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The Eye

A deterministic, cross-platform Valheim API extraction tool, vibe coders love it!

Client-only Debugging Logging Tools
Changelog & versions

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Version
2.3.2
Updated
Author
Wubarrk
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Description

👁️ WubarrksEye (TheEye)

"Stop guessing what the IL does. Stop decompiling 130,000 lines just to find out if CanSenseTarget is virtual or static. The truth is in the assembly, and now it's in your hands."


📣 All my mods are alive, updated, and on Hexium

Every Wubarrk mod is maintained and published only on Hexium. If you got one somewhere else, it is stale. Current roster as of this release:

Mod Latest What it is
Mists of Avalor (Open BETA) 0.2.1 The big one. Join the open beta.
VikingOS (BETA) 0.9.8
Njord 2.0.0
Wings of the Valkyrie 2.1.5
TortalPortal 1.4.6
AwayFromHome 1.0.6
Let It Grow 0.1.2
StackIT 0.2.1
Fatty 1.1.11
DvergrAllies 1.0.6
RuneboundRest 1.1.0
The Eye 2.3.2 This one.

Valheim 1.0 lands and every one of these gets re-verified against it with this tool. 2.2.0 took the baseline; 2.3.0 survives the new build and tells you which mods did not.


WubarrksEye (TheEye) is a deterministic, cross-platform Valheim 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 API shifts under everyone's feet, this is the tool that maps the new world, tells you exactly what changed against your pre-1.0 baseline, and feeds it straight to your AI pair programmer.

Forget hand-grepping decompiled source for hours. Forget guessing why your Harmony patches misfire because you bound the wrong overload, or realising months later that your custom monster AI was inert because vanilla's Character.OnDamaged never fires for most creatures. TheEye gives you the ground truth of the game's architecture, serialized data, method call graphs and live world state, straight from memory.

This isn't a dumper. It's an autopsy table for the game engine, and as of 2.3.0 it comes with a before/after report and a mod impact report.


⚔️ What's new in 2.3.0 (the 1.0 migration release)

Built against the 1.0 public-test build (0.221.13, network version 37) and verified headless on both the last pre-1.0 server and the playtest server.

🛡️ Survives the build change

0.221.13 moved sectors from Vector2i to Vector2s, replaced the seven ZDOExtraData.Get*s(ZDOID) readers with one GetData(out ...), and turned World.m_worldVersion into an enum. Every member TheEye touches that moved is now late-bound: it is looked up by name at first use and a missing one costs one field in one record, never a whole extractor. Manifest.json gains a Compatibility section listing every game member TheEye relies on and whether this build has it, and the BepInEx log says the same at startup.

🧩 ModImpact_Dump.json — which of your mods break on this build

Every plugin BepInEx loaded, plus any folder you point it at ([ModImpact] ScanPluginDirs or dump_eye scan=<dir>), is read with Mono.Cecil and every reference it makes into a game assembly is resolved against the running build. Per plugin: the exact unresolved methods, fields and types, the plugin methods that use them, every [HarmonyPatch] target that is missing or now ambiguous (a new overload appeared), and whether a preloader patcher such as Valheim10Compatibility bridged the gap in memory. Then the live Harmony patch map: who patches which game method. Run it from a clean profile with scan= pointing at your mod-manager profile's plugins folder and you have the day-one breakage list without loading a single mod. What it cannot see: targets found by string name or TargetMethod() show as Unchecked, and a field whose type changed is not bridgeable by any preloader, only by the mod (on 1.0 that is VisEquipment's item fields and the ZoneSystem / ZDOMan sector containers).

🧬 IL fingerprints: Huginn now sees body changes

Each API type carries a MethodBodies table, a hash of every method's normalized IL (opcodes, resolved operand names, relative branch targets). A method whose signature did not move but whose code did now shows up as BodyChanged. That is most of what a game update is (392 of the changes between 0.221.12 and 0.221.13), and it is what transpilers and behaviour-dependent patches trip over.

🐦‍⬛ Huginn's Report, classified

CHANGED API records carry a Members list that names each change the way an assembly differ would: Added, Removed, SignatureChanged, BodyChanged, TypeOnlyRipple (only Vector2i/Vector2s or Int16/Int32 moved) and Renamed (same IL fingerprint under a new name). Huginn_Summary.json gets a Breaking block (types and members removed, signature changes, ripples, RPCs and ZDOVars and console commands removed, plugins broken).

📝 Huginn_Report.md

The report a person reads first: both builds identified, per-file counts, breaking changes grouped by type, body-only changes, additions, registry changes by source, new items and prefabs, and the mod impact table with the unresolved references ranked by how many plugins need them (the bridge priority list).

🧠 Schema-aware diff

Upgrading TheEye between two dumps no longer turns every record CHANGED. A top-level field that exists in only one side's schema is excluded from the comparison and listed once per file as SchemaAdded / SchemaRemoved. Your 2.2.0 baseline stays useful.

🔑 ZDO keys resolve

Every string literal in the game and plugin assemblies is hashed (plus the _u / _i pair suffixes ZDO.GetHashZDOID builds) into the ZDO key reverse map. Most of the #hash keys in a modded dump now have names. New SectorIndex field on 0.221.13+.

🎛️ Console

dump_eye scan=<dir> noimpact, plus the 2.2.0 options. The active-area override finds InActiveArea / OutsideActiveArea overloads by name, so it works on both sides of the Vector2s change.


⚔️ What's new in 2.2.0 (the pre-1.0 baseline release)

🧾 Manifest.json — every dump knows what build it came from

Valheim stamps every DLL 0.0.0.0. So TheEye now writes, before anything else, the game version string with build hash, the Steam buildid, the md5 and size of every DLL in Managed/, the BepInEx version and every loaded plugin, the world name, seed and global keys, and the options used. A dump from a contaminated profile is visible on sight.

🐦‍⬛ Huginn's Report — a real diff, not a line hash

Every record in every file is keyed on its identity (type name, prefab name, ZDO UID, _Source/_Key). Huginn now says, per file, exactly which records were ADDED, REMOVED and CHANGED, and for CHANGED lists the field-level deltas with old and new values. Huginn_Summary.json has the counts. Pick the baseline: dump_eye baseline=<dir> or the config. Run it after 1.0 against your pre-1.0 dump and read the summary first.

🗺️ API dump rewritten

Full member surface per type: fields with modifiers and constant values, properties with accessor visibility, events, constructors, full method signatures with virtual / override / abstract, interfaces, attributes, nested types, enum values. Members are keyed by name so a renamed overload is one line in the diff. Game assemblies only by default; the 20,000-type mscorlib noise is gone.

📚 Registry_Dump.json — where a new biome shows up first

Enums with values, the ZDOVars hash table, console commands with cheat/server/admin flags, spawn tables, creature spawners, environments and biome weather, raids, piece tables with every piece and its costs, skill definitions, and the full localization table.

🧬 ZDO dump that means something

Prefab hash resolved to a name, rotation, sector, persistence, revisions, creation time, and every key/value the ZDO carries with hashes mapped back to ZDOVars names (health, owner, items...). The session-long ZNetScene active-area override that forced every object in the world to instantiate is now off by default.

📡 RPC names in the call graph

Every ZNetView / ZRoutedRpc / ZRpc.Register string literal, and the method that registers it. A renamed RPC breaks every mod that Invoke()s it by name; now it is one diff line.

🖥️ Headless

A dedicated server has no console to type into. [Automation] AutoDumpOnWorldLoad = true dumps once the world is populated, and AutoDumpQuit exits afterwards. One-shot server baseline.

🧹 Determinism and hygiene

UTF-8 without BOM (line splitters were dropping the first record). Types, prefabs, items, ZDOs and indexes sorted. Invariant-culture round-trip floats. Two dumps of the same build on the same world are byte-identical, and that was verified.


⚔️ Features carried forward

🕸️ Deep Call-Graph Extraction

Walks the method IL and emits call and field-access edges. Does an override call base? Which overload does a call site really reach, static or instance? Who calls method X? All in CallGraph_Dump.json, with call vs callvirt on every edge and a CalledBy inverted index.

💎 Serialized Value Extraction

Declarations tell you a field exists; Values_Dump.json tells you what is in it. Every item, recipe, status effect, prefab component, vegetation and location entry, flattened to dotted paths, cycle-safe, with per-entry budgets so it never explodes.

🚀 Zero-Stall Background Architecture

Coroutine-batched, RAM-profile scaled, cancellable, streamed straight to disk. The game keeps rendering, the server keeps ticking. A full dump on a dedicated server takes about a minute.


🍗 Guide to Extraction

  • Launch the Game and load a world. (API and call graph work from the main menu; everything else needs a world.)
  • Run the Dump: dump_eye in the F5 console, or F8 → Start Dump. eye_status shows progress. F9 toggles the HUD.
  • Options: dump_eye baseline=<dir> nodiff noml nozdo noscene noloc
  • Review the Goods: BepInEx/config/WubarrksEye_Dumps/<timestamp>/. AgentML_Complete_Dump.zip bundles everything as one minified JSONL plus the manifest for machine ingestion.
  • Write Better Mods, you vibe coder you.

What You Will Find Inside

File Contains Keyed on
Manifest.json Build identity, md5 table, plugins, world, options, per-file results
API_Dump.json Every type in the game assemblies with its full member surface FullName
Values_Dump.json Field contents for items, recipes, status effects, prefabs, vegetation, locations _Source/_Key
Registry_Dump.json Enums, ZDOVars, commands, spawns, environments, raids, pieces, skills, localization _Source/_Key
CallGraph_Dump.json Per-method IL edges, CalledBy index, RpcRegistration index Type.Signature
Prefabs_Dump.json / ObjectDB_Dump.json / Scene_Dump.json Component lists Name
ZDO_Dump.json Every ZDO in the loaded world with its key/values UID
Huginn_Diff_Report.jsonl + Huginn_Summary.json ADDED / REMOVED / CHANGED against the baseline

🔎 Why Before You Grep The Decompile

API_Dump.json answers three questions without reading a line of decompiled source:

  1. Which type declares a member. Members are DeclaredOnly, so if m_targetCreature sits under MonsterAI it is not on BaseAI. Binding the wrong type throws MissingFieldException into a catch that swallows it.
  2. The full overload set with complete parameter types.
  3. virtual / override / abstract, derived from GetBaseDefinition().

CallGraph_Dump.json answers method body questions reflection cannot see:

  • ChainsToBase: Humanoid.OnDamaged does not call base, so a patch on Character.OnDamaged never fires for most creatures. Player.OnDamaged does.
  • Calls[].Op: call vs callvirt, which is how you tell a base chain from re-dispatch, and a static target from an instance one.
  • CalledBy and RpcRegistration indexes.
  • ModImpact_Dump.json: one record per plugin with Unresolved, Bridged, PatchTargets.Problems and Status, then HarmonyPatch index records and a ModImpactSummary.
  • Huginn_Report.md, Huginn_Summary.json, Huginn_Diff_Report.jsonl when a baseline exists.

Accessibility is the runtime assembly's. Projects compiling against a publicized assembly_valheim see private members here as directly callable.


🧭 Taking a baseline before Valheim 1.0

  1. Copy the game folder first. Steam overwrites it on launch day and the old build is gone.
  2. Dump on a clean profile (BepInEx + TheEye only). Manifest.json lists every plugin, so contamination is at least visible.
  3. Dump from the main menu, from inside a world, and from your dedicated server if you patch server code.
  4. After the update: dump_eye baseline=<your pre-1.0 dump> scan=<your profile's BepInEx/plugins> and read Huginn_Report.md first. The mod impact table at the bottom is the list of mods to fix or bridge; the Breaking block in Huginn_Summary.json is the count.

⚙️ Configuration (wubarrk.theeye.cfg)

Key Default Purpose
[API] ApiAssemblyFilter assembly_*,gui_framework,Splatform Assemblies covered by the API and enum dumps. * for everything loaded
[API] ApiIlFingerprints true MethodBodies IL hashes per type (BodyChanged detection)
[ModImpact] ScanPluginDirs empty Extra plugin folders to scan statically (semicolon separated)
[Huginn] HuginnMarkdownReport true Write Huginn_Report.md
[ZDO] ZdoIncludeData true Emit every ZDO key/value
[ZDO] ForceGlobalActiveArea false The old always-on instantiate-everything patch. Leave off
[Registry] DumpLocalization true Full token → text table
[Huginn] HuginnBaselineDir empty Fixed baseline directory
[Huginn] HuginnMaxDeltasPerRecord 200 Cap on deltas per CHANGED record
[Automation] AutoDumpOnWorldLoad / AutoDumpDelaySeconds / AutoDumpQuit false / 20 / false Headless one-shot dump
[Hardware] SystemMemoryProfile Rig_16GB Batch sizes per frame

⚠️ Dependencies: BepInEx, Newtonsoft.Json (installed automatically as the JsonDotNET dependency)


📜 License

MIT. Copyright (c) 2026 Ross G. Support development at https://www.patreon.com/c/WubarrkDev

Changelog

Changelog — The Eye

2.3.2 Latest

Rebuilt against the Valheim 1.0.16 release assemblies (client build 25527674, dedicated server build 25527701, network version 40) and re-verified: a static reference check against both the client and dedicated-server assemblies, and a headless boot of the 1.0.16 dedicated server. No reader was broken - GameShape's BuildShape probe and every other late-bound member are unchanged from 1.0.15, and the only two members 1.0.16 removed (ObjectDB.GetAllFoodItems(), ButtonSfx.Start()) are not read by TheEye.

  • One comment corrected to stop naming a specific old build as if it were current: the ZNetScene.InActiveArea / OutsideActiveArea staticness note in ZDOExistencePatch.cs (verified unchanged against the 1.0.16 decompile).
2.3.1

Rebuilt against the Valheim 1.0.7 release assemblies (client build 25185596, dedicated server build 25185644, network version 39) and BepInEx 5.4.2350, and loaded on the 1.0.7 Linux dedicated server with no Harmony, missing-member or type-load errors. No reader was broken by 1.0.7 - every member GameShape late-binds is still present or already had a fallback - but the instrument was blind to the release-stage sector change. Now it is not.

Manifest Compatibility gains BuildShape

  • The 1.0.7 release changed the sector API a second time after the 0.221.13 playtest: ZDOMan.FindSectorObjects(Vector2s, int area, int distantArea, ...) became FindSectorObjects(Vector2s, SimulationDistance, ...) and ZoneSystem.m_activeArea / m_activeDistantArea were removed. Nothing in the 2.3.0 probe looked at that shape, so a 2.3.0 dump could not tell the playtest from the release.
  • BuildShape records, as {Present, Shape} rows using type names (never typeof() on a type an older build may lack): ZDOMan.FindSectorObjects (arity and parameter types), the SimulationDistance struct, ZoneSystem.m_activeArea / m_activeDistantArea, ZNet.GetSyncedSimulationDistance(), ZoneSystem.SectorIndex, ZoneSystem.GetSectorIndex(Vector3), ZoneSystem.GetZone(Vector3), ZDOMan.SectorToIndex / ZoneSystem.SectorToIndex (moved, not removed), and a one-token SectorApi classification (pre-1.0 / 0.221.13 playtest / 1.0 release).
  • ZDO.GetSectorIndex() now records its return type; ZNetScene.InActiveArea / OutsideActiveArea record how many overloads are static. Absent BuildShape members are facts about the build, not blind readers: they never count towards the startup MISSING line.
  • New startup line [Eye.Compat] Build shape: ..., so a boot log alone answers which build this is.

Unchanged on purpose

  • Huginn's TypeOnlyRipple collapse still covers only Vector2i/Vector2s and Int16/Int32. The (int, int) -> SimulationDistance change is an arity change and keeps surfacing as a real signature change.
  • Stale comments refreshed (GameShape, Plugin.ApplyActiveAreaOverride, ZDOExistencePatch, HuginnsReport): the by-name attachment of the active-area prefixes is what survives 1.0 making ZNetScene.InActiveArea static.
2.3.0

Built and verified against the Valheim 1.0 public-test build (0.221.13, build 23105022, network version 37) on a headless dedicated server, and against the last pre-1.0 server build.

Survives the build change

  • ZDO.GetSector() (now Vector2s), the seven removed ZDOExtraData.Get*s(ZDOID) readers (now GetData(out ...)), World.m_worldVersion (now an enum) and the ZNetScene.InActiveArea / OutsideActiveArea overloads are late-bound through GameShape. A missing member costs one field, never an extractor. Three strategies for ZDO data (GetData, Get*s, private dictionaries).
  • Manifest.json Compatibility section: every game member TheEye relies on, present or MISSING, plus the ZDO data strategy in use. Logged at startup.
  • Manifest World gains WorldVersionName, ChunkedSave, SaveNumber, FileSource, SaveFiles.

New ModImpact_Dump.json

  • Every loaded plugin plus any folder in [ModImpact] ScanPluginDirs / dump_eye scan=<dir> is read with Mono.Cecil; every member and type reference into a game assembly is resolved against the running build. Unresolved references list the plugin methods that use them.
  • [HarmonyPatch] attribute targets are checked: type-missing, method-missing, overload-missing, and ambiguous (a new overload appeared and no argument types were given).
  • References missing on disk but present in memory are reported as Bridged, with the Valheim10Compatibility bridge marker recognised.
  • Live Harmony patch map (HarmonyPatch index records) and a ModImpactSummary.
  • Client-only types are flagged as axis noise when scanning on a server, not counted as broken.

IL fingerprints

  • API_Dump.json types carry MethodBodies: a hash of each method's normalized IL (opcodes, resolved operand names, relative branch targets, locals, exception handlers). [API] ApiIlFingerprints.

Huginn's Report

  • Schema-aware: top-level fields present in only one side are excluded from the comparison and listed as SchemaAdded / SchemaRemoved per file. A 2.2.0 baseline diffs cleanly against 2.3.0.
  • API CHANGED records carry Members: Added, Removed, SignatureChanged, BodyChanged, TypeOnlyRipple (Vector2i/Vector2s, Int16/Int32 only), Renamed (same IL fingerprint), ValueChanged.
  • Huginn_Summary.json gains Breaking counters and the current dump's ModImpact summary.
  • New Huginn_Report.md: human-readable summary with breaking changes grouped by type, body-only changes, additions, registries by source, content, and the mod impact table with unresolved references ranked by plugin count. [Huginn] HuginnMarkdownReport.
  • ModImpact_Dump.json is keyed by plugin GUID / patch target.

ZDO keys

  • The key reverse map now hashes every string literal in the game and plugin assemblies, plus the _u / _i pair suffixes, so most #hash keys resolve. SectorIndex emitted on 0.221.13+.

Console

  • dump_eye scan=<dir> and noimpact.

Reference DLLs

  • libs-Tools/Mono.Cecil.dll (0.10.4.0, the copy BepInEx 5 loads) added for compile; not shipped.

Known limits (measured 2026-09-08)

  • ModImpact cannot see patch targets resolved by string (AccessTools.Method(typeof(X), "Name")) or by TargetMethod(); they show as Unchecked. Harmony's own log at PatchAll is the backstop.
  • A field whose type changed (0.221.13: VisEquipment.m_*Item string -> int, ZoneSystem.m_zones, ZDOMan.m_objectsByOutsideSector) cannot be bridged by any preloader; it is reported as unresolved and the only fix is in the mod. Bridged references are recognised by the Valheim10Compatibility bridge marker.
  • Renamed needs both dumps to carry MethodBodies, so it cannot fire against a 2.2.0 baseline.

4 older entries, full version history & downloads →

Manual download
Just this mod One .zip — The Eye 2.3.2
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Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2351 · View mod page

Check out the mod page for detailed installation instructions.

2

Install The Eye

This mod only needs to be installed on the client.

Download The Eye 2.3.2

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.