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0zz-SeedTotem-0.1.3 icon

SeedTotem

Place a Seed totem in your fields to automatically plant seeds around it. Give the totem a whack to harvest all plants around it. Updated for Ashlands compatibility by 0zzerod

By 0zz
Date uploaded 2 years ago
Version 0.1.3
Download link 0zz-SeedTotem-0.1.3.zip
Downloads 9580
Dependency string 0zz-SeedTotem-0.1.3

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2100 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2100
ValheimModding-Jotunn-2.25.0 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.25.0

README

ORIGINAL MOD BY MATHIASDECROCK

https://thunderstore.io/c/valheim/p/MathiasDecrock/SeedTotem/

Check it first to see if it had an update, otherwise give this one a go.

This is my first ever coding endeavour with no prior experience or training.

Only tested with my own game.

Desc:

The Seed totem disperses stored seeds in an area around it.

Place the totem using the Cultivator. It costs:

5 Fine Wood
5 Greydwarf Eyes
1 Surtling Core
1 Ancient Seed

Use a seed with the item hotkeys to restrict the totem to a single type of seed. It will always make sure that newly placed plants have enough room to grow, but it won't check to make sure that everything around it still has enough room to grow; a totem is not that clever. Limiting it to one type of seed solves this issue.

The green glow fades when the totem runs out of seeds, letting you know to add more.

Also works with trees!

Hold the Use key to add all permitted seeds in Inventory.

Give the totem a whack to harvest all ready plants in the area. (Does not work on trees)

The totem scans the Cultivator, anything that creates a Plant object is considered a "seed". This means it will include both "Carrot" & "Carrot Seeds" for example. Notably this does not include the Berry Bushes from Planting Plus. These are Pickable objects instead, they skip the Plant stage, but are permanent, so it should be fine to place them yourself.

Advanced seed totem

Construct a modified seed totem that plants in a rectangular area with the Artisan Table, it costs:

10 Fine Wood
10 Greydwarf Eyes
2  Surtling Core
1  Ancient Seed

Config

Server config

Dispersion radius: Dispersion radius of the Seed totem (default: 5)
Dispersion time: Time (in seconds) between each dispersion (default: 10)
Space requirement margin: Extra distance to make sure plants have enough space (default: 0.1)
Max retries: Number of retries when randomly sampling possible planting locations(default: 8) (Don't increase too much, can cause lag!)
Max seeds in totem: Soft limit of number of seeds (like the Kiln or Smelters), 0 is no limit (default: 0)
Dispersion count: Maximum number of plants to place when dispersing (default: 5)
Harvest on hit: Should the Seed totem send out a wave to pick all pickables in radius when damaged? (default: true)
Check for cultivated ground: Should the Seed totem also check for cultivated land? (default: true)
Check for correct biome: Should the Seed totem also check for the correct biome? (default: true)
Custom piece requirements: Load custom piece requirements from seed-totem-custom-requirements.json instead of default? (default: false)

Local config (not enforced) UI

Build menu: In which build menu is the Seed totem located (default: Cultivator)
Show queue: Show the current queue on hover (default: true)
Language: File to use for localization, relative to SeedTotem folder

Graphical

Glow lines color: Color of the glowing lines on the Seed totem (default: green)
Glow light color: Color of the light from the Seed totem (default: green)
Glow light intensity: Intensity of the light from the Seed totem (default: 3)
Glow flare color: Color of the light flare from the Seed totem (default: green)
Glow flare size: Size of the light flare from the Seed totem (default: 3)

Input

Keys to decrease/increase the radius/width/length of the (Advanced) Seed totem

CHANGELOG

Changelog

0.2.6

  • Fixed visual seed Queue not resetting after ejecting all seeds.

0.2.5

  • Fixed some harvestables not getting picked on totem hit.
  • Added option to queue and plant mushrooms, bushes and flowers (default:true)
  • Added adjustable ranges for above categories.
  • Added adjustable tables in config for objects that aren't plantable by default.
  • Added a seed ejection mechanic, upon holding interact without any valid seeds.
  • Added a toggle for Mobs to ignore the Seed Totem.
  • Changed hit logging to debug only and made it more robust.

0.2.4

  • Fixed Visuals only updating for chunk owner (simulation host).
  • Added config toggle to prevent VineberrySeeds from being added to standard Totems (given their wall requirements).
  • Removed some unecessary RPC broadcasts to reduce network traffic.

0.2.3

  • The Advanced Seed Totem projector now hugs terrain.
  • Added server sync for relevant config settings.

0.2.2

  • Further improved FX.
  • Restored glowing marking FX on the totems.
  • Fixed "wrong biome" logic not working correctly.
  • Improved hover text to show status correctly.
  • Added "wrong biome" marking colorization effect.
  • Fixed some localization not working properly.

0.2.1

  • Updated dependency string

0.2.0

  • Updated colorization of effects based on status

0.1.5

  • Updated and fixed piece assembly and registration for AutoField and SeedTotem to Jotunn best practices.
  • Implemented fallback recipes for AutoField and SeedTotem
  • Fixed tutorial texts for AutoField
  • Improved configuration system and language handling
  • Partially fixed the Advanced Seed Totem Area Marker (it doesn't hug terrain and has slight visual artefacts)
  • Fixed most Visual effects and added optional SFX

0.1.4

  • Advanced Seed Totem fix
  • Disperse effect fix

0.1.3

  • Color code fix for status messages

0.1.2

  • Compiler issue fix

0.1.1

  • Initial source code import from Marco Pogo