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Runic Inventory 1.0.3

Equipped armor is on your body, yet it occupies the same general backpack space as wood, stone, trophies, and everything else you collect. Frequently used tools and consumables compete for the same limited organization.

Runic Inventory gives equipment and quick-use items dedicated places inside Valheim's existing inventory. It reserves a clearly labeled role row instead of replacing the inventory with a separate storage system.

Major features

  • Dedicated helmet, chest, legs, cape, and utility roles.
  • Three quick-access roles for frequently used items.
  • Automatic placement and safe swapping for recognized equipment.
  • Per-slot locks, protected-item behavior, and pickup controls.
  • Sorting rules that respect equipment, locked cells, and item state.

How to use it

Equip armor normally and place a consumable or tool in Quick 1-3 on the labeled bottom row. Press Left Alt + 1, 2, or 3 to use those quick slots. With the inventory open, press Left Alt + I to sort the configured safe rows. Hold Left Alt and right-click a player-inventory cell to lock or unlock it; focusing a cell and pressing Left Alt + L is the keyboard fallback. Controller chords can be changed in the BepInEx configuration manager or config file.

How it feels in-game

Gear stays where gear belongs, quick items remain predictable, and sorting stops scattering the things you deliberately arranged. The inventory still looks and behaves like Valheim's inventory—only more intentional.

Safety and compatibility

The mod does not add carrying capacity or maintain a second item store. Every item remains in the native Inventory with its complete metadata, and death, tombstones, saving, and loading remain Valheim-owned. Unknown modded categories stay ordinary items. If the expected inventory topology cannot be proven, Runic Inventory does not reserve or relocate anything.

Native ownership and persistence

Inventory does not add carrying capacity or maintain a second item store. Every item stays in the same vanilla Inventory with full item metadata: prefab, stack, durability, equipped state, quality, variant, crafter identity, custom data, world level, pickup state, weight, and effects.

  • Valheim Inventory.Save and Inventory.Load remain the item persistence path.
  • Death and tombstones remain Valheim's native grave-transfer path.
  • Topology and lock metadata remains one small checksummed entry in the owning player's custom data.
  • An abrupt uninstall leaves bottom-row items as ordinary vanilla items.
  • Sort, lock changes, quick use, and relocation require the exact owning Player.m_localPlayer.

Mutations use one short-lived mutation scope owned by this mod and perform exact in-memory rollback when a position proof fails. There is no global lock, cross-mod transaction coordinator, durable journal, quarantine, or recovery protocol.

Optional integration

RunicInventory.Api.InventoryIntegrationApi.TryGetProtection(object, out int) is a tiny optional reflection seam for independently installed mods. It returns state 0 for governed-but-unknown, 1 for proven unlocked, and 2 for locked. A false return means the supplied object is outside Inventory's active protection domain. Consumers must treat unknown as fail-closed and must not retain the native item. When Inventory is in a stable disabled, compatibility, remote non-owner, or headless state, the API yields NotApplicable so optional consumers continue with their own vanilla-safe policy. Brief load, rebind, shutdown, malformed-evidence, and exception states remain Unknown and fail closed while the provider could still govern an owning local inventory. A proven non-owner or headless path remains NotApplicable because Inventory cannot enforce locks in that read-only context.

Storage, Safety, and Interaction may use this optional reflection API when Inventory is installed; none is a hard dependency in either direction. Inventory loads and functions on its own. The normal workstation repair call receives a narrowly scoped unlocked view, so equipped armor in the protected bottom row can still be repaired; protection resumes as soon as that repair call ends.

Authority modes

  • AuthoritativeLocal: exact owning local player; gameplay features may mutate through native APIs.
  • RemoteDedicatedCompatibility: a non-local or non-owning player reference is read-only.
  • MigrationSafeCompatibility: topology or item evidence is incompatible, so special mutations stop.
  • Disabled / BatchInert: ordinary vanilla behavior.

A connected dedicated-server client owns its character inventory and can use Inventory normally. The headless server process has no local player, so this mod remains inert there.

Install only BepInEx and Runic Inventory. Existing 1.0.0 configuration and topology metadata remain valid; no data migration or version bump is required.

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