of your work. However based on experiences with other mods, I would like to know what the update is good for before changing from the old one.
[Error: Unity Log] 03/30/2025 19:09:28: RuneMagic - Peer doesn't have mod installed, or it failed to load for them on game startup. Disconnecting
We copied the plugins folder from her game to mine, so I do have it installed. Any idea what could be causing the issue?
Swamp tree removal and creation by rune focus. I have 2 swamp trees in a canal which hinder shipping. Might be fun to summon them somewhere too.
Old idea 1:
Summoning "Mini Stone" rune for stability creation for buildings.
Old idea 2:
"Lava begone" rune for Ashlands. Sometimes it just is at the wrong place.
That beeing said. Alone the restoration rune is totally priceless. Foundation is useful but not stand alone. Maybe get foundation rune fixed near location? Will there be a chance to support mobile runes on vehicles? Water begone rune only works in coastal areas. I should test it on a Vraft. I would like a deep sea bubble dome too. Maybe that could be a different rune?
An underwater bubble effect would be cool, but there's no way to make that work practically without being able to alter the water shaders (which mods can't do).
Making runes mobile isn't a high priority since in the vanilla game you can't move them, but it's on the list of things to do eventually. As is, the Canopy Rune and Rune of Repair should work when moved I think?
I would like to make a rune that solidifies lava in an area, but right now the visual effect that the Rune of Frozen Footfalls uses for that is too computationally expensive to use on large areas of terrain. If I can think of a way to make it work without impacting fps too much, it's definitely a thing I want to do.
EDIT: Please considere a rune which replaces lava with regular ground. NOT like ice on water. It is brutal and extremly powerful to gt rid of lava. But lava can be a real pain. People start to make build pieces immune to lava with mods. Maybe make a rune for that too?
I'm kinda hoping to get a little bit of a list of other possible mod incompatibilities people have run into lately so I can make a properly cursed modlist to start stress-testing it! Thanks!
Unfortunately, I can't replicate what you're seeing either. I tried spawning all of the Herbalist plants (BH_Pickable_Boswellia, BH_Pickable_Chicory, BH_Pickable_Daisy, BH_Pickable_Echinacea, BH_Pickable_Chamomile, BH_Pickable_Lavender) and CottonWood1_RtD and ThinPine1_RtD from RtDBiomes but everything looks fine on my end (both with and without RuneMagic).
Some questions:
Because of this issue, I intend to start with RuneMagic as one of the first mods added, followed by RtD and Herbalist. If it's none of these mods, I'll be able to pinpoint what other mod might be causing the problem.
Basically I finally got my modlist in full working order, except a single mod: FireSpreads v3.4.4
Turning it on leads to the glitched/no-alpha-channel effect on the Herbalism and RtDBiomes - however, if I turn off either Runemagic or FireSpreads, the issue goes away. I now believe something between FireSpreads and Runemagic is what's getting a bit weird.
I'll edit this post later when I've had a chance to test the four relevant mods on a fresh install and modlist.
Maybe a "Road creation" Rune would be cool too.
Im playing Krumpac's mods and they remove the default runestones which means I cant read them.
Would be great I there was an alternative way to progress the mod.
But really: Why did Krumpac even remove content from the vanilla game? Maybe some people want to make their mods truly incompatible with any other mods?
Setup -> I host my server off my own hardware, separately from the machine I play on, but on the same network. I am running R2modman, and have been hosting a server for a while with a ton of mods without issue.
The installation didnt seem any different for this mod, to any other using R2modman, however, I cant seem to get this one to load.
I made a clean server, clean world (loaded it up once to login / create a local profile / load the world etc), brand new profile on R2modman and installed only rune_magic, and bepinex as required. When I load the same new profile on my client computer, go to join, it says the server doesnt have Rune_Magic installed. Looking back at my server config files, it seems as if those two files arent auto-generating (runemagic_player_config.cfg and runemagic_server_config.cfg). When I look in that folder, theres just the bepinex config file. However, it did generate the Runemagic.dll file in the hyleanlegend-Rune_magic folder within the plugins folder. It seems as if its like half installing?
Back on my client computer, it is generating those config files fine, and the .dll it looks like fine. I have tried copying the config files from my client computer over to my server in that same directory, but it doesnt seem to work. I assume the server would need to generate those themself. Am I wrong in thinking the server is supposed to generate those .cfg files?
Any help would be greatly appreciated. I am hoping I can start a new world and save file and use this mod because it looks super fun.
Could you send me a pastebin or google doc with the contents of the server log? You can find it in the server's BepInEx folder, it's the LogOutput.log file.
A few questions:
- What errors are you seeing in the logs?
- What other mods are you using?
- If Rune Magic is the only mod active, does this still happen?
- Are you on windows or linux?
-I'm not seeing any errors in the logs that mention this mod. The only error I get is from an epic loot balance patch, and that's there regardless of whether I have Rune Magic loaded or not.
-My server mod list is below.
-Rune Magic works fine by itself. Also, I booted my server with Rune Magic, Jotunn, and Server Devcommands only (so far) and it worked as intended. It also works when I'm in single player regardless of my mod list. I have no idea which of the below mods might be interfering server-side - haven't had time yet to test them one at a time with Rune Magic, but I'm working on it.
-I'm on Windows.
BepInEx
Jotunn
Farming
SoutsilArmor
ItemDrawers
This_Goes_Here
Wizardry Raids
Better Wisps
HipLantern
(Warpalicious pack mods except for underground ruins)
AzuWorkbench Tweaks
PetPantry
I'm Friendly Dammit
SplitStack
Loxsquito Love
Advanced Portals
VikingsDoSwim
Dragoon Capes
Intermission
Official Art Loading Screens
Adventure Backpacks
Epic Loot
Epic Loot Item Drawers Visual Patch
BetterNetworking Valheim
HS_EquipInWater
CraftyCartsRemake
BowPlugin
WeaponHolsterOverhaul
Custom Raids
Combat Overhaul Rewrite
BetterUI_Forever Maintained
XPortal
Creature Level and Loot Control
Extra Slots
Extra Slots Custom Slots
JsonDotNET
Warfare
Armory
Wizardry
Monstrum
ExpertExplorer
BlastFurnaceTakesAll
FuelDaylightSaving
AAA Crafting
ConfigurationManager
Seasons
TradersExtended
Server Devcommands
Quick Stack Store Sort Trash Restock
Loyal Spears Auto Pickup and Return to Owner
LongshipUpgrades
Blast Furnace Takes All
Blast Furnace Patched
I'm actively investigating, there are several bug reports for this too so when I have any updates I'll post them there.
I'm using r2modman 019478f1-432a-81b6-6982-f0ffcf9692cb
https://thunderstore.io/c/valheim/p/Digitalroot/Heightmap_Unlimited_Remake/
For some bigger flattening project only half of the cycle is usable. I use the foundation rune a lot for underwater work. Mostly I dig a ValheimRaft out of the seafloor using SeafloorWalkingBoot mod.
I had an idea for a small boulder for building purposes. Basically a thingy which allows you to build higher by providing stability.
Before it was possible to spawn big bolders on a plains long stone. Build on top of the bolder and destroy the plains long stone using this StoneExplosion mod (veinmine?). Creating a floating castle in the sky. Very neat feature. Unfortunately this seems to be disabled now.
I would like a way to use runemagic to kill lava in the ashlands. This stuff is anoying and sometimes in the way. Is the foundation rune or a new one for this purpose possible?
I managed to upgrade my runestone to level 7 using another mod, but I am still carrying two of them around. You can never have to much runic energy.