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QOL KPX

Quality-of-life functions for Valheim 1.0: seven new skills, a new bow behaviour, and changes to the inventory, to the interface and to the survival rules.

You can stop each function separately in BepInEx/config/qol.kpx.cfg. Refer to Configuration. If a game update breaks one function, that function disables itself and writes a warning in the log. The other functions continue to operate.

This document obeys ASD-STE100 (Simplified Technical English).

TL;DR

New skills. They are in the skill tab. They level up with use, and the character holds them.

  • Agility: XP from run and jump actions. At level 100: +30% speed, +35% jump, −85% fall damage.
  • Vitality: XP from the health that you restore. At level 100: +50% maximum health and +50% maximum stamina.
  • Mining: fewer hits for each ore at a higher level and with a better pickaxe. From level 10, there is a probability to get the full vein with one hit.
  • Woodcutting: the same rules as Mining, but for trees. From level 10, there is a probability to cut a tree with one hit.
  • Strength: the skill levels from physical effort and from movement with a load. It increases the carry weight to +50%. It adds to the Megingjord bonus.
  • Crafting: the skill decreases the resources for each craft action and each build action to 25%, with a minimum of 1 unit for each resource.
  • Exploration: XP from new map area. At level 100 it gives two times the discovery radius.
  • New bow behaviour: the mod uses the Bows skill of the game. The skill now decreases the shot stamina and improves the accuracy.

Inventory and interface

  • 10 × 5 inventory: two extra columns and one extra row. The last row is reserved for equipment and food.
  • Equipment slots: seven slots out of the storage area, for helmet, chest, legs, cape, utility, trinket and ammunition.
  • Three food slots: they operate as fuel. When an effect ends, the character eats one more unit.
  • Slot symbols: each reserved slot shows a light symbol of the correct item. You can change the opacity.
  • Hotkeys 9 and 0: the two new columns are in the hotbar, and they operate as the keys 1 to 8.
  • Clock: the day and the time of the game are at the top of the screen. The clock disappears with the HUD.

Survival and convenience

  • Food without decay: the bonus stays at 100% for the full duration, and the icon does not pulse.
  • Rest by comfort: sleep gives 10 minutes of rest for each comfort level. Thus a better bed and a better base both give a result.
  • Fires without fuel: a campfire, a brazier and a wall torch stay lit. Their warmth reaches 10 metres more far.
  • Stumps with one hit: one axe hit removes the stump of a tree.
  • Free building tools: a hammer, a hoe and a cultivator cost no stamina and have no wear.
  • Free movement: run, jump and swim actions cost no stamina. Attacks and tools do not change.
  • Raise and dig more far: you can move the terrain 16 metres, not 8 metres.
  • "Stash" field: one click in the backpack puts your items into the chests near you. Each item goes to the chest that holds that item.
  • Arrows and potions stay with you: the mod does not store ammunition, bait and mead without a command. Their position in the backpack has no effect.
  • The quick stack function keeps your gear: if you hold E to store items in a chest, the mod does not move the hotbar, the food slots or the equipment row. It also merges the loose stacks in the chest.
  • Build more far: a structure reaches three times the distance before the pieces break.
  • Craft with the items in your chests: the craft and build functions use the chests that are not more than 50 metres away, also a chest that a player has open.
  • The requirements show your quantity: 2 (37) tells you that the recipe needs 2 units and that 37 units are in range.
  • A filter for the recipe list: a box above the list shows only the recipes whose name contains your text.
  • Select the quantity to craft: a minus key and a plus key are beside the craft button. The quantity starts at 1 and stops at the quantity that your resources permit.
  • Cook times: the campfire and the fermenter show the remaining time.
  • A portal accepts each item: ore, bars and the Moder egg go through the portal, and the warnings disappear.
  • Each tame animal follows you: E makes a boar, a lox, an asksvin and a hen follow you or stay, as the wolf does. A follower goes through a portal with you.
  • Each item floats: metal, meat and ore float as wood floats. Thus you do not lose all your cargo after a shipwreck.
  • The mist of the Mistlands has a dial: from the density of the game to no mist. The weather also makes no fog on the screen.
  • Tar releases items: you can take an item in a tar pit, and you can harvest a plant in a tar pit.
  • Auto-repair: a workbench repairs each worn item when you open it.
  • You keep your gear while you swim: the game does not stow the item in your hand when you enter water.
  • You can interact with a build tool in your hand: a chest, a door and a workbench open with the hammer in your hand.
  • A sign opens with Shift+E: thus you do not open the text box by accident.
  • The mod skips the start video: the game opens at the menu.
  • Achievements stay enabled: a mod does not disable them. A true cheat continues to disable them.
  • A troll hide cape keeps you dry: at level 4 the cape gives immunity to Wet, and that upgrade costs 50 resin.

Smelters and kiln

  • A smelter opens as a chest: aim at any part of the structure to open a window of 5 × 2 cells. The machine takes the ore and the coal from the window.
  • Charcoal by wood type: a better wood is a larger load, from 5 for corewood to 25 for timberwood. The kiln takes a log only if the full load has space.
  • The blast furnace melts each metal: also copper, tin, iron and silver, in half of the time and for half of the coal.
  • A crew makes the boat faster: each player on the boat adds 25% to the force of the sail.
  • Bronze keeps its material: 2 copper and 1 tin now make 3 bronze bars, not 1 bar. The bulk recipe scales in the same manner.

Map and multiplayer

  • Quick ping: aim and press Z to mark a position with its name. You do not open the map. Y also makes a pin on the map of each player.
  • Portal pins: if you give a name to a portal, the mod makes a map pin with that name for each player.
  • Shared map exploration: the map data that any player reveals appears on the map of each player.
  • The server keeps the map: with the mod on the server, the exploration data and the pins remain after each player disconnects.
  • Server-side settings: the values that change the game come from the server. Your personal preferences do not change.

Installation

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

Skills

The seven skills are in the skill tab. They level up with use, and the character holds them. If you die, the levels decrease, as with the skills of the game.

Agility

XP from run and jump actions.

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

A higher MaxJumpBonus also decreases the fall damage, because the skill makes you fall from a greater height.

Vitality

XP from the health that you restore with food, with a potion or with rest. If you heal at full health, you get no XP. The skill increases the maximum health and the maximum stamina, +50% for each one at level 100.

Mining

XP for each hit that damages ore. Each level decreases the necessary quantity of hits. The pickaxe in your hand adds to the bonus. From level 10, there is a probability to get the full vein with one hit: 1% at level 10, to 15% at level 100.

An ore that needs a better pickaxe continues to show "TooHard". The skill makes your work faster. It does not give you access to an ore that you cannot mine.

Strength

XP from run, jump, punch, melee, pickaxe and axe actions, and from movement above 75% of the capacity. A bow and magic give no XP. The skill increases the carry weight to +50% at level 100. It adds to the Megingjord bonus.

Do not use this skill with a different carry-weight mod.

Crafting

XP from a craft action at any workbench and from the hammer: build, deconstruct or repair actions.

The skill decreases the resources for each craft action and each build action to 25% at level 100. The minimum is 1 unit for each resource. The cost rounds to the nearest unit. At level 100, a chest that costs 10 wood costs 8 wood, and 4 carrots become 3 carrots. Because of the round function, a small recipe can save more or less than 25%: 2 stays 2, but 3 becomes 2.

The interface shows the decreased value, and that is the value that you pay.

The skill also decreases the wait time at the station: 5% for each ten levels, and half of the time at level 100. The progress bar moves at the new speed. Thus the bar shows the true wait. Use [Crafting] MaxTimeCut.

Woodcutting

These are the rules of Mining, but for trees. XP for each hit that damages a tree or a log. Each level decreases the necessary quantity of hits, and the axe in your hand adds to the bonus. From level 10, there is a probability to cut the tree with one hit: 1% at level 10, to 15% at level 100.

A tree that needs a better axe continues to refuse the cut.

Exploration

XP from new map area. At level 100 the skill gives two times the discovery radius, from 100 to 200.


New bow behaviour

The mod uses the Bows skill of the game with the usual XP. Only the result changes.

At level 100 Effect
Bow stamina (draw and shot) −50%
Accuracy the spread becomes the best value of the bow

The accuracy bonus never goes above the best value of the bow in your hand. Thus 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, also the hotbar row. A gap of 16 pixels separates the last row. That row is reserved for equipment and food.

Equipment slots

There are seven slots: helmet, chest, legs, cape, utility (Megingjord), trinket and equipped ammunition.

If you equip a piece, the mod moves it into its slot. If you unequip the piece, the mod moves it back to the storage area. An item from the ground never goes into these slots, and the count for the "inventory full" message ignores these slots. If the storage area is full, an unequipped piece stays in its slot. It does not go to the ground.

Each slot shows a light background symbol of the correct item. To stop the symbols, use SlotIcons. To change their opacity, use SlotIconOpacity.

Three food slots

The last three columns hold the active foods, and they operate as fuel. When an effect ends, the character eats one more unit from that cell. Only food goes into these cells, and there are only three cells, which is the limit of the game. The character eats no unit while the food is in effect. You can change a cell at any time.

Two extra hotkeys (9 and 0)

The two new columns of the first row are the hotkeys 9 and 0. They are in the hotbar, with the inventory open or closed. They accept each item, and they operate as the keys 1 to 8. They do nothing while you write in the chat or in the console, or while the inventory is open.

Build more far before a piece breaks

A structure reaches three times the distance of the game, horizontally and vertically, before a piece breaks and falls. Use [Building] SupportMultiplier.

The mod changes the two necessary values together: the weight that a piece holds, and the support that each piece loses. The second value controls the distance. The limit at which a piece finally breaks does not change. Thus a structure that is too far away still falls, but at a greater distance.

The "Stash" field

Go into your base, open the backpack and click the "Stash" field at the right of the backpack. Your items go into the chests that are not more than 50 metres away: the stone to the stone chest, the wood to the wood chest. You open no chest, and you aim at no chest. One line of text tells you the quantity that moved.

Only a chest that holds the item receives it. No item starts a new category in a chest. Thus your sort order does not change, and you keep each item that no chest near you holds. If two chests hold the same item, the nearer chest receives it first.

The mod does not touch your hotbar and the reserved row. The quick stack function also does not touch them, but this field keeps them at each value of [QuickStack] KeepReservedSlots. Thus the axe on key 3 and the three foods stay with you. The mod also keeps the arrows, the bolts, the bait and the potions. Their position in the backpack has no effect. Refer to the next section.

The mod does not use a grave, a smelter window, a chest in the ward of a different player or the private chest of a different player. If a player has a chest open at that moment, the game refuses the request and says so.

This is the only chest function in this mod that does not need the mod on the other players. It uses the "place stacks" request of the game. The owner of the chest moves the items, and the owner refuses while a different player has the chest open.

The field is a copy of the armor field of the backpack. Thus it has the art and the font of the game: the icon of the wood chest above, and the text "Stash" below. The distance for the chests is in [Deposit] Range.

The mod arranges the full column at the right of the backpack, from the top: the armor field, the "Trash" field of the RecyclePlus mod, if you have that mod, the "Stash" field and the weight field. The column starts 10 units below the first row of the backpack. Each field goes one step below the field above it, and the step is the height of the armor field and 12 units. Thus the fields keep equal distances and two fields cannot come to the same place. If you want a different position for the "Stash" field, use [Deposit] ButtonOffsetX and ButtonOffsetY.

All the positions of the column come from the measures of the game, and not from constant positions. The game puts the resolution, the proportion of the screen and the GUI scale into one scale of the canvas. Thus the column stays at the correct place at each screen and at each GUI scale, and the area that accepts the click stays on the field.

The quick stack function keeps your hotbar and your reserved slots

Hold E at a chest to store each item that the chest holds. Before, this function also moved the hotbar and the reserved row: the axe on key 3, the three foods and the clothes in the equipment slots. These two rows now stay in position, and the mod stores the remainder of the inventory, as before. The "stack all" button of the chest window obeys the same rule. To stop this, use [QuickStack] KeepReservedSlots.

The same action also merges the loose stacks in the chest, and in your inventory. The game merges only while an item comes in, and it does not look at the stored items. Thus, if you used one item from a stack and put the remainder in the chest, you had 1 and 1 in two cells, not 2 in one cell. The mod does not touch the three food cells, because these cells must hold separate units. To stop this, use [QuickStack] MergeStacks.

The mod does not store ammunition and potions without a command. Both methods to store items obey this rule. The position of the item has no effect: the quiver slot, the hotbar or the middle of the backpack. An empty quiver is not a mistake that a convenience function can make for you. You drink a potion because you decide to drink it. Ammunition is arrows, bolts and fishing bait. The mod identifies a potion as the game identifies it: a potion gives you no food, and it puts an effect on you. Thus the mod keeps a health mead, a stamina mead and a resistance mead, but cooked meat in the backpack is cargo. Keys: [QuickStack] KeepAmmo and [QuickStack] KeepPotions.

A stump falls with one hit

The stump of a tree has 1 health point. Thus one hit of each axe that can cut the tree removes the stump. The mod makes the change on the stump that the tree points to. Thus the change also applies to the stumps in the world, if they have no damage.

The requirements show your quantity

Each requirement has the quantity in range in parentheses. 2 (37) tells you that the recipe needs 2 units and that 37 units are available. The mod counts your backpack and the chests that the workbench or the hammer can use. Thus the number answers the necessary question: can you make this item here and now. The quantity is in the craft panel and in the build panel of the hammer. To stop this, use [Requirements] ShowAvailable.

A filter for the recipe list

A text box is above the recipe list at each workbench. Write arrow, and the list shows only the arrows, in the craft tab and in the upgrade tab. The mod compares the name on the screen, in the language of the game, and it ignores capital letters.

The box is a copy of the box that the game uses for the name of a sign. Thus it has the behaviour of the interface. The mod takes the height of the box out of the list. Thus no other part of the panel moves. While you write in the box, the game does not read the keyboard. This is the behaviour of the chat box. Thus the key i writes an i and does not close the window. If you clear the box or close the window, the full list comes back. To stop this, use [RecipeFilter] Enabled.

Select the quantity to craft

A - key and a + key share the line of the craft button. Each key takes one fifth of the line, and the button takes the remainder. Thus the three controls are side by side at the same height. The quantity starts at 1 for each recipe that you select, and the + key stops at the quantity that you can make. Above one, the button shows the number, Craft x3, the requirement list shows the cost of three items, and one click makes the three items.

The maximum quantity uses the same stock as the craft button: the backpack and the chests in range of the workbench. The mod calculates the maximum again after each craft. The two keys disappear during a craft, and they come back at the end of the craft or after a cancel. The alternative place key still makes the batch of the game while the selector is at 1. To stop this, use [CraftAmount] Enabled.

The cook stations show the remaining time

Aim at a campfire or at a fermenter to see the remaining time, item by item:

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

The campfire counts cook time. Thus it moves only while the fire is lit. The fermenter counts real time, and it continues while you are away. To stop this, use [CookTime] Enabled.

Craft and build with the items in the chests near you

The craft and build functions count the items in the chests near you. Thus you do not collect the materials first. The mod uses your inventory first, and it takes only the remainder from the chests.

The range is 50 metres around you, the same range as the "Stash" field. Thus the button sends the items to the chests that supply the station. A crafting station (workbench, forge, stonecutter) must still cover you. This is the area that permits a build action, and an extension makes the area larger. Without a station, you cannot craft. The change is that a chest does not have to be inside the circle of the station. Thus a full base supplies the station. Set the distance in [ChestCrafting] Range.

An open chest also supplies items. The mod never takes an item from the copy of a chest of a different player. The request goes to the player who holds that chest, usually the player who has it open, and the item leaves his window immediately. The mod does not touch a stack that he drags or divides. Each player on the server needs the mod for this function. A chest of a player without the mod does not answer.

The craft function pays at the click. The materials leave your inventory and the chests when you press Craft, not at the end of the progress bar. If the craft does not complete (cancel, closed window, no space for the result), the materials come back to your inventory. The build function already pays at the moment that you place a piece.

The mod does not use a grave, a smelter window, the private chest of a different player or a chest behind a ward without your access. To stop this, use [ChestCrafting] Enabled.

Raise and dig more far

The game stops the terrain at 8 metres above or below its original height. The mod makes this limit 16 metres. Use [Terrain] Limit.

The limit is a literal number in the code of the game. Thus the mod writes that instruction again. This is the most fragile patch in the mod. If a game update changes those methods, this function disables itself and says so in the log. The other functions continue to operate.

Run, jump and swim actions are free

The three actions cost no stamina. Attacks, blocks, tools and magic do not change: the mod sets the three movement costs to zero, and it does not stop the stamina use as a whole.

Free building tools

A hammer, a hoe and a cultivator cost no stamina, and they have no wear.

With one of these tools in your hand, no action costs stamina. This includes run and jump actions. Put the tool away to get the normal behaviour. This part is separate, in NoStaminaInBuildMode.

A portal accepts each item

Ore, bars, the Moder egg and the other items of the blocked list go through a portal, and the warnings disappear from the cell and from the tooltip. An item with a tool tier above 1000 is still blocked.

Each tame animal follows you, also through a portal

The game permits this only for the wolf. Now E on any tame animal (boar, lox, asksvin, hen) changes between follow and stay, as with the wolf, and with the same messages. To stop this, use [Pets] AllFollow.

An animal that follows you also goes through a portal with you. Enter the portal, and the animal is behind you at the destination. It continues to follow you. Only a follower that is not more than 50 metres away comes with you. Thus an animal far behind you stays in position. This function operates with XPortal, which changes only the destination menu. To stop this, use [Pets] FollowThroughPortals.

Rest from sleep

Sleep gives 10 minutes of rest for each comfort level. Thus a better bed and a better base both give a result. Comfort 5 gives 50 minutes, and comfort 12 gives 120 minutes.

The mod uses the comfort level of the game, which the rest message shows when you wake up. Rest at a fire does not change.

Fires and torches without fuel

A campfire, a brazier and a wall torch stay lit. A fire that stopped needs one wood to start again, then no more wood. A hand torch is a durability item, and this function does not include it.

The warmth reaches more far

The mod removes Cold and Freezing 10 metres more far from a fire. Thus a bench, a workbench or a chest at the edge of the room is warm. Set the distance in [Fires] WarmthRange, or use 0 for the distance of the game.

The game decides the warmth with a question: is the player in a warm area? The game searches one metre around itself. The mod asks with a larger search, and that adds to the reach of the area of the fire. No other property of the fire changes: the heat that burns you, the fire that monsters avoid and the lit state for a cooking station. As in the game, a wall has no effect on the warmth. Thus each position in the range is warm.

Keep your inventory when you die

This option is off. If you set [Grave] KeepInventory to true, the mod makes no grave, and you respawn with all your items, also the backpack. The skills continue to obey the death penalty of the world.

The Casual death penalty of the world keeps only the equipped items, and it sends the remainder of the backpack to the grave. The game has a key that keeps all the inventory, but no world modifier sets that key. If you set the key from the console, the game marks the world as cheated and disables the achievements. This option makes no grave instead. Thus the world stays clean.

Food without decay

The health bonus and the stamina bonus of a food stay at 100% for the full duration. Then they stop. The duration does not change. The food icon does not pulse at half of the duration, but the warning in the last minute is still there.

Auto-repair

If you open a workbench, the mod repairs all the worn items. The skill gain and the effects are the same as with a normal repair.

Clock

The clock shows the day and the time of the game at the top of the screen (Day 12 · 13:45). It disappears with the HUD.

Each item floats

Metal, meat and ore float as wood floats. Thus you do not lose all your cargo after a shipwreck.

The mod does not change an item without a physics body or without a collider, because a float function does nothing for such an item.

The mist of the Mistlands has a dial

[Mist] MistlandsOpacity sets the opacity of the mist, from 0 to 100. The default value is 100, which is the mist of the game. Thus you select the quantity of the Mistlands that you see: 50 is a haze, and you can walk and fight in it; 20 is a thin veil at the ground; 0 has no mist.

Only the transparency of the mist changes. The quantity of mist, the movement of the mist and the hole that the wisp makes do not change. If you increase the value again, the mod puts back the colours of the game.

At 0 there is no new mist, and the aim function ignores the mist: you can take an item that you see. The monsters keep the eyes of the game, and they are blind in the mist. If the mod tells the monsters that they can see through the mist, each creature in the biome becomes alerted and asks for a path. This costs frames on the computer that hosts the world.

The mod also removes the fog of the weather, with [Mist] NoWeatherFog: the fog density of each weather becomes zero, and the game does not place the fog banks near you. Thus a foggy morning is clear. The particles in the air disappear without help.

Tar releases items

An item in a tar pit does not answer "It is stuck in the tar". You can take the item by hand, or you can walk on the item. You can also harvest a plant that grows in tar. Tar continues to cover you and to make you slow.

There is one secondary effect: the game kept an item in tar for ever, and the item now expires as any other item in the world. This takes one hour, with no player near the item and out of a base. To stop this, use [Tar] FreeItems.

The mod skips the start video

The game opens at the menu. The new-world cinematic does not change.

A sign opens with Shift+E

To read or to write a sign, press Shift+E. Thus you do not open the text box by accident.

You can interact with a build tool in your hand

A chest, a door and a workbench open with a hammer, a hoe or a cultivator in your hand. The place, remove and terrain functions do not change.

You keep your gear while you swim

The game does not stow the item in your hand when you enter water, and you can change tool while you swim.

Quick ping

Aim at an object and press Z to ping it. The ping has the name of the object, not only "PING". Press Y to make a ping and also a map pin.

Y makes a pin at the position that you aim at. Two pings at the same position do not make two pins. The mod shares the pin: it appears on the map of each player with the same name and the same icon. With the mod on the server, the server stores the pin and gives it to a player who joins later, as with a portal pin. The share function obeys [MapShare] Enabled.

Each ping also makes a white beam at the position. Thus you can find the place through a forest and over hills. The beam is 500 metres high, and it disappears with the ping.

A player without the mod sees the usual "PING", because the mod puts the name in on your screen.

A troll hide cape keeps you dry

At upgrade level 4, the troll hide cape gives you immunity to Wet, in each biome. Thus you stay dry in the swamp.

That last upgrade costs 50 resin more than the usual materials. The earlier levels do not change.

The tooltip of the cape says if the level that you look at gives the immunity.

A smelter opens as a chest

Aim at any part of a smelter, a kiln or a blast furnace to open a window of 5 by 2 cells. The smelter takes the items from the window one time each second, and it drops the bars as usual.

The mod identifies ore and coal by the item, not by the cell. Thus no item stays in the window without use. The "Take all" and "Place stacks" buttons are not in this window, because both buttons can empty or flood the smelter by accident.

The original ore button and fuel button still operate. The window is a true container. Thus the game saves and syncs the contents.

Bronze keeps its material

The game makes one bronze bar from 2 copper and 1 tin. Thus three bars become one bar. Here the output is equal to the input: the small recipe gives 3 bars, and the bulk recipe scales in the same manner.

The mod calculates the quantity from the ingredients of the recipe. Thus both recipes agree.

Charcoal by wood type

In the charcoal kiln, a better wood is a larger load, not 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. Thus the kiln shows the true quantity in the queue, and a better wood fills the kiln faster.

The kiln consumes a log only if the full load has space in the remainder of the queue. If the kiln has 95 of 100 units, an ashwood log of 20 units stays out of the kiln. The kiln does not cut the log to 5 units. While a heavy log waits for space, the kiln takes the heaviest wood that has space. Thus a mixed load keeps the kiln in operation.

For this rule, the kiln must be deep enough for a full log. Thus it now holds 100 units, not the small quantity of the game: a timberwood log of 25 units needs 25 free units, and a small kiln seldom has them. Each wood on the list that the kiln refused also gets a recipe of its own. That recipe points to the same charcoal as plain wood. Thus the full list operates. The mod makes both changes on the prefab, which includes the kilns in the world, and the log says the result for each kiln.

A wood that is not on the list burns as in the game. To add a wood, use [Charcoal] Weights with prefab names, for example YggdrasilWood:12. The capacity is [Charcoal] KilnCapacity. The smelter and the forge do not change.

The blast furnace melts the earlier metals

The blast furnace now takes each ore that the plain smelter takes, also copper, tin, iron and silver. It is the better furnace, and thus it uses half of the time and half of the coal.

The discount is only for these metals. Black metal and the later ores keep the time and the coal of the furnace. The mod reads the list from the recipes of the smelter. Thus no list in the mod needs an update, and the furnaces in the world also accept these ores. Use [BlastFurnace].

A crew makes the boat faster

Each player on the boat adds 25% to the force of the sail. Thus a full boat is much faster than one sailor. The bonus counts each player on the ship, also the player at the rudder. Use [Ship] SpeedPerPlayer.

The bonus applies only to the sail. The paddle keeps its own speed, which the game holds as a fixed value.

Portal pins

If you give a name to a portal, the mod makes a map pin with that name for each player. If you change the name, the pin follows the new name. The mod does not make a second pin. With the mod on the server, the server stores the pins and gives them to a player who joins later. The pins of the Y key of the quick ping move in the same manner, and each pin keeps its own icon.

Shared map exploration

The map data that any player reveals appears on the map of each player. You do not need the cartography table. The mod marks and saves the data as the game does for the data of the table. When you join, you also receive the data of the players who are online.

Each player needs the mod. A dedicated server does not need the mod, but with the mod the server keeps the world map in BepInEx/config/qol.kpx.<world>.map and gives it to a player who joins. Thus the exploration data remains after each player disconnects. The pins are beside the map, in qol.kpx.<world>.pins.

Each world has its own file. The name of the file contains the id that the game gives to that save. Thus the server never gives the map of one world in a different world. A file from before this change has the name qol.kpx.map or qol.kpx.pins, with no world in the name. The mod ignores these files, and you can delete them.

Server-side settings

With the mod on the server, the configuration of the server wins while you are connected. This applies to the sections that change the game: the skills, the craft discounts and the survival rules. Your personal preferences do not change: the ping key, the clock, the slot icons and the inventory layout.

The mod never writes your configuration file. Your local values come back when you disconnect.

Achievements stay enabled

The game disables the achievements when it loads any mod. The type of mod has no effect. The mod removes that one condition. Thus the achievements continue to operate.

A true cheat continues to disable them, as in the game: console cheats, cheated items and worlds with cheated modifiers.


Configuration

File: BepInEx/config/qol.kpx.cfg. The mod writes the file at each start. Thus the sections of a new version are in the file with their default values, and the mod keeps your changes. The mod does not read an old agility.skill.cfg file, and you can delete it. The character holds the skill levels, not the configuration file.

[Agility]

Key Default What it does
XpMultiplier 1 XP for each second of a run action and for each jump
MaxSpeedBonus 0.3 Speed bonus at level 100
MaxJumpBonus 0.35 Jump force bonus at level 100; it also changes the fall damage
MaxFallDamageReduction 0.8 Basic fall damage reduction at level 100

[Vitality]

Key Default What it does
Enabled true Starts the skill
MaxHealthBonus 0.5 Maximum health bonus at level 100
MaxStaminaBonus 0.5 Maximum stamina bonus at level 100
XpPerHealth 0.02 XP for each point of health that you restore

[Mining]

Key Default What it does
Enabled true Starts the skill
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = two times)
PickaxeTierWeight 0.25 The quantity that the pickaxe quality adds to the bonus
XpPerHit 1 XP for each hit that damages ore

[Archery]

Key Default What it does
Enabled true Starts the new behaviour of the Bows skill
StaminaReduction 0.5 Bow stamina reduction at level 100
AccuracyBonus 1 How near the level moves the spread to the best value of the bow

[Strength]

Key Default What it does
Enabled true Starts the skill
MaxCarryBonus 0.5 Maximum carry weight bonus at level 100 (0.5 = +50%)
XpPerEffort 0.2 XP for each effort action (pickaxe, axe, run, jump, punch, melee)
XpPerSecondLoaded 0.2 XP for each second of movement with a load
LoadThreshold 0.75 The capacity fraction above which a load trains Strength

[Crafting]

Key Default What it does
Enabled true Starts the skill
MaxDiscount 0.25 Resource reduction at level 100, minimum 1 unit for each resource
MaxTimeCut 0.5 Craft time reduction at level 100; 5% for each ten levels
XpPerCraft 0.2 XP for each craft, build or repair action

[Woodcutting]

Key Default What it does
Enabled true Starts the skill
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = two times)
AxeTierWeight 0.25 The quantity that the axe quality adds to the bonus
XpPerHit 1 XP for each hit that damages a tree

[Exploration]

Key Default What it does
Enabled true Starts the skill
MaxRadiusBonus 1 Radius bonus at level 100 (1.0 = two times)
XpPerDiscovery 0.002 XP for each new area of the map

[EquipSlots]

Key Default What it does
Enabled true Starts the 10 × 5 inventory and the equipment and food row
RowGap 16 The gap between the storage area and the reserved row, in pixels
ExtraSlots true Starts the 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 The opacity of these symbols, from 0 to 1

[BuildTools]

Key Default What it does
NoStamina true A hammer, a hoe and a cultivator cost no stamina
NoDurability true These tools have no wear
NoStaminaInBuildMode true With one tool in your hand, no action costs stamina (also run and jump actions)

[Building]

Key Default What it does
Enabled true A structure holds together at a greater distance
SupportMultiplier 3 The multiplier for that distance; 3 is three times the distance of the game

[Stubs]

Key Default What it does
Enabled true A tree stump falls with one hit
Health 1 Stump health

[Mist]

Key Default What it does
MistlandsOpacity 100 The opacity of the Mistlands mist, 0 to 100; 0 also frees the sight and the aim
NoWeatherFog true Also removes the fog of the weather: the density and the fog banks

[Tar]

Key Default What it does
FreeItems true You can take an item or a plant in tar

[Requirements]

Key Default What it does
ShowAvailable true Shows your quantity of each resource in parentheses, from the backpack and the chests in range

[RecipeFilter]

Key Default What it does
Enabled true A box above the recipe list filters the list by name
Height 30 The height of the box in pixels, from the top of the list

[CraftAmount]

Key Default What it does
Enabled true A - key and a + key beside the craft button select the quantity
MaxAmount 999 The maximum for that number; the true limit is the quantity that your resources permit

[CookTime]

Key Default What it does
Enabled true Aim at a campfire or at a fermenter to see the remaining time

[ChestCrafting]

Key Default What it does
Enabled true The craft and build functions use the chests near you, also an open chest
Range 50 The maximum distance of those chests, in metres, from you; a station must still cover you

[QuickStack]

Key Default What it does
KeepReservedSlots true If you hold E to store items, the mod does not touch the hotbar and the equipment and food row
MergeStacks true A store action also merges the loose stacks of the same item, in the chest and in your inventory
KeepAmmo true The mod does not store arrows, bolts and bait without a command, at any position
KeepPotions true The mod does not store potions and mead without a command, at any position

[Deposit]

Key Default What it does
Enabled true A "Stash" field in the backpack puts your items into the chests near you
Range 50 The maximum distance of the chests that receive the items, in metres
ButtonOffsetX 0 Moves the "Stash" field horizontally from the position that it calculates
ButtonOffsetY 0 Moves the "Stash" field vertically from that position; a negative value puts it more low

[Terrain]

Key Default What it does
Limit 16 The maximum distance to raise or to dig the terrain, in metres; the game uses 8

[Stamina]

Key Default What it does
FreeMovement true Run, jump and swim actions cost no stamina

[Teleport]

Key Default What it does
AllItems true A portal accepts each item, also ore and the Moder egg

[Pets]

Key Default What it does
AllFollow true Each tame animal follows you if you press E, as the wolf does
FollowThroughPortals true An animal that follows you goes through a portal with you

[Rested]

Key Default What it does
Enabled true Starts the fixed rest from sleep
MinutesPerComfortLevel 10 Minutes of rest for each comfort level after sleep

[Fires]

Key Default What it does
InfiniteFuel true A campfire and a wall torch consume no fuel
WarmthRange 10 Extra metres of warmth around a fire; 0 keeps the distance of the game

[Grave]

Key Default What it does
KeepInventory false Your death makes no grave, and you keep all the inventory

[Food]

Key Default What it does
NoDecay true A food keeps 100% of its effect for its full duration
AutoEat true The character eats from the three food cells when the earlier effect ends

[AutoRepair]

Key Default What it does
Enabled true Repairs each item when you use a workbench

[Clock]

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

[Float]

Key Default What it does
Enabled true Each item floats

[Intro]

Key Default What it does
SkipStartupVideo true Skips the cinematic at the start of the game

[Interact]

Key Default What it does
SignRequiresShift true A sign opens with Shift+E, not with E
HoverWithBuildTool true You can interact with a hammer, a hoe or a cultivator in your hand

[Swim]

Key Default What it does
KeepGear true Keeps the item in your hand when you enter water

[Ping]

Key Default What it does
Enabled true Pings the position that you aim at, without the map
Key Z Ping only; it accepts modifiers, for example LeftShift + Z
PinKey Y Ping and also a map pin
ShowName true The ping has the name of the object that you aim at
Beam true Makes a beam of light at the position of a ping
BeamHeight 500 The height of the beam, in metres
BeamSeconds 0 The duration of the beam in seconds; 0 follows the ping
PinRange 8 The distance in which an existing pin is the same position, in metres
MaxDistance 1000 The maximum aim distance, in metres

[ServerConfig]

Key Default What it does
UseServerValues true While you are connected, uses the values of the server for the sections that change the game

[TrollCape]

Key Default What it does
Enabled true An upgraded troll hide cape gives you immunity to Wet
Level 4 The upgrade level that gives the immunity
ResinCost 50 The resin for that upgrade level

[SmelterBox]

Key Default What it does
Enabled true A smelter opens as a chest from each part of the structure
Width 5 The columns in the window
Rows 2 The rows in the window

[Bronze]

Key Default What it does
Enabled true A bronze recipe gives as many bars as the ingredients
BarsPerBarSpent 1 Bronze bars for each bar in the recipe; 1 means no loss of material

[Charcoal]

Key Default What it does
Enabled true Each type of wood gives a different quantity of charcoal
Weights refer above Charcoal for each unit of each wood, by prefab name
KilnCapacity 100 The units in the queue of the kiln; 0 leaves only the space for the heaviest wood

[BlastFurnace]

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

[Ship]

Key Default What it does
CrewSpeed true Each player on the boat makes the boat faster
SpeedPerPlayer 0.25 The quantity that each player adds to the force of the sail

[PortalPins]

Key Default What it does
Enabled true A name on a portal makes a shared map pin with that name
PinIcon 4 The pin icon, 0 to 4

[MapShare]

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

[Achievements]

Key Default What it does
KeepEnabled true Keeps the achievements in operation with a mod; a true cheat still disables them

Compatibility

  • Do not use this mod with a different vitality mod, a different equipment-slots mod or an equivalent skill mod. The effects add together.
  • On a server, each player needs the mod for the same behaviour. The server does not need the mod. With the mod, the server also keeps the world map, the portal pins and the settings that change the game.
  • The mod sets a grave to the size of the wider inventory. Thus you lose no item from the reserved row or from the extra columns at the load of a grave.
  • Before you remove the mod, empty the reserved row and the two extra hotbar columns. The game drops each item out of the standard 8 × 4 inventory at your feet. If you stop the wide inventory in the configuration file, the mod first moves these items into normal storage.
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