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[Feature request] Plugin conflict tool to assist with debugging mods. #64
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If all you want is see what gets patched for debugging, you can just set harmony logging level to debug (BepInEx has a config entry for it, or add HarmonyDebug attributes to your patches if you only want to debug a single patch/affected method), |
@ManlyMarco I set the player.log to |
@ManlyMarco This is the direction I was thinking https://github.com/Digitalroot-Valheim/Digitalroot.Valheim.PluginInfo but able to provide more/specific insight to make it easier for users and mod devs to debug issues. |
[Harmony.Logger] |
@ManlyMarco Isn't I attempted to upgrade to the latest BepinEx release but as a separate issue it didn't seem to hook/work. The BepinEx logs were touched so I am not sure what the problem was., My server's player community is now using git to keep synced (individual licenses are pending) but the repo is here https://github.com/devdave/Valheim-shenanigans - when I get time I will make an upgrade branch and try again to see if I can isolate the upgrade issue. |
I left out IL level to reduce log spam. |
I am not a mod developer but more a debugger/murder mystery detective figuring out what 2 or more mods are fighting over the same resource. I kind of understand the gist of what BepinEx and Harmony do so it makes me wonder if:
2, If not could such a registry exist where the registry was something like a dictionary where the key was the
${patched class}::${method name}
-> list of string's like${plugin guid}::${PatchType}
to help zero in on hot spots.If you can point me in the general direction where the plugins are loaded (or is that BepinEx?) I could fork the code base and try to make a patch where something, perhaps a Singleton, builds the registry suggested above and then prints outs keyed lists with 2 or more elements. There might be a problem with
HarmonyPatchType.all
patches but something is better than nothing, right?The text was updated successfully, but these errors were encountered: