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Tuneups

Small, careful fixes and tweaks: faster checks for Adventure Backpacks and BetterUI, Server Devcommands' find measured from where you stand, up to three trinkets at once, daylight on your screen while you fly, night at a key press while you build, building pieces that snap at the middle of their sides, every seasonal item craftable all year, BlacksmithingExpanded's upgrades on every damage type, its extra element kept, its bonus following your Blacksmithing level and given to gear that has none, its level-75 element on weapons made before, BetterUI's cooking time on every station, raw food taken back off a cooking station, Rested kept when you log out, Valharvest feeding troughs that take any food and give it back, TargetPortal favorites you can reorder and click by name, drawn in their own colour on the map, with every other portal listed under its biome, LetMeTameYou's creatures tameable as soon as you join, and two cheat console commands: noclip to fly through walls, rock and the ground, and seecreatures to see the creatures you name through walls.

Some mods do more work than they need to, or measure from the wrong place, and some small things in the game are worth a tweak. Tuneups fixes a few such cases. Each fix for another mod switches on only when that mod's code is exactly what the fix was made for, does nothing when that mod isn't installed, and never saves or changes anything in the world.

Features

Adventure Backpacks: faster backpack check

Adventure Backpacks checks whether an object is one of its backpacks every time the game asks "is this PC in charge of this object?". It does that by reading the object's name, and the game asks constantly: about 6,600 times a frame in a large base. Each name read also leaves a little garbage for the game to clean up. Measured in a base with 144 creatures and about 6,000 building pieces, the check alone cost 3.2 to 4.3 ms of every frame (out of about 28 ms, or 36 FPS) across four test runs, and the game ran a full memory clean-up 83 times in 2 minutes, a small hitch each time.

  • The fix. Every object the game keeps in step between players has shared data of its own. A backpack never does, because Adventure Backpacks prevents it on purpose. So any object that has shared data can't be a backpack, and skips the name check. Objects without it still get Adventure Backpacks' own check, unchanged.
  • Same answers. The game gets the same answer for every object as with Adventure Backpacks alone; only the work is skipped.
  • Nothing is saved or changed. Backpacks open, carry, upgrade and save exactly as before, contents included.
  • Checks before it starts. At game start, Tuneups reads Adventure Backpacks' check, the part that keeps backpacks from getting shared data, and the place where backpacks are made. It switches on only if they are exactly what the fix was made for; otherwise it does nothing and the log says why.
  • Watches while it runs. Every backpack Adventure Backpacks makes is looked at. If one ever has shared data, the fix switches itself off at once and Adventure Backpacks' own check is back. It then stays off until you restart the game, and the log says so with a warning.
  • Not needed with Adventure Backpacks 2.3.2. Version 2.3.2 makes the same skip in its own check, so there the fix stays off and the log says Adventure Backpacks fix not used: not needed. It is still there for older versions.

Server Devcommands: find measures from you

Server Devcommands' find command (find boar) lists what it finds with a distance, closest first. On the game that hosts the world (playing alone, or hosting for friends) it measured those distances from the middle of the world, near the start, instead of from you: it only adds your position when it sends the command on to a server.

  • The fix. Right before find runs, Tuneups adds your position the same way Server Devcommands does for a server. The distances are then from where you stand, and the closest to you come first.
  • Typed positions are kept. A position you type yourself (find boar 5 x,z,y) is left as it is.
  • Same number of results. Without a count (find boar), it shows as many as Server Devcommands does on its own: read from its code, 10 today.
  • Only find is touched. Nothing is saved or changed.

BetterUI: faster enemy health bars

With BetterUI's own enemy health bars and the level shown in front of the name, BetterUI adds the level to every bar's name every frame, also to bars that are hidden (creatures you haven't looked at for a while, or that are behind you). The game only rewrites a bar's name while it shows, so a hidden bar's name grows longer every frame: near pens full of animals that cost a few milliseconds a frame and a lot of memory.

  • The fix. BetterUI no longer adds the level to the names of hidden bars. Everything else it does to the bars is unchanged.
  • Same look. The game writes a bar's name afresh whenever it shows, so every bar you see looks exactly as before.
  • Checks before it starts. It switches on only for BetterUI 2.5.13's enemy health bars (or code exactly like it), when no other mod changes the enemy health bars, and switches itself off if anything doesn't add up.

BetterUI: cooking time on every station

BetterUI shows how long the food on a cooking station has left, but only when your own game runs that station. The game hands each station to one player's game, so with others nearby the time was often missing. With Tuneups it shows on every station.

  • Same numbers. The time is in the station's own data, which every player's game has; nothing else about BetterUI's hover changes.
  • Checks before it starts. It switches on only for BetterUI 2.5.13's cooking station hover (or code exactly like it).

Take back raw food

Put the wrong thing on a cooking station? Look at it and press Shift + E: the food you put on last that hasn't finished cooking comes off and pops out towards you, as finished food does. The hover shows what it would take back.

  • Only raw food. Finished and burnt food come off with E as always.
  • The oven too. On the stone oven, use its food hatch.
  • Everyone sees it. The game that runs the station takes the food off, as it does with finished food. That player needs Tuneups 1.0.13 or later too.

Keep rested between sessions

Logging out used to end Rested. With Tuneups, the time it had left is kept with your character, and you are Rested again for that long when you next log in.

  • The clock stops while you're away. You get back exactly what was left when you logged out (the game saves your character every few minutes and when you log out).
  • Dying still ends it. It comes back only after logging in, never after a respawn.

PortablePals: empty stones don't glow

PortablePals draws every pal stone with its orb lit and glowing, whether a creature is in it or not. With this fix an empty stone's icon shows the orb unlit and without the glow round it, so you see at a glance which stones are full.

  • Only the icon. The stones work as before; full stones keep PortablePals' glowing icon. The unlit icon is made from PortablePals' own when first needed, on your screen only.
  • PortablePals decides. A stone counts as empty when PortablePals' own check says so. The fix switches on only for PortablePals 0.3.2's check (or one exactly like it).

Seasonal items all year

The game hides its seasonal things (the hats, decorations and food of Yule, Midsummer, Halloween and the other holidays) except during their own weeks of the year, by your computer's date. With Tuneups all of them can be crafted and built all year, like any other item.

  • The usual rules. You still need the crafting station or building tool, and to have found the materials.
  • On your own game. Your crafting and building lists change; nothing is saved to the world. Turned off, the seasonal things are seasonal again.

BlacksmithingExpanded: keep the extra element

BlacksmithingExpanded gives a weapon an extra element once you reach its elemental level (75), but only if the weapon's upgrade bonus didn't go to an element. With its Boost elemental weapons on, a weapon that already has an element (Frostner's frost, a fire staff's fire) may get its upgrade bonus on that element, and then loses the extra element: fewer points than if the bonus had gone to its physical damage. With Tuneups the extra element comes either way.

  • No points lost. The upgrade bonus is the same size whichever damage it goes to; with the extra element kept, a bonus on the weapon's own element costs nothing.
  • From the next craft or upgrade. BlacksmithingExpanded works a weapon's bonuses out when it is made or upgraded; weapons already made keep theirs until then.
  • BlacksmithingExpanded decides the rest. Only its check for the extra element is changed, and only for BlacksmithingExpanded 1.2.4's check (or one exactly like it).

BlacksmithingExpanded: every damage type upgraded

BlacksmithingExpanded gives a weapon's whole upgrade bonus (from your Blacksmithing level and the weapon's quality) to one of its damage types, picked at random each time. With Tuneups every damage type the weapon has gets it: by default each type gets the whole bonus, as if the pick had landed on it. Dyrnwyn gets +54 slash and +54 fire, where before one of them got +54. Set Every damage type gets to SamePercentage and each type gets the same percentage of its own damage instead.

  • Weapons you already upgraded too. BlacksmithingExpanded keeps the bonus it worked out with each weapon; Tuneups shares it out again every time the weapon loads. Nothing it saves is changed, so turning the setting off brings the old bonus back.
  • Elements follow BlacksmithingExpanded's setting. A weapon's own elements count when its Boost elemental weapons is on. With SamePercentage and without BlacksmithingExpanded's percentage bonus, the same total is shared out by size.
  • The extra element at level 75 is left as it is.

BlacksmithingExpanded: bonus follows your level

BlacksmithingExpanded works out an item's bonus once, when you craft or upgrade it: a part for your Blacksmithing level at that moment and a part for the item's quality. The level part never grows after that. With Tuneups, items you made or last upgraded yourself use your Blacksmithing level now when it is higher: a sword upgraded at level 50 gets the level 75 part once you are 75.

  • Gear upgraded before too. Items change as they load, again each time your level reaches its next step (every 5 levels), and when you take one out of a chest.
  • Only the level part. It is swapped, never added twice; the quality part stays, and no item ever gets less than BlacksmithingExpanded gave it. Damage and armor only.
  • Nothing saved is changed. Turning it off brings the old bonus back, and the tooltip still says the level the item was made at. Items made by someone else keep the level they were made at.

BlacksmithingExpanded: Frost Foundry gear

Nord weapons, shields and Deep North armor are finished in the Frost Foundry, which works like a cooking station, so BlacksmithingExpanded gave them no bonus and you got no Blacksmithing XP for them (the Cast gets a bonus, but it is lost in the foundry). With Tuneups the item you take out of the foundry gets BlacksmithingExpanded's bonus and XP when you pick it up, as if you had crafted it at a forge.

  • Pick it up yourself. Near the foundry, within 10 minutes; it pops out towards you and is normally picked up at once. An item someone else picks up is theirs, without the bonus.
  • Never twice. An item that already has the bonus is left as it is. Items hardened before keep what they have: BlacksmithingExpanded gives no bonus on an upgrade to an item without one, so they get theirs from Bonus on upgrade for items without it or Bonus for your items made without it (below).
  • Stations like it too. Any station from another mod that turns one item into a weapon, shield or armor piece the same way.

BlacksmithingExpanded: bonus for gear that has none

BlacksmithingExpanded only works out a bonus again on an upgrade for an item that already has one, so gear without it (Nord gear from the Frost Foundry before Tuneups 1.1.0, items made before BlacksmithingExpanded was installed) never got a bonus, XP or a Forged at Blacksmithing line, however often you upgraded it. Tuneups gives it to them in two ways:

  • On upgrade. Upgrading such an item gives it BlacksmithingExpanded's bonus for your level and the new quality, full durability and the XP per upgrade, at any crafting station and at the Forge of Potential (only when the upgrade works there). Never twice: when BlacksmithingExpanded gives them itself, this does nothing.
  • Once, for your own items. Each item you carry that you made (or that has no maker recorded) and has no bonus gets it when your character loads, or about a second after it comes into your inventory. No XP, durability unchanged; items made by another player are left for that player's game.
  • This one changes your saved items for good. Bonus for your items made without it is on by default. The bonus is saved with the item, as BlacksmithingExpanded's own is, so the first time your character loads with Tuneups 1.1.1, every item you carry that you made and that has no bonus gets it and keeps it, and so does each such item you later take out of a chest; turning the setting off later does not take it away. Turn it off before loading in if you don't want that.

BlacksmithingExpanded: level-75 element for weapons made before

BlacksmithingExpanded adds its extra element (at its Elemental unlock level, 75 by default) only when you craft or upgrade a weapon at that level, so weapons made earlier have none until upgraded again. With Tuneups, a weapon you made or last upgraded yourself below that level gets the extra element as it loads once your Blacksmithing is there: one element it has none of, picked as BlacksmithingExpanded picks it and the same each time, worth BlacksmithingExpanded's amount for your level now.

  • Nothing saved. Turning it off takes the element away again; an upgrade at 75 or above gives BlacksmithingExpanded's own element instead (never two).
  • Weapons only, and not one whose upgrade bonus went to its own element, unless Keep the extra element is on.

Valharvest troughs: any food, and take it back out

Valharvest's feeding trough only takes about 40 kinds of animal food. With Tuneups it takes any food: everything you can eat and everything any creature eats. Animals still only eat what they eat anyway, so food no animal nearby eats stays in the trough. Look at a trough with food in it and press Shift + E to take it all back out (a trough holds one kind of food, up to 20).

  • Shows as a pile. Food Valharvest has no pile for shows as the nearest kind (grain, meat, fish, berries, mushrooms or seeds). Players without Tuneups see such a trough as empty, but the food is in it.
  • Nothing lost or doubled. The game that runs the trough takes the food out and hands it over a second later; what doesn't fit in your inventory drops at your feet. A ward keeps out people who aren't on it, as with a chest.
  • The trough's game needs 1.1.0. Taking food out needs the player whose game runs the trough to have Tuneups 1.1.0 or later; if that game doesn't answer, you get a message and the food stays in.

TargetPortal: favorites you can reorder and click, every portal by biome

TargetPortal keeps a list of favorite portals on the left of the big map (right-click a portal on the map to add or remove it), in the order you added them, and only the small icon in front of each name can be clicked. Portals that aren't favorites aren't in any list. With Tuneups:

  • Reorder. Drag a favorite up or down the list with the left mouse button. The order is kept with your character, where TargetPortal keeps the list, so it stays after you log out. Dragging never takes you through a portal or moves the map.
  • Click the name. The name does what its icon does: left click travels there (when the map opened from a portal), right click takes it off the list. TargetPortal does the travelling, with its own rules.
  • Favorite pins in their own colour. Favorite portals are drawn in warm gold on the map (TargetPortal's portal picture recoloured, its swirl kept), at the normal size: on the portal map, on the normal map with portal icons shown (P) and on the small map in the corner. The colour and the size can be set. The names on the map keep the game's colour. Only on your own map.
  • Every portal by biome. The list shows every portal on the map: your favorites on top, in your own order, then every other portal under the name of its biome (Meadows, Black Forest, Swamp, Mountains, Plains, Mistlands, Ashlands, Deep North, Ocean, in that order), each biome's portals by name. Biomes without portals get no heading. They click like the favorites: left click travels there, right click adds it to your favorites. The headings do nothing when clicked.
  • Long lists scroll. When the list is longer than the screen, it shows what fits and says how many more are above or below: turn the mouse wheel with the pointer over the list (the map doesn't zoom then), or click that line.

LetMeTameYou: tameable as soon as you join

When you join someone else's world, LetMeTameYou makes its creatures tameable on your game only once the host's tame list arrives, a few seconds after you join. A creature that had already loaded around you by then stayed untameable on your game until it unloaded: no taming info with the taming stick, no petting or commands. With Tuneups those creatures are loaded again as soon as the list arrives, the way the game does when you walk away and come back, so they can be tamed right away.

  • Nothing is lost. Only the creature on your screen is loaded again. Everything the world keeps about it (health, level, name, tamed or not) stays as it is, and nothing is deleted.
  • Some are left alone. Creatures on a PackBeasts leash or rope, dragged or tied up, the one you ride, and dying ones aren't loaded again; they become tameable on your game the next time they load.
  • Only when you join. It does nothing when you host or play alone (LetMeTameYou sets everything up at the start then), or without LetMeTameYou. The log says how many creatures had loaded, which were loaded again and which were left alone.

Up to three trinkets

Wear up to three trinkets at once (a setting, 1 to 5; 1 is the game's single trinket).

  • All of them count. Their max adrenaline adds up (the bar is longer and takes longer to fill), when it's full every worn trinket's full-adrenaline effect goes off, and their other effects all apply.
  • Putting on another when all are worn takes off the one you've worn longest. Two copies of the same trinket can't be worn together.
  • Saved as usual. Worn trinkets stay worn after logging out; on death they go to your grave like the game's own trinket.
  • Only the one you put on last shows on your character.

Daylight while flying

While you fly (the fly mode Server Devcommands' and Infinity Hammer's fly turn on, and Tuneups' own noclip), your screen shows the world in clear midday light, also at night and in caves. It fades in and out over about a second.

  • Only what you see. Time of day, weather, sleeping, crops and creatures stay as they are, sneaking still uses the real light, and other players see their own light.
  • Build Camera too. With Build Camera installed, its free camera gets the same daylight while it's out.

Night view while building

With the hammer (or another building tool) in your hand, press - (the key that types a minus on your keyboard, or the minus on the number pad) and your screen turns to a clear night, to see how your fires, torches and lamps light up what you build. Press it again, or put the tool away, and the light of the time it is comes back. It fades over about a second.

  • Only what you see. As with daylight while flying: the time of day, creatures and other players' light stay as they are.
  • Your own key. - by default, which nothing else in the game uses; another key can be set. It does nothing while you type in chat or a sign.

Side snap points

Building pieces snap at the middle of each side too, not only at their corners: a wall, floor or beam can go halfway along another, and a short piece can sit in the middle of a long one.

  • Every piece that snaps at its corners, other mods' pieces too. Sides shorter than about a metre keep their corners only.
  • Nothing added to your buildings. The side points exist only while you place a piece, so big bases don't get any heavier.

Console command: noclip

Type noclip in the console to fly through walls, rock, the ground and buildings: the game's own fly, without collisions. It is a cheat command like the game's fly and god, so it only works with devcommands on (on a server only an admin can turn that on).

  • The fly keys. Jump (Space) up, Left Ctrl down, run (Shift) 2.5 times as fast. noclip 40 also sets the speed, as fly 40 does. noclip again (or noclip off) lands you; noclip on and noclip off say which.
  • As when you fly. You take no damage, creatures ignore you as with fly, and Daylight while flying lights your screen. Nothing lifts you back out of the ground or rock while it's on, Hearth Below's cave rock included.
  • A safe landing. Turned off inside rock, a wall or under the ground, you are put on the nearest open spot straight above. Turned off in the air, you drop to the ground without fall damage.
  • Not while sitting, riding or steering.
  • Only your own character. Nothing is sent to other players or saved; they see you fly through walls as they see you fly. The game's fly works as before, on its own.

Console command: seecreatures

seecreatures boar puts a glowing marker over every boar loaded around you, seen through walls, rock and the ground, with a label giving its name and distance. It is a cheat command too: devcommands must be on.

  • Any name. The name the game shows (in your game's language), the creature's prefab name or a tamed animal's own name, or any part of one, in upper or lower case, spaces optional: seecreatures seeker soldier, seecreatures SeekerBrute, seecreatures deathsquito. Several kinds at once: seecreatures boar wolf.
  • How far. A number at the end is the radius in metres (seecreatures lox 200; 5 to 500, 100 if you don't say). Only creatures loaded around you can be found.
  • What it found. The console says how many it found, how many are wild, tamed, led or tied (PackBeasts), and how far and which way the nearest is. At most the 64 nearest are marked.
  • Until you take them away. The markers follow the creatures and come and go with them. seecreatures on its own or seecreatures off takes them away, a new search replaces the old one, and they go when you log out.
  • Only your own screen. Nothing is sent to other players or saved.

How to use

Nothing to do: every fix is on by default; the fixes for other mods switch on at game start when their mod is there. Put on trinkets as usual, from the inventory or the hotbar. With the hammer out, - turns night on and off on your screen. Shift + E on a Valharvest trough takes its food back out. On the map, drag TargetPortal favorites to reorder them, or click a name to travel; the other portals are listed under their biomes below the favorites (turn the mouse wheel over the list when it's longer than the screen). With devcommands on, type noclip in the console to fly through walls (noclip again to land), and seecreatures with a name to see those creatures through walls (seecreatures off to stop).

To check, press F5 for the console and type tuneups. It lists each fix as on, or off and why: the mod isn't installed, its code isn't the one the fix was made for, the fix was turned off in the settings, or it switched itself off. At game start, BepInEx/LogOutput.log also says Adventure Backpacks fix on and Find distance fix on, or why a fix isn't used.

Configuration

Settings are in BepInEx/config/anwo.Tuneups.cfg and can be changed in game with a configuration manager.

1 - Adventure Backpacks

Setting Default Scope Description
Faster backpack check true Client Adventure Backpacks' backpack check skips every object that can't be a backpack. Not needed (stays off) with Adventure Backpacks 2.3.2, which does this itself. Can be switched while you play; after switching itself off, it stays off until you restart

2 - Server Devcommands

Setting Default Scope Description
Find distance from you true Client find measures from where you stand instead of from the middle of the world. Can be switched while you play

3 - Trinkets

Setting Default Scope Description
Trinket slots 3 Client How many trinkets you can wear at once (1-5). 1: one, as in the game. Lowering it takes the extra ones off

4 - BetterUI

Setting Default Scope Description
Faster enemy HUD true Client BetterUI stops adding the level to the names of hidden health bars. Can be switched while you play
Cooking time on every station true Client BetterUI's cooking time shows on stations another player's game runs too. Off: as BetterUI does it. Can be switched while you play

5 - Building

Setting Default Scope Description
Daylight while flying true Client Clear midday light on your screen while you fly. Can be switched while you play
Daylight in the build camera true Client The same daylight while Build Camera's camera is out (Daylight while flying must be on too). Can be switched while you play
Night view with the hammer true Client With a building tool in hand, a key turns your screen to a clear night; the key again, or putting the tool away, brings the real light back. Off: the key does nothing. Can be switched while you play
Night view key Minus Client The key for night view while building (- by default: the key that types a minus on your keyboard, or the number pad's minus; nothing else in the game uses it)
Side snap points true Client Pieces also snap at the middle of each side, not only at the corners. Can be switched while you play

6 - PortablePals

Setting Default Scope Description
No glow on empty stones true Client An empty pal stone's icon shows its orb unlit, without the glow. Can be switched while you play

7 - Seasonal items

Setting Default Scope Description
All seasonal items all year true Client Every seasonal recipe and building piece can be crafted and built all year, not only in its season. Off: as in the game. Can be switched while you play

8 - BlacksmithingExpanded

Setting Default Scope Description
Keep the extra element true Client BlacksmithingExpanded's extra element (at its elemental level) comes even when a weapon's upgrade bonus went to the weapon's own element. Off: as BlacksmithingExpanded does it. Counts for the weapons you craft or upgrade; can be switched while you play
Upgrade every damage type true Client Every damage type a weapon has gets BlacksmithingExpanded's upgrade bonus, not one picked at random. Also for weapons upgraded before. Off: as BlacksmithingExpanded does it. Can be switched while you play
Every damage type gets WholeBonus Client WholeBonus: each type gets the whole bonus. SamePercentage: each gets the same percentage of its own damage
Bonus follows your Blacksmithing level true Client Items you made or last upgraded yourself use your Blacksmithing level now, when it is higher, for the level part of BlacksmithingExpanded's bonus. Also for items made before. Off: the level you had when you made or upgraded the item. Can be switched while you play
Blacksmithing at the Frost Foundry true Client An item you take out of the Frost Foundry (or a station like it) gets BlacksmithingExpanded's bonus and Blacksmithing XP when you pick it up. Off: no bonus or XP, as BlacksmithingExpanded does it. Can be switched while you play
Bonus on upgrade for items without it true Client Upgrading an item that has no BlacksmithingExpanded bonus gives it the bonus for your level and the new quality, full durability and the XP per upgrade, at any station and at the Forge of Potential (only an upgrade that works). Off: as BlacksmithingExpanded does it (nothing). Can be switched while you play
Bonus for your items made without it true Client Items you carry that you made (or with no maker) and that have no bonus get it once, for your level now and their quality; no XP. Saved with the item for good: on by default, so it happens the first time your character loads with 1.1.1, and turning it off later doesn't take it away. Off: such items never get a bonus
Elemental infusion follows your level true Client A weapon you made or last upgraded below BlacksmithingExpanded's elemental level (75) gets its extra element as it loads once you reach that level, worth BlacksmithingExpanded's amount for your level now. Nothing saved: off takes it away. Off: only an upgrade at 75 gives it

9 - Cooking

Setting Default Scope Description
Take back raw food true Client Shift + E on a cooking station (or the oven's food hatch) takes back the food you put on last that isn't cooked yet. Off: food stays on until it's cooked. Can be switched while you play

10 - Rested

Setting Default Scope Description
Keep rested between sessions true Client The Rested time left when you log out comes back when you log in. Not after dying. Off: Rested ends when you log out

11 - Valharvest troughs

Setting Default Scope Description
Troughs take all food true Client Valharvest's feeding trough takes every food, not only its own list; only the player who puts the food in needs it. Off: Valharvest's list. Can be switched while you play
Take food out of troughs true Client Shift + E on a trough takes all its food back out into your inventory. Needs the game that runs the trough on Tuneups 1.1.0 or later. Off: food stays until animals eat it. Can be switched while you play

12 - TargetPortal favorites

Setting Default Scope Description
Reorder portal favorites true Client Drag a favorite up or down TargetPortal's list on the map; the order is kept with your character. Off: the order you added them. Can be switched while you play
Click the name to teleport true Client Clicking a favorite's name does what its icon does (left: travel, right: take it off the list). Off: only the icon. Can be switched while you play
Highlight favorite pins true Client Favorite portals are drawn in their own colour on your map (TargetPortal's portal picture recoloured, light and shade kept), at the size below; names keep the game's colour. Off: every portal pin as TargetPortal draws it. Can be switched while you play. Called Bigger favorite pins before 1.1.4: your on or off is kept
Favorite pin colour FFC830FF Client The colour of favorite portal pins (red, green, blue, opacity; the opacity is how much of the picture's own colours gives way to it). The default warm gold stands out from TargetPortal's red and blue portals on every part of the map
Favorite pin size 1 Client How big favorite portal pins are drawn: 1 is the normal size, 2 twice as big (the size before 1.1.4), 0.5 to 3
Group portals by biome true Client TargetPortal's list shows every portal on the map: favorites on top in your order, the others under a heading for their biome in the game's order, each biome's by name (biomes without portals left out). Longer than the screen: the mouse wheel over the list, or a click on its "more" line, moves it. Off: only your favorites, as before. Can be switched while you play

13 - LetMeTameYou

Setting Default Scope Description
Reload creatures loaded before the tame list true Client When you join someone else's world, creatures that loaded before the host's LetMeTameYou tame list arrived are loaded again once it has, so they can be tamed right away. Creatures on a leash or rope, dragged, or ridden are left alone. Does nothing when you host or play alone. Off: as LetMeTameYou does it. Counts from the next time you join

14 - Console commands

Setting Default Scope Description
noclip command true Client Adds the cheat command noclip (needs devcommands): fly through walls, rock and the ground. Off: there is no noclip command (removed at once; noclip ends if it was on)
seecreatures command true Client Adds the cheat command seecreatures (needs devcommands): markers on the creatures you name, seen through walls. Off: there is no seecreatures command (removed at once; the markers go)
Marker colour FF40E0FF Client The colour of seecreatures' markers and labels (red, green, blue, opacity). Can be changed while markers are shown
Default search radius 100 Client How far around you seecreatures looks when you don't type a radius, in metres (5-500)

Multiplayer

  • Only for players who want it. Every fix acts on your own game only, and every setting is each player's own. The host doesn't need Tuneups.
  • No version check. Players with and without Tuneups, or with different versions of it, play together.
  • Seasonal items show in the lists of each player who has Tuneups with the setting on; what they build from them shows for everyone.
  • Upgraded weapons get every damage type on the game of whoever holds them: a friend without Tuneups has BlacksmithingExpanded's own bonus on a weapon you hand over. Only your own items follow your Blacksmithing level.
  • Gear without a bonus gets it on your game for the items you made. Gear from the Frost Foundry is recorded as made by whoever's game ran the foundry at the time, so when you play together some of yours may count as another player's and is left alone until you upgrade it.
  • Taking back raw food is done by the game that runs the station (usually whoever was there first), so that player needs Tuneups 1.0.13 or later too.
  • Taking food out of a trough is done by the game that runs the trough, so that player needs Tuneups 1.1.0 or later: update everyone. Putting any food in needs Tuneups only on the game of whoever puts it in.
  • The find fix matters on the game that hosts the world; when you join someone else's server, Server Devcommands already sends your position.
  • LetMeTameYou's creatures are loaded again only on the game of the player who joins, and only on their screen; the host and other players see nothing change.
  • noclip and seecreatures are cheat commands: on a server they need devcommands, which only an admin can turn on. They act on your own character and screen only.

Compatibility

  • Adventure Backpacks: made for version 2.2.10. Version 2.3.2 has the same skip built in, so with it the fix stays off (not needed). With another version, the fix switches on only if that version's check is the 2.2.10 one.
  • Server Devcommands: made for version 1.115.0. With another version, the fix switches on only if it still finds the find command it was made for. With its No clip with fly mode on, fly already passes through walls; noclip leaves that alone, and your collisions stay off for as long as its fly is on.
  • BetterUI: made for version 2.5.13 (Forever Maintained). With another version, its fixes switch on only if its code is still the same.
  • AzuExtendedPlayerInventory: its trinket slot shows the trinket you put on last; the others stay in the inventory, marked as worn.
  • Hearth Below: daylight while flying also lights its caves. While noclip is on, Hearth Below leaves you inside its rock instead of lifting you out.
  • LetMeTameYou: made for version 0.1.0. With another version, the reload switches on only if its tame list code is still the one it was made for.
  • Build Camera (Custom Hammers Edition): daylight also while its camera is out (read from its own on/off state).
  • BlacksmithingExpanded: made for version 1.2.4. With another version, each of its fixes switches on only if that part of its code is still the same.
  • PortablePals: made for version 0.3.2. With another version, the empty-stone icons switch on only if its check for empty stones is still the same.
  • TargetPortal: made for version 1.2.7. With another version, the favorites fixes switch on only if its favorites list's code is still the same. The biome list lists the portals TargetPortal puts on the map (its own rules on whose portals you see), and its rows are made the way TargetPortal makes its own.
  • One Map To Rule Them All: a right-click on the map goes to the pin nearest the pointer. When one of its pins (or any other map pin) sits closer than the portal, TargetPortal doesn't add or remove that favorite (the log says so): aim right at the portal's icon. Dragging and clicking names in the favorites list aren't affected.
  • Valharvest: made for version 3.4.4. With another version, the trough fixes switch on only if its feeding trough's code is still the same (and taking food out only if Valharvest does nothing with Shift + E itself).
  • All are optional: Tuneups looks for each of them only in that mod's own files, once every mod has loaded, and does nothing for a mod that isn't there.
  • The slow check was Adventure Backpacks' own, and version 2.3.2 has fixed it there; the backpack fix is only for older versions.

Patches (only while a fix is on): Adventure Backpacks' check on ZNetView.IsOwner is replaced by the faster one, Server Devcommands' find command gets your position before it runs, BetterUI's enemy health bar update skips hidden bars, the game's equipment code keeps the extra trinkets, the game's lighting is turned to daylight on your screen while you fly (or to night at your key while you build), the game's search for where a held piece snaps also gets the middles of the pieces' sides, an item's icon is the unlit one for an empty pal stone, after the game sets a player's season, every seasonal recipe and piece is switched on, BlacksmithingExpanded's check before its extra element answers no, after BlacksmithingExpanded writes a weapon's bonus into it the bonus is shared over every damage type, the time left on Rested is kept with the character when the game saves it and given back on the first spawn after logging in (Player.Save, OnSpawned, OnDeath, Game.Start), BetterUI's cooking station hover no longer asks whether your game runs the station, Shift + E on a cooking station (or the oven's food hatch) with raw food on it takes that food back (CookingStation.Awake, Interact, GetHoverText, Switch.Interact, Switch.GetHoverText), BlacksmithingExpanded's bonus on an item you made is worked out again from your level now when the item loads, when your Blacksmithing goes up and when the item comes into your inventory (Player.Load, OnSkillLevelup, Inventory.AddItem), an item taken out of the Frost Foundry gets BlacksmithingExpanded's bonus and XP when you pick it up (CookingStation.OnInteract, Humanoid.Pickup, Player.OnSpawned), Valharvest's feeding trough takes every food and gives it back with Shift + E (FeedingTrough.CollectFeedItems, UseItem, Awake, Interact, GetHoverText, RefreshVisual, FoodCrate.GetPileMaterial), an upgrade of an item without BlacksmithingExpanded's bonus gives it the bonus and XP (InventoryGui.DoCrafting, BlacksmithingExpanded's ApplyCraftingBonuses), your items without the bonus get it once when your character loads or an item comes into your inventory (Player.Load, Inventory.AddItem), weapons made below the elemental level get the extra element as they load (after BlacksmithingExpanded writes their bonus, Player.Load, OnSkillLevelup, Inventory.AddItem), TargetPortal's favorites list can be dragged, its names clicked and the other portals listed under their biomes (after TargetPortal fills the list, Map.FillFavorites; right-clicks on the map, Minimap.RemovePinUnderPointer; the mouse wheel while the pointer is over a list longer than the screen, ZInput.GetMouseScrollWheel), favorite portal pins get their colour and size right after the game draws its pins (Minimap.UpdatePins), after LetMeTameYou applies the host's tame list on a joining game the creatures loaded before it are loaded again (TameManager.UpdatesFromServer; the join time from ZNet.RPC_PeerInfo, and LetMeTameYou's taming stick text for the log, BetterTameHover.GetTamingText), and with the noclip command on, Player.IsDebugFlying and Player.InDebugFlyMode answer yes for your own character while noclip is on, and the game's lift out of the ground (Character.UnderWorldCheck) skips you then.

Uninstalling

Nothing is saved to the world or backpacks, and the only thing kept with a character is the Rested time left (the game ignores it without Tuneups), so Tuneups can be removed at any time. Extra trinkets you wear come off at the next login without it (the game keeps one). Items that followed your Blacksmithing level go back to BlacksmithingExpanded's own bonus. Extra elements from Elemental infusion follows your level go away. What other mods saved stays: gear that got BlacksmithingExpanded's bonus through Tuneups (from the Frost Foundry, an upgrade, or Bonus for your items made without it) keeps it, the order of your TargetPortal favorites stays as you left it, and food in a Valharvest trough stays there for animals to eat (it may look empty without Tuneups).

About

Made with Claude (Anthropic's AI model) and tagged AI Generated, as Thunderstore's rules ask. Built for Valheim 1.0.17 (Deep North; also 1.0.16) with BepInEx 5.4.2351.

Found a bug or a clash with another mod, or have an idea? Tell us on GitHub. For a bug, attach your BepInEx/LogOutput.log from the game where it happened.

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