Ezomic-Longhouse icon

Longhouse

Every Ezomic mod, pinned to one set that a server will accept.

Last updated 4 hours ago
Total downloads 4
Total rating 1 
Categories Modpacks
Dependency string Ezomic-Longhouse-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333
Ezomic-Longhouse_Core-1.0.1 icon
Ezomic-Longhouse_Core

Shared plumbing for the Ezomic mods. Installed for you as a dependency.

Preferred version: 1.0.1
Ezomic-Yoke-1.0.0 icon
Ezomic-Yoke

Bigger stacks, earned biome by biome.

Preferred version: 1.0.0
Ezomic-Rist-1.0.1 icon
Ezomic-Rist

A character level beside the skills, carved into runestones you choose and deepen.

Preferred version: 1.0.1
Ezomic-Utangard-1.1.0 icon
Ezomic-Utangard

Biomes nobody in your group has earned starve you: food burns away, buffs are refused, and the land leaves you sapped.

Preferred version: 1.1.0
Ezomic-Vaettir-1.0.0 icon
Ezomic-Vaettir

Plant an ancient seed, feed it greydwarf blood, and a forest spirit answers. Build it a home and it sorts your chests.

Preferred version: 1.0.0
Ezomic-Dyrr-1.0.0 icon
Ezomic-Dyrr

A door policy: characters that have played elsewhere do not come in. Off until an admin turns it on.

Preferred version: 1.0.0

README

Longhouse

Every Ezomic mod, pinned to one set that a server will accept.

This is a pack, not a mod. There is no DLL here and nothing to patch; the package is a manifest naming each mod at an exact version, plus this file and an icon. Installing it installs all of them.

Why a pack rather than a profile code

The mods share Core, which compares versions and the compiler's build id at connect time and refuses a client that does not match the server. That gate is the whole reason a stranger can be handed a folder of DLLs and trusted to join: a mismatch is a closed door rather than an hour of play into a world that quietly disagrees with itself.

A pack is what makes the gate never fire on someone who did nothing wrong. Exact pins mean every person who installs Longhouse is holding a byte-identical set, so "did you get the right version" stops being a question anyone has to ask in Discord.

An r2modman profile code does roughly the same job and is worse at it. A code is opaque: you cannot read what is in it before you accept it, there is no history, and last week's code is gone. A pack has a version, a changelog, and every previous version stays on Thunderstore.

What is in it

The set a server holds everyone to - not the whole shelf. Devkit is deliberately absent: it is the in-game menu the others are tested through, and it has no business on someone else's machine. Some mods are published on their own and are nobody's obligation to install; others are held back because they have not been played, and a pack member is a promise about how a server plays. The member list in tools/build-manifest.ps1 carries the reason for each one, beside the mod it applies to.

Some of these do their work on the server rather than the client, and are in the pack anyway. That is not an oversight. A client without a content mod's prefabs cannot resolve the hashes in the ZDOs the server sends, and ZNetScene discards a ZDO whose prefab name does not resolve rather than complaining. The creature or the dungeon does not appear, nothing is logged, and it looks like the server is broken.

The pins are generated

Exact pins mean any single mod's version bump makes this manifest wrong. Hand-editing fifteen lines every release is the kind of chore that gets skipped once and then ships a pack pinning a version nobody has, so it is a build step instead:

.\tools\build-manifest.ps1

It reads each member's own manifest.json (the same file that mod's package is built from, so the pin cannot drift from what is actually published) and rewrites manifest.json here. A member that is missing or malformed is a loud failure, not a silently shorter pack, because a pack one mod short leaves every player failing the version gate for a reason none of them can see.

The member list inside the script is explicit rather than "every folder with a manifest". Devkit has a manifest too, and a mod that is written but not ready should not join the pack the moment it exists.

Pass -PackVersion to renumber; with no argument it keeps whatever the manifest already says, so refreshing pins never silently renumbers the pack.

Versioning

The pack's version is its own and does not track any member's. It goes up when the set changes: a mod added, removed, or repinned. What changed in each is in that mod's own changelog; what changed in the set is in CHANGELOG.md.

Reporting bugs

The Discord is the fastest route for anything in the pack, and the right one when you cannot tell which mod is responsible. That is most of the time, and it is the reason to ask here rather than guess at one mod's issue tracker. Issues on the pack repo work too.

Bring BepInEx\LogOutput.log if you can, and say whether you were on a server or your own world. It names every mod that loaded and its version, which is usually the first thing worth knowing.