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4 changes: 4 additions & 0 deletions .gitignore
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Expand Up @@ -105,3 +105,7 @@ ValheimMods.sln
/EpicLoot/EpicLoot.csproj
/EpicLoot/EpicLoot.sln
/EpicLoot/shardstone_testing_matrix.csv
.env

# mod-tools staging directories, created during packaging and never committed
*/Package/plugins/
1 change: 1 addition & 0 deletions AdvancedPortals/.gitignore
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.env
40 changes: 40 additions & 0 deletions AdvancedPortals/AdvancedPortals.csproj
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Expand Up @@ -54,4 +54,44 @@
<Target Name="CopyAssembly" AfterTargets="Build">
<Copy SourceFiles="$(TargetDir)$(TargetFileName)" DestinationFolder="$(SolutionDir)ValheimUnity\Assets\ExternalLibraries" />
</Target>
<!-- BEGIN mod-tools (managed block; replaced by `mod-tools setup`) -->
<PropertyGroup>
<RepoRoot Condition=" '$(RepoRoot)' == '' ">$([System.IO.Path]::GetFullPath('$(MSBuildProjectDirectory)/'))</RepoRoot>
<!-- Override in the gitignored Environment.props when the gem's bindir
is not on the PATH that MSBuild sees. -->
<ModTools Condition=" '$(ModTools)' == '' ">mod-tools</ModTools>
</PropertyGroup>

<!-- Nothing is vendored into this repo, so a machine that never installed
the tools has no mod-tools at all. This probes for it once and warns,
rather than failing: not having a release tool should not stop anyone
compiling. Everything below is then conditioned on the result, so a
machine without it skips those steps instead of failing three times
over with "command not found" buried in Exec output. -->
<Target Name="ModToolsGuard" BeforeTargets="Build">
<Exec Command="$(ModTools) preflight --root &quot;$(RepoRoot).&quot;" ContinueOnError="true" IgnoreExitCode="true" StandardOutputImportance="low">
<Output TaskParameter="ExitCode" PropertyName="ModToolsExit" />
</Exec>
<PropertyGroup>
<ModToolsAvailable Condition=" '$(ModToolsExit)' == '0' ">true</ModToolsAvailable>
</PropertyGroup>
<Warning Condition=" '$(ModToolsAvailable)' != 'true' " Text="mod-tools is not installed on this machine, or this repo is not set up. Skipping release checks, packaging and deploy. Install it with `rake install` from a clone of the tools repo; see its SETUP.md." />
</Target>

<Target Name="ReleaseChecks" BeforeTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' AND '$(Configuration)' == 'Release' ">
<Exec Command="$(ModTools) check --root &quot;$(RepoRoot).&quot;" />
</Target>

<Target Name="ReleasePackage" AfterTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' AND '$(Configuration)' == 'Release' ">
<Exec Command="$(ModTools) package --root &quot;$(RepoRoot).&quot;" />
</Target>

<!-- No Configuration condition, unlike the two above: every build lands
in the test profiles, Debug and Release alike. Declared last so it
runs after a GenerateMdb target defined earlier in this file, whose
.mdb it copies. Does nothing unless release.yml enables deploy. -->
<Target Name="ModToolsDeploy" AfterTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' ">
<Exec Command="$(ModTools) deploy --root &quot;$(RepoRoot).&quot; --configuration $(Configuration)" />
</Target>
<!-- END mod-tools -->
</Project>
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@@ -1,52 +1,52 @@
## 1.1.3
**1.1.3**
* Fixed an issue with the AllowEverything config option no longer being used in the teleport check.

## 1.1.2
**1.1.2**
* Changed portals metal check patch to better respect other mods including World Advancement & Progression.

## 1.1.1
**1.1.1**
* Fixed a small typo issue that only manifested when TargetPortal was installed.

## 1.1.0
**1.1.0**
* Overhauled portal appearances to better match vanilla styles!
* Now requires Jotunn to run, please install this new dependency!

## 1.0.11
**1.0.11**
* Update for Valheim version 0.219.13 Bog Witch.

## 1.0.10
**1.0.10**
* ServerSync Update fixing a multiplayer issue

## 1.0.9
**1.0.9**
* Update for 0.217.24 - Hildr's Request

## 1.0.8
**1.0.8**
* Fixing the Portal Saving issue with the changes that were presented in a recent update.
* This now adds the Custom Portal Prefabs to the PortalPrefab list during Game.Awake reducing the need to patch any ZDOMan stuff.

## 1.0.7
**1.0.7**
* Hildir's Request Update 0.217.14

## 1.0.6
**1.0.6**
* Restored Portal Connections on Dedicated Servers.

## 1.0.5
**1.0.5**
* Updated Portal Connection logic which was preventing Advanced Portals from connecting

## 1.0.4
**1.0.4**
* Updates for 0.216.9 Valheim

## 1.0.3
**1.0.3**
* Vapok fixed a bug that makes Adventure Backpacks work with Advanced Portals

## 1.0.2
**1.0.2**
* Added bronze to Ancient portal transport list (how could I forget?)
* Updated to support other mods that extend the inventory (Thanks Vapok)

## 1.0.1
**1.0.1**
* Added compatibility with AnyPortal and TargetPortal
* Fixed a bug with Obsidian and Black Marble portal recipes
* Added 5 BlackMetal to the default recipe for Black Marble portals (delete your config to automatically use the new recipe)

## 1.0.0
**1.0.0**
* Initial Release
36 changes: 36 additions & 0 deletions AdvancedPortals/Package/README.md
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# Advanced Portals

Author: [RandyKnapp](https://discord.gg/ZNhYeavv3C)
Source: [Github](https://github.com/RandyKnapp/ValheimMods/tree/main/AdvancedPortals)
Patreon: [patreon.com/randyknapp](https://www.patreon.com/randyknapp)
Discord: [RandyKnapp's Mod Community](https://discord.gg/ZNhYeavv3C)

Adds three new portals to provide a lore-friendly and balanced way to reduce the item-transport slog!

* **Ancient Portal:** Allows teleporting Copper and Tin
* *Requires:* 20 Ancient Bark, 5 Iron, 2 Surtling Cores
* **Obsidian Portal:** Allows teleporting Iron
* *Requires:* 20 Obsidian, 5 Silver, 2 Surtling Cores
* **Black Marble Portal:** Allows teleporting anything
* *Requires:* 20 Black Marble, BlackMetal 5, 2 Refined Eitr

## Version 1.1.0!

As of the 1.1.0 update Jotunn is required to run this mod. A version check will be performed on server connection to ensure all players have the mod installed properly.

Configurations should sync on servers and live update on changing the randyknapp.mods.advancedportals.cfg file.

## Configuration:

Each portal can be configured:

* Enabled: Enable building the portal. Existing portals of this type will not be removed.
* Recipe: Items needed to build the portal in the format "ITEM1:QUANTITY,ITEM2:QUANTITY,..." where each ITEM is the item ID ([found here](https://valheim-modding.github.io/Jotunn/data/objects/item-list.html)), and QUANTITY is an integer.
* Allowed Items: Items allowed to teleport through the portal in the format: "ITEM1,ITEM2,ITEM3,..." where ITEM is the item ID.
* Allow Everything: Allow all items through the portal.
* Use All Previous: For the Obsidian portal also include the Allowed Items from the Ancient portal. For the Black Marble portal also include the Allowed Items from both the Ancient and Obsidian portals.

## Installation:

* Manual: Drop the AdvancedPortals.dll into your BepInEx/plugins folder. Download Jotunn and install similarly.
* ThunderStore: When using a thunderstore mod manager the files should be placed in the correct directory for you. Dependencies should install automatically.
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@@ -1,6 +1,6 @@
{
"name": "AdvancedPortals",
"version_number": "1.1.1",
"version_number": "1.1.3",
"website_url": "https://discord.gg/ZNhYeavv3C",
"description": "Add new, lore-friendly and balanced portals to allow some items to be teleported.",
"dependencies": [
Expand Down
36 changes: 0 additions & 36 deletions AdvancedPortals/README.md

This file was deleted.

1 change: 1 addition & 0 deletions AdvancedPortals/README.md
34 changes: 34 additions & 0 deletions AdvancedPortals/release.yml
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# Release configuration for mod-tools.
# Shared settings come from the preset, which ships inside the gem.
#
# Inspect what this actually resolves to:
# mod-tools print-config

extends: jotunn-mono
assembly: AdvancedPortals

# This repository predates the tool and spells the version constant its own way.
version_const: Version

# Copy the build into this machine's mod manager profiles after every build.
deploy:
enabled: true

# The Thunderstore/Hexium team these publish under.
author_name: RandyKnapp

# Copy the build into this machine's mod manager profiles after every build
deploy:
enabled: true

publish:
thunderstore:
enabled: true
nexus:
enabled: true
mod_id: 2187
file_id: 3852925
github:
enabled: true
discord:
enabled: true
1 change: 1 addition & 0 deletions DvergerColor/.gitignore
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.env
3 changes: 2 additions & 1 deletion DvergerColor/DvergerColor.cs
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Expand Up @@ -6,11 +6,12 @@

namespace DvergerColor
{
[BepInPlugin(PluginId, "Dverger Color", "1.0.6")]
[BepInPlugin(PluginId, "Dverger Color", Version)]
[BepInProcess("valheim.exe")]
public class DvergerColor : BaseUnityPlugin
{
public const string PluginId = "randyknapp.mods.dvergercolor";
public const string Version = "1.0.7";

public static ConfigEntry<Color> Color;
public static ConfigEntry<int> MaxSteps;
Expand Down
40 changes: 40 additions & 0 deletions DvergerColor/ImprovedDvergerCirclet.csproj
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Expand Up @@ -45,4 +45,44 @@
</ItemGroup>
<Import Project="..\Common\Common.projitems" Label="Shared" />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- BEGIN mod-tools (managed block; replaced by `mod-tools setup`) -->
<PropertyGroup>
<RepoRoot Condition=" '$(RepoRoot)' == '' ">$([System.IO.Path]::GetFullPath('$(MSBuildProjectDirectory)/'))</RepoRoot>
<!-- Override in the gitignored Environment.props when the gem's bindir
is not on the PATH that MSBuild sees. -->
<ModTools Condition=" '$(ModTools)' == '' ">mod-tools</ModTools>
</PropertyGroup>

<!-- Nothing is vendored into this repo, so a machine that never installed
the tools has no mod-tools at all. This probes for it once and warns,
rather than failing: not having a release tool should not stop anyone
compiling. Everything below is then conditioned on the result, so a
machine without it skips those steps instead of failing three times
over with "command not found" buried in Exec output. -->
<Target Name="ModToolsGuard" BeforeTargets="Build">
<Exec Command="$(ModTools) preflight --root &quot;$(RepoRoot).&quot;" ContinueOnError="true" IgnoreExitCode="true" StandardOutputImportance="low">
<Output TaskParameter="ExitCode" PropertyName="ModToolsExit" />
</Exec>
<PropertyGroup>
<ModToolsAvailable Condition=" '$(ModToolsExit)' == '0' ">true</ModToolsAvailable>
</PropertyGroup>
<Warning Condition=" '$(ModToolsAvailable)' != 'true' " Text="mod-tools is not installed on this machine, or this repo is not set up. Skipping release checks, packaging and deploy. Install it with `rake install` from a clone of the tools repo; see its SETUP.md." />
</Target>

<Target Name="ReleaseChecks" BeforeTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' AND '$(Configuration)' == 'Release' ">
<Exec Command="$(ModTools) check --root &quot;$(RepoRoot).&quot;" />
</Target>

<Target Name="ReleasePackage" AfterTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' AND '$(Configuration)' == 'Release' ">
<Exec Command="$(ModTools) package --root &quot;$(RepoRoot).&quot;" />
</Target>

<!-- No Configuration condition, unlike the two above: every build lands
in the test profiles, Debug and Release alike. Declared last so it
runs after a GenerateMdb target defined earlier in this file, whose
.mdb it copies. Does nothing unless release.yml enables deploy. -->
<Target Name="ModToolsDeploy" AfterTargets="Build" Condition=" '$(ModToolsAvailable)' == 'true' ">
<Exec Command="$(ModTools) deploy --root &quot;$(RepoRoot).&quot; --configuration $(Configuration)" />
</Target>
<!-- END mod-tools -->
</Project>
3 changes: 3 additions & 0 deletions DvergerColor/Package/CHANGELOG.md
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@@ -0,0 +1,3 @@
**1.0.7**

* Existing release; changelog begins here.
14 changes: 14 additions & 0 deletions DvergerColor/Package/README.md
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# Improved Dverger Circlet
##### by RandyKnapp
Source: [Github](https://github.com/RandyKnapp/ValheimMods/tree/main/DvergerColor)
Discord: [RandyKnapp's Mod Community](https://discord.gg/randyknappmods)
Patreon: [Randy's Patreon](https://www.patreon.com/randyknapp)

Changes the color of the light emitted by the Dverger circlet to white. Adds several beam width options, and a pool of radiance (point light) option.

## Configuration
Press "[" (left bracket) to narrow the beam and "]" (right bracket) to widen the beam. At maximum width, the beam turns into a point light centered on the player. Hotkeys, beam color, and beam values are all configurable.

## Installation:
Install with [BepInEx](https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/)
Copy the ImprovedDvergerCirclet.dll file in the "files" folder to your BepInEx plugins folder.
File renamed without changes
14 changes: 0 additions & 14 deletions DvergerColor/README.md

This file was deleted.

1 change: 1 addition & 0 deletions DvergerColor/README.md
31 changes: 31 additions & 0 deletions DvergerColor/release.yml
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@@ -0,0 +1,31 @@
# Release configuration for mod-tools.
# Shared settings come from the preset, which ships inside the gem.
#
# Inspect what this actually resolves to:
# mod-tools print-config

extends: jotunn-mono
assembly: ImprovedDvergerCirclet

# This repository predates the tool and spells the version constant its own way.
version_const: Version

# The directory and the plugin source say DvergerColor; the assembly (and the
# Thunderstore package) say ImprovedDvergerCirclet.
plugin_source: DvergerColor.cs

# Copy the build into this machine's mod manager profiles after every build.
deploy:
enabled: true

publish:
thunderstore:
enabled: true
nexus:
enabled: true
mod_id: 79
file_id: 490738
github:
enabled: true
discord:
enabled: true
1 change: 1 addition & 0 deletions EpicLoot/.gitignore
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@@ -0,0 +1 @@
.env
2 changes: 1 addition & 1 deletion EpicLoot/API/Version.cs
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@@ -1,4 +1,4 @@
using JetBrains.Annotations;
using JetBrains.Annotations;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
Expand Down
2 changes: 1 addition & 1 deletion EpicLoot/EpicLoot.cs
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Expand Up @@ -37,7 +37,7 @@ namespace EpicLoot;
public sealed class EpicLoot : BaseUnityPlugin {
public const string PluginId = "randyknapp.mods.epicloot";
public const string DisplayName = "Epic Loot";
public const string Version = "0.13.0";
public const string Version = "0.13.2";

private static string ConfigFileName = PluginId + ".cfg";
private static string ConfigFileFullPath = BepInEx.Paths.ConfigPath + Path.DirectorySeparatorChar + ConfigFileName;
Expand Down
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