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aedenthorn

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aedenthorn

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61 comments

  1. Ro84
    Ro84
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    This mod needs an update for the latest version. It causes the command "devcommands" to not work at all in the console, thus making the console totally unusable since this is the first command you need to activate all other commands. Uninstalling this mod makes the console working again properly.
  2. namepilou
    namepilou
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    f*#@ Ashland !
    f*#@ the Drakkar !
    f*#@ the DEVS !

    Thanks a lot, aedenthorn !
    See you at Valhalla !
  3. Gethesmain
    Gethesmain
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    This works! I am new to this game but already understand modding my game plenty. I used this with a prebuilt world because I couldn't get val+ to work and this stopped all the pretty buildings exploding after I ran it and changed the config that generated. If you are trying to get buildings to not deteriorate, this works. Thanks cuz this came out just at the nick of time for me.

    endorsed!
    1. ellybels
      ellybels
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      Hi which config allowed you to not get your buildings destroyed by the enemies and weather but still be able to destroy by hammer when building?
  4. Hrodebrecht
    Hrodebrecht
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    ## Multiply damage by non-creators by this much
    # Setting type: Single
    # Default value: 1
    NonCreatorDamageMult = 0

    I use this to prevent damage to my buildings from Eitr Refinery and Obliterator, however I found I can no longer destroy some dvergr structures, specifically crates, component caches and some pillars.

    Would be cool with a section that simply turns off obliterator and eitr refinery damage or if anyone knows another mod that does this.
  5. Gorgg890
    Gorgg890
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    could you add an option to allow rain to reduce building health to a configurable amount rather than the default 50%?
  6. Balrogse
    Balrogse
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    If I only set damage by non-creators to 0, I cant damage my own structures nonetheless and I am also unable to destroy my ships, net even with the hammer. 
    1. VitalikByrevich
      VitalikByrevich
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      I have the same thing. I do the same damage to other people's buildings as I do to my own. Mod does not see that I'm a creator and all of the player's buildings act multiplier (not a creator). For buildings that are spawned as a game multiplier acts (not created) - that is, as it should. So far I can not figure out what in the code should be corrected.
  7. shankstein
    shankstein
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    since I removed ValheimPlus from my world, my structures depends on this mod, I wish it would work more as intended :/ strange behavior occurs sometimes it works sometimes it don't
  8. Cliffo82
    Cliffo82
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    Would you be able to add no damage due to structural integrity? 

    Never mind I didn't edit the .cfg file! ????Silly me.

    Great Mod
  9. Momoka7
    Momoka7
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    Can you make it so that Traps like that Sharp stakes one does not take damage when it damages enemies? That would be cool, so one doesn't always have to waste allot time to run and repair them.
  10. MiR4i
    MiR4i
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    I recently returned to the game with a fresh set of plug-ins, configs, BepInEx, etc., and I just began encountering an annoying, yet rare issue where every piece in my structure turns "blue," as if it's made out of "foundation," and the game requires a restart before the correct structure color-data returns.  Building Damage Mod is one of my latest installed plug-ins, and last night, I caught the following error in the BepInEx console window, which resulted in the issue just described:
    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    BuildingDamageMod.BepInExPlugin+RPC_HealthChanged_Patch.Prefix (System.Int64 peer, System.Single health, ZNetView ___m_nview, Piece ___m_piece) (at <d0ed578ae9904dcaa3f409f075499223>:0)
    (wrapper dynamic-method) WearNTear.DMD<WearNTear::RPC_HealthChanged>(WearNTear,long,single)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Delegate.DynamicInvoke (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    RoutedMethod`1[T].Invoke (System.Int64 rpc, ZPackage pkg) (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    ZNetView.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData rpcData) (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    ZRoutedRpc.HandleRoutedRPC (ZRoutedRpc+RoutedRPCData data) (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    ZRoutedRpc.InvokeRoutedRPC (System.Int64 targetPeerID, ZDOID targetZDO, System.String methodName, System.Object[] parameters) (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    ZNetView.InvokeRPC (System.Int64 targetID, System.String method, System.Object[] parameters) (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    (wrapper dynamic-method) WearNTear.DMD<WearNTear::ApplyDamage>(WearNTear,single)
    WearNTear.UpdateWear () (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    WearNTearUpdater+<UpdateWear>d__1.MoveNext () (at <843a49d5cb48439fa5a62a7bcd81c2a9>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7ed9544a6e86489c87771c638baaad47>:0)

    Currently, I don't have a reliable way to reproduce this error, as it appears to be intermittent and not tied to any specific behavior that I can lock down as being the culprit.  In addition, the issue can occur after the game's been running for only 5 minutes, or several hours, and with as many plug-ins as I currently have installed, I don't know if there's a conflict (no other errors are present in the log), and if there is, it's going to make tracking down the issue that much more tedious, assuming the above error message doesn't provide enough information, as is.

    I will add that I have not yet tried to reload the plug-in through the console after the issue occurs, but when it happens again, I'll try that and report back.
    1. MiR4i
      MiR4i
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      Reloading the config file after the error occurs does not change anything, but I wasn't too convinced that it would.

      Furthermore, I believe the error is triggered by structures that are, as the plug-in defines, "uncreated" buildings, since I had it happen again as I approached a random structure while I was flying around a map.  For reference, here is my config file:

      ## Multiply damage by creators by this much
      # Setting type: Single
      # Default value: 1
      CreatorDamageMult = 0

      ## Multiply damage by non-creators by this much
      # Setting type: Single
      # Default value: 1
      NonCreatorDamageMult = 0.2

      ## Multiply damage to uncreated buildings by this much
      # Setting type: Single
      # Default value: 1
      UncreatedDamageMult = 0

      ## Multiply natural wear damage to buildings by this much
      # Setting type: Single
      # Default value: 1
      NaturalDamageMult = 0

      I'll try some different values for a few of these when I get a chance, to test if anything changes.
    2. aedenthorn
      aedenthorn
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      Did you upload to the new version?
    3. MiR4i
      MiR4i
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      It would seem that the update has fixed the issue, at least so far, but I'll keep an eye out for any additional errors.

      Furthermore, I believe this may have all started because of a misunderstanding on my part for what the settings in the config file actually affected.  I was under the assumption that "natural wear" was something like rain damage, and not structural integrity of the pieces themselves.  I only realized this after this latest update to the plug-in, where the color-coded data was correct, but I was still able to build out to infinity on pieces that were blood red, and so I was wondering what was causing this.  Upon reviewing the config file, it dawned on me that the natural wear setting was, in fact, structural integrity.  Ultimately, I was simply looking for a mod that would reduce enemy damage to my structures, not one that would remove structural support entirely, and after installing the latest update and reverting the natural wear setting to a value of "1," I think we're in business.

      Thanks!