Ultimate QOL
All-in-one QOL: craft/build from chests, station automation, animals, farming, portals, bosses and progression, difficulty, advanced building, map sharing, smooth saves. Server-synced in-game admin panel, 15 languages.Changelog
1.0.0 – First release (experimental)
All-in-one quality-of-life mod with an in-game admin panel. Everything starts off (vanilla); the server admin turns on only what they want and every change is synchronized to all players instantly.
Combat, map, HUD and visual lag (admin decides everything)
- Combat section: parry lag compensation (the admin sets only a ceiling in ms; the mod measures the delay) and reliable block when staggered, in one shared patch of the block method that is found by calls and logs instead of failing when a game update changes it.
- Auto map pins: dungeon entrances, runestones, boss altars, ore deposits and wild plants (raspberry, blueberry, cloudberry, thistle, dandelion, mushrooms) get a pin when a player interacts with them (enters the dungeon, hits the ore deposit with anything, reads the runestone; wild plants when the player passes within 10 m; Leviathans by coming close, within the admin's distance); close ores (20 m) and plants (15 m) share one pin, no duplicates, nothing revealed from afar, a kind found for the first time is always shown in the legend, ore and plant pins are removed when mined out or gone. The pins use the game's own pictures: ores and plants show the icon of the item they give, dungeons use the game's "T" map pin painted in one color per kind of dungeon (Burial Chambers, Sunken Crypts, Frost Caves, Infested Mines, Troll Caves, Putrid Holes and, in the Deep North, Winding Tunnels and Mörkhalla; any other dungeon is "Other dungeons"). A legend on the big map shows what each picture means and lets each player show or hide a kind for themselves. Dungeons found before get their kind when the player is next to them again. Light on purpose: one check per second, no per-frame work, pictures reused from the game. Map page.
- Status effect layout: rows per column, size and offset of the HUD status effect list. HUD page.
- Less smoke: removes the smoke of fires, smelters, kilns and ovens, or limits it to a distance around the player. Optimization page.
- Dungeon rooms: the admin sets how many rooms dungeons get. Off = the game's own numbers. On = one minimum and maximum for every dungeon built from rooms, plus separate numbers for Burial Chambers, Sunken Crypts, Frost Caves, Infested Mines, the Infested Citadel (Queen), Winding Tunnels and Mörkhalla (0 = use the general ones). Camps are never changed; values are synchronized so every player builds the same dungeon. Only dungeons that are not generated yet are affected: the game builds each dungeon once, when a player first loads its area, and saves it in the world, so dungeons already generated keep their rooms. Dungeons page.
- Dungeon reset: the admin sets every how many game days the inside of a dungeon is built again (new loot, creatures and doors; same layout as long as the room numbers are unchanged). Off = dungeons never reset (vanilla). One general number of days, separate days for Burial Chambers, Sunken Crypts, Frost Caves, Infested Mines, the Infested Citadel (Queen), Winding Tunnels and Mörkhalla (0 = general), and an option to keep dungeons that hold something a player built. Only the inside is touched; never while a player is inside. Console command
ultimateqol_resetdungeons [range](host and server admins only) forces it for testing. The timer runs for every dungeon a player loads, also dungeons generated in an earlier session. Dungeons page. - Auto map pins (fixes): a wild plant keeps its own icon even when a pin of the player is next to it; new admin options Distance between plant pins (default 6 m) and Distance between ore pins (default 20 m) replace the fixed 15 m / 20 m; any melee swing (sword, axe, club, fists...) now marks the ore deposit in front of the player, not only a pickaxe hit.
- Achievements page: the card of the author's mod Steam Achievements And Discoveries is the same card as on the Integration page (installed: its icon, version and Open for its panel; not installed: a trophy and Open opens the mod's web page).
- Panel: the tombstone options moved from the old "Tombstones and achievements" page to their own Tombstones page (Difficulty section, after Skills); the old page is now just Achievements. Config keys unchanged.
- Integration page: now always shown, in its own IGAO group at the top of the list. It always lists OdinBet ForgeOfPotential and Steam Achievements And Discoveries: installed = the mod's own card, missing = the same card with a game picture (forge / trophy) whose Open button opens the mod's web page (links are constants in
IntegrationHub, to be replaced by the Thunderstore pages). - Panel: the Integration page is the very first entry of the list, and the first time the panel opens (and after a click outside the panel window) no page is selected and the right side shows the Ultimate QOL logo (
plugins/logo.png, next to the DLL, loaded in full resolution, drawn sharp on whole pixels, never enlarged beyond the picture, with a thin border; if the file is missing the panel simply shows the name). - Structures: new option No height limit (pieces built by players lose no support going up).
- Dungeons: the general minimum/maximum rooms and days between resets are now named All dungeons: ... and say that each kind of dungeon only uses them while their own value is 0. The Dungeons page no longer shares its icon with the boss Dungeons page.
- Crafting: new option Right-click takes materials: with the build menu open, a right-click on a piece moves the materials of one such piece from the nearby containers into the inventory (nothing is built). The containers in range are claimed as soon as the build menu opens; a chest that was still changing hands (another player owned it) gives its part a moment later by itself, and the game's pick-up sound confirms each pull.
- Every text of the panel exists in all 15 languages.
Admin panel
- Search box: matching options are shown as real cards on the right (changeable right there); clicking a title opens its page with the option on screen. Ignores accents and case, word beginnings, several words, one typing mistake, English names and .cfg keys, all 15 languages.
- On a server without Ultimate QOL the rules of the shared world stay vanilla (a player's own file cannot change them there); ward panel actions are checked by the server (real sender and admin list) before the ward's owner applies them.
- Opens with F3 (personal key, changeable) or the console command
ultimateqol_config. - Admins edit everything; other players see the public pages read only.
- Help text with default, range and examples on every option; changes apply instantly and are saved on the server.
- Integration page: opens the panels of other compatible mods (Ultimate SCM, OdinBet...).
- Discord button for bug reports and suggestions. 15 languages.
- Sidebar sections: MANAGEMENT, GENERAL, DIFFICULTY, Bosses and progression, Stations, Devices, Animals, QUALITY OF LIFE and SERVER; every option lives on the page of its subject (see the README, panel layout).
Storage
- Deposit key (N) into nearby chests that already hold the item, protected inventory slots, Auto Stack and Auto Sort.
- Sweep items from the ground into matching chests (carts and boats included).
- Join items on the ground into piles of the same item (5 wood fall as one pile of 5).
- Rename containers, stackable chests.
Crafting
- Craft from nearby containers.
- Option to leave 1 of each item in every chest when crafting/building from containers (counts show one less per chest).
- Craft several at once: – and + inside the game's Craft button (and the mouse wheel), using the game's own multi-craft; the recipe search box stays next to the tabs also when crafting without a workbench.
- Recipe search box in the crafting menu.
Stations and devices
- Automation for Smelter, Blast furnace, Charcoal kiln, Spinning wheel, Windmill, Eitr refinery, Hot tub, Frigid kiln and Frost foundry: refill input and fuel from chests, store products in chests, production speed, production time on hover, bigger input/fuel slots.
- Windmill ignores wind; option "Only in the Deep North" for the Deep North stations.
- Torches, fires, cooking stations, oven, fermenter, beehive, sap extractor, shield generator and ballista refilled/emptied automatically, with infinite fuel options.
- Event-driven scheduler: devices sleep until something can change (light on the server).
- Option: stations and cooking stations pause during the hours skipped by sleeping (no burst of products, no burnt food).
- Station panel (Alt + E on a station or device with automation on): automation ON/OFF for that one station, click the icons to choose which ores, ingredients, fuels or ammo it accepts (all on by default), production limit per product with a 0–1000 slider (0 = no limit; counts the chests in range plus what is inside the station; the other products keep going; no fuel is taken when everything is at its limit), "Restore default". Status in the hover text ("Production stopped: processed item limit reached" / "Some products reached their limit"). Stored on the station, protected by wards; admin option "Only admins configure stations" (default off) and personal key (default LeftAlt). Items put in by hand are never blocked.
- Volume per equipment.
Animals
- Growth, hatching and breeding speed, feeding from chests, no pregnancy time, breeding with many animals nearby, animal limits per server and per area, add any creature to the list. The "add animal" list and the food picker show a thumbnail of each creature (its trophy, else what it drops) and each food.
- Deer, hare and other creatures with a simple AI are tamed like a wolf (fed + taming time, food on the ground, by hand or from chests); loaded creatures change without reloading the world.
Farming, portals and recycling
- Planting grid with preview, area harvest and replant, growth timer, growth speed, yield, crops in any biome, extra cultivator plants, remove natural plants.
- Global portal list with names, groups and map pins; fast portals.
- Recycling: trash icon and key, returns materials of the recipe and upgrades. The trash button is a copy of the game's own armor panel, drawn behind the inventory like the armor and weight panels, with a shaded metal icon in the theme's icon color, and the extra-slots panel is built from copies of the inventory's own background and cells (icon, amount, quality, durability, blue label), so both look like vanilla. With a 0% return the trash panel reads "Delete" instead of "Recycle". Recycling by kind of item (weapons, shields, armor, accessories, tools, ammo, food and potions, materials and others), all on by default while recycling is on (the admin decides): a kind that is off is only deleted, and the trash reads "Delete" as soon as such an item is picked up. Craft quantity fixed at up to 100 per craft.
- Quick slots: keys work alone (Z / X / C, no modifier by default). A key with no game action is instant; X and C tell a tap (uses the slot) from a hold (the game's action) – swappable, hold time adjustable, only while the slot holds an item. Optional modifier for the classic way. Inventory labels show only the key.
- Quick slots on the HUD (option): small cells under the food for the quick slots that hold an item.
- Sanctuaries: a living boss within 200 m switches the sanctuary off (always), back ~10 s after it dies or leaves; a player inside a sanctuary can no longer hurt creatures at the edge (also checked on the attacker's own game).
- Stack size per kind of item (materials, food and potions, ammo, trophies, others; 100–1000%) – loading never cuts a stack, so nothing is lost when it is lowered.
- Auto pickup range (0 = vanilla, up to 20 m).
- Boats page: speed of the Raft, Karve, Longship, Drakkar and modded boats (100–1000%) with pictures and a plain speed line.
- Day and night length in real minutes (vanilla 21 + 9), without the day counter or the sun ever jumping.
- Quick slots on the HUD show the game's durability bar.
- Ultimate SCM is no longer a dependency (it stays optional).
- Ammo counter (option): arrows / bolts carried, in the corner of a bow or crossbow on the hotbar (bait on the fishing rod).
- Extra slots (option, off by default): a grid 3 slots wide beside the inventory (up to 3 x 4), built from the game's own background and cells and level with the inventory rows; the slots that are on fill it 3 by 3 and the panel shrinks when groups are off. Groups the admin turns on or off: armor (helmet, chest, legs, cape), utility + trinket, Wisplight and Wishbone (their effect works while in the slot, together with the utility item), ammo, and three quick-use slots used with Alt + Z / X / C. Saved with the character. After a death, looting the tombstone puts every item back in the same slot. Pick up, drop, swap and merge with the mouse; right click equips or uses. Nothing is duplicated or lost: free-space checks, "invalid position" drops, swaps and the tombstone are all handled. Turned off, the items return to the inventory. Not used when another inventory-slot mod (Azu Extended Player Inventory, Extra Slots, Equipment and Quick Slots) is installed.
- Extra inventory rows (admin, 0–3): real rows added to the player's inventory on top of the game's rows and Haldor's upgrades (at most 9 in total, the game's limit); deposit, favourite slots, tombstone and saving work as usual; lowering it never drops items.
Wards
- Ward system (off = vanilla): circle, square and rectangle areas centered on the ward and turned with it, admin minimum/maximum size sliders (1–100 m), show/hide the area (square/rectangle edges drawn on the ground too).
- Ward panel (Alt + E): on/off, shape and size, always-visible line on the ground and/or see-through dome, sanctuary state, permitted players (remove) and players online on the server (add). Only the owner or an admin manages the list; nobody adds themselves. Permitted players turn the ward on and off.
- Protection extended to smelters, cooking stations, fires, ballistas, shield generators, crops, items on the ground, carts, ships and damage to pieces.
- Wards per player (default 1, counted by the server), never in dungeons, never overlapping another owner's ward, admins remove any ward with the hammer, option "Admins ignore wards".
- Sanctuary for real bases (bed + workbench + 30–1440 min, checked every 30 min): nobody gets hurt, PvP locked, monsters do not enter or spawn and ignore players and tamed animals inside, nobody inside hurts anything outside, players without permission are kept out and put outside after portals or login. Bosses ignore it.
Building
- Build from nearby containers, smart snapping, Repair All in range.
- Building at dungeons, traders, boss altars and the Forge of Potential; option to disable the Forge of Potential.
- Option to dismantle boats, carts and battering rams with the hammer (off by default); it needs the workbench nearby, as when they were built.
- Dvergr mist post, seasonal decorations all year.
- Advanced building: freeze the build ghost, move and rotate it on every axis with the keyboard, grid and wheel step.
- Structures: no weather wear, no collapse (also skips the support calculation, lighter for big bases), no damage from creatures or players, support per material.
- Sign styles (size, color, hidden text).
Bosses and progression
- Master lock, unlock day per boss, previous bosses first, personal progress.
- Portal ores released after each boss, dungeons after the previous boss.
- Rewards: peaceful biome after its boss, no mist after The Queen, dry Swamp after Bonemass, calm Deep North after Kall.
- Remove abandoned bosses after a timer when no player is within 300 m.
Difficulty
- Creature/boss health, creature/boss/player damage, star chance, loot, raids, stamina, stamina regen, eitr, durability, food duration, carry weight and group scaling – on top of the world modifiers.
- Minimum and maximum stars for creatures and bosses, size per star, stars shown on the HUD for any level.
- Stars page: star tables with the chance of exactly 1 to 10 stars for creatures and for bosses (the rest = no star, never above 100%), creature star chances that grow per boss defeated and every N days, live preview of the current odds and a summary at the top of the page.
Creature infusions
- 7 traits with colored stars: Aggressive, Quick, Regenerating, Vigilant, Splitting (chain split), Armored, Vampiric.
- 6 elemental infusions with glow: Fire, Frost, Lightning, Poison, Spirit, Chaos.
- Name tags (Name · Trait · Infusion), chances, per-star bonus, strength, extra health and loot, bosses option, on/off for each trait and infusion.
Characters on the server
- Optional (off by default): the server keeps the official version of every character, host and admins included. Registered on the first connection, restored before the player enters the world on every later one; changes made on other servers or offline are never imported.
- Stores exactly what the game saves in the character file: inventory and equipment (quality, durability, crafter, item data of other mods), skills, recipes and knowledge, trophies, defeated bosses, appearance, Forsaken power, active food, health and stamina, spawn and logout position, explored map and pins.
- Automatic saving with no setting to tune: about 3 minutes after a change (inventory, equipment, skills, knowledge, food, powers), every 10 minutes when idle, one character at a time with at least 10 s between two, and at once on leaving, death, world save, kick and server stop.
- Leaving (logout, Quit, Alt+F4, closing the window) waits until the server confirms the last version (at most 20 s; the player cannot act meanwhile). The server collects every player's last version before it stops; a kicked or banned player is saved before the kick. Steam connections close with linger so nothing queued is dropped.
- Verified writes (temporary file, read back, revisions), 5 backups per character, archives, first-access policy (new characters only, or import once), characters per account, maintenance decision after the feature was off.
- Banned or non-whitelisted players are refused by the game before any character is sent; clear messages instead of a black screen when a character cannot be prepared.
- Restore a previous version (admins, Characters page): pick a character and one of its saved versions, confirm with a second click. The player is disconnected (newest version saved first), the chosen content is written as the next revision with the usual verification, the version that was current stays as a backup (the restore can be undone), the character cannot join while it runs, and the action goes to
moderation_log.txt. Only the character goes back, not the world.
Connection
- Adaptive send capacity (Steamworks): each player gets its own send limit and world-data queue, starting at 256 KB/s, lowered step by step on packet loss or a growing queue, recovering slowly, raised up to 512 KB/s only on a proven need. Removes the vanilla 150 KB/s / 10 KB limits where the connection allows it.
- World data compression between two machines with the mod (Steamworks), negotiated first, strictly validated, skipped when it does not help.
- Smart monster management: monsters move from a player whose connection or game performance is in trouble (under about 25 FPS, hitches, bad connection) to a clearly better nearby player; a stable 30 FPS player keeps them. Never bosses or tamed animals, with cooldowns against ping-pong.
- Players list for admins: ping, packet quality, silence, queue, send limit, FPS and performance of each player, best connection first.
- Every part steps aside when another mod already patches the same game methods.
Performance
- Hooks of features that are off only read a flag; containers and items register themselves (no world scans); stations and devices sleep until something can change; saves without freezing; ground cleanup; animal limits; no-collapse also skips the support calculation of player pieces.
Skills
- Experience gain and death loss per skill, minimum loss floor.
Server and players
- Ground item cleanup, server monitor, blocked console commands.
- Player limit, tombstone owner only, public map, disable map/minimap, boats and carts on the map, map icons near only.
- Shared exploration and shared map pins.
- Achievements on modded servers.
- Manual world save from the Esc menu, saves without freezing, sleep vote, sleep in any bed.
Server management
- Roles: admin master (first ID of adminlist.txt), admins, moderators (moderator.txt).
- Kick and permanent ban with required reason, ban by ID (offline), last disconnected players, unban, moderation log with date and time.
- Whitelist with nicknames, add everybody online, clear (master only), self-protection when it is turned on.
- Mod check: same mods and exact versions, optional mods, admin-only mods, unknown patchers blocked, kick players without Ultimate QOL, clear report in the main menu with a copy button.
Quick connect
- Main menu panel: reconnect to the last dedicated/crossplay servers with the saved password, Steam friends on servers with a Join button.
Extra quality of life
- All files of the mod in one folder:
BepInEx/config/UltimateQOL. - English is also built into the DLL, so the panel is readable even if the Translations folder is missing.
- Admin free camera (F10 by default): invisible to everyone, god mode, no hunger, monsters ignore, HUD hidden, back to the same spot.
- Auto pickup key with a third mode: only items you already carry.
- Food never fades (full health, stamina and eitr until it ends).
- Keep crossbows loaded (new Combat section), repair when opening the workbench (Crafting page), consume the swamp key (Dungeons page), boat camera distance (Boats and sea page).
- Sea Serpent spawn rate and serpents by day (Boats and sea page).
- Left-side notification list (with the panel key), in-game clock and day on the HUD.
Build camera, tree regrowth, console and portals
- Build camera for players (off by default): a detached camera to place buildings from a distance, only inside an active sanctuary, with a maximum distance, enemy distance, combat lock, cooldown after closing, hidden creature info, locked movement/combat/consumables while out, only with the hammer in hand (message otherwise), the character cannot move at all (auto-run included), automatic closing (damage, enemy near, sanctuary off, hammer put away, server withdrawal; Esc, game menu and settings panel close it too) and a server-side sanctuary check. New page Build camera, listed with the building pages. Placing reach is measured from the camera; the camera stays still while the piece panel, inventory or a menu is open. Limits are listed in the README.
- Tree regrowth (off by default): 10 minutes after a tree is felled, its stump (if left standing) becomes the tree's own sapling, which then grows normally (game time and rules, no custom time). Where a sapling would have no room (dense forest) or the tree has no sapling, the tree comes back grown after the sapling's time (1 hour without a sapling). Cutting the stump first ends it for good. Stumps are checked every 2 minutes. Option on the Farming page.
- All devcommands for admins (off by default): administrators on the server admin list can use every devcommands command on the server. Commands that only exist on the server run on the admin's own game (see the README). Shares the page Admin camera and console with the admin free camera.
- All items through portals (off by default, Portal ores page): every item, including the ores and metals the game blocks, can go through portals. It excludes "Ores through portals after the boss": turning one on turns the other off.
Experimental: back up your world and character before using it and turn features on a few at a time. Ultimate QOL covers most quality-of-life areas: before adding another mod, check it does not do the same thing (see the README), or keep the matching option off. Report bugs and ideas on Discord: https://discord.gg/aMkN89Cuas
