Date uploaded | 3 years ago |
Version | 0.1.1 |
Download link | aschenbuilder-LuvlyClans-0.1.1.zip |
Downloads | 181 |
Dependency string | aschenbuilder-LuvlyClans-0.1.1 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.601ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.1.3README
I like teams. I like to fight. I like to fight as a team. This plugin is an attempt to satisfy what I like (and what I need).
Provides in-game clans and mechanics built around those clans (permissions, damage, status effects, visibility, and more).
BE ROCK HARD, BRODER!
FEATURES
In Release:
- Door Access
- Container Access
- Minimap Public Pin Visibility
In QA:
- Portal Access
- Ship Controlls Access
- HoverName Hidden per Clan
- Friendly Fire reduction per Clan
- Multi-world db centralization (need feedback and cluster specs PLEASE FOR THE LOVE OF FREYA)
In Development:
- ABACL and Behavior Config (Server & Client versions)
- Clan Management GUI
- Redis integration
In Backlog:
- Clan Skill Tree
- Clan Items
- Clan Game Chat
- Clan Ranks
Dependencies
Built with Jotunn (thanks Jules and co):
- BepInEx
- Jotunn
Future releases will be focused on keeping dependencies to a minimum, and they will only be added when absolutley needed or feature output outweighs development time needed.
INSTALLATION
Both the client and the server need to have this mod installed. Simply install with your preferred mod manager, or manually download, unzip, and copy LuvlyClans.dll
to /BepInEx/plugins
.
CONFIGURATION
SERVER
Once the plugin is installed, you will need to create your clan "database" in the BepInEx config directory (generally just /BepInEx/config
).
In the config directory, create a file named luvly.clans.json
. Use the following template to setup your clans:
{
"m_clans": [
{
"m_clanName": "LuvlyZakus",
"m_members": [
{
"m_playerName": "Luvsdev",
"m_playerSID": 76561198064558302,
"m_playerRank": 4
},
{
"m_playerName": "Notchar",
"m_playerSID": 76561198060094387,
"m_playerRank": 4
},
]
},
{
"m_clanName": "ShittyGMs",
"m_members": [
{
"m_playerName": "Pissyamuro",
"m_playerSID": 76561198132416693,
"m_playerRank": 4
}
]
},
{ "m_clanName": "Wildlings", "m_members": [] }
]
}
All players need to have their exact in-game name listed for the playerID relationship to be made.
The Wildlings clan is the default "solo-player" clan and will have future features (status effects, etc) built around the solo and less protected play style. Use as you would like for now.
CHANGELOG
v0.1.0
- Bigger and badder, babbyyy!
- Rebuilt the entire thing to account for offline/non-region players
- Added server-side clan state management, making the server absolute GOD
- Made everything JSON because who doesn't fucking love JSON?
v0.0.5
- Realized I'm a fucking idiot
- Refactored logic for determining piece ownership
- Refactored and reduced Global Character/Player utils (still more to do, thanks ASharpPen you're a beast)
v0.0.4
- Fixed nullPointException on ShipControlls
- Fixed TeleportWorld patches and added truthy logging