commit b797c0c84ae01e82a29aec18ff9e50f3994cb56d
Author: Jace <2439560-jacefax@users.noreply.gitlab.com>
Date: Wed Jan 11 23:26:50 2023 +0100
Init
diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..20760be
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,84 @@
+# Common settings that generally should always be used with your language specific settings
+
+# Auto detect text files and perform LF normalization
+# https://www.davidlaing.com/2012/09/19/customise-your-gitattributes-to-become-a-git-ninja/
+* text=auto
+
+#
+# The above will handle all files NOT found below
+#
+
+# CSharp Sources
+*.cs text diff=csharp
+
+# Documents
+*.bibtex text diff=bibtex
+*.doc diff=astextplain
+*.DOC diff=astextplain
+*.docx diff=astextplain
+*.DOCX diff=astextplain
+*.dot diff=astextplain
+*.DOT diff=astextplain
+*.pdf diff=astextplain
+*.PDF diff=astextplain
+*.rtf diff=astextplain
+*.RTF diff=astextplain
+*.md text
+*.tex text diff=tex
+*.adoc text
+*.textile text
+*.mustache text
+*.csv text
+*.tab text
+*.tsv text
+*.txt text
+*.sql text
+*.ps1 text
+
+# Graphics
+*.png binary
+*.jpg binary
+*.jpeg binary
+*.gif binary
+*.tif binary
+*.tiff binary
+*.ico binary
+# SVG treated as an asset (binary) by default.
+*.svg text
+# If you want to treat it as binary,
+# use the following line instead.
+# *.svg binary
+*.eps binary
+
+# Scripts
+*.bash text eol=lf
+*.fish text eol=lf
+*.sh text eol=lf
+# These are explicitly windows files and should use crlf
+*.bat text eol=crlf
+*.cmd text eol=crlf
+
+# Serialisation
+*.json text
+*.toml text
+*.xml text
+*.yaml text
+*.yml text
+
+# Archives
+*.7z binary
+*.gz binary
+*.tar binary
+*.tgz binary
+*.zip binary
+
+# Text files where line endings should be preserved
+*.patch -text
+
+#
+# Exclude files from exporting
+#
+
+.gitattributes export-ignore
+.gitignore export-ignore
+.gitkeep export-ignore
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..d1b100b
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,375 @@
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Ww][Ii][Nn]32/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+[Ll]ogs/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUnit
+*.VisualState.xml
+TestResult.xml
+nunit-*.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# ASP.NET Scaffolding
+ScaffoldingReadMe.txt
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Coverlet is a free, cross platform Code Coverage Tool
+coverage*.json
+coverage*.xml
+coverage*.info
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# NuGet Symbol Packages
+*.snupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- [Bb]ackup.rdl
+*- [Bb]ackup ([0-9]).rdl
+*- [Bb]ackup ([0-9][0-9]).rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+# Ionide (cross platform F# VS Code tools) working folder
+.ionide/
+
+# Fody - auto-generated XML schema
+FodyWeavers.xsd
+
+# csproj.user file (for local environment)
+*.csproj.user
+
+# not the libraries folder
+!libraries/*
+.idea/
+
+# not the valheim path file
+Environment.props
+
+# not the generated dll for thunderstore
+*/Package/plugins/*
\ No newline at end of file
diff --git a/DoPrebuild.props b/DoPrebuild.props
new file mode 100644
index 0000000..873ae84
--- /dev/null
+++ b/DoPrebuild.props
@@ -0,0 +1,6 @@
+
+
+
+ false
+
+
\ No newline at end of file
diff --git a/GaslightArrin.sln b/GaslightArrin.sln
new file mode 100644
index 0000000..4cffaf1
--- /dev/null
+++ b/GaslightArrin.sln
@@ -0,0 +1,25 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.4.33213.308
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GaslightArrin", "JotunnModStub\GaslightArrin.csproj", "{DEAF4438-8089-40ED-8175-398E1261D45B}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {DEAF4438-8089-40ED-8175-398E1261D45B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {DEAF4438-8089-40ED-8175-398E1261D45B}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {DEAF4438-8089-40ED-8175-398E1261D45B}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {DEAF4438-8089-40ED-8175-398E1261D45B}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {04FA40AF-91D5-4CE8-92ED-7530C8DF0D5E}
+ EndGlobalSection
+EndGlobal
diff --git a/JotunnModStub/EasyStackPlugin.cs b/JotunnModStub/EasyStackPlugin.cs
new file mode 100644
index 0000000..87d5e65
--- /dev/null
+++ b/JotunnModStub/EasyStackPlugin.cs
@@ -0,0 +1,35 @@
+// JotunnModStub
+// a Valheim mod skeleton using Jötunn
+//
+// File: JotunnModStub.cs
+// Project: JotunnModStub
+
+using BepInEx;
+using Jotunn.Entities;
+using Jotunn.Managers;
+
+namespace EasyStackPlugin
+{
+ [BepInPlugin(PluginGUID, PluginName, PluginVersion)]
+ [BepInDependency(Jotunn.Main.ModGuid)]
+ //[NetworkCompatibility(CompatibilityLevel.EveryoneMustHaveMod, VersionStrictness.Minor)]
+ internal class EasyStackPlugin : BaseUnityPlugin
+ {
+ public const string PluginGUID = "com.itmae.easystack";
+ public const string PluginName = "EasyStack";
+ public const string PluginVersion = "1.3.1";
+
+ // Use this class to add your own localization to the game
+ // https://valheim-modding.github.io/Jotunn/tutorials/localization.html
+ public static CustomLocalization Localization = LocalizationManager.Instance.GetLocalization();
+
+ private void Awake()
+ {
+ // Jotunn comes with its own Logger class to provide a consistent Log style for all mods using it
+ Jotunn.Logger.LogInfo("ModStub has landed");
+
+ // To learn more about Jotunn's features, go to
+ // https://valheim-modding.github.io/Jotunn/tutorials/overview.html
+ }
+ }
+}
\ No newline at end of file
diff --git a/JotunnModStub/GaslightArrin.csproj b/JotunnModStub/GaslightArrin.csproj
new file mode 100644
index 0000000..ba2d1a8
--- /dev/null
+++ b/JotunnModStub/GaslightArrin.csproj
@@ -0,0 +1,118 @@
+
+
+
+
+ Debug
+ AnyCPU
+ {DEAF4438-8089-40ED-8175-398E1261D45B}
+ Library
+ Properties
+ JotunnModStub
+ JotunnModStub
+ v4.6.2
+ 512
+ true
+
+
+
+
+
+ true
+ full
+ false
+ bin\Debug\
+ DEBUG;TRACE
+ prompt
+ 4
+ false
+ false
+
+
+ pdbonly
+ true
+ bin\Release\
+
+
+ prompt
+ 4
+ false
+ false
+
+
+ Program
+ $(VALHEIM_INSTALL)\valheim.exe
+ -console
+ $(VALHEIM_INSTALL)
+
+
+
+ ..\packages\HarmonyX.2.9.0\lib\net45\0Harmony.dll
+
+
+ ..\packages\JotunnLib.2.10.0\lib\net462\Jotunn.dll
+
+
+ ..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.dll
+
+
+ ..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Mdb.dll
+
+
+ ..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Pdb.dll
+
+
+ ..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Rocks.dll
+
+
+ ..\packages\MonoMod.21.9.19.1\lib\net40\MonoMod.exe
+
+
+ ..\packages\MonoMod.RuntimeDetour.22.1.29.1\lib\net452\MonoMod.RuntimeDetour.dll
+
+
+ ..\packages\MonoMod.Utils.22.1.29.1\lib\net452\MonoMod.Utils.dll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(BuildDependsOn);
+ JotunnPostBuildTaskWin
+
+
+
+
+ This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.
+
+
+
+
\ No newline at end of file
diff --git a/JotunnModStub/Package/README.md b/JotunnModStub/Package/README.md
new file mode 100644
index 0000000..a2faca6
--- /dev/null
+++ b/JotunnModStub/Package/README.md
@@ -0,0 +1,14 @@
+# JotunnModStub
+Upon building for release, this README.md is copied into the `Package` folder for thunderstore packaging. Remember to also edit the manifest.json and supply your own mod icon.
+
+## Installation (manual)
+
+
+## Features
+
+
+## Changelog
+
+
+## Known issues
+You can find the github at:
diff --git a/JotunnModStub/Package/icon.png b/JotunnModStub/Package/icon.png
new file mode 100644
index 0000000..26748d6
Binary files /dev/null and b/JotunnModStub/Package/icon.png differ
diff --git a/JotunnModStub/Package/manifest.json b/JotunnModStub/Package/manifest.json
new file mode 100644
index 0000000..6f3cbf7
--- /dev/null
+++ b/JotunnModStub/Package/manifest.json
@@ -0,0 +1,9 @@
+{
+ "name": "EasyStack",
+ "description": "",
+ "version_number": "1.3.1",
+ "website_url": "",
+ "dependencies": [
+ "ValheimModding-Jotunn-2.7.9"
+ ]
+}
\ No newline at end of file
diff --git a/JotunnModStub/Properties/AssemblyInfo.cs b/JotunnModStub/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..039c427
--- /dev/null
+++ b/JotunnModStub/Properties/AssemblyInfo.cs
@@ -0,0 +1,35 @@
+using System.Reflection;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("EasyStack")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("EasyStack")]
+[assembly: AssemblyCopyright("")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("e3243d22-4307-4008-ba36-9f326008cde5")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.3.1.0")]
+[assembly: AssemblyFileVersion("1.3.1.0")]
diff --git a/JotunnModStub/Properties/IgnoreAccessModifiers.cs b/JotunnModStub/Properties/IgnoreAccessModifiers.cs
new file mode 100644
index 0000000..181bca1
--- /dev/null
+++ b/JotunnModStub/Properties/IgnoreAccessModifiers.cs
@@ -0,0 +1,17 @@
+// Veilheim
+// a Valheim mod
+//
+// File: IgnoreAccessModifiers.cs
+// Project: Veilheim
+
+using System.Security.Permissions;
+
+// SecurityPermision set to minimum
+// for skipping access modifiers check from the mono JIT
+// The same attribute are added to the assembly when ticking
+// Unsafe Code in the Project settings
+// This is done here to allow an explanation of the trick and
+// not in an outside source you could potentially miss.
+
+#pragma warning disable CS0618 // Type or member is obsolete
+[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
\ No newline at end of file
diff --git a/JotunnModStub/README.md b/JotunnModStub/README.md
new file mode 100644
index 0000000..a2faca6
--- /dev/null
+++ b/JotunnModStub/README.md
@@ -0,0 +1,14 @@
+# JotunnModStub
+Upon building for release, this README.md is copied into the `Package` folder for thunderstore packaging. Remember to also edit the manifest.json and supply your own mod icon.
+
+## Installation (manual)
+
+
+## Features
+
+
+## Changelog
+
+
+## Known issues
+You can find the github at:
diff --git a/JotunnModStub/app.config b/JotunnModStub/app.config
new file mode 100644
index 0000000..05a5466
--- /dev/null
+++ b/JotunnModStub/app.config
@@ -0,0 +1,19 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/JotunnModStub/packages.config b/JotunnModStub/packages.config
new file mode 100644
index 0000000..b316da1
--- /dev/null
+++ b/JotunnModStub/packages.config
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/JotunnModUnity/.gitignore b/JotunnModUnity/.gitignore
new file mode 100644
index 0000000..7ac0c73
--- /dev/null
+++ b/JotunnModUnity/.gitignore
@@ -0,0 +1,83 @@
+# This .gitignore file should be placed at the root of your Unity project directory
+#
+# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
+#
+/[Ll]ibrary/
+/[Tt]emp/
+/[Oo]bj/
+/[Bb]uild/
+/[Bb]uilds/
+/[Ll]ogs/
+/[Uu]ser[Ss]ettings/
+
+# MemoryCaptures can get excessive in size.
+# They also could contain extremely sensitive data
+/[Mm]emoryCaptures/
+
+# Asset meta data should only be ignored when the corresponding asset is also ignored
+!/[Aa]ssets/**/*.meta
+
+# Uncomment this line if you wish to ignore the asset store tools plugin
+# /[Aa]ssets/AssetStoreTools*
+
+# Autogenerated Jetbrains Rider plugin
+/[Aa]ssets/Plugins/Editor/JetBrains*
+
+# Visual Studio cache directory
+.vs/
+
+# Gradle cache directory
+.gradle/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.mdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+*.mdb.meta
+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.aab
+*.unitypackage
+
+# Crashlytics generated file
+crashlytics-build.properties
+
+# Packed Addressables
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new file mode 100644
index 0000000..02057f2
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new file mode 100644
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diff --git a/JotunnModUnity/ProjectSettings/TagManager.asset b/JotunnModUnity/ProjectSettings/TagManager.asset
new file mode 100644
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+++ b/JotunnModUnity/ProjectSettings/TagManager.asset
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diff --git a/JotunnModUnity/ProjectSettings/VersionControlSettings.asset b/JotunnModUnity/ProjectSettings/VersionControlSettings.asset
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diff --git a/JotunnModUnity/ProjectSettings/XRSettings.asset b/JotunnModUnity/ProjectSettings/XRSettings.asset
new file mode 100644
index 0000000..482590c
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+++ b/JotunnModUnity/ProjectSettings/XRSettings.asset
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+ ],
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+}
\ No newline at end of file
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..5c93f45
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,13 @@
+ DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
+ Version 2, December 2004
+
+ Copyright (C) 2004 Sam Hocevar
+
+ Everyone is permitted to copy and distribute verbatim or modified
+ copies of this license document, and changing it is allowed as long
+ as the name is changed.
+
+ DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
+ TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+ 0. You just DO WHAT THE FUCK YOU WANT TO.
diff --git a/README.MD b/README.MD
new file mode 100644
index 0000000..3f099e9
--- /dev/null
+++ b/README.MD
@@ -0,0 +1,98 @@
+# JötunnModStub
+
+A Valheim mod stub project using [Jötunn](https://github.com/Valheim-Modding/Jotunn) including build tools and a basic Unity project stub. There is no actual plugin content included, just a bare minimum plugin class.
+
+# Quick Setup Guide
+
+These are quick setup steps with no context provided. Please see Jötunns [Github Pages](https://valheim-modding.github.io/Jotunn/guides/overview.html) for a more in depth guide and documentation.
+
+## Development Environment Setup
+
+How to setup the development enviroment for this project.
+
+1. Install [Visual Studio 2022](https://visualstudio.microsoft.com) and add the C# workload.
+2. Download this package: [BepInEx pack for Valheim](https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/)
+3. Unpack and copy the contents of `BepInExPack_Valheim` into your Valheim root folder. You should now see a new folder called `\unstripped_corlib` and more additional stuff.
+4. Fork and clone this repository using git. That should create a new folder `JotunnModStub`. You can also [use the template function of github](https://github.com/Valheim-Modding/JotunnModStub/generate) to create a new, clean repo out of it and clone that.
+5. Edit `DoPrebuild.props` in the project base path and change `ExecutePrebuild` to `true` if you want Jötunn to automatically generate publicized versions of the game dlls for you.
+6. Open the Solution file `\JotunnModStub.sln`. Right-click on the project or solution in the Solution Explorer and select `Manage NuGet packages...`. It should prompt you a message at the top that some NuGet-Packages are missing. Click "Restore" and restart Visual Studio when finished.
+7. Rename the Solution/Project and everything related so that it resembles your own projects name. This includes the assembly information as well as the Unity project.
+
+A new environment file `Environment.props` can be created in the projects base path ``.
+Make sure you are not in any subfolder.
+Paste this snippet and change the paths accordingly.
+```xml
+
+
+
+
+
+
+
+ $(VALHEIM_INSTALL)\BepInEx\plugins
+
+
+```
+
+### Post Build automations
+
+Included in this repo is a PowerShell script `publish.ps1`. The script is referenced in the project file as a post-build event. Depending on the chosen configuration in Visual Studio the script executes the following actions.
+
+### Building Debug
+
+* The compiled dll file for this project is copied to `\BepInEx\plugins` (or whatever path you set as MOD_DEPLOYPATH).
+* A .mdb file is generated for the compiled project dll and copied to `\BepInEx\plugins` (or whatever path you set as MOD_DEPLOYPATH).
+
+### Building Release
+
+* A compressed file with the binaries is created in `\Packages`ready for upload to ThunderStore. Dont forget to include your information in the manifest.json and to change the project's readme file.
+
+## Developing Assets with Unity
+
+New Assets can be created with Unity and imported into Valheim using the mod. A Unity project is included in this repository under `\JotunnModUnity`.
+
+### Unity Editor Setup
+
+1. [Download](https://public-cdn.cloud.unity3d.com/hub/prod/UnityHubSetup.exe) UnityHub directly from Unity or install it with the Visual Studio Installer via `Individual Components` -> `Visual Studio Tools for Unity`.
+2. You will need an Unity account to register your PC and get a free licence. Create the account, login with it in Unity Hub and get your licence via `Settings` -> `Licence Management`.
+3. Install Unity Editor version 2020.3.33f.
+4. Copy all `assembly_*.dll` from `\valheim_Data\Managed` into `\JotunnModUnity\Assets\Assemblies`. **Do this directly in the filesystem - don't open Unity first or import the dlls directly in Unity**.
+5. **Warning:** These assembly files are copyrighted material and you can theoretically get into trouble when you distribute them in your github repository. To avoid that there is a .gitignore file in the Unity project folder. Keep that when you clone or copy this repository.
+6. Open Unity Hub and add the JotunnModUnity project.
+7. Open the project.
+7. Install the `AssetBundle Browser` package in the Unity Editor via `Window`-> `Package Manager` for easy bundle creation.
+
+## Debugging
+
+You can enable remote debugging of your mod code at runtime via dnSpy or Visual Studio. Before being able to attach a remote debugger you will have to prepare your game install and turn it into a "Development Build" once:
+
+1. Locate your Unity Editor installation from the previous step and navigate to `\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_development_mono`
+2. Copy `UnityPlayer.dll` and `WinPixEventRuntime.dll` from that folder into your game installation folder. Overwrite existing files.
+3. Open the `\valheim_Data\boot.config` with a text editor (Notepad++ for example) and add a new line `player-connection-debug=1` to it.
+4. When starting up Valheim you should see a `Development Build` text at the lower-right corner of the screen.
+
+### Debugging with Visual Studio
+
+Your own code can be debugged in source with Visual Studio itself.
+
+1. Install Visual Studio Tools for Unity (can be done in Visual Studio installer via `Individual Components` -> `Visual Studio Tools for Unity`)
+3. Build the project with target `Debug`. The publish.ps1 PowerShell script from this repo...
+ * copies the generated mod .dll and .pdb to \\BepInEx\plugins after a successful build
+ * automatically generates a JotunnModStub.dll.mdb file, which is needed for Unity/mono debugging. It should be in \\BepInEx\plugins, too.
+4. Start Valheim (either directly from Steam or hit F5 in Visual Studio when Steam is running)
+5. Go to `Debug` -> `Attach Unity debugger`
+6. You should see your local game instance listed as a target to attach the debugger to. If it is not there, try hitting `Refresh` as the debugger only appears after the game has loaded into the main menu.
+
+## Actions after a game update
+
+When Valheim updates it is likely that parts of the assembly files change. If this is the case, the references to the assembly files must be renewed in Visual Studio and Unity.
+
+### Visual Studio actions
+
+1. There is a file called DoPrebuild.props included in the solution. When you set its only value to true, Jötunn will automatically generate publicized assemblies for you. Otherwise you have to do this step manually.
+
+### Unity actions
+
+1. Copy all `assembly_*.dll` from `\valheim_Data\Managed` into `\JotunnModUnity\Assets\Assemblies`.
+ **Do this directly in the filesystem - don't import the dlls in Unity**.
+2. Go to Unity Editor and press `Ctrl+R`. This reloads all files from the filesystem and "re-imports" the copied dlls into the project.
diff --git a/RenameSolution.ps1 b/RenameSolution.ps1
new file mode 100644
index 0000000..b9c9a57
--- /dev/null
+++ b/RenameSolution.ps1
@@ -0,0 +1,192 @@
+param([string]$cmdarg = "")
+
+#Contibuted by Kpro#3271
+#uncomment to enable logging
+#Start-Transcript -OutputDirectory "C:\transcripts\"
+
+Write-Host ""
+Write-Host ""
+Write-Host "WELCOME TO JOTUNNMODSTUB RENAMING UTILITY"
+Write-Host "-----------------------------------------"
+Write-Host ""
+Write-Host "This script will do the following:"
+Write-Host ""
+Write-Host ""
+Write-Host "1. Change the file names, folder names, and project references from the JotunnModStub to your custom solution name."
+Write-Host ""
+Write-Host "2. Change the DoPrebuild.props file."
+Write-Host ""
+Write-Host "3. Create the Environment.props file."
+
+
+$modstubpath = Get-Location
+$modstubfoldername = Split-Path -Path $modstubpath -leaf
+Write-Host ""
+
+if ($cmdarg -eq "-nocopy") {
+ $Name = $modstubfoldername
+} else {
+ #Check for rename and copy use-case
+ Write-Host "Step 1. Choose one of the following options:"
+ Write-Host ""
+ Write-Host "1. Create a solution in this folder named '$modstubfoldername'"
+ Write-Host ""
+ Write-Host "2. Copy this folder to a new folder with a solution name I will choose"
+ Write-Host ""
+ $yn = Read-Host "Select (1/2)?"
+ if ($yn -eq "1")
+ {
+ $Name = $modstubfoldername
+ }
+ else
+ {
+ Write-Host ""
+ Write-Host "Got it. A copy of this folder will be created with a new folder and solution name that you choose"
+ $Name = Read-Host "Enter a new name for the solution."
+ Write-Host ""
+
+ #Copy modstub folder
+ Copy-Item ..\$modstubfoldername -Destination "..\$Name" -Recurse
+ Set-Location ..\$Name
+ Write-Host "Current location set to: (Get-Location)"
+ }
+}
+
+#Rename folders and files
+
+if ($Name -ne "")
+{
+
+Write-Host " . . . Renaming files and folders to '$Name' . . ."
+Move-Item -Path ..\$Name\JotunnModStub -Destination ..\$Name\$Name
+$unity = $Name + "Unity"
+Move-Item -Path ..\$Name\JotunnModUnity -Destination ..\$Name\$unity
+Get-ChildItem -Path ..\$Name\ -File -Recurse | % -Process{if($_.Name -ne "JotunnModStub.zip") {Rename-Item -Path $_.PSPath -NewName $_.Name.replace("JotunnModStub", $Name)}}
+}
+else{
+Write-Host "Error: empty solution name"
+Read-Host "Enter to exit"
+Exit 0
+}
+
+#Rename internal references
+$msg = " . . . Replacing internal references to 'JotunnModStub' with " + '($Name)' + " . . ."
+Write-Host $msg
+((Get-Content -path ..\$Name\$Name.sln -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name.sln
+((Get-Content -path ..\$Name\$Name\$Name.cs -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\$Name.cs
+$landed = $Name + " has landed"
+((Get-Content -path ..\$Name\$Name\$Name.cs -Raw) -replace 'ModStub has landed',$landed) | Set-Content -Path ..\$Name\$Name\$Name.cs
+((Get-Content -path ..\$Name\$Name\$Name.csproj -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\$Name.csproj
+((Get-Content -path ..\$Name\$Name\Properties\AssemblyInfo.cs -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\Properties\AssemblyInfo.cs
+
+
+
+#setting DoPrebuild.props to true
+Write-Host ""
+Write-Host "Step 2. . . . setting DoPrebuid.props to true..."
+((Get-Content -path ..\$Name\DoPreBuild.props -Raw) -replace 'False','True') | Set-Content -Path ..\$Name\DoPreBuild.props
+
+Write-Host ""
+
+
+#Test whether Environment.props exists in parent directory
+if (Test-Path -Path ..\Environment.props) {
+ Write-Host ""
+ $yn = Read-Host "Step 3. . . . An Environment.Props file is dectected in the parent directory. Copy this file to solution directory (y/n)?"
+ if ($yn -eq "y") {
+ Copy-Item "..\Environment.props" -Destination ".\"
+ } else {
+ Write-Host ""
+ Write-Host "WARNING"
+ Write-Host "-------"
+ Write-Host ""
+ Write-Host "You must create an environment.props file inside the solution directory PRIOR to building the solution."
+ Write-Host "Instructions for creating this file can be found at"
+ Write-Host "https://github.com/Valheim-Modding/JotunnModStub"
+ Write-Host ""
+ Write-Host ""
+ Read-Host "Hit Enter to Exit"
+ Exit 1
+ }
+} else {
+ Write-Host ""
+ Write-Host "Step 3 . . . . You must create an environment.props file inside the solution directory PRIOR to building the solution."
+ Write-Host ""
+$yn3 = Read-Host " -- Would you like to create an environment.props file now (y/n)"
+if ($yn3 -eq "y")
+{
+ #Initially assume typical install location
+ $TypicalInstallFolder = "c:\Program Files (x86)\Steam\steamapps\common\Valheim"
+
+ #Test for existence of typical install
+ if (Test-Path -Path $TypicalInstallFolder) {
+ $ValheimFolder = $TypicalInstallFolder
+ } else {
+ $ValheimFolder = "$env:SystemDrive"
+ }
+
+
+ #Ask user to verify install folder
+
+ function Get-InstallFolder($initialDirectory="") {
+ [void] [System.Reflection.Assembly]::LoadWithPartialName('System.Windows.Forms')
+
+ $OpenFolderDialog = New-Object System.Windows.Forms.FolderBrowserDialog
+ $OpenFolderDialog.SelectedPath = $initialDirectory
+ $OpenFolderDialog.Description = "Select Valheim Install Folder"
+ $OpenFolderDialog.rootfolder = "MyComputer"
+ [void] $OpenFolderDialog.ShowDialog()
+ return $OpenFolderDialog.SelectedPath
+ }
+
+ Write-Host ""
+ Write-Host " -- Hit ENTER to select your Valheim install folder"
+
+ $verifiedinstallfolder = Get-InstallFolder($ValheimFolder)
+
+ #Build environment.props
+
+ New-Item .\environment.props
+ Add-Content -Path .\environment.props -Value ''
+ Add-Content -Path .\environment.props -Value ''
+ Add-Content -Path .\environment.props -Value ' '
+ Add-Content -Path .\environment.props -Value ' '
+
+ #Build Install Path
+ $installpath = " $verifiedinstallfolder"
+
+ Add-Content -Path .\environment.props -Value $installpath
+ Add-Content -Path .\environment.props -Value ' '
+ Add-Content -Path .\environment.props -Value ' $(VALHEIM_INSTALL)\BepInEx\plugins'
+ Add-Content -Path .\environment.props -Value ' '
+ Add-Content -Path .\environment.props -Value ''
+
+ #Copy environment.props to parent folder for reuse
+ Copy-Item ".\environment.props" -Destination "..\"
+
+ #check for existence of BepInEx folder
+ if (Test-Path -Path $verifiedinstallfolder\BepInEx) {
+
+ } else {
+ Write-Host "WARNING: BepInEx is not installed."
+ }
+}
+
+}
+
+#Exit
+
+Write-Host ""
+Write-Host ""
+Write-Host "Success"
+Write-Host "-------"
+Write-Host ""
+Write-Host "The process is complete."
+Write-Host "Note that, as stated in the wiki, the compiler will generate reference errors the first time you build the solution."
+Write-Host "This is normal. Close VS2019/2022. Reopen the solution. Build. The errors should be resolved."
+Write-Host ""
+Write-Host ""
+Read-Host "Hit Enter to Exit"
+Write-Host ""
+Write-Host ""
+Exit 0
diff --git a/libraries/Debug/pdb2mdb.exe b/libraries/Debug/pdb2mdb.exe
new file mode 100644
index 0000000..b263a14
Binary files /dev/null and b/libraries/Debug/pdb2mdb.exe differ
diff --git a/publish.ps1 b/publish.ps1
new file mode 100644
index 0000000..1d94b57
--- /dev/null
+++ b/publish.ps1
@@ -0,0 +1,70 @@
+param(
+ [Parameter(Mandatory)]
+ [ValidateSet('Debug','Release')]
+ [System.String]$Target,
+
+ [Parameter(Mandatory)]
+ [System.String]$TargetPath,
+
+ [Parameter(Mandatory)]
+ [System.String]$TargetAssembly,
+
+ [Parameter(Mandatory)]
+ [System.String]$ValheimPath,
+
+ [Parameter(Mandatory)]
+ [System.String]$ProjectPath,
+
+ [System.String]$DeployPath
+)
+
+# Make sure Get-Location is the script path
+Push-Location -Path (Split-Path -Parent $MyInvocation.MyCommand.Path)
+
+# Test some preliminaries
+("$TargetPath",
+ "$ValheimPath",
+ "$(Get-Location)\libraries"
+) | % {
+ if (!(Test-Path "$_")) {Write-Error -ErrorAction Stop -Message "$_ folder is missing"}
+}
+
+# Plugin name without ".dll"
+$name = "$TargetAssembly" -Replace('.dll')
+
+# Create the mdb file
+$pdb = "$TargetPath\$name.pdb"
+if (Test-Path -Path "$pdb") {
+ Write-Host "Create mdb file for plugin $name"
+ Invoke-Expression "& `"$(Get-Location)\libraries\Debug\pdb2mdb.exe`" `"$TargetPath\$TargetAssembly`""
+}
+
+# Main Script
+Write-Host "Publishing for $Target from $TargetPath"
+
+if ($Target.Equals("Debug")) {
+ if ($DeployPath.Equals("")){
+ $DeployPath = "$ValheimPath\BepInEx\plugins"
+ }
+
+ $plug = New-Item -Type Directory -Path "$DeployPath\$name" -Force
+ Write-Host "Copy $TargetAssembly to $plug"
+ Copy-Item -Path "$TargetPath\$name.dll" -Destination "$plug" -Force
+ Copy-Item -Path "$TargetPath\$name.pdb" -Destination "$plug" -Force
+ Copy-Item -Path "$TargetPath\$name.dll.mdb" -Destination "$plug" -Force
+}
+
+if($Target.Equals("Release")) {
+ Write-Host "Packaging for ThunderStore..."
+ $Package="Package"
+ $PackagePath="$ProjectPath\$Package"
+
+ Write-Host "$PackagePath\$TargetAssembly"
+ New-Item -Type Directory -Path "$PackagePath\plugins" -Force
+ Copy-Item -Path "$TargetPath\$TargetAssembly" -Destination "$PackagePath\plugins\$TargetAssembly" -Force
+ Copy-Item -Path "$ProjectPath\README.md" -Destination "$PackagePath\README.md" -Force
+ Compress-Archive -Path "$PackagePath\*" -DestinationPath "$TargetPath\$TargetAssembly.zip" -Force
+}
+
+# Pop Location
+Pop-Location
\ No newline at end of file