The Eye
A deterministic, cross-platform Valheim API extraction tool, vibe coders love it!👁️ 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."
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WubarrksEye (TheEye) is a deterministic, cross-platform Valheim API 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 entire API shifts, this is the only tool you will need to seamlessly map the new world and feed it straight to your AI pair programmer.
Forget hand-grepping decompiled source code for hours. Forget guessing why your Harmony patches are misfiring because you bound the wrong overload, or realizing months later that your custom monster AI was inert because vanilla's Character.OnDamaged never actually fires for most creatures. TheEye gives you the absolute ground truth of the game's architecture, serialized data, and method call graphs, straight from memory.
This isn't just a dumper; it's an autopsy table for the game engine, built explicitly so you and your AI can rewrite the rules of the realm.
⚔️ Features
🕸️ Deep Call-Graph Extraction
TheEye walks the method IL and emits call and field-access edges, giving you the exact execution flow of the game's logic. It tells you exactly what a method body actually does. Does an override actually call base? Which overload does a call site really reach—static or instance? Who calls method X, and how often? All these questions are answered deterministically in CallGraph_Dump.json. Say goodbye to MissingFieldException and patches that silently do nothing.
💎 Serialized Value Extraction
Vanilla's codebase gives you declarations; TheEye gives you the actual Unity serialized prefab data. Want to know ArmorAshlandsMediumChest's base armor or the exact drop chance of a rare item? It walks the deep reflection tree, navigating up to 32 levels deep, capturing arrays, nested structs, and flattened paths without exploding your system's memory. Every prefab, recipe, status effect, and biome location is meticulously dumped into Values_Dump.json.
🗺️ The Complete API Surface
The API_Dump gives you the unambiguous truth of the game's structure. Declaring types, complete overload sets, virtual/abstract/override modifiers, and full parameter types. It cuts through the noise and shows you exactly what is callable. If you need to know if a member is public, protected, or private at runtime, it's right there.
🚀 Zero-Stall Background Architecture
Running a dump doesn't mean freezing your client or crashing your server. TheEye batches its operations via coroutines, scales its workload off your system's RAM profile, handles cancellation gracefully, and streams directly to disk (with optional ZIP compression). The game keeps rendering, the server keeps ticking, while you rip its secrets out in the background.
🧠 Intelligent Scope Restraints
Memory and stall safety are baked into the core. It limits IL walks and component scanning strictly to the game assembly (typeof(ZNetScene).Assembly), ignoring Unity internals, BepInEx noise, and mscorlib. It features cycle-detecting hash sets on reference equality and budget caps per node, ensuring that your 50MB dump is exactly the data you need, and nothing you don't.
👑 The Single Ground Truth
One tool, one command. It replaces half a dozen standalone scripts. ObjectDB, ZNetScene prefabs, ZDO configurations, API declarations, IL call graphs, and Unity serialized values—all dumped at once, deterministically, with proper UTF-8 formatting.
🍗 Guide to Extraction
- Launch the Game — Let the main menu or a world load. For the most complete values (like ServerSync overrides), run the dump after connecting to a live world.
- Run the Dump — Run
dump_eyein the F5 console, or press F8 and use Start Dump. The command accepts arguments for specific extractions. - Review the Goods — Output goes to
BepInEx/config/WubarrksEye_Dumps/<timestamp>/. Each extractor writes its own*.jsonfile, andAgentML_Complete_Dump.zipbundles all of them as one JSONL for machine ingestion. - Write Better Mods — Search the JSON for your target method or item and write better mods with AI you vibe coder you.
What You Will Find Inside:
| File | Contains |
|---|---|
API_Dump.json |
Declared types, members, and signatures. |
Prefabs_Dump.json |
ZNetScene prefabs and their components. |
Scene_Dump.json |
Active scene root objects. |
ZDO_Dump.json |
Live ZDO state. |
ObjectDB_Dump.json |
Items and recipes. |
Values_Dump.json |
Actual field contents for items, recipes, status effects, vegetation, locations. |
CallGraph_Dump.json |
Per-method IL call and field-access edges, plus a CalledBy inverted index. |
🔎 Why Before You Grep The Decompile
The API_Dump.json answers three major questions without you needing to read a single line of decompiled source:
- Which type declares a member — fields and methods are dumped
DeclaredOnly, so ifm_targetCreatureshows up underMonsterAIit is not onBaseAI. Binding to the wrong declaring type throwsMissingFieldExceptionat runtime, usually into acatchthat swallows it. - The full overload set — with complete parameter types, so you can tell whether the overload you are about to call actually exists.
virtual/override/abstract— derived directly fromGetBaseDefinition().
But that's just the surface. CallGraph_Dump.json goes deeper. It answers method body questions that reflection cannot see:
ChainsToBase— does this override callbase?Humanoid.OnDamageddoes not, so a patch onCharacter.OnDamagednever fires for most creatures in the game.Player.OnDamageddoes.Calls[].Op—callvscallvirt, which is what distinguishes abasechain from re-dispatch, and which tells you whether a call site reaches a static or an instance overload.CalledBy— who calls a given method, which a forward-only graph cannot answer.Reads/Writes— which fields a body touches.
This is an edge index, not a decompiler. It tells you that an edge exists, not under which branch—read the decompiled source for the specific logic if needed. Accessibility is reported as the runtime assembly's. Projects compiling against a publicized assembly_valheim will see members that are private here as directly callable.
⚙️ Configuration
Settings are managed via the dump options parameter set, controlled directly through the Valheim console when executing dump_eye.
Dump Options
| Setting | What it does |
|---|---|
DumpCallGraph |
Walks the IL of the game assembly and emits call and field-access edges. |
DumpValues |
Walks Unity serialized prefab data to dump real values for items, recipes, and vegetation. |
DumpAPI |
Emits the structural declarations, overload sets, and modifiers. |
DumpObjectDB |
Dumps the state of ObjectDB.instance. |
DumpZNetScene |
Dumps the state of ZNetScene.instance.m_prefabs. |
ZipOutput |
Packages the resulting JSONs into a single minified archive for easy distribution. |
⚠️ Dependencies: BepInEx, Newtonsoft.Json (ships seamlessly with the payload)
