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The Eye
A deterministic, cross-platform Valheim API extraction tool, vibe coders love it!
| Last updated | 2 weeks ago |
| Total downloads | 86 |
| Total rating | 1 |
| Categories | Mods Misc Libraries Tools Client-side Utility AI Generated |
| Dependency string | Wubarrk-The_Eye-2.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333ValheimModding-JsonDotNET
Shared version 13.0.3 of Json.NET from Newtonsoft, net45 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 13.0.4README
ποΈ WubarrksEye (TheEye)
"Stop guessing what the IL does. Stop decompiling 130,000 lines just to find out if
CanSenseTargetis virtual or static. The truth is in the assembly, and now it's in your hands."
π£ All my mods are alive, updated, and on Hexium
Every Wubarrk mod is maintained and published only on Hexium. If you got one somewhere else, it is stale. Current roster as of this release:
| Mod | Latest | What it is |
|---|---|---|
| Mists of Avalor (Open BETA) | 0.2.1 | The big one. Join the open beta. |
| VikingOS (BETA) | 0.9.8 | |
| Njord | 2.0.0 | |
| Wings of the Valkyrie | 2.1.5 | |
| TortalPortal | 1.4.6 | |
| AwayFromHome | 1.0.6 | |
| Let It Grow | 0.1.2 | |
| StackIT | 0.2.1 | |
| Fatty | 1.1.11 | |
| DvergrAllies | 1.0.6 | |
| RuneboundRest | 1.1.0 | |
| The Eye | 2.2.0 | This one. |
Valheim 1.0 lands and every one of these gets re-verified against it with this tool. That is what 2.2.0 is for.
WubarrksEye (TheEye) is a deterministic, cross-platform Valheim extraction tool. It is, without exaggeration, a vibe coder's wet dream. But let's be real, with this data at your fingertips you're not just a vibe coder anymore. You're an AI-augmented game mod designer, and your dreams can come true. When Valheim 1.0 drops and the API shifts under everyone's feet, this is the tool that maps the new world, tells you exactly what changed against your pre-1.0 baseline, and feeds it straight to your AI pair programmer.
Forget hand-grepping decompiled source for hours. Forget guessing why your Harmony patches misfire because you bound the wrong overload, or realising months later that your custom monster AI was inert because vanilla's Character.OnDamaged never fires for most creatures. TheEye gives you the ground truth of the game's architecture, serialized data, method call graphs and live world state, straight from memory.
This isn't a dumper. It's an autopsy table for the game engine, and as of 2.2.0 it comes with a before/after report.
βοΈ What's new in 2.2.0 (the pre-1.0 baseline release)
π§Ύ Manifest.json β every dump knows what build it came from
Valheim stamps every DLL 0.0.0.0. So TheEye now writes, before anything else, the game version string with build hash, the Steam buildid, the md5 and size of every DLL in Managed/, the BepInEx version and every loaded plugin, the world name, seed and global keys, and the options used. A dump from a contaminated profile is visible on sight.
π¦ββ¬ Huginn's Report β a real diff, not a line hash
Every record in every file is keyed on its identity (type name, prefab name, ZDO UID, _Source/_Key). Huginn now says, per file, exactly which records were ADDED, REMOVED and CHANGED, and for CHANGED lists the field-level deltas with old and new values. Huginn_Summary.json has the counts. Pick the baseline: dump_eye baseline=<dir> or the config. Run it after 1.0 against your pre-1.0 dump and read the summary first.
πΊοΈ API dump rewritten
Full member surface per type: fields with modifiers and constant values, properties with accessor visibility, events, constructors, full method signatures with virtual / override / abstract, interfaces, attributes, nested types, enum values. Members are keyed by name so a renamed overload is one line in the diff. Game assemblies only by default; the 20,000-type mscorlib noise is gone.
π Registry_Dump.json β where a new biome shows up first
Enums with values, the ZDOVars hash table, console commands with cheat/server/admin flags, spawn tables, creature spawners, environments and biome weather, raids, piece tables with every piece and its costs, skill definitions, and the full localization table.
𧬠ZDO dump that means something
Prefab hash resolved to a name, rotation, sector, persistence, revisions, creation time, and every key/value the ZDO carries with hashes mapped back to ZDOVars names (health, owner, items...). The session-long ZNetScene active-area override that forced every object in the world to instantiate is now off by default.
π‘ RPC names in the call graph
Every ZNetView / ZRoutedRpc / ZRpc.Register string literal, and the method that registers it. A renamed RPC breaks every mod that Invoke()s it by name; now it is one diff line.
π₯οΈ Headless
A dedicated server has no console to type into. [Automation] AutoDumpOnWorldLoad = true dumps once the world is populated, and AutoDumpQuit exits afterwards. One-shot server baseline.
π§Ή Determinism and hygiene
UTF-8 without BOM (line splitters were dropping the first record). Types, prefabs, items, ZDOs and indexes sorted. Invariant-culture round-trip floats. Two dumps of the same build on the same world are byte-identical, and that was verified.
βοΈ Features carried forward
πΈοΈ Deep Call-Graph Extraction
Walks the method IL and emits call and field-access edges. Does an override call base? Which overload does a call site really reach, static or instance? Who calls method X? All in CallGraph_Dump.json, with call vs callvirt on every edge and a CalledBy inverted index.
π Serialized Value Extraction
Declarations tell you a field exists; Values_Dump.json tells you what is in it. Every item, recipe, status effect, prefab component, vegetation and location entry, flattened to dotted paths, cycle-safe, with per-entry budgets so it never explodes.
π Zero-Stall Background Architecture
Coroutine-batched, RAM-profile scaled, cancellable, streamed straight to disk. The game keeps rendering, the server keeps ticking. A full dump on a dedicated server takes about a minute.
π Guide to Extraction
- Launch the Game and load a world. (API and call graph work from the main menu; everything else needs a world.)
- Run the Dump:
dump_eyein the F5 console, or F8 β Start Dump.eye_statusshows progress. F9 toggles the HUD. - Options:
dump_eye baseline=<dir> nodiff noml nozdo noscene noloc - Review the Goods:
BepInEx/config/WubarrksEye_Dumps/<timestamp>/.AgentML_Complete_Dump.zipbundles everything as one minified JSONL plus the manifest for machine ingestion. - Write Better Mods, you vibe coder you.
What You Will Find Inside
| File | Contains | Keyed on |
|---|---|---|
Manifest.json |
Build identity, md5 table, plugins, world, options, per-file results | |
API_Dump.json |
Every type in the game assemblies with its full member surface | FullName |
Values_Dump.json |
Field contents for items, recipes, status effects, prefabs, vegetation, locations | _Source/_Key |
Registry_Dump.json |
Enums, ZDOVars, commands, spawns, environments, raids, pieces, skills, localization | _Source/_Key |
CallGraph_Dump.json |
Per-method IL edges, CalledBy index, RpcRegistration index |
Type.Signature |
Prefabs_Dump.json / ObjectDB_Dump.json / Scene_Dump.json |
Component lists | Name |
ZDO_Dump.json |
Every ZDO in the loaded world with its key/values | UID |
Huginn_Diff_Report.jsonl + Huginn_Summary.json |
ADDED / REMOVED / CHANGED against the baseline |
π Why Before You Grep The Decompile
API_Dump.json answers three questions without reading a line of decompiled source:
- Which type declares a member. Members are
DeclaredOnly, so ifm_targetCreaturesits underMonsterAIit is not onBaseAI. Binding the wrong type throwsMissingFieldExceptioninto acatchthat swallows it. - The full overload set with complete parameter types.
virtual/override/abstract, derived fromGetBaseDefinition().
CallGraph_Dump.json answers method body questions reflection cannot see:
ChainsToBase:Humanoid.OnDamageddoes not call base, so a patch onCharacter.OnDamagednever fires for most creatures.Player.OnDamageddoes.Calls[].Op:callvscallvirt, which is how you tell abasechain from re-dispatch, and a static target from an instance one.CalledByandRpcRegistrationindexes.
Accessibility is the runtime assembly's. Projects compiling against a publicized assembly_valheim see private members here as directly callable.
π§ Taking a baseline before Valheim 1.0
- Copy the game folder first. Steam overwrites it on launch day and the old build is gone.
- Dump on a clean profile (BepInEx + TheEye only).
Manifest.jsonlists every plugin, so contamination is at least visible. - Dump from the main menu, from inside a world, and from your dedicated server if you patch server code.
- After the update:
dump_eye baseline=<your pre-1.0 dump>and readHuginn_Summary.json.
βοΈ Configuration (wubarrk.theeye.cfg)
| Key | Default | Purpose |
|---|---|---|
[API] ApiAssemblyFilter |
assembly_*,gui_framework,Splatform |
Assemblies covered by the API and enum dumps. * for everything loaded |
[ZDO] ZdoIncludeData |
true |
Emit every ZDO key/value |
[ZDO] ForceGlobalActiveArea |
false |
The old always-on instantiate-everything patch. Leave off |
[Registry] DumpLocalization |
true |
Full token β text table |
[Huginn] HuginnBaselineDir |
empty | Fixed baseline directory |
[Huginn] HuginnMaxDeltasPerRecord |
200 |
Cap on deltas per CHANGED record |
[Automation] AutoDumpOnWorldLoad / AutoDumpDelaySeconds / AutoDumpQuit |
false / 20 / false |
Headless one-shot dump |
[Hardware] SystemMemoryProfile |
Rig_16GB |
Batch sizes per frame |
β οΈ Dependencies: BepInEx, Newtonsoft.Json (installed automatically as the JsonDotNET dependency)
π License
MIT. Copyright (c) 2026 Ross G. Support development at https://www.patreon.com/c/WubarrkDev