Hi! Amazing Mod! Two Questions. First one, maybe dumb: If I remove the mod after applying water effects, will the effects stay? Second one: I placed Water with tweak_object water=cave,10,10,10 for a wooden beam. weirdly I can't see the surface of water. How can I fix it? is this a bug?
Having an issue now with both the Raise terrain command (it doesn't work) and the last three commands on the Hoe menu (Slope, Remove, Tame). The Raise terrain command hasn't worked for me since I came back to this mod in November, and the Slope tool doesn't seem to work past today's update.
Also reporting this issue. Slope/Remove/Tame do not presently appear to work as of the most recent official Valheim update. Infinity Hammer, World Edit, and Server Devcommands are all installed.
In Slope's case in particular, selecting the Slope command from the hoe's terrain menu does not show the placement area like usual, and attempting to expand or reduce the size by holding shift and scrolling with the mouse wheel reports back "selected object does not support scaling."
Using the Q and E keys to cycle placement area shapes (though again, no placement area is shown) returns no messages. Unity logger does not show any error messages with any of these actions.
Is it even possible for a MOD to change the terrain base height? I don't want to build above or below the 8 meter limits (there are MODs for that, but if you fail to load them your world collapses) but I'd like to be able to change the base heights in an area so that all the following terrain adjustments are vanilla compatible.
For example I am standing on a hilltop and I want to build an earthen wall between it and a neighboring hilltop (in the story, they locals are protecting themselves from swamp creatures) but instead of a nice level slop up to the other hilltop I get a dip in the middle because of the base height
So I was thinking of a parameter that would take an argument ( from 0.0 to 8.0 ) and adjust the base height to within the arguments height of the new slope ground level
terrain slope to=1010.5,-2013.5 rect=15,10000 base=4.5 smooth=0.5 So in this example the ground would look like it was raised 4.5 meters above the base height. And the base would also be impacted by the smoothing so at the edges 15 meters meters apart the base height would blend with the original base height.
I used the command "tweak_object water=cave,20,20,20" and realized that I made a mistake with the size. I typed "undo" and it removed the command from the stone object that I placed it on. However, the water effect did not revert. I tried destroying the stone object that I put the tweak command on, no change. I've tried logging out and back in, no change. I tried searching the github page for instructions, but no luck.
Any advice on how to get rid of the water effect that I created?
Sorry for the late reply, I never seem to get the notifications from Nexus. I will have to check the surrounding rocks, etc. I'm assuming that the procedure would be to just delete all the objects around the spot that I did the initial command? Also, I just noticed on the store, that you put out a new Expand World, that focused on rivers, lakes, etc. Should I use that instead of the tweak object water command from this mod?
Also, thank you for taking the time to respond to my posts and for putting out such great mods!
I would like to specify the angle when using the "rect" parameter in the "object" command. I want to use the "angle" parameter. This would be helpful when moving pre-existing 45-degree walls.
Still loving and learning more terrain commands. Have run into something I can't see how to do with existing commands. When creating raised or sunken (level rectangular) areas it is possible to create sloped edges as well. But not corners. It also comes into play when two paths intersect each other. The paths are fine but it's really difficult to create nice sloped areas around the intersection.
I was going to see if it might be possible to specify a rectangle (an area, not the command - maybe...) that could utilize specified coordinates at each corner. (several ways to handle, either 4 sets of coordinates, or a diagonal with elevations for other 2 corners, etc.) After thinking about it some more it seems like being able to specify a triangle with 3 sets of coordinates would handle that (2 joined triangles) and allow for even more possibilities. (The triangle solves for intersecting paths (or sides) of different lengths, etc.)
Even if not possible (for any reason - including life) I truly appreciate what you have already done.
JereKuusela: Massive thanks for your mods. I gave up Valheim for a while because I couldn't stand the GreyDwarf constant spawns and the hoe tool while building paths. (I now use Valheim Plus and increase the non-spawn distance for WorkBenches to reduce spawning.) And I now use this mod for my paths.
I like to build paths along the grid, and usually on '500' lines. I start by manually using the hoe to make the rough version, removing trees and boulders along the way. (Because I LIKE the game and don't want to 'cheat' too much.) After I get a long section done I go back and 'straighten' it with this mod. (it took some time to figure out how to use it well...) This is the format I use:
terrain slope rect=2.5 from=x1,y1,e1 to=x2,y2,e2 (add 'paint=paved' for paved paths) Example with numbers: terrain slope rect=2.5 from=0,50,37 to=0,0,32 (I am usually standing at the 'from' coordinates.)
The first time the command is used a very rough path 'spiky' is created. Just repeat the command and the path gets smoothed out!
The rect=2.5 took quite some time to figure out. If 1 or 2 is used the paths with have a single 'kink' in it about halfway. I tried dozens of ways to straighten (increment/decrement source and/or target numbers by small amounts, change widths (with integers), do that while standing at various places, etc.) For some reason the 2.5 just works.
The elevation numbers come from the actual elevations on the existing rough path every 50 meters. I prefer 50 meters as the roads closely follow the ground contours. Longer distances create really deep sunken paths, or really high paths.
The cool thing is if you rough out a path a long ways, and back track to straighten every 50 meters, after the first time you just 'repeat' the command (up arrow) and change the word 'from' to 'to' and change the 'to' to 'from' and change the numbers to match where you are currently. Using my example above (which I would have used standing at 0,50) and after going North another 50 meters, this would be my new command:
terrain slope rect=2.5 to=0,50,37 from=0,100,43
Fast and easy!
(45 degree paths also work well, keeping in mind the numbers get a little more complicated.)
44 comments
Amazing Mod!
Two Questions.
First one, maybe dumb:
If I remove the mod after applying water effects, will the effects stay?
Second one:
I placed Water with tweak_object water=cave,10,10,10 for a wooden beam. weirdly I can't see the surface of water. How can I fix it? is this a bug?
Great mod, work perfectly solo / multi!
Thank you
In Slope's case in particular, selecting the Slope command from the hoe's terrain menu does not show the placement area like usual, and attempting to expand or reduce the size by holding shift and scrolling with the mouse wheel reports back "selected object does not support scaling."
Using the Q and E keys to cycle placement area shapes (though again, no placement area is shown) returns no messages. Unity logger does not show any error messages with any of these actions.
For example I am standing on a hilltop and I want to build an earthen wall between it and a neighboring hilltop (in the story, they locals are protecting themselves from swamp creatures) but instead of a nice level slop up to the other hilltop I get a dip in the middle because of the base height
terrain slope to=1010.5,-2013.5 rect=5,10000 smooth=0.5
So I was thinking of a parameter that would take an argument ( from 0.0 to 8.0 ) and adjust the base height to within the arguments height of the new slope ground level
terrain slope to=1010.5,-2013.5 rect=15,10000 base=4.5 smooth=0.5
So in this example the ground would look like it was raised 4.5 meters above the base height. And the base would also be impacted by the smoothing so at the edges 15 meters meters apart the base height would blend with the original base height.Thanks for the definitive answer!
I used the command "tweak_object water=cave,20,20,20" and realized that I made a mistake with the size. I typed "undo" and it removed the command from the stone object that I placed it on. However, the water effect did not revert. I tried destroying the stone object that I put the tweak command on, no change. I've tried logging out and back in, no change. I tried searching the github page for instructions, but no luck.
Any advice on how to get rid of the water effect that I created?
However removing the object should remove the water effect. Any chance you applied the water to some other nearby object instead?
Also, thank you for taking the time to respond to my posts and for putting out such great mods!
Yeah, I would try removing nearby objects.
I want to use the "angle" parameter.
This would be helpful when moving pre-existing 45-degree walls.
Still loving and learning more terrain commands. Have run into something I can't see how to do with existing commands. When creating raised or sunken (level rectangular) areas it is possible to create sloped edges as well. But not corners. It also comes into play when two paths intersect each other. The paths are fine but it's really difficult to create nice sloped areas around the intersection.
I was going to see if it might be possible to specify a rectangle (an area, not the command - maybe...) that could utilize specified coordinates at each corner. (several ways to handle, either 4 sets of coordinates, or a diagonal with elevations for other 2 corners, etc.) After thinking about it some more it seems like being able to specify a triangle with 3 sets of coordinates would handle that (2 joined triangles) and allow for even more possibilities. (The triangle solves for intersecting paths (or sides) of different lengths, etc.)
Even if not possible (for any reason - including life) I truly appreciate what you have already done.
Infinity Hammer is getting a more precise terrain editing but not sure when.
I like to build paths along the grid, and usually on '500' lines. I start by manually using the hoe to make the rough version, removing trees and boulders along the way. (Because I LIKE the game and don't want to 'cheat' too much.) After I get a long section done I go back and 'straighten' it with this mod. (it took some time to figure out how to use it well...) This is the format I use:
terrain slope rect=2.5 from=x1,y1,e1 to=x2,y2,e2
(add 'paint=paved' for paved paths)
Example with numbers:
terrain slope rect=2.5 from=0,50,37 to=0,0,32
(I am usually standing at the 'from' coordinates.)
The first time the command is used a very rough path 'spiky' is created. Just repeat the command and the path gets smoothed out!
The rect=2.5 took quite some time to figure out. If 1 or 2 is used the paths with have a single 'kink' in it about halfway. I tried dozens of ways to straighten (increment/decrement source and/or target numbers by small amounts, change widths (with integers), do that while standing at various places, etc.) For some reason the 2.5 just works.
The elevation numbers come from the actual elevations on the existing rough path every 50 meters. I prefer 50 meters as the roads closely follow the ground contours. Longer distances create really deep sunken paths, or really high paths.
The cool thing is if you rough out a path a long ways, and back track to straighten every 50 meters, after the first time you just 'repeat' the command (up arrow) and change the word 'from' to 'to' and change the 'to' to 'from' and change the numbers to match where you are currently. Using my example above (which I would have used standing at 0,50) and after going North another 50 meters, this would be my new command:
terrain slope rect=2.5 to=0,50,37 from=0,100,43
Fast and easy!
(45 degree paths also work well, keeping in mind the numbers get a little more complicated.)
Massive thanks.
There is actually a rounding issue that affects small changes. Fix should be coming In a few days.