Valheim
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QOL KPX

Quality-of-life improvements for Valheim 1.0: seven new skills, a reworked bow, and a set of inventory, interface and survival tweaks.

Every feature can be turned off on its own in BepInEx/config/qol.kpx.cfg. See Configuration. If a game update breaks one feature, it disables itself and logs a warning without affecting the others.

TL;DR

New skills. They show in the skill tab, level up through use and are saved on the character.

  • Agility: XP from running and jumping. At level 100: +30% speed, +35% jump, −85% fall damage.
  • Vitality: XP from health actually restored. At level 100: +50% max health and +50% max stamina.
  • Mining: fewer hits per ore as level and pickaxe improve, with a chance to drop the whole vein in one hit from level 10.
  • Woodcutting: Mining's mirror for trees, with a chance to fell one in a single swing from level 10.
  • Strength: levels from physical effort and from walking loaded. Raises carry weight up to +50%, stacking on top of the Megingjord.
  • Crafting: cuts the resources for any crafting or building by up to 25%, minimum 1 each.
  • Exploration: XP from revealing new map. Doubles the discovery radius at level 100.
  • Reworked bow: uses the game's own Bows skill, but now it cuts shot stamina and improves accuracy.

Inventory and interface

  • 10 × 5 inventory: two extra columns and one extra row, the last row reserved for equipment and food.
  • Equipment slots: seven dedicated spots outside storage, for helmet, chest, legs, cape, utility, trinket and ammo.
  • Three food slots: they work like fuel, eating another unit on their own when an effect ends.
  • Slot symbols: each reserved slot shows a faint drawing of what belongs there, opacity adjustable.
  • Hotkeys 9 and 0: the two new columns join the hotbar and behave exactly like keys 1 to 8.
  • Clock: in-game day and time at the top of the screen, hiding along with the HUD.

Survival and convenience

  • Food without decay: the bonus holds at 100% for the full duration instead of tapering, and the icon stops pulsing.
  • Rest by comfort: sleeping grants 10 minutes of rested per comfort level, so a better bed and a nicer base both pay off.
  • Fires without fuel: campfires, braziers and wall torches stay lit once lit.
  • Stumps in one hit: the stump a felled tree leaves behind clears with a single axe swing.
  • Free building tools: hammer, hoe and cultivator cost no stamina and take no wear.
  • Free movement: running, jumping and swimming cost no stamina; attacks and tools are unchanged.
  • Raise and dig further: terrain may be moved 16 metres instead of 8.
  • Quick-stack keeps your gear: holding E to store into a chest no longer sweeps the hotbar, the food slots or the equipment row, and it merges the loose stacks already in the chest.
  • Build further: structures reach three times as far before pieces start breaking.
  • Craft from chests: crafting and building draw on the chests inside the workbench's area, even while someone has one open.
  • Requirements show what you have: 2 (37) means the recipe takes 2 and 37 are within reach.
  • Cooking times: the campfire and the fermenter say how long is left.
  • Portals accept any item: ore, ingots and Moder's egg pass through, and the warnings go away.
  • Everything floats: metals, meats and ores float like wood, so a shipwreck is no longer a total loss.
  • Tar lets go of items: anything lying in a tar pit can be picked up, and plants growing in one can be harvested.
  • Auto-repair: opening any workbench repairs every worn item at once.
  • Keep your gear when swimming: entering water no longer stows what you are holding.
  • Interact with a build tool in hand: chests, doors and workbenches still open with the hammer equipped.
  • Signs open with Shift+E: so you stop opening the text box by accident.
  • Skip the startup video: the game opens straight at the menu.
  • Achievements stay enabled: having mods no longer blocks them; real cheating still does.
  • Troll hide cape keeps you dry: at level 4 it grants immunity to Wet, and that upgrade costs 50 resin.

Smelters and kiln

  • Smelters open like a chest: aiming anywhere on one opens a 5 × 2 window that feeds ore and coal by itself.
  • Charcoal by wood type: better wood is worth more load, from 5 for corewood up to 25 for timberwood, and only goes in when the whole load fits.
  • Blast furnace melts everything: copper, tin, iron and silver too, in half the time and for half the coal.
  • A crew makes the boat faster: each player aboard adds 25% to the sail's pull.
  • Bronze keeps its material: 2 copper and 1 tin now give 3 bronze bars instead of 1, and the bulk recipe scales the same way.

Map and multiplayer

  • Quick ping: aim and press Z to mark a spot by name without opening the map; Y also pins it on everyone's map.
  • Portal pins: naming a portal drops a map pin with that name for everyone.
  • Shared map exploration: whatever any player reveals appears on everyone's map automatically.
  • Map kept on the server: with the mod on the server, exploration and pins survive everyone logging off.
  • Server-side settings: the values that affect gameplay come from the server; personal preferences stay yours.

Installation

  • r2modman / Thunderstore Mod Manager: download the release zip and use Settings → Import local mod.
  • Manual: install BepInExPack_Valheim and drop QOL_KPX.dll into BepInEx/plugins/.

Skills

The seven skills appear in the skill tab, level up through use, and are saved on the character. Dying lowers them, same as vanilla skills.

Agility

XP from running and jumping.

At level 100 Effect
Movement speed +30%
Jump force +35%
Fall damage −85.2%

Raising MaxJumpBonus also softens landings, since the skill makes you fall from higher up.

Vitality

XP from health actually restored: food, potions, rest. Healing at full health earns nothing. Raises max health and max stamina, +50% each at level 100.

Mining

XP per hit that damages ore. Each level reduces the hits needed, and the equipped pickaxe adds to the bonus. From level 10 on, a chance to drop the whole vein in one hit: 1% at 10, up to 15% at 100.

Ore that requires a better pickaxe still shows "TooHard". The skill speeds up what you can already mine; it doesn't unlock what you can't.

Strength

XP from running, jumping, punching, melee swings, pickaxe and axe hits, and from walking above 75% capacity. Bows and magic don't count. Raises carry weight up to +50% at level 100, stacking on top of the Megingjord.

Don't use alongside another carry-weight mod.

Crafting

XP from crafting at any workbench and from using the hammer: building, deconstructing or repairing.

Reduces the resources needed to craft and build anything by up to 25% at level 100, with a minimum of 1 per resource, rounded to the nearest unit. At level 100 a chest costing 10 wood drops to 8, and 4 carrots drop to 3. Because of the rounding, some small recipes save a little more or less than 25%: 2 stays 2, while 3 drops to 2.

The interface shows the reduced value, and that is what is charged.

Woodcutting

Mining's mirror for trees. XP per hit that damages a tree or fallen log; each level reduces the hits needed, and the equipped axe adds to the bonus. From level 10 on, a chance to fell it in one go: 1% at 10, up to 15% at 100.

Trees that require a better axe still refuse the cut.

Exploration

XP from revealing new map. Doubles the discovery radius at level 100, from 100 to 200.


Reworked bow

Uses the game's own Bows skill with the usual XP; only the payoff changes.

At level 100 Effect
Bow stamina (drawing and firing) −50%
Accuracy spread reaches the bow's own best value

The accuracy bonus never exceeds the equipped bow's best value, so a better bow is still better.


Inventory and interface

10 × 5 inventory

1  2  3  4  5  6  7  8  9  0     ← hotbar, now with 10 keys
·  ·  ·  ·  ·  ·  ·  ·  ·  ·
·  ·  ·  ·  ·  ·  ·  ·  ·  ·     ← regular storage
·  ·  ·  ·  ·  ·  ·  ·  ·  ·

helm  chest  legs  cape  megin.  trinket  ammo  |  food1  food2  food3

The first four rows are normal storage, hotbar row included. The last row, set apart by a 16px gap, is reserved for equipment and food.

Equipment slots

Seven dedicated slots: helmet, chest, legs, cape, utility (Megingjord), trinket and equipped ammo.

Equipping moves a piece into its slot; unequipping returns it to storage. Items picked up off the ground never land here, and the "inventory full" count ignores these slots. With storage full, an unequipped piece stays put instead of dropping.

Each slot shows a faint background symbol for what belongs there. Turn them off with SlotIcons or adjust SlotIconOpacity.

Three food slots

The last three columns hold active foods and work like fuel: when an effect ends, the character eats another unit from that cell. Only food goes here, and only three, which is the game's own limit. Nothing is consumed while a food is still in effect, and you can swap cells at any time.

Two extra hotkeys (9 and 0)

The two new columns in the first row become hotkeys 9 and 0 and appear in the hotbar, inventory open or closed. They accept any item and behave exactly like keys 1 to 8. They stay inert while you type in chat or the console, or with the inventory open.

Build further before things break

Structures reach three times as far horizontally and vertically before pieces start cracking and falling. Configurable in [Building] SupportMultiplier.

It works on the two numbers that matter together: how much weight a piece carries, and how much support is lost at each piece, which is what decides the reach. The threshold at which a piece finally breaks is untouched, so a structure that is too far out still falls, just further out.

Quick-stacking keeps your hotbar and reserved slots

Holding E on a chest stores everything that chest already has. It used to sweep the hotbar and the reserved row along with it: the axe on key 3, the three foods and the clothes sitting in the equipment slots without being worn. Those two rows now stay put, and the rest of the inventory is stored as before. The "stack all" button in the chest window follows the same rule. Turn it off in [QuickStack] KeepReservedSlots.

The same action also merges the loose stacks already in the chest, and in your inventory. The game only ever merges while an item is coming in, and never looks at what is already stored, so using one item out of a stack and dropping the rest in left 1 and 1 in two cells instead of 2 in one. The three food cells are left alone, since they are meant to hold separate units. Turn it off in [QuickStack] MergeStacks.

Stumps fall in one hit

The stump left behind by a felled tree now has 1 health, so a single swing of any axe that could cut the tree clears it. The change is made on the stump the tree itself points to, which also covers stumps already standing in the world, unless they were already damaged.

Requirements show what you have

Every requirement carries the amount within reach in parentheses: 2 (37) means the recipe takes 2 and 37 are available. It counts your backpack plus the chests the workbench or the hammer can pull from, so the number answers the question that matters: can this be made here and now. It shows in the crafting panel and in the hammer's build panel. Turn it off in [Requirements] ShowAvailable.

Cooking and fermenting tell you how long

Aiming at a campfire or a fermenter says how long is left, item by item:

Cooking station
Deer meat: ready in 25s
Neck tail: ready

The campfire counts cooking time, so it only runs while the fire is lit. The fermenter counts real time, and keeps going while you are away. Turn it off in [CookTime] Enabled.

Craft and build from nearby chests

Crafting and building count what is in the chests around you, so there is no need to fetch materials first. Your inventory is used first, and only what is still missing comes out of the chests.

The reach is the workbench's own build area: a chest counts when it stands inside the area of a crafting station (workbench, forge, stonecutter...) that also covers you, the same area that lets you build there. Upgrading a station with extensions widens both.

Open chests work too. Items are never pulled from someone else's copy of a chest: the request goes to whoever holds that chest, usually the player who has it open, and it comes out of their window right away. A stack they are dragging or splitting is left alone. Every player on the server needs the mod for this; a chest held by someone without it simply does not answer.

Crafting pays on click. Materials leave your inventory and the chests when you press Craft, not at the end of the progress bar. If the craft does not finish (cancelled, window closed, no room for the result), they come back to your inventory. Building already pays the moment a piece is placed.

Graves, smelter windows, private chests of other players and chests behind a ward you cannot access are left out. Turn it off in [ChestCrafting] Enabled.

Raise and dig further

The game stops terrain at 8 metres above or below its original height. That ceiling is raised to 16, configurable in [Terrain] Limit.

The limit is a literal number inside the game's own code, so this one rewrites that instruction. It is the most fragile patch in the mod: if a game update changes those methods, this feature turns itself off and says so in the log, leaving everything else working.

Running, jumping and swimming are free

None of the three costs stamina any more. Attacks, blocking, tools and magic are untouched: the mod zeroes the three movement drains rather than blocking stamina use as a whole.

Free building tools

Hammer, hoe and cultivator consume no stamina and take no wear.

With one of them in hand, nothing consumes stamina, running and jumping included. Put the tool away and everything is normal again. That part is separate, under NoStaminaInBuildMode.

Portals accept any item

Ore, ingots, Moder's egg and the rest of the blocked list pass through normally, and the warnings disappear from the cell and the tooltip. Items with a tool tier above 1000 stay blocked.

Rest from sleeping

Sleeping grants 10 minutes of rested per comfort level, so a better bed and a nicer base both pay off. Comfort 5 gives 50 minutes, comfort 12 gives 120.

It uses the game's own comfort level, the one the rested message already shows on waking. Sitting by a fire is unaffected.

Fires and torches without fuel

Campfires, braziers and wall torches stay lit once lit. A fire that already went out needs one wood to relight, then nothing more. Handheld torches are durability items and aren't covered.

Food without decay

A food's health and stamina bonus holds at 100% for its full duration, then drops at once when it ends. Duration itself is unchanged. The food icon no longer pulses at the halfway mark, though the final-minute warning stays.

Auto-repair

Opening any workbench repairs all worn items at once. Skill gain and effects match a normal repair.

Clock

Shows the in-game day and time at the top of the screen (Day 12 · 13:45). Hides with the HUD.

Everything floats

Metals, meats and ores float like wood, so a shipwreck stops being a total loss.

Items that have no physics body or no collider are left alone, since floating would do nothing for them.

Tar lets go of items

An item that lands in a tar pit no longer answers "It is stuck in the tar": it is picked up by hand or by walking over it, and a plant growing in tar can be harvested. Walking through tar still covers you and slows you down.

One side effect: the game kept items sunk in tar forever, and they now expire like any other item left in the world, which takes an hour with no player nearby and outside a base. Turn it off in [Tar] FreeItems.

Skip the startup video

The game opens straight at the menu. The new-world cinematic is untouched.

Signs open with Shift+E

Reading or editing a sign takes Shift+E, so you stop opening the text box by accident.

Interact with a build tool in hand

Chests, doors and workbenches still open with the hammer, hoe or cultivator equipped. Placing, removing and terraforming are unaffected.

Keep your gear when swimming

Entering water no longer stows what you're holding, and you can still switch tools while swimming.

Quick ping

Aim at something and press Z to ping it: the ping carries the object's name instead of just "PING". Press Y to ping and drop a map pin.

Y pins whatever you are aiming at, and pinging the same spot twice does not stack pins. The pin is shared: it lands on everyone's map with the same name and icon, and with the mod on the server it is stored there and goes to whoever joins later, exactly like a portal pin. Sharing rides on [MapShare] Enabled.

Every ping also raises a white beam where it landed, so you can find the place through forest and hills. It stands 500m tall and fades out together with the ping itself.

Players without the mod still see the plain "PING", since the name is put in on your own screen.

Troll hide cape keeps you dry

Upgraded to level 4, the troll hide cape makes you immune to Wet, in any biome: no more soaking every time you set foot in the swamp.

That last upgrade costs 50 resin on top of the usual materials. Earlier levels are unchanged.

The cape's tooltip says whether the level you are looking at already grants it.

Smelters open like a chest

Aim at any part of a smelter, kiln or blast furnace and it opens a window of 5 by 2. The smelter feeds itself from there once per second and drops bars as usual.

Ore and coal are recognised by what they are, not by where you drop them, so nothing sits there doing nothing. "Take all" and "Place stacks" are hidden on this window, since both would empty or flood the smelter by accident.

The original ore and fuel buttons still work. The window is a real container, so its contents are saved and synced by the game itself.

Bronze keeps its material

Vanilla turns 2 copper and 1 tin into a single bronze bar, so three bars become one. Here the output matches the input: the small recipe gives 3 bars, and the bulk one scales the same way.

The amount is worked out from the recipe's own ingredients, so both recipes stay consistent.

Charcoal by wood type

In the charcoal kiln, better wood counts as a bigger load instead of one unit:

Wood Load and charcoal
Wood 1
Corewood (RoundLog) 5
Finewood (FineWood) 8
Ancient Bark (ElderBark) 10
Yggdrasil Wood (YggdrasilWood) 15
Ashwood (Blackwood) 20
Timberwood (Frostwood) 25

Each unit burns for the normal time and gives one charcoal, so the kiln shows the real amount pending. Better wood therefore also fills the kiln faster.

A log is only consumed when its whole load fits in what is left of the kiln: with 95 of 100 used, an ashwood log worth 20 stays where it is instead of being cut short at 5. While a heavy log waits for room, the kiln takes the heaviest wood that does fit, so a mixed load keeps it working.

For that rule to be usable the kiln has to be deep enough to swallow a whole log, so it now holds 100 units instead of the game's own handful: a timberwood log worth 25 needs 25 free units, which a small kiln almost never has. Any wood on the list the kiln did not accept also gets a recipe of its own, pointing at the same charcoal plain wood produces, so the ladder works end to end. Both happen on the prefab, which covers kilns already standing in the world, and the log says what each kiln ended up with.

Anything not listed burns as vanilla does. Add more in [Charcoal] Weights, using prefab names, for example YggdrasilWood:12. The capacity is [Charcoal] KilnCapacity. Smelters and the forge are untouched.

Blast furnace melts the earlier metals

The blast furnace now takes whatever the plain smelter takes, copper, tin, iron and silver included, and being the better furnace it does them in half the time for half the coal.

The discount is only for those metals. Black metal and everything after it keep the furnace's own time and coal. The list is read from the smelter's own recipes, so nothing here has to be kept in sync with the game, and furnaces already built pick it up as well. Configurable in [BlastFurnace].

A crew makes the boat faster

Every player aboard adds 25% to the sail's pull, so a full boat sails far quicker than a lone sailor. The bonus counts whoever is on the ship, the one at the rudder included, and is configurable in [Ship] SpeedPerPlayer.

Only the sail is affected. Paddling keeps its own speed, which the game holds as a fixed value.

Portal pins

Naming a portal drops a map pin with that name for everyone. Rename it and the pin follows; it does not pile up duplicates. With the mod on the server, the pins are stored there and go to whoever joins later. The pins dropped by the quick ping's Y travel the same way, each keeping its own icon.

Shared map exploration

Whatever any player reveals shows up on everyone's map automatically, no cartography table needed. It is marked and saved just like data shared through the table. When you join, you also receive what the players already online have explored.

Every player needs the mod. A dedicated server does not, but with the mod the server keeps the world map in BepInEx/config/qol.kpx.<world>.map and hands it to whoever joins, so exploration survives everyone logging off. Pins live beside it in qol.kpx.<world>.pins.

Each world has its own file, named after the id the game gives that save, so one world's map is never served in another. Files from before this split are named qol.kpx.map and qol.kpx.pins with no world in the name; they are ignored and can be deleted.

Server-side settings

With the mod on the server, whatever it has configured wins while you are connected, for the sections that change the game: skills, crafting discounts, survival tweaks. Personal preferences stay yours: ping key, clock, slot icons and inventory layout are never overridden.

Your config file is never rewritten. The local values come back when you leave the server.

Achievements stay enabled

Vanilla switches achievements off as soon as any mod is loaded, cheating or not. This turns that single condition off, so achievements keep unlocking normally.

Real cheating still blocks them, exactly as in vanilla: console cheats, cheated items, and worlds with cheated modifiers.


Configuration

File: BepInEx/config/qol.kpx.cfg. An old agility.skill.cfg is no longer read and can be deleted. Skill levels live on the character, not in the config.

[Agility]

Key Default What it does
XpMultiplier 1 XP per second running and per jump
MaxSpeedBonus 0.3 Speed bonus at level 100
MaxJumpBonus 0.35 Jump force bonus at level 100; also affects falling
MaxFallDamageReduction 0.8 Base fall damage reduction at level 100

[Vitality]

Key Default What it does
Enabled true Turns the skill on
MaxHealthBonus 0.5 Max health bonus at level 100
MaxStaminaBonus 0.5 Max stamina bonus at level 100
XpPerHealth 0.02 XP per point of health actually healed

[Mining]

Key Default What it does
Enabled true Turns the skill on
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = double)
PickaxeTierWeight 0.25 How much pickaxe quality adds to the bonus
XpPerHit 1 XP per hit that damages ore

[Archery]

Key Default What it does
Enabled true Turns the Bows skill rework on
StaminaReduction 0.5 Bow stamina reduction at level 100
AccuracyBonus 1 How far the level pushes spread toward the bow's own best value

[Strength]

Key Default What it does
Enabled true Turns the skill on
MaxCarryBonus 0.5 Max carry weight bonus at level 100 (0.5 = +50%)
XpPerEffort 0.2 XP per effort action (pickaxe, axe, running, jumping, punching, melee)
XpPerSecondLoaded 0.2 XP per second walking loaded
LoadThreshold 0.75 Capacity fraction above which carrying trains Strength

[Crafting]

Key Default What it does
Enabled true Turns the skill on
MaxDiscount 0.25 Resource reduction at level 100, minimum 1 per resource
XpPerCraft 0.2 XP per craft, build or repair

[Woodcutting]

Key Default What it does
Enabled true Turns the skill on
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = double)
AxeTierWeight 0.25 How much axe quality adds to the bonus
XpPerHit 1 XP per hit that damages a tree

[Exploration]

Key Default What it does
Enabled true Turns the skill on
MaxRadiusBonus 1 Radius bonus at level 100 (1.0 = double)
XpPerDiscovery 0.002 XP per new piece of map revealed

[EquipSlots]

Key Default What it does
Enabled true Turns on the 10 × 5 inventory and the equipment and food row
RowGap 16 Gap between storage and the reserved row, in pixels
ExtraSlots true Turns on keys 9 and 0 for the two new hotbar columns
SlotIcons true Draws a symbol in the background of each reserved slot
SlotIconOpacity 0.25 How visible those symbols are, from 0 to 1

[BuildTools]

Key Default What it does
NoStamina true Hammer, hoe and cultivator consume no stamina
NoDurability true Those tools take no wear from use
NoStaminaInBuildMode true With one in hand, nothing consumes stamina (running and jumping included)

[Building]

Key Default What it does
Enabled true Structures hold together further out
SupportMultiplier 3 How much further they reach; 3 is triple the game's

[Stubs]

Key Default What it does
Enabled true Tree stumps fall in one hit
Health 1 Stump health

[Tar]

Key Default What it does
FreeItems true Items and plants in tar can be picked up

[Requirements]

Key Default What it does
ShowAvailable true Shows in parentheses how much of each resource you have, backpack and chests in range

[CookTime]

Key Default What it does
Enabled true Aiming at a campfire or fermenter shows how long is left

[ChestCrafting]

Key Default What it does
Enabled true Crafting and building use chests inside the workbench's area, open ones included

[QuickStack]

Key Default What it does
KeepReservedSlots true Holding E to store leaves the hotbar and the equipment/food row alone
MergeStacks true Storing also merges loose stacks of the same item, in the chest and in your inventory

[Terrain]

Key Default What it does
Limit 16 How far terrain may be raised or dug, in metres; the game uses 8

[Stamina]

Key Default What it does
FreeMovement true Running, jumping and swimming cost no stamina

[Teleport]

Key Default What it does
AllItems true Portals accept any item, ore and Moder's egg included

[Rested]

Key Default What it does
Enabled true Turns fixed rest from sleeping on
MinutesPerComfortLevel 10 Rested minutes per comfort level when sleeping

[Fires]

Key Default What it does
InfiniteFuel true Campfires and wall torches consume no fuel

[Food]

Key Default What it does
NoDecay true Food holds 100% of its effect for its full duration
AutoEat true Eats from the three food cells when the previous effect ends

[AutoRepair]

Key Default What it does
Enabled true Repairs everything when using a workbench

[Clock]

Key Default What it does
Enabled true Shows the clock
OffsetY -12 Distance from the top of the screen, in pixels
FontSize 18 Font size

[Float]

Key Default What it does
Enabled true Makes every item float

[Intro]

Key Default What it does
SkipStartupVideo true Skips the cinematic that plays when the game opens

[Interact]

Key Default What it does
SignRequiresShift true Signs open with Shift+E instead of plain E
HoverWithBuildTool true Lets you interact while holding hammer, hoe or cultivator

[Swim]

Key Default What it does
KeepGear true Keeps what you're holding when you enter water

[Ping]

Key Default What it does
Enabled true Pings the spot you are aiming at, without opening the map
Key Z Ping only; accepts modifiers, e.g. LeftShift + Z
PinKey Y Ping and also drop a map pin
ShowName true The ping carries the name of what you are aiming at
Beam true Raises a beam of light where a ping lands
BeamHeight 500 Beam height, in meters
BeamSeconds 0 Beam duration in seconds; 0 follows the ping itself
PinRange 8 Distance within which an existing pin counts as the same spot, in meters
MaxDistance 1000 Longest aim distance, in meters

[ServerConfig]

Key Default What it does
UseServerValues true While connected, uses the server's values for the sections that affect gameplay

[TrollCape]

Key Default What it does
Enabled true An upgraded troll hide cape makes you immune to Wet
Level 4 Upgrade level that grants the immunity
ResinCost 50 Resin required at that upgrade level

[SmelterBox]

Key Default What it does
Enabled true Smelters open like a chest from anywhere on the structure
Width 5 Columns in the window
Rows 2 Rows in the window

[Bronze]

Key Default What it does
Enabled true Smelting bronze returns as many bars as the ingredients spent
BarsPerBarSpent 1 Bronze bars per bar spent; 1 means no material is lost

[Charcoal]

Key Default What it does
Enabled true Each kind of wood yields a different amount of charcoal
Weights see above Charcoal per unit of each wood, by prefab name
KilnCapacity 100 Units the kiln holds in its queue; 0 leaves just enough for the heaviest wood

[BlastFurnace]

Key Default What it does
MeltEarlierMetals true The furnace also melts copper, tin, iron and silver
Efficiency 0.5 Share of the time and coal those metals cost

[Ship]

Key Default What it does
CrewSpeed true Each person aboard makes the boat faster
SpeedPerPlayer 0.25 How much each person adds to the sail's pull

[PortalPins]

Key Default What it does
Enabled true Naming a portal creates a shared map pin with that name
PinIcon 4 Pin icon, 0 to 4

[MapShare]

Key Default What it does
Enabled true Shares map exploration automatically with every player who has the mod

[Achievements]

Key Default What it does
KeepEnabled true Keeps achievements working when mods are loaded; real cheating still blocks them

Compatibility

  • Don't run alongside another vitality mod, equipment-slots mod, or equivalent skill mods. The effects stack.
  • On a server, every player needs the mod to see the same behaviour. The server itself does not need it, but with the mod installed it also keeps the world map, the portal pins and the settings that affect gameplay.
  • Graves are sized to match the wider inventory, so nothing is lost from the reserved row or the extra columns when a grave is reloaded.
  • Before removing the mod, empty the reserved row and the two extra hotbar columns: the game drops at your feet anything outside the standard 8 × 4 inventory. Turning the wide inventory off in the config moves those items into normal storage first.
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