9 Commits
1.5.5 ... 1.6.1

Author SHA1 Message Date
mikx
db06cf19ad (1.6.1) Removed a debug logic 2026-02-15 04:10:42 -05:00
mikx
aaf9bf22dd (1.6.0) Release Commit 2026-02-15 03:06:48 -05:00
mikx
d706e173b8 Merge Conflict Fix 2026-02-12 23:42:21 -05:00
mikx
6a8a09e2f6 proof of concept 2026-02-12 23:38:28 -05:00
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
11 changed files with 803 additions and 45 deletions

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@@ -0,0 +1,51 @@
using MxValheim.Patch.HUD;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Experience
{
public static int GetRequiredExpByLevel(int level)
{
return (level * 100);
}
public static void AddExperience(string playerid, int amount)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
int level = Profiles.playerLevel;
int exp = Profiles.playerExperience;
exp += amount;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
exp = Profiles.playerExperience;
int maxexp = GetRequiredExpByLevel(level);
UpdateProgressBar(playerid);
if (exp >= maxexp)
{
exp -= maxexp;
level++;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserLevel", playerid, level);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
UpdateProgressBar(playerid);
}
}
public static void UpdateProgressBar(string playerid)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
float expPercentage = ((float)Profiles.playerExperience / GetRequiredExpByLevel(Profiles.playerLevel));
if (Clock.m_barFill != null)
{
Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
Clock.m_barFill.offsetMin = Vector2.zero;
Clock.m_barFill.offsetMax = Vector2.zero;
}
}
}
}

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@@ -0,0 +1,161 @@
using HarmonyLib;
using Splatform;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using static MxValheimMod;
using Canvas = UnityEngine.Canvas;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventSystem_Patch
{
// --- 3. HARMONY PATCHES ---
[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
public static class PlayerAwakePatch
{
static void Postfix(Player __instance)
{
// Only trigger for the actual human player, not NPCs/Dummies
if (__instance == Player.m_localPlayer)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
ZLog.Log($"[ProfileSystem] Spawning finished. Requesting profile for {pid}");
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", pid);
}
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class DebugRaidFrequency
{
static void Prefix(RandEventSystem __instance)
{
// Use a small timer check so we don't spam the logic every single frame
// though for debugging, forcing these values is fine.
//__instance.m_eventIntervalMin = 10f;
//__instance.m_eventChance = 100f;
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class TimerFreezePatch
{
static void Prefix(RandEventSystem __instance)
{
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
public static class Hud_MonitorPatch
{
private static RandomEvent _lastKnownEvent = null;
static void Postfix()
{
// 1. Safety check: Ensure the system exists
if (RandEventSystem.instance == null) return;
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
// 2. Logic: Detection
if (activeEvent != null && _lastKnownEvent == null)
{
Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}");
_lastKnownEvent = activeEvent;
// Force HUD Creation and Display
//UpdateWave(true);
}
else if (activeEvent == null && _lastKnownEvent != null)
{
Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
Reward.GiveItemStatic("Coins",Reward.CalculateRewardCoin(Profiles.playerLevel, currentBiome));
System.Random rand = new System.Random();
Reward.GiveItemStatic("Feathers", rand.Next(1,10));
if (rand.Next(100) < 50)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "food"), 1);
}
if (rand.Next(100) < 25)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "heal"), 1);
}
if (rand.Next(100) < 10)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "metal"), 1);
}
_lastKnownEvent = null;
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
static void Postfix(Character __instance)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
// 2. Check if a raid is active
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent == null) return;
Debug.Log("MxEvent: Confirmed Active Event!");
Vector3 playerPos = Player.m_localPlayer.transform.position;
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Debug.Log($"EventSystem:ApplyDamage User {pid}");
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
Debug.Log($"MxEvent: Distance: {distance}");
if (distance <= 96f)
{
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2:
(level == 2) ? 3:
(level == 3) ? 4:
5;
Experience.AddExperience(pid, exp);
/* Send the update
ZRoutedRpc.instance.InvokeRoutedRPC(
ZRoutedRpc.Everybody,
"RPC_UpdateRaidHUD",
$"PHASE: {CurrentPhase}",
KillsInCurrentPhase,
GetTargetForPhase(CurrentPhase)
);*/
}
}
}
}
// Hide HUD when raid ends
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
[HarmonyPostfix]
static void OnRaidEnd()
{
}
}
}

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@@ -0,0 +1,167 @@
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class Profiles
{
public class ProfileRoot
{
public string playerid { get; set; }
public string player_name { get; set; }
public int level { get; set; }
public int experience { get; set; }
}
public static bool userExists = false;
public static int playerLevel = 1;
public static int playerExperience = 0;
public static void ServerUserExists(string playerid)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
if (File.Exists(profilePath)) userExists = true;
}
public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = playerName,
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
}
public static void ServerHandleProfileRequest(long sender, string playerid)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
ZNetPeer peer = ZNet.instance.GetPeer(sender);
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
if (File.Exists(profilePath))
{
string rawJson = File.ReadAllText(profilePath);
// Send ONLY to the 'sender' who requested it
ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
}
else
{
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = peer.m_playerName,
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
}
}
public static void RequestCreateUser(string playerid, Player player)
{
string playerName = player.GetHoverName();
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
}
public static void ClientLoadProfile(long sender, string json)
{
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
playerLevel = loadedProfile.level;
playerExperience = loadedProfile.experience;
//ZLog.Log($"[Client] Profile loaded! Level: {loadedProfile.level}");
}
public static void CreateUser(string playerid, Player player)
{
// We only send the raw data; we let the server handle the file I/O
string playerName = player?.GetHoverName() ?? "Unknown";
// Invoke the RPC on the Server (0 is the server ID)
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
}
public static void ServerSetUserExperience(long sender, string playerid, int exp)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = pro.player_name,
level = pro.level,
experience = exp
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
}
public static void SetUserExperience(string playerid, int exp)
{
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = pro.player_name,
level = pro.level,
experience = exp
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
}
public static void ServerSetUserLevel(long sender, string playerid, int level)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = pro.player_name,
level = level,
experience = pro.experience
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
}
}
}

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@@ -0,0 +1,87 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Reward
{
public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
{
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
{
{ 1, 10 },
{ 2, 20 },
{ 4, 30 },
{ 8, 40 },
{ 16, 50 },
{ 512, 60 },
{ 64, 70 },
};
int rewardCoin = biomeBase[((int)biome)] * level;
return rewardCoin;
}
public static string GetRewardPrefab(int level, string type)
{
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
System.Random rng = new System.Random();
int foodTier = rng.Next(1, foodList.Length);
int healTier = rng.Next(1, healList.Length);
int metalTier = rng.Next(1, metalList.Length);
if (type == "food") return foodList[foodTier];
if (type == "heal") return healList[healTier];
if (type == "metal") return metalList[metalTier];
return "Wood";
}
public static void GiveItemRandom(string itemName, int qty)
{
System.Random rng = new System.Random();
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveItemStatic(string itemName, int qty)
{
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
}
}

View File

@@ -290,7 +290,7 @@ namespace MxValheim.KillFeed
_activeTrackers.Remove(__instance);
}
}
}
}
private void CreateCustomHud()
{

View File

@@ -1,8 +1,12 @@
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using MxValheim.EventSystem;
using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json;
using Splatform;
using System;
using System.Collections.Generic;
using System.IO;
@@ -13,16 +17,18 @@ using System.Xml;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)]
public class MxValheimMod : BaseUnityPlugin
{
public static MxValheimMod Instance; // Singleton reference
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 ModName = "MxValheim";
private const string ModVersion = "1.5.5";
private const string ModVersion = "1.6.1";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -35,9 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
private static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string internalDataPath = Path.Combine(modPath, "Data");
public static string internalDataEventSystemPath = Path.Combine(internalDataPath, "EventSystem");
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 bool initExpBar = true;
// Data structures
public class KillData
{
@@ -64,12 +76,17 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
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()
{
Instance = this;
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found.");
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier",2.0f,"Multiplier for the workbench build/crafting range. Default is 2x.");
Config_OreMultiplier = Config.Bind("General", "OreMultiplier", 3, "How many items should drop for every 1 ore/scrap found.");
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier", 2.0f, "Multiplier for the workbench build/crafting range. Default is 2x.");
Config_bowDrawSpeedBonusPerLevel = Config.Bind("General", "BowDrawSpeedBonusPercentPerLevel", 1.0f, "Shorten the bow draw speed by this percent for every bow upgrade level.");
Config_rainDamage = Config.Bind("General", "RainDamage", true, "Set to true to stop rain damage, false to return to vanilla behavior.");
Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
@@ -78,6 +95,9 @@ public class MxValheimMod : BaseUnityPlugin
LoadLocalization();
LoadJsonConfig();
LoadDoorConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll();
@@ -101,17 +121,7 @@ public class MxValheimMod : BaseUnityPlugin
string text = __instance.m_input.text;
if (text.ToLower() == "listicons")
{
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "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}");
}
}
}
}
}
@@ -122,19 +132,85 @@ public class MxValheimMod : BaseUnityPlugin
static void Postfix()
{
if (ZRoutedRpc.instance != null && kfp != null)
{
{
// We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
}
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.ClientLoadProfile);
ZRoutedRpc.instance.Register<string>("RPC_UpdateProgressBar", Profiles.ClientLoadProfile);
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserExperience", Profiles.ServerSetUserExperience);
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserLevel", Profiles.ServerSetUserLevel);
}
}
}
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)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar(pid);
}
// 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 (initExpBar)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar(pid);
initExpBar = false;
}
}
if (Clock.m_textComponent != null)
{
Clock clk = new Clock();
string timeString = clk.GetFormattedTime();
int day = EnvMan.instance.GetDay();
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.playerLevel}</color> <color=#677074>|</color> <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();
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
@@ -173,8 +249,14 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
}
// KillFeed Logic
/////////////////
}
}
public static long GetUserPlayerID(Player player)
{
return player.GetPlayerID();
}
public static void LoadLocalization()
{
@@ -245,6 +327,15 @@ 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)
{
throw new NotImplementedException();

View File

@@ -35,16 +35,25 @@
<Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference>
<Reference Include="assembly_googleanalytics">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
</Reference>
<Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference>
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
</Reference>
<Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="gui_framework">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference>
@@ -59,7 +68,9 @@
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="Unity.TextMeshPro">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
@@ -74,7 +85,9 @@
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
@@ -85,19 +98,27 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\Profiles.cs" />
<Compile Include="EventSystem\Reward.cs" />
<Compile Include="KillFeed\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" />
<Compile Include="Patch\Bow.cs" />
<Compile Include="Patch\CraftingStation.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\Ores.cs" />
<Compile Include="Patch\WearNTear.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

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

View File

@@ -0,0 +1,91 @@
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;
public static RectTransform m_barFill;
// 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()
{
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999;
// --- CLOCK PANEL ---
GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false);
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
layout.padding = new RectOffset(15, 15, 5, 5);
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
panelRect.pivot = new Vector2(0.5f, 1.0f);
panelRect.anchoredPosition = new Vector2(0, -5);
// --- TEXT ---
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>();
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
m_textComponent.fontSize = 18;
m_textComponent.color = Color.white;
// --- PROGRESS BAR CONTAINER ---
// This sits under the main rectangle
GameObject barBgObj = new GameObject("BarBackground");
barBgObj.transform.SetParent(m_canvasObject.transform, false);
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
barBgRect.pivot = new Vector2(0.5f, 1.0f);
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
barBgRect.anchoredPosition = new Vector2(0, -45);
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
// --- PROGRESS BAR FILL ---
GameObject fillObj = new GameObject("BarFill");
fillObj.transform.SetParent(barBgObj.transform, false);
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
m_barFill = fillObj.GetComponent<RectTransform>();
m_barFill.anchorMin = new Vector2(0, 0);
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
m_barFill.pivot = new Vector2(0, 0.5f);
m_barFill.offsetMin = Vector2.zero;
m_barFill.offsetMax = Vector2.zero;
}
}
}

View File

@@ -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);
}
}
}

View File

@@ -5,6 +5,8 @@ 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
- Enhanced Event System with level and reward based on current biome.
- 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.
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
@@ -15,8 +17,8 @@ Official **MxValheim Server** Mod.
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
## How-To Install
1. Download the latest dll.
2. Copy it to your (Client/Server) "BepInEx­\plugins".
1. Download the latest zip.
2. Copy the zip content to your (Client/Server) "BepInEx­\plugins\MxValheim\".
3. Run your (Client/Server) at least one time.
4. Tweaks the config in "BepInEx­\config\ovh.mxdev.mxvalheim.cfg" to your liking.
5. Enjoy!