
WellStocked
Real shops: Haldor sells most items (prices from gathering time and recipes), every trader buys your loot, posts daily and big orders and sells services, with daily deals, stock, search, sorting and item details.WellStocked
The traders become real shops: Haldor sells most items in the game, every trader buys what you carry, posts daily orders and big orders and offers services, and there are deals every day.
What you get
- Most items for sale: raw materials, metals, food, meads, ammo, weapons, armor, tools, seeds and trophies, including items from other mods. Haldor's own goods and items other mods give him stay.
- Find things fast: category tabs beside the list (with how many items each holds), a search box, and a Sort button: A to Z (the default), cheapest first or dearest first.
- A details panel beside the window for whatever you select: what it is, what drops it and where or what it's made from, what it's used for, how many you carry, and today's deal or stock.
- Daily deals: each day Haldor has a few goods 20% to 40% off, with 1 to 3 to go round. A deal can show an item you haven't found yet, as a peek, but never one from a biome whose boss is still alive.
- Limited stock: everything runs out until the trader restocks, once a week by default, the trader's own goods included (at every trader by default; with Limited stock at every trader off, only at the traders with extra stock): cheap goods by the pile (up to 10 stacks, like 200 wood), a 1000-coin stack 3 times, a 3000-coin one once, and never more than about an hour of one player's gathering, so things that take long to find come a few at a time (about 10 surtling cores, 50 iron or 2 black cores a week). The details panel says how many are left and when the next restock is. Gear is kept to a couple of each piece per restock (2, or 1 for gear over 1500 coins), and a gear deal is a single piece.
- Sell tab: the trader buys what you carry for 30% of the shop price, all of an item at once (the Sell stack button) or just one (the Sell 1 button right below it). The list shows what the trader pays now. Upgraded gear pays more; wear doesn't matter, since repairing is free. Valuables nobody stocks (amber, rubies, necklaces and the like) are listed first, in gold, and pay their full worth. What you wear or hold is never offered.
- Traders only want so much: each day a trader pays full price for about 500 coins' worth of one item, then half, a quarter and an eighth, and then takes no more of it until tomorrow (shared by everyone in the world). Selling a mix of loot pays as usual; a farm of high-star animals no longer buys the whole shop. Valuables are always bought.
- Orders tab: each trader posts four orders a day, a pile of one material, food or trophy, and pays almost twice what selling would (57% of the shop price by default). An order asks for at most about half a day's gathering, judged by how long the item takes to get; things from rare sources (like bees) are never ordered. Anyone can bring part of an order, and whoever brings the last ones gets the whole reward.
- Big orders: each trader also has two big orders up, listed first: four times as much of something from the two furthest biomes opened in the world, up for three days and paying the full shop price, almost twice an order. Nobody sells what a big order wants until it's filled, so it can't just be bought and handed in.
- Services tab:
- Haldor: Pack mule's luck (carry 150 more for an hour), Mend your gear (repairs everything you carry, anywhere), A traveller's map (your map opens: click any spot and the land 500 m around it is uncovered; unused sketches wait for your next click, and a double-click to place a pin doesn't use one).
- Hildir: Light step (running and jumping cost a third less stamina for 40 minutes), Warm lining (frost resistant for 40 minutes, so you don't freeze), Mend your gear.
- Bog Witch: Witch's insight (skills grow 50% faster for 30 minutes), Read your fortune (marks the next boss's altar on your map; priced by the boss it finds, from 150 coins for Eikthyr to 13410 for the Deep North's boss, and never charged for an altar your map already shows, from a vegvisir or an earlier reading), Wake your Forsaken power (ready again at once).
- Services aren't items: they work at once. Blessings last through logging out but end when you die, one at a time: a different one replaces the one you have, and buying the same one again adds its time, up to three times as long. Services cost a bit more with every boss down. The host can take any service out (setting: Services offered).
- Buy again without clicking again: after you buy something it stays selected.
- Prices from the time it takes: every raw material was timed by simulating gathering trips with the game's own drop tables, rock and tree health, tool tiers and spawn rates in a real world (travel out and back, searching, harvesting or fighting with the usual gear of its biome). Every crypt, chamber, cave or mine costs its own time to find and clear, and some hold little or nothing (a burial chamber gives about 4 surtling cores, though surtling cores are priced by hand a bit higher, as players find fewer early on); further biomes take longer trips and more fighting. It costs half a biome unit (3 coins in the Meadows, about 140 in Ashlands) plus one unit for every 3 minutes one takes: wood about 1.6 coins, iron scrap (about 50 seconds) 8.5, a surtling core 12, a black core 600, a gemstone about 1,500. Farmable things count halfway between hunting and farming them. Anything made costs its ingredients and fuel plus a markup for the work. Things only a trader sells keep that trader's price, and Dyrnwyn, whose pieces lie once in a world, is priced as the legend it is.
- Unlocked as you go: an item is for sale once you've held it or know its recipe, each player for themselves. Or by bosses: a biome's goods once the boss before it is dead (Black Forest after Eikthyr, Swamp after the Elder, up to Deep North after Fader). Or both, or neither.
Boss drops, boss summoning items, upgrade idols and items that can't be obtained are never for sale. Gear is only sold if it can be made or bought somewhere.
Settings (anwo.WellStocked.cfg)
| Setting | Default | What it does |
|---|---|---|
| 1 - Shop (set by the host) | ||
| Sell more items | true | Turns the extra stock on or off |
| Traders with extra stock | Haldor | Which traders sell the extra stock and have deals (Haldor, Hildir, BogWitch) |
| Unlock | HeldOrKnown | HeldOrKnown: once you've held it or know its recipe. Bosses: by biome, after its boss. Both. Off: everything from the start |
| Price multiplier | 1 | All extra prices times this |
| Price growth per biome | 1.9 | How much dearer each biome's unit is than the one before. A Meadows unit is 3 coins; 1.9 makes an Ashlands unit about 140, 2.2 about 340 |
| Gathering time prices | true | Raw materials cost half a biome unit plus one unit per Minutes per unit it takes to gather one. Off: the older biome-and-rarity rule |
| Minutes per unit | 3 | Minutes of gathering that cost one biome unit; lower makes slow, rare things dearer |
| Longest time counted | 30 | Anything slower than this many minutes is priced as this many |
| Categories for sale | all | Which kinds of items are sold |
| Not for sale | Items the traders with extra stock don't sell (prefab names); a trader's own goods stay | |
| Own prices | Item:amount:price entries that set a price or add an item; amount = how many one purchase gives. An optional fourth part is the game's boss key that unlocks it: Iron:10:300:defeated_gdking is on sale after The Elder |
|
| 2 - Window (each player) | ||
| Category tabs | true | Show the tabs (with a Deals tab when there are deals) |
| Keep selection after buying | true | The bought item stays selected |
| Sort | Name | Name (A to Z), Cheapest or Dearest; the Sort button switches it too |
| Search box | true | Show the search box. While you type, the window's keys are left alone; Esc or Enter leaves the box |
| Keep search | false | Keep the search text the next time you open a trader |
| Details panel | true | Show the details panel |
| 3 - Trading (set by the host) | ||
| Traders with Sell, Orders and Services | Haldor, Hildir, BogWitch | Which traders have the Sell, Orders and Services tabs |
| Sell tab | true | The Sell tab |
| Sell price | 0.3 | What selling pays, as a share of the shop price. Never more than 95% of the cheapest deal price (0.57 with 40% deals), so deals can't be resold for profit |
| Orders per day | 4 | Orders per trader per day (0 = none) |
| Trader demand | 500 | Coins' worth of one item a trader buys at full price per day, before half, a quarter, an eighth and then none (0 = no limit) |
| Order pay | 0.6 | What an order pays, as a share of the shop price of what you deliver. Never more than 95% of the cheapest deal price (0.57 with 40% deals), so deals can't be resold for profit: by default an order pays 57% |
| Big orders | 2 | Big orders each trader has up at a time (0 = none) |
| Big order days | 3 | How many days big orders stay up before new ones go up |
| Big order size | 4 | How many times an order a big order asks for (at most about three quarters of what one player gathers in those days) |
| Big order pay | 1 | What a big order pays, as a share of the shop price (1 = full price) |
| Not sold while wanted | true | Nobody sells what a big order wants until it's filled. Off: it stays on sale, and Big order pay is held to the Order pay limit |
| 4 - Deals and stock (set by the host) | ||
| Deals per day | 4 | Deals per trader per day (0 = none) |
| Deal discount | 40 | The biggest discount in percent; deals are between half this and this |
| Limited stock | true | Every good runs out until the next restock |
| Limited stock at every trader | true | Every trader's own goods run out too, also at traders without extra stock. Off: only the traders with extra stock run out; the others' goods are always in stock |
| Stock per restock | 3000 | Coins' worth of each good per restock |
| Most stacks per restock | 10 | The most stacks of one cheap good per restock |
| Stock in gathering minutes | 60 | Each good's stock per restock is at most about what one player gathers in this many minutes (at least one). 0 = by price only |
| Gear in stock | 2 | How many of each weapon, armour piece, tool and the like per restock (gear over half of Stock per restock: 1) |
| Restock every | 7 | Days between restocks (7 = once a week; deals, orders and demand still change daily) |
| 5 - Services (set by the host) | ||
| Services | true | The Services tab |
| Services offered | all | Which services are offered: mule, mend, map, lightstep, warm, insight, fortune, power. One not in the list isn't offered |
| Service prices | 1 | All service prices times this |
| Fortune price | 150 | Reading your fortune for Eikthyr; each later boss costs Price growth per biome times more |
Every time the stock is built, the full list with tiers, unlocks, amounts and prices is written to BepInEx/config/anwo.WellStocked.prices.txt.
Multiplayer
Shop settings are set by the server admin and synced to everyone. Deals and orders are worked out from the world and the day, so everyone sees the same ones. What's been bought from limited stock, deals and traders, and which orders are filled, is kept by the host (in BepInEx/config/anwo.WellStocked.ledger.<world>.txt) and shared with everyone. Without WellStocked on the dedicated server, each player keeps their own stock, deal, order and demand counts in their own file, so one player buying the last of a good doesn't use it up for the others. A player without the mod can still join and sees the normal shop; players with it must have the same version.
How it works
The stock is built from the game's own data when you first open a shop: every item, its recipes, the smelters, kilns, windmills, cooking stations and fermenters, the traders' own prices, and where each raw material drops or grows (the spawn lists and the world's plants, trees and rocks). Items whose origin can't be worked out are left out. The extra buttons, search box and details panel are copies of the game's own, so they look like the game and leave the window itself alone.
About this mod
Written with Claude (Anthropic's AI model) for a two-player server, and tagged AI Generated on Thunderstore. Built for Valheim 1.0.17 (Deep North), BepInEx 5.4.2351 and Jotunn.
Found a bug or a clash with another mod? Report it on the mod's Thunderstore page and include your BepInEx/LogOutput.log.