


I usually make modpacks for different games I like to play, but end up modding and running servers for.
Games like Minecraft, ARK and so on and since I'm playing a lot of Valheim I just felt it was about time
to do something about it.
I love modding. It's really fun to add things that expand the gameplay and to fix things I find could be handled better.
Mods that help me sort things make me happy, as an example. I also dislike cheating. I never really been
much for the "creative mode" part of any game. If you get everything handed to you, then where's the fun?
So I try to keep my modpacks as balanced as possible between making some parts easier while not taking away
the work needed to advance in the game. Like the portals, perfect example.
I would never just allow everything through the portals, it would make ships useless and make everything to easy.
But... Allowing better portals to be built to let you take some extra thrue for each advance you make in the game? Perfect!
I really isn't very good at explaining so I let AI go through the mods list and, following some guidlines, write
a better description of the pack. (I might have giving it the promt that it should "sell" the description. :P)
Lazy AI Description
Progression is adjusted to feel more deliberate and rewarding. Crafting paths are expanded, certain unlocks are gated more clearly, and overall balance is tuned so advancement feels earned. Some systems add challenge, others reduce friction, creating a steadier sense of growth.
Examples:
Combat is expanded with additional mechanics and small tweaks to stamina, gear scaling and encounters. You can expect fights to feel slightly more dynamic, with room for both tougher moments and smoother pacing depending on how you play and prepare.
Examples:
Inventory management is less restrictive, with added carrying flexibility and new ways to organize or equip items. The goal isn’t infinite storage, but a more practical system that reduces micromanagement while keeping survival decisions relevant.
Examples:
Travel and movement are adjusted to feel less tedious. Portals and traversal rules are reworked to offer more freedom, while still respecting progression. Exploration stays central, but getting around the world becomes more consistent and player-friendly.
Examples:
Light RPG elements introduce additional layers to character growth. Skills, stats and progression systems feel more visible and structured, giving long-term goals beyond base game milestones without turning Valheim into a full MMO.
Examples:
Numerous small tweaks improve clarity, tracking and general usability. Information is easier to follow, systems communicate better, and some rough edges are smoothed out—enhancing immersion without dramatically changing the core Valheim experience.
Examples:
End of lazy AI description :)
Most mods that need it have had their configs fixed to work together as good as I've manage and I'm still doing some changes here and there, mostly for balance.
I have an idea of how some things should spawn, what some recipies should be like and if and how some stuff should be made available. I'm also trying to keep the changes documented (for myself atm) and also trying to get a better guide for the mods made than the poorly written ones (if any) some of these have. It will pop up on its own webpage as soon as I get the energy to actually finish one (maybe as a wiki).