QOL KPX
Seven new skills, a reworked bow, a 10x5 inventory with dedicated equipment and food slots, auto-repair, an in-game clock and more quality-of-life tweaks. Every feature can be turned off on its own.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.dllintoBepInEx/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.
