8 Commits
1.5.3 ... main

Author SHA1 Message Date
mikx
d0f7a156c7 (1.5.8) Perf. Optimization 2026-02-12 09:05:33 -05:00
mikx
cb93f20b18 (1.5.7) AutoDoor Ignore List 2026-02-12 03:15:36 -05:00
mikx
2291d1c162 (1.5.6) readme update again 2026-02-11 22:50:43 -05:00
mikx
fb68bb61e2 (1.5.6) readme update 2026-02-11 22:45:39 -05:00
mikx
e1a15adad6 (1.5.6) Day/Time UI + New AutoDoor Logic 2026-02-11 22:44:05 -05:00
mikx
c724674b5a (1.5.5) readme fix 2026-02-07 03:09:31 -05:00
mikx
ee50214043 (1.5.5) Localization 2026-02-07 03:08:08 -05:00
mikx
11f6384db6 (1.5.4) KillFeed death icon + Tweaks 2026-02-06 20:36:53 -05:00
7 changed files with 377 additions and 130 deletions

View File

@@ -46,19 +46,22 @@ namespace MxValheim.KillFeed
} }
// Message Format Variables // Message Format Variables
string type1Separator = " a été tué par "; string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
string type2Separator = " a tué "; string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
string finalMsg = ""; string finalMsg = "";
string attackerFormat = ""; string attackerFormat = "";
string victimFormat = ""; string victimFormat = "";
string distanceFormat = ""; string distanceFormat = "";
string starFormat = ""; string starFormat = "";
string crossFormat = "";
// Format Message in Divided Section // Format Message in Divided Section
starFormat = "<color=#fffb00>★</color>"; starFormat = "<color=#fffb00>★</color>";
crossFormat = "<color=#a0a3a1>✝</color>";
attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>"; attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
if (type == 1) if (type == 1)
{ {
victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>"; victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
} else if(type == 2) } else if(type == 2)
{ {
switch (level) switch (level)
@@ -75,18 +78,18 @@ namespace MxValheim.KillFeed
case 4: case 4:
victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>"; victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break; break;
case 5:
victimFormat = $"{starFormat}{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
} }
} }
distanceFormat = $" à <color=#9402f5>{distance:F1}m</color> de distance.";
distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
finalMsg = finalMsg =
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": (type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" : (type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
/*string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> <color=#00ff06>{victim.ToUpper()}</color> a été tué par <color=#ff0000>{attacker.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance." :
(type == 2) ? $"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance." :
$"<color=#00ff06>{attacker.ToUpper()}</color> a tué <color=#00c0ff>{victim.ToUpper()}</color> à <color=#9402f5>{distance:F1}m</color> de distance.";*/
Sprite weaponIcon = null; Sprite weaponIcon = null;
@@ -417,72 +420,5 @@ namespace MxValheim.KillFeed
_hudRoot.SetActive(false); _hudRoot.SetActive(false);
} }
/*
public void CreateCustomHud()
{
_hudRoot = new GameObject("MxKillFeed_Root");
UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
Canvas c = _hudRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 10000;
// Add a Scaler to ensure it looks right on all resolutions
CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_hudRoot.transform, false);
_panelImage = panel.GetComponent<Image>();
// Fallback: Set a solid color first in case the sprite search fails
_panelImage.color = new Color(0, 0, 0, 0.8f);
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "shout_field")
{
_panelImage.sprite = s;
_panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 0.95f);
pRect.anchoredPosition = Vector2.zero; // Center top
pRect.sizeDelta = new Vector2(550, 40);
pRect.localScale = Vector3.one; // FORCE SCALE TO 1
// Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false);
_weaponIconSlot = iconObj.GetComponent<Image>();
_weaponIconSlot.preserveAspect = true;
RectTransform iRect = iconObj.GetComponent<RectTransform>();
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
iRect.anchoredPosition = new Vector2(10, 0);
iRect.sizeDelta = new Vector2(30, 30);
// Text
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>();
_killText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
_killText.fontSize = 18;
_killText.alignment = TextAnchor.MiddleLeft;
_killText.supportRichText = true;
textObj.AddComponent<Outline>().effectColor = Color.black;
RectTransform tRect = textObj.GetComponent<RectTransform>();
tRect.anchorMin = Vector2.zero; tRect.anchorMax = Vector2.one;
tRect.offsetMin = new Vector2(50, 0); tRect.offsetMax = new Vector2(-10, 0);
_hudRoot.SetActive(false);
}*/
} }
} }

View File

@@ -2,26 +2,31 @@
using BepInEx.Configuration; using BepInEx.Configuration;
using HarmonyLib; using HarmonyLib;
using MxValheim.KillFeed; using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json; using Newtonsoft.Json;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Reflection;
using System.Threading; using System.Threading;
using System.Xml; using System.Xml;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)] [BepInPlugin(ModGUID, ModName, ModVersion)]
public class MxValheimMod : BaseUnityPlugin public class MxValheimMod : BaseUnityPlugin
{ {
public static MxValheimMod Instance; // Singleton reference public static MxValheimMod Instance; // Singleton reference
public static KillFeed_Patch kfp = new KillFeed_Patch(); public static KillFeed_Patch kfp = new KillFeed_Patch();
public static Doors_Patch dpatch = new Doors_Patch();
private const string ModGUID = "ovh.mxdev.mxvalheim"; private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim"; private const string ModName = "MxValheim";
private const string ModVersion = "1.5.3"; public const string ModVersion = "1.5.8";
public static ConfigEntry<bool> Config_Locked; public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier; public static ConfigEntry<int> Config_OreMultiplier;
@@ -32,7 +37,11 @@ public class MxValheimMod : BaseUnityPlugin
public static ConfigEntry<bool> Config_autoDoorCloseEnabled; public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
public static ConfigEntry<float> Config_autoDoorClose; public static ConfigEntry<float> Config_autoDoorClose;
private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json"); public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
public static DoorRoot CachedConfig;
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>(); public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
// Data structures // Data structures
@@ -61,6 +70,11 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>(); public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>(); public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer;
void Awake() void Awake()
{ {
Instance = this; Instance = this;
@@ -73,12 +87,25 @@ public class MxValheimMod : BaseUnityPlugin
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time."); Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration."); Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
LoadLocalization();
LoadJsonConfig(); LoadJsonConfig();
LoadDoorConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
Harmony harmony = new Harmony(ModGUID); Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll(); harmony.PatchAll();
} }
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch
{
public static void Postfix()
{
LoadLocalization();
}
}
// --- TEST COMMAND: Type 'testkill' in F5 console --- // --- TEST COMMAND: Type 'testkill' in F5 console ---
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))] [HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch public static class ConsoleInputPatch
@@ -86,21 +113,6 @@ public class MxValheimMod : BaseUnityPlugin
static void Postfix(Terminal __instance) static void Postfix(Terminal __instance)
{ {
string text = __instance.m_input.text; string text = __instance.m_input.text;
if (text.ToLower() == "listiconsstore")
{
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "store_icons"); ;
if (spriteAsset != null)
{
Debug.Log($"--- Listing all sprites in {spriteAsset.name} ---");
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
{
var sprite = spriteAsset.spriteCharacterTable[i];
Debug.Log($"Index: {i} | Name: {sprite.name}");
}
}
}
if (text.ToLower() == "listicons") if (text.ToLower() == "listicons")
{ {
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ; var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
@@ -136,7 +148,54 @@ public class MxValheimMod : BaseUnityPlugin
void Update() void Update()
{ {
// Use the game's native check for dedicated servers // Only run if we are actually in the game world
if (Player.m_localPlayer != null)
{
if (Splash.m_canvasObject == null)
{
Splash spl = new Splash();
spl.CreateOverlay();
}
if (Splash.m_textComponent != null)
{
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
}
if (Clock.m_canvasObject == null)
{
Clock clk = new Clock();
clk.CreateOverlay();
}
if (Clock.m_textComponent != null)
{
Clock clk = new Clock();
string timeString = clk.GetFormattedTime();
int day = EnvMan.instance.GetDay();
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
}
}
// Door Logic
if (_doorQueueNview.Count > 0)
{
if (_doorTimer > 0)
{
_doorTimer -= Time.deltaTime;
}
if (_doorTimer <= 0)
{
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
}
}
// Door Logic
/////////////
// KillFeed Logic
ZNet zn = new ZNet(); ZNet zn = new ZNet();
if (zn.IsDedicated() || Player.m_localPlayer == null) return; if (zn.IsDedicated() || Player.m_localPlayer == null) return;
@@ -175,9 +234,57 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false); if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
} }
// KillFeed Logic
/////////////////
} }
public static void LoadLocalization()
{
if (Localization.instance == null) return;
string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
string translationsPath = Path.Combine(modPath, "Translations");
string lang = Localization.instance.GetSelectedLanguage();
string filePath = Path.Combine(translationsPath, $"{lang}.json");
if (!File.Exists(filePath))
{
filePath = Path.Combine(translationsPath, "English.json");
}
if (File.Exists(filePath))
{
try
{
string json = File.ReadAllText(filePath);
var dict = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
// Get the method via Reflection to bypass "Inaccessible" errors
MethodInfo addWordMethod = typeof(Localization).GetMethod("AddWord",
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (addWordMethod != null)
{
foreach (var entry in dict)
{
// Parameters: (instance to run on, array of arguments)
addWordMethod.Invoke(Localization.instance, new object[] { entry.Key, entry.Value });
}
Debug.Log($"[MxValheim] Successfully injected {dict.Count} strings for {lang}.");
}
else
{
Debug.LogError("[MxValheim] Critical Error: Could not find AddWord method in game code.");
}
}
catch (Exception e)
{
Debug.LogError($"[MxValheim] Error loading JSON: {e.Message}");
}
}
}
private bool LoadJsonConfig() private bool LoadJsonConfig()
{ {
try try
@@ -201,6 +308,15 @@ public class MxValheimMod : BaseUnityPlugin
} }
} }
public void LoadDoorConfig()
{
if (System.IO.File.Exists(AutoDoorConfigPath))
{
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
}
}
internal static void ShowKillMessage(string v) internal static void ShowKillMessage(string v)
{ {
throw new NotImplementedException(); throw new NotImplementedException();

View File

@@ -35,11 +35,11 @@
<Reference Include="0Harmony"> <Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference> </Reference>
<Reference Include="Assembly-CSharp-publicized"> <Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Assembly-CSharp-publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference> </Reference>
<Reference Include="assembly_valheim-publicized"> <Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_valheim-publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference> </Reference>
<Reference Include="BepInEx"> <Reference Include="BepInEx">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
@@ -48,6 +48,7 @@
<Reference Include="Newtonsoft.Json"> <Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference> </Reference>
<Reference Include="PresentationFramework" />
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" /> <Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
@@ -62,6 +63,10 @@
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule"> <Reference Include="UnityEngine.CoreModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference> </Reference>
@@ -86,6 +91,8 @@
<Compile Include="Patch\Bow.cs" /> <Compile Include="Patch\Bow.cs" />
<Compile Include="Patch\CraftingStation.cs" /> <Compile Include="Patch\CraftingStation.cs" />
<Compile Include="Patch\Doors.cs" /> <Compile Include="Patch\Doors.cs" />
<Compile Include="Patch\HUD\Clock.cs" />
<Compile Include="Patch\HUD\Splash.cs" />
<Compile Include="Patch\Items.cs" /> <Compile Include="Patch\Items.cs" />
<Compile Include="Patch\Ores.cs" /> <Compile Include="Patch\Ores.cs" />
<Compile Include="Patch\WearNTear.cs" /> <Compile Include="Patch\WearNTear.cs" />
@@ -97,10 +104,12 @@
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>
<PostBuildEvent> <PostBuildEvent>
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\" copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\" copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\" copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\"</PostBuildEvent> copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
if exist "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" del "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip"
"C:\Program Files\7-Zip\7z.exe" a -tzip "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\*"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

View File

@@ -1,55 +1,67 @@
using BepInEx; using BepInEx;
using HarmonyLib; using HarmonyLib;
using Newtonsoft.Json;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine; using UnityEngine;
using UnityEngine.Diagnostics; using UnityEngine.Diagnostics;
using static MxValheimMod;
namespace MxValheim.Patch namespace MxValheim.Patch
{ {
internal class Doors public class Doors_Patch
{ {
public class DoorRoot
{
public List<string> ignoreList { get; set; }
}
[HarmonyPatch(typeof(Door), nameof(Door.Interact))] [HarmonyPatch(typeof(Door), nameof(Door.Interact))]
static class Door_Interact_Patch public static class DoorTracker
{ {
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview) static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
{ {
ZNetView nview = __instance.GetComponent<ZNetView>(); ZNetView nview = __instance.GetComponent<ZNetView>();
if (nview != null && nview.IsValid()) if (nview != null && nview.IsValid())
{ {
// Get the prefab hash and look up the name in the master list // Get the prefab hash and look up the name in the master list
int prefabHash = nview.GetZDO().GetPrefab(); int prefabHash = nview.GetZDO().GetPrefab();
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name; string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
if (prefabName == "piece_crypt_door") return; if (MxValheimMod.CachedConfig?.ignoreList != null)
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return; if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
// Get state: 0 is closed // Get state: 0 is closed
int state = ___m_nview.GetZDO().GetInt("state"); int state = ___m_nview.GetZDO().GetInt("state");
if (state != 0) if (state == 0) return;
lock (_doorQueueNview)
{ {
// Start coroutine on the door object itself Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview)); _doorQueueNview.Enqueue(nview);
_doorQueueDoor.Enqueue(__instance);
_doorQueueName.Enqueue(prefabName);
}
} }
} }
} }
static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview) public void CloseNextDoor(Door door, ZNetView nview, string doorName)
{ {
yield return new WaitForSeconds(MxValheimMod.Config_autoDoorClose.Value);
// Verify the door still exists and is still open before closing
if (door != null && nview != null && nview.IsValid()) if (door != null && nview != null && nview.IsValid())
{ {
if (nview.GetZDO().GetInt("state") != 0) if (nview.GetZDO().GetInt("state") != 0)
{ {
// Directly invoke the RPC with '0' (closed). Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
// This avoids the 'Null' player error in Door.Interact
ZDO zd0 = nview.GetZDO(); ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0); zd0.Set("state", 0);
} } else
{
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
} }
} }
} }

View File

@@ -0,0 +1,96 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Clock
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
// This replaces the missing GetTimeString() method
public string GetFormattedTime()
{
// Get fractional day (0.0 to 1.0)
float fraction = EnvMan.instance.GetDayFraction();
// Convert to hours and minutes
float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
return $"{hours:00}:{minutes:00}";
}
public void CreateOverlay()
{
// 1. Root Canvas
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999;
// 2. Background Panel
GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false);
Image panelImage = panelObj.AddComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
panelRect.pivot = new Vector2(0.5f, 1.0f);
panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top
panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
// 3. Text (Attached to Panel)
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f.name == "AveriaSerifLibre-Bold")
{
valheimFont = f;
break;
}
}
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null)
{
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
m_textComponent.font = valheimFont;
m_textComponent.fontSize = 18;
m_textComponent.color = Color.white;
m_textComponent.alignment = TextAnchor.MiddleCenter;
m_textComponent.supportRichText = true;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// FIX: Correct way to make text fill the parent panel
RectTransform textRect = textObj.GetComponent<RectTransform>();
textRect.anchorMin = Vector2.zero; // (0, 0)
textRect.anchorMax = Vector2.one; // (1, 1)
textRect.pivot = new Vector2(0.5f, 0.5f);
// Resetting these to zero ensures the text box matches the panel exactly
textRect.offsetMin = Vector2.zero;
textRect.offsetMax = Vector2.zero;
}
}
}

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@@ -0,0 +1,75 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Splash
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
public void CreateOverlay()
{
// 1. Create a dedicated Canvas for our mod
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
canvas.sortingOrder = 100; // Higher than standard HUD
m_canvasObject.AddComponent<CanvasScaler>();
m_canvasObject.AddComponent<GraphicRaycaster>();
// 2. Create the Text Object
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(m_canvasObject.transform, false);
m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f.name == "AveriaSerifLibre-Bold")
{
valheimFont = f;
break;
}
}
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null)
{
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
m_textComponent.font = valheimFont;
m_textComponent.fontSize = 24;
m_textComponent.color = Color.yellow; // Bright yellow to stand out
m_textComponent.alignment = TextAnchor.UpperRight;
m_textComponent.supportRichText = true;
// This prevents the text from vanishing if the box is too small
m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// 3. Position it
RectTransform rect = textObj.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(1, 1);
rect.anchorMax = new Vector2(1, 1);
rect.pivot = new Vector2(1, 1);
rect.anchoredPosition = new Vector2(-10, -5); // Top Right
rect.sizeDelta = new Vector2(300, 100);
}
}
}

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@@ -1,9 +1,12 @@
![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png) ![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png)
## MxValheim ## MxValheim
Official Mx Valheim Mod. Official **MxValheim Server** Mod.
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
## Features ## Features
- Display the day and the formated time in-game.
- Use your client language with built-in localization.
- Kill Feed with custom UI showing player kill and death. - Kill Feed with custom UI showing player kill and death.
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json". - Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
- Ore drop multiplier. (Value available in the generated config.) - Ore drop multiplier. (Value available in the generated config.)
@@ -13,8 +16,8 @@ Official Mx Valheim Mod.
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.) - Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
## How-To Install ## How-To Install
1. Download the latest dll. 1. Download the latest zip.
2. Copy it to your (Client/Server) "BepInEx­\plugins". 2. Copy the zip content to your (Client/Server) "BepInEx­\plugins\MxValheim\".
3. Run your (Client/Server) at least one time. 3. Run your (Client/Server) at least one time.
4. Tweaks the config in "BepInEx­\config\ovh.mxdev.mxvalheim.cfg" to your liking. 4. Tweaks the config in "BepInEx­\config\ovh.mxdev.mxvalheim.cfg" to your liking.
5. Enjoy! 5. Enjoy!