Open Jester2020 opened 7 months ago
This is the console error that I get when typing devcommands (looks like the same issue, but I'm using Movable Inventory Windows, Custom Toolbars Hotkeys, and Extended Player Inventory):
[Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
(wrapper dynamic-method) Terminal.DMD1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0) GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <1c0bbb94c86e42bb92d9376327e3b555>:0) UnityEngine.Events.InvokableCall
1[T1].Invoke (T1 args0) (at 1[T0].Invoke (T0 arg0) (at <ab14d35a27c043688812ae199c64b5aa>:0) TMPro.TMP_InputField.SendOnSubmit () (at <99900a1f9e2a471c8b46c2c560e4eba9>:0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <99900a1f9e2a471c8b46c2c560e4eba9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a01fe238487248d39ba352ec152ec890>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
1[T1] functor) (at
[Info : Unity Log] TMP_Input can't handle null eventData in curren package. Can be ignored atm though. Exception: Failure has occurred while loading a type.
i am getting same issue with custom audio and custom load screens. both mods seems to work, but they both break the command/console.
has anyone figured out a work around?
Guys, I was having the same problem while using DiscardInventoryItems. I managed to fix it by recompiling the mod with up to date dependencies. Didn't change a single line of code: https://github.com/jairovsky/mods-valheim/tree/master/valheim-discard-inventory-item
This solution most likely fixes #109 and #105 too.
Guys, I was having the same problem while using DiscardInventoryItems. I managed to fix it by recompiling the mod with up to date dependencies. Didn't change a single line of code: https://github.com/jairovsky/mods-valheim/tree/master/valheim-discard-inventory-item
This solution most likely fixes #109 and #105 too.
Interesting. I cloned this repo, tried compiling RecipeCustomization
using the instructions on your repo using dotnet build --configuration Release RecipeCustomization
, and getting this error:
MSBuild version 17.7.6+77d58ec69 for .NET
Determining projects to restore...
C:\Program Files\dotnet\sdk\7.0.410\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(92,5): error NE
TSDK1013: The TargetFramework value '' was not recognized. It may be misspelled. If not, then the TargetFrameworkIdentifier and/o
r TargetFrameworkVersion properties must be specified explicitly. [D:\Projects\ValheimMods\RecipeCustomization\RecipeCustomizatio
n.csproj]
Build FAILED.
C:\Program Files\dotnet\sdk\7.0.410\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(92,5): error NE
TSDK1013: The TargetFramework value '' was not recognized. It may be misspelled. If not, then the TargetFrameworkIdentifier and/o
r TargetFrameworkVersion properties must be specified explicitly. [D:\Projects\ValheimMods\RecipeCustomization\RecipeCustomizatio
n.csproj]
0 Warning(s)
1 Error(s)
Time Elapsed 00:00:00.29
Would it make sense to clone your repo, copy RecipeCustomization
dir into that repo, then run the build. Would that work?
Hello!
I haven't touched on this in while, but what I remember is that I couldn't manage to make the build process work on my machine either. I'll give it another try later today.
...
Yep it makes sense. In fact it's exactly what I did with DiscardInventoryItems: copied the C# code into my repo to be able to compile it using my project structure.
Nice, I'll give that a go this weekend, see what happens, thanks!
Hello again!
I managed to compile DiscardInventoryItem from this repo.
Below is the git diff of what I needed to change. You can save it to a file and do git apply
on your machine if you wanna tinker with it.
So what do these changes mean:
msbuild
). gui_framework.dll
that was not present in valheim.targets before. You may run into this problem while trying to compile other mods. Look at the build log, it will have a line saying "something_something.dll is not present". That's the dll you need to declare in valheim.targets.
When the mod is active any command in the console errors. All mods you have that touch the console will break it. For example i also had to remove craft from containers and Container Lists. Most people have been blaming Server DevCommands but it works fine.