RossQoL
A set of Quality-of-life tweaks, all individually configured. Alpha WIPChangelog
0.30.0
- Items / SpiritCallerVariety: the Spirit Caller no longer keeps summoning the same creature over and over. Each cast brings out a kind you don't have yet, so four casts get you all four. With all four out, it summons whichever kind has the most badly wounded creature, replacing or reinforcing the one that needs it; when they're all equally healthy it picks at random as before.
- Combat / MultiplePowers: fixed -- typing the second-power key (
Hby default) into chat, a sign, the console or any other text box no longer fires your second power. It now also stays quiet while the inventory, map, menu or build menu is open, exactly like the vanilla power key.
0.29.0
- Production / NoIdleOvenFuel: ovens only spend fuel while they have something to cook. A fuelled oven left idle keeps its fuel instead of slowly burning it away, so AutoFeed no longer refills an idle oven from your chests for nothing. Cooking is unchanged.
- Combat / ButcherSummons: fixed -- the feature was announced in 0.28.0 but never actually took effect (its patch matched nothing and was skipped), so the butcher knife still passed through summons. It now cuts them down as intended.
0.28.0
- Combat / ButcherSummons: the butcher knife now kills your summons -- raised skeletons and the Spirit Caller's creatures -- the same way it butchers a tamed animal, a quick way to clear them. A normal butcher knife swings straight through a summon.
0.27.1
- Production / AutoFeed: MaxOutput now caps any producer's output, not
only kilns and windmills. A Deep North Frigid Kiln stops making FrozenFuel
once you have the amount you set (e.g.
FrozenFuel:100); smelted metals stay uncapped unless you list them yourself. - Production / AutoFeed: ovens -- and the Deep North Frost Foundry -- now take their fuel from nearby containers even when completely empty. They were only topped up once they already held some fuel, so an empty one never started filling on its own.
0.27.0
- Combat / MultiplePowers: a second guardian-power slot. Hold Shift (the
assign modifier) while using a guardian stone to set that power as your
second power; it fires on its own key (default
H) with its own cooldown. Using a stone normally still sets your first power, which fires on the vanilla guardian-power key. Both keys are configurable. - Items / RecallSummons: the Spirit Caller staff now recalls its spirits the same way the Dead Raiser recalls its skeletons -- its middle-click calls every creature it summoned, and that is still following you, back to your side.
- Tames / NoSummonCommands: the Spirit Caller's spirits, like raised skeletons, can no longer be petted or told to stay, so they always follow you and always count against how many summons you may have at once.
0.26.1
- Production / AutoHarvest: producers no longer drop their output into personal chests. A beehive, sap collector, fermenter or windmill will fill ordinary (public) chests and drawers nearby, but leaves your personal chests to you.
- Production / AutoHarvest: producers reliably put their output back into an item drawer that already holds that item, instead of occasionally passing it over for a nearer ordinary chest. The drawer was being skipped in the moment right after it last took a deposit; it no longer is.
- Progression / TeleportUnlocks: flametal ore and flametal can now be carried through a portal once you have killed Fader, the Ashlands boss -- the same boss-gated rule the other metals already follow.
0.26.0
- Progression / SmeltingYield: the Eitr Refinery now yields
SmeltingMultiplierrefined eitr per batch instead of one, once the Queen is dead, the same way ore from a beaten biome smelts into more bars. The refinery is a smelter under the hood, so this is decided by what it produces rather than what it eats -- neither the Sap nor the Soft tissue going in matters. Metals are unchanged, and nothing happens before the Queen is down.
0.25.0
- Interface / Notifications: a skill line now shows what the game actually
added as well as the share of the next level it works out to --
Woodcutting +12 (3%)rather than just+6%-- with both numbers growing in place while you keep earning. A gain worth less than one percent of a level reads as<1%instead of rounding down to0%, which made it look like nothing had happened. - Tames / CullWoundedSummons: when raising a new skeleton puts you over your summon limit, the skeleton that disappears is now the most badly wounded one rather than the one you raised longest ago. Two summons hurt equally fall back to the oldest, as vanilla does, so the same cast always takes the same one. How many you may have at once, what counts towards the limit and when the limit is checked are all unchanged. Turn it off for vanilla's oldest-first order.
0.24.0
- Tames / NoSummonCommands: raised skeletons can no longer be petted or told to stay. Vanilla only counts a summon towards your limit while it is following you, so parking skeletons around the place let you raise more than the limit allows; now they always follow you and always count. Pressing Use on one does nothing, and the hover text no longer offers it. Tamed creatures are untouched -- petting a wolf and telling a boar to stay work exactly as before.
- Interface / Notifications: top-left notifications now stack instead of
each one wiping out the last. Up to five lines at a time, each with its own
icon and its own fade. Picking up more of something updates the line it
already has --
Wood x12becomesWood x20-- however many other messages arrive in between, which is where vanilla's own stacking gives up. Skill gains get a line vanilla has never shown at all: how much closer that swing took the skill to its next level, counting up as you keep going (Woodcutting +6%becoming+11%) rather than one line per swing. Level-ups still read as level-ups. TurnNotificationsShowSkillGainoff to keep pickups and level-ups without the progress lines. Messages across the middle of the screen are untouched.
0.23.0
- World / DecayInBase: things you drop at home no longer lie there forever. Vanilla exempts anything inside a workbench or ward radius from ever decaying, which is why litter piles up around a base and nowhere else; now it keeps the same one-hour life as a drop anywhere else in the world. Nothing disappears while someone is standing within 25 metres of it.
- Crafting / CraftFromChests: a requirement row with two three-digit
numbers no longer loses its last digit --
150/400was showing as150/40. Vanilla sizes that label for a bare cost, so the longer "have/need" text ran past the end of it; the text now shrinks to fit instead of being cut. Applies to the crafting panel, the upgrade panel and the build HUD.
0.22.0
- Items / RecallSummons: recalling your skeletons with the Dead Raiser's secondary attack no longer raises an extra skeleton for free. The recall now only moves the skeletons you already have, as it was meant to. A recall pressed in the middle of a swing is ignored rather than cutting the swing short, so a summon you have paid eitr for always arrives.
- Items / RecallSummons, Portals / TamesFollow: recalling your skeletons inside a dungeon no longer dumps every one of them on the exact spot you are standing on, which could squeeze one out through the wall and lose it. They now spread out around you underground the same way they do above it. A creature is also never put down at a height you are not at: on a staircase down into a mine, in a cave, or anywhere else the ground above is not the ground you are standing on, it lands beside you instead of being shuffled out to the surface. Out in the open they still follow the slope and land on the hillside with you.
- Portals / TamesFollow: your tames and skeletons now come through dungeon
doors with you, and back out again, the same way they come through a portal.
Walk your wolves into a crypt and they are beside you when you arrive. No new
setting: it uses the same
TameFollowRadiusandTameSearchDistance, and summons are held safe for the crossing, which matters here because a dungeon interior is far enough from its own doorway that one left behind would otherwise be dismissed. - Death / GraveMarker, Death / CorpseRun: die in a crypt and the marker now points at the dungeon's entrance instead of at the sky. A dungeon interior sits five kilometres above the surface, so a grave inside one used to read as a couple of thousand metres straight up, which told you nothing about how to get back to it and kept the Just Died buff pegged at full strength the whole way. The marker and the buff now both aim at the door you went in by while you are outside, and at the grave itself once you are back underground. Graves you are already carrying are unaffected and still work exactly as before.
- Progression / DungeonRespawn: which boss a dungeon waits for is now decided from the dungeon's own type rather than from the ground beneath its entrance, so a dungeon sitting near a biome border still answers for itself. A dungeon this cannot identify is left alone rather than guessed at, and surface camps and villages are never touched.
0.21.0
- Progression / TeleportUnlocks: dragon eggs may go through a portal once Moder is dead, and mechanical springs and Dvergr extractors once the Queen is dead. Same rule as ore and metal: vanilla's own refusal stands until then.
- Portals / TamesFollow: skeletons raised by the Dead Raiser now come
through portals with you, like any other creature following you. They use
the same
TameFollowRadiusandTameSearchDistanceas your tames, rather than settings of their own. - Items / RecallSummons: the Dead Raiser staff's secondary attack (middle
click) now calls every skeleton it raised, and that is still following
you, back to your side, spread out around you instead of piling on top of
each other. Plays the staff's own summoning-cast animation and sound, and
takes a brief half-second to complete, so it feels like you're casting a
spell rather than teleporting your skeletons instantly (
RecallCastSeconds, default 0.5 seconds). Costs no eitr, stamina or health, and is on a cooldown set byRecallCooldownSeconds(default 8 seconds). Vanilla previously did nothing with this staff's secondary attack.
0.20.0
- Production / SafeRefinery: the Eitr Refinery no longer spits the damaging, knocking-back projectile that otherwise fires out of it while it runs -- its steam, light, sound and smelting are unchanged. Applies to whoever owns a given refinery, so everyone on a server needs it on for it to be safe. A refinery already running when this is switched on keeps its old behaviour until it is next turned off and back on, or the area is reloaded.
- Crafting / CraftFromChests: crafting from chests no longer occasionally hands out free items on a server. A chest now counts towards a craft only if that same craft can actually be charged for it -- before, a chest could be readable but not writable, so its contents made a recipe look affordable and then paid nothing towards it, and the game had already given you the item by then. Payment takes charge of each chest at the moment it removes from it, and takes the same quality the recipe was priced against, so a better stack is never eaten for a craft that was costed on a plainer one. Nothing extra is ever taken from your own pack to make the sums add up.
- World / NoWeathering: rain no longer wears down or greys your buildings -- the grey "weathered" look was always just health dropping low enough to swap in the worn model, so keeping rain from chipping away at health keeps wood looking new. Pieces still collapse if they lose support, and still take damage from creatures and players; DeepNorth snow and AshLands ash and lava are untouched too. Applies to whoever owns the piece, so everyone on a server needs it for consistent results.
0.19.0
- Death / GraveMarker: a marker sits over your grave while it's in view
and slides to the edge of the screen, pointing toward it, when it's not --
so finding your way back after a death doesn't mean squinting at the map.
A quiet hint line under it names
ClearGraveKey(hold to dismiss) and, once you have died more than once,CycleGraveKey(press to cycle,PageDownby default) -- the cycle hint only appears once that key is bound to something. It disappears once the grave is emptied. Vanilla's own death pin on the map is untouched; this is a second, on-screen indicator alongside it, not a replacement for it. - Death / RespawnFood: respawning after a death hands you a meal instead
of an empty belly -- berries early in a run, something more substantial
once the world has got further along.
RespawnFoodCountandRespawnFoodsByFrontiercontrol how much and what. Logging in on its own never triggers this, only a death does. - Death / RespawnRested: respawning after a death also guarantees at
least
RestedMinutesof the Rested buff, so the walk back is not also spent at reduced stamina regeneration. A better Rested you already have from your own house is left alone. - Death / CorpseRun: a modest buff called "Just Died" that grows with how
far your grave still is -- a little more stamina regeneration and a
little cheaper running and jumping the farther you have to go, easing off
in steps as you close the distance but never all the way to nothing while
the grave still stands (
CorpseRunMinStrengthis what you get standing right at it). It always tracks your newest grave, even whileCycleGraveKeyhas the on-screen marker pointed at an older one, and it ends the moment you loot the grave, or afterCorpseRunMinutesof real time if you don't make it back in time (a fresh death always gets its own fullCorpseRunMinutes, and the clock restarts if you relog). Looting is still the deliberate handoff: emptying the grave hands you straight into Valheim's own, much stronger Corpse Run reward, untouched by this mod, so this buff is only meant to ease the walk there. - Death / SkillLoss:
SkillLossMultiplierscales how much skill a death costs against vanilla's usual loss -- 0.5 for half, 0 for none. A soft death (dying again within seconds) still costs nothing, same as vanilla; and vanilla's own "skills lowered" message still appears even when the multiplier removes the loss entirely, since that message is not part of what this setting scales.
0.18.0
- Progression / DungeonRespawn: a dungeon you have not entered for
RespawnDays(24 by default) is rebuilt as it was first found -- chests stocked, creatures home, ore veins whole -- but only in a biome whose boss is dead. Burial chambers and troll caves wait for the Elder, sunken crypts for Bonemass, frost caves for Moder, infested mines for the Queen. The rebuild uses the dungeon's own seed, which Valheim derives from the world seed and the dungeon's position, so the layout that comes back is the layout that was there. - Rebuilding destroys everything in the dungeon, so
ProtectPlayerBuildsis on by default: a dungeon holding anything you built -- a portal, a stash -- stops respawning instead of being cleared out. A dungeon is also never rebuilt while anyone is near it. - Dungeons in a world that predates this feature start their clock the first time they load, so an old save does not rebuild every crypt at once.
0.17.3
- Tames / QuietChickens: the mating sound is quiet too. It is named "fx_hen_love" rather than anything with "sfx_chicken" in it, so the name check that silenced the rest of the bird never caught it; a sound is now a bird's either by its own name or by hanging under a Hen or a Chicken.
0.17.2
- Crafting / CraftFromChests: every requirement row now reads "have/need" instead of the bare cost -- what your pack and the nearby containers hold together, against what the craft asks for. Vanilla never showed the first number at all, so a craft drawing on chests gave no sign of how close it was. Crafting, upgrading and the build HUD all show it.
0.17.1
- Built and tested against Jotunn 2.30.1, which the dependency now asks for. Nothing else changed.
0.17.0
- Tames / QuietChickens: chicks and hens make no sound at all -- no peeping, clucking, wing flapping, pecking, footsteps, hurt or death. The sound is stopped as this machine plays it, so birds another player owns are as quiet as your own, and every other creature is unchanged.
0.16.0
-
Food / NoFalloff: a meal gives its full health, stamina and eitr for its whole duration instead of fading as the timer runs down. Vanilla scales all three by the time remaining, so most of a meal is spent worth less than the tooltip says; now the value holds and then ends.
-
Food / ExpiryWarning: a meal says so
WarningSecondsbefore it runs out, 60 by default, while there is still time to eat something. Vanilla only tells you once it has already gone. -
Progression / MiningPower: rock and ore in a biome whose boss you have killed take
MiningMultipliertimes the damage, 2 by default -- the Black Forest gives up its copper faster once the Elder is down, the swamp its scrap once Bonemass is. The ground decides, not the tool, and trees are unaffected. -
Progression / SmeltingYield: ore from a biome whose boss is dead smelts into
SmeltingMultiplierbars instead of one, 2 by default, for the same ore and fuel. Only metals tied to a boss are affected; coal and flour are unchanged. -
Crafting / CraftFromChests: crafting, upgrading and building may draw materials from containers within
CraftRadius(40 m) as well as from your pack. Your own inventory is always spent first and only the shortfall comes out of a chest, because the charge is measured after vanilla has taken what it can rather than predicted. Containers you may not open and other players' warded chests are left alone, and a container is only written when this client's ownership of it has settled.BuildFromChestscovers the hammer as well as the workbench. Recipes that take any one of several ingredients -- mead bases, cooked dishes -- are covered too: they never go through the usual paying path, so the ingredient is sourced from a container and the removal topped up from it.
0.15.0
-
Items / WisplightCarry: a wisplight in your inventory works exactly as if it were equipped -- the wisp circling you, its light and the mist it pushes back -- without costing you the utility slot, so it never competes with the Megingjord. It is not an imitation: everything the equipped wisplight does comes from the item's own equip status effect, and that is what this grants.
-
World / ComfortRange: furniture counts toward comfort from
ComfortRadiusmetres away, 20 by default, instead of vanilla's 10. Which pieces count, how duplicates collapse and the need to be under shelter are all unchanged -- vanilla does the same work on a longer list. -
Progression / ClearMist: killing the Queen clears the mist from the Mistlands. Emitters stop through vanilla's own switch and the mist already in the air is cleared; nothing is destroyed and nothing is written to the world, so turning it off brings the mist straight back. Wisplights are unchanged and still worth carrying underground.
0.14.0
-
Items / StackableMeadBases: barley wine bases stack too, not just mead bases. They are a fermenter input under another name, and were the one brewing item still taking a slot each.
-
Crafting / BenchRange: crafting stations reach
BuildRangemetres instead of vanilla's 10, withBuildRangePerTypefor stations that want their own radius andExtensionRangefor how far attachments may sit from their station. Switching it off puts every station back to the range its prefab shipped with. -
Progression / TeleportUnlocks: metal and ore may go through a portal once you have killed the boss of the biome it comes from -- the Elder for copper and tin, Bonemass for iron, Moder for silver, Yagluth for black metal. Per biome, not cumulative: a later boss says nothing about an earlier biome. Nothing is written into saved items, so turning it off simply refuses the ore again.
-
The startup compatibility check no longer fills the console with HarmonyX warnings. It asks whether each Valheim member it depends on still exists by trying field, then property, then method, and AccessTools logs every miss -- so each method it confirmed cost two warnings, 236 of them on a full load. It now asks through plain reflection, which is quiet. Nothing about the check itself changes: a member that really is missing is still reported as an error naming the feature.
0.13.1
- Crafting / MultiCraft: typing an amount now makes that many, instead of five. Vanilla hides the Craft button while a craft runs, the amount box went with it, and the amount was put back to vanilla's five before the craft finished -- and because the finished craft reads that number for both what it makes and what it costs, you were given five and charged for five. The amount now holds from the moment the button is pressed until the craft ends.
0.13.0
- Production / AutoFeed: smelters, kilns, blast furnaces, windmills and
spinning wheels take ore and fuel from nearby containers; ovens and shield
generators take fuel; an empty fermenter takes a mead base and starts it.
One item moves per attempt and an attempt runs every second, so a producer
fills gradually and a container is never emptied in one go.
Everything is handed over with vanilla's own RPCs, one unit at a time, and
containers are used under the same rules as harvesting: ward access at the
producer, the container's privacy, fresh contents and settled ownership.
MinimumLeftBehindandMinimumPerItemkeep a reserve across the chests near a producer, counted as a total for the area rather than per chest,KilnFuellimits what a kiln may burn (plain wood by default), andMaxOutputstops a producer once you have enough of what it makes. Ore into metal is never capped. - Fires / AutoFeed: fire pits, hearths, torches, braziers and bathtubs take fuel from nearby containers, using the Production feed settings.
- Fires / InfiniteFuel: a fire at maximum fuel stops burning down and stays lit without spending more. Below maximum it burns as it always did.
- Crafting / MultiCraft: the amount is now a box beside the Craft button
rather than a second button above it, which covered the ingredient list.
The Craft button itself makes as many as the box says, and vanilla's own
multi-craft path drives the label, the ingredient list and the greying-out,
so they all agree. The box starts at 1, so crafting is vanilla's until you
type a number, and the
MultiCraftAmountsetting is gone: the box is the setting, and it is in front of you. - Items / StackableMeadBases: mead bases stack to
MeadBaseStackSize(20 by default) instead of taking a slot each. Unstack them before turning it off.
0.12.0
- Crafting / MultiCraft: a number box and a second craft button sit above
the Craft button. Type how many you want and press it to make that many of
a stackable item at once, for the materials they all cost. The pair appears
only for recipes that stack, and is greyed out when you cannot afford the
amount typed; upgrades and items that do not stack are unchanged. The box
starts at
MultiCraftAmount, default 10. - Crafting / AutoRepair: opening a crafting station repairs everything that station can repair, with one sound and one message instead of a click per item. A station still only mends what its own type and level allow, so a workbench will not mend a bronze axe and a level 1 forge will not mend what needs level 2. The repair button works as before.
- Interface / PanCamera: panning up no longer looks down. Vertical panning was inverted against the rest of the game; the game's own invert-mouse setting still applies.
0.11.1
- Tames / QuietWolves: tamed wolves owned by another player are quiet too. A howl is a networked sound made by whichever client owns the wolf, so silencing the idle timer only ever quieted this client's own wolves -- in multiplayer, usually none of them. The howl is now silenced as it is played, which every client does for itself. Wild wolves still howl.
0.11.0
- Production / AutoHarvest: windmills empty themselves into nearby
containers as they mill, instead of holding flour until someone empties
them by hand. Flour moves whole or not at all and stays in the windmill
when nothing nearby has room. Kilns, smelters, blast furnaces and
spinning wheels are unchanged. Turn it off with
HarvestWindmills.
0.10.0
- Interface / ProductionTimers: beehives, sap collectors and fermenters show how long until the next honey or sap, until they are full, and until a batch is ready.
- Interface / PanCamera: hold left Alt (
PanKey) to look around with the mouse without turning your character. Releasing it snaps the camera back. - Tames / QuietWolves: tamed wolves stop howling. Wild wolves are unchanged.
- World / AoeRepair: repairing with the hammer also repairs every
damaged piece within
RepairRadius(default 15 m) of the one you clicked, for one swing's stamina and durability. Server-controlled.
0.9.0
- World / FloatingItems: dropped items float on water instead of sinking, as wood does. Live fish are unchanged. Server-controlled.
- World / FastSleep: sleeping is quicker. The night passes in
SleepSkipSeconds(default 2) instead of vanilla's 12, and the black screen fades inSleepFadeSeconds(default 0.5) instead of 3. Server-controlled.
0.8.0
- Portals / InstantPortals: portals skip vanilla's fixed wait. You arrive as soon as the destination has loaded, instantly when it already is. Personal setting.
0.7.1
- Interface / Clock: a thin dark outline keeps the clock readable over bright backgrounds such as snow and sky.
0.7.0
- Crafting / RecipeSearch: the search box also finds recipes by type:
armor,helmet,weapon,foodand more, or a weapon's skill such asaxesorbows.
0.6.1
- Portals / TamesFollow: tames following you come through portals even when another player's game is looking after them, such as a tame someone else tamed. Before, only the player whose game owned the tame could bring it.
0.6.0
- Tames / FeedFromContainers: a hungry tame with no food on the ground
nearby eats from a container within
FeedRadius(default 10 m), drawers included. Only creatures that are already tame. Server-controlled. - Tames / SilentBirths: tames give birth without the birth sound. Server-controlled.
0.5.0
- Tames / FollowCommand: every tamed creature can be told to follow or stay by pressing Use on it, not just wolves. Server-controlled.
0.4.0
- Interface / Clock: the in-game day and time under the minimap, in 24-hour or 12-hour format.
- Production / AutoHarvest: beehives, sap collectors and fermenters
near a player empty themselves into containers within
HarvestRadius(default 40 m), first into containers already holding that item, then the nearest with room. Works with containers from storage mods, such as ItemDrawers drawers. Output that fits nowhere stays in the producer; a fermenter's batch goes into one container whole and is never split. Server-controlled.
0.3.0
- Combat / InstantLoot: a killed creature's loot drops the moment it dies instead of when its corpse fades. The corpse stays. Server-controlled.
- Terrain / UnlimitedHeight: raise and dig terrain up to
MaxRaiseandMaxDigmetres (default 200) instead of vanilla's 8. Server-controlled.
0.2.0
- Crafting / RecipeSearch: a search box above the crafting recipe
list filters it by name as you type.
SearchAutoFocusputs the cursor in it when you open a crafting station. - Live config: edits to the config file apply without a restart
(
General / HotReload); server-controlled settings reloaded on a server reach connected players. Turning a feature off is immediate; turning on one that was off at launch still needs a restart.
0.1.0
First public build.
- Portals / TamesFollow: tames following you within
TameFollowRadiuscome through portals with you and are placed at a clear spot near your arrival. (Previously planned as the separate RossPortalTames mod, which was never released.) - Startup / ContinueButton: main menu button resuming your last local world or server with the character you used.
- Startup / SkipSplash: no launch logos, no menu intro video.
- Startup / SkipValkyrie: no Valkyrie intro for new characters.
- Every feature and category can be switched off in one config file.


