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RustyMods-MonsterDB-0.2.1 icon

MonsterDB

Edit and clone Valheim creatures through YAML configuration.

Date uploaded 2 weeks ago
Version 0.2.1
Download link RustyMods-MonsterDB-0.2.1.zip
Downloads 168
Dependency string RustyMods-MonsterDB-0.2.1

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

README

MonsterDB

Plugin allows users to manipulate variables of monsters in the game and clone them

v0.2.0 Overhaul

If you are migrating from 0.1.5 to 0.2.0, use v0.1.5 to export your modifications using monsterdb export [prefabName], then when using v0.2.0, add those files into the folder Legacy and in-game, use the command monsterdb convert_all, this will iterate through your files and convert v0.1.5 files into v0.2.0 format.

v.0.2.0 is a complete re-write of the plugin to allow for easier future maintainability, and easier to use file structure.

  • most data can be found in a single file to streamline file reading
  • fields can be deleted to make files a lot easier to manipulate
  • removed fields are ignored by plugin, and will subsequently not update that particular field
  • this way, users can target specifically what they are interested in changing

v0.2.0 introduces new features

  • modify eggs (e.g ChickenEgg, AsksvinEgg) and add egg component to any item
  • modify fishes (e.g Fish1) and add fish component to any item
  • custom factions can be defined using Faction.yml file
  • localization files can be added in the Localization folder (e.g English.yml, French.yml), to allow to use $enemy_mycreature as the key in name fields

v0.2.0 updates

  • simplified tameable component working with non-MonsterAI creatures (e.g Deer)
  • simplified folder structure, any exported files are saved in Export folder, and any files to be imported should be added to Import folder, you can organize your files in sub-directories.
  • spawn data is now built-in creature file

v0.2.0 notes

  • if you are creating advanced creature attacks, you will still need to use monsterdb clone_item [prefabName] and define the fields there

Features

  • modify creatures, items, egg items, fish items
  • clone creature, items, egg items, fish items
  • make any creature tameable
  • make any item into an egg
  • make any item into a fish
  • define custom factions
  • define custom spawn data
  • modify creature visuals (e.g. texture, color, scale)
  • export textures as png

MonsterDB should be able to modify/clone any creatures, including added creatures from other mods

Use cases

  • create variants of any creatures with custom textures or audio
  • make creatures more engaging by adding effects or attacks
  • modify specific aspects of creatures

Examples

Visit MonsterDB Github for curated examples

  • Make Neck tameable and procreate NeckEgg which hatches into Neck_hatchling and grows up into a Neck
  • Make Player into a Human NPC

Server sync

  1. Game load, plugin starts, reads all files from Import folder
  2. ZNet starts (Multiplayer) 3. if server: loads all imported files 4. creates clones 5. updates all 6. if connecting to server: waits for files from server 7. creates clones 8. updates all
  3. if FileWatcher enabled, any changes made on server, will automatically be sent to all clients 10. update specific prefab from file

CHANGELOG

0.2.5

  • overhauled commands, instead of individual commands for each type, now you can do monsterdb export Character Greydwarf | monsterdb export Item SwordIron instead of monsterdb write Greydwarf | monsterdb write_item SwordIron
  • improved terminal output when commands are ran

0.2.4

  • cleaned up serialization
  • added support for scale to be set as a float instead of (x, y, z): e.g. scale: 1.5 which will convert to: scale: { x: 1.5, y: 1.5, z: 1.5 } or scale: { x: 1.5 } which will convert to: scale: x: 1.5, y: 1, z: 1
  • fixed humanoid item sets not updating

0.2.3

  • improved custom saddle
  • new field for saddle: attachParent use this field to target specific creature bone to attach to
  • new command monsterdb export_bones [prefabName]: writes creature child hierarchy to learn structure of creature, to use to target specific child for saddle
  • improved saddle control for custom saddled creatures
  • new command: monsterdb snapshot [prefabName]: generate icon for prefab
  • new feature, turn any prefab into an item (risky), e.g: SeekerEgg into an item, to use to create an egg for seeker; command: monsterdb create_item [prefabName][newName]
  • improved egg growth percentage hover text
  • fixed grow up hover text error when creature is not loaded
  • created custom controller for volture to enable walking, landing, takeoff (originally not enabled in vanilla volture)
  • volture custom controller added automatically if volture modified

0.2.2

  • added last priority to startup to load after WackyDB
  • fixed item scaling to always scale based off original scale to fix continuously multiplying scale off new value, when updating multiple times during same session
  • added support to edit and add raids
  • added procreation hover text (configurable on/off), default (off)
  • added grow up hover text (configurable on/off), default (off)

0.2.1

  • fixed scaling items
  • changed color fields to use RGBA() instead of hex, hex still works as color value

0.2.0

  • complete overhaul
  • file structure overhaul
  • single file editing
  • removed support for conversion from RRR
  • added support to modify or turn any item into a fish
  • added support to modify or turn any item into a egg
  • added support to localize text