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EpicLoot Progression Fix

EpicLoot Progression Fix adds combat changes, crafting-based loot progression support, equipment fixes and quality-of-life improvements to EpicLoot. It makes build effects easier to understand, improves blocking and skill progression, and reduces repetitive inventory and crafting actions.

The add-on works with EpicLoot alone. Optional integrations extend its features to nearby storage, batch crafting, creature scaling and dungeon resets.

  • More responsive blocking. Cancel attack windup or recovery into a guard. Stronger shields and a wider parry window improve defensive options without allowing faster attacks.
  • Consistent loot progression. In crafting-gated mode, enchanted equipment follows the player’s crafting history, including unidentified gear and treasure rewards.
  • Detailed build information. A live Active effects page shows resources, regeneration, defenses, skills and combined equipment effects.
  • Skill experience per target and craft. Eligible attacks award experience for each distinct target hit, and batch crafting awards experience for each completed item.
  • Improved equipment handling. Rune extraction preserves power, socket layouts and favorites persist, and compatibility checks account for the effects remaining after a replacement.
  • Less repetitive cooking and processing. The personal bulk modifier fills nearby machines with one ingredient, refuels through their fuel controls, or collects finished output without mixing operations.
  • Scaling encounters and dungeon resets. With StarLevelSystem, boss stars scale with the summoner’s personal kill history. Configured dungeon interiors reset while preserving exteriors, belongings and occupied interiors.

Built for EpicLoot 0.15.1 and Valheim 1.0.20. Install the same add-on version on the server and every client. EpicLoot’s original DLL and assets remain unchanged.

Installation

Install BepInExPack Valheim 5.4.2351, Jotunn 2.30.2 and EpicLoot 0.15.1, plus their dependencies; a package manager installs these automatically. Optional integrations use the explicitly tested versions below and check their required APIs and patch patterns before installation. An untested optional version or changed API disables the affected integration and names the unavailable features in BepInEx/LogOutput.log; unrelated features continue. Core game or EpicLoot failures still stop gameplay initialization. Server and client gameplay integration capabilities must match before joining; client-only presentation integrations need not match. Resolve any Gameplay patches failed message before playing.

Balance and everyday play

  • All seven Bog Witch feast spices are sold on the first visit, without boss or serpent defeats. The nine feasts keep their ingredients, prices, preparation facilities and serving-tray placement.
  • The moose saddle no longer needs Bloodgold. Its other materials, crafting station, level and discovery are unchanged.
  • Resource and carry calculations apply flat bonuses before percentages. Hearty eitr can create a pool from maximum health without eitr food or another eitr bonus; Energetic eitr still needs food, flat equipment eitr or the separate health transfer. Conversions avoid circular feedback; regeneration combines bonuses and penalties before one zero floor. Bulk remains uncapped, and Inspiration avoids recursive awards.
  • Blocking can interrupt attacks without accelerating them or refunding spent costs. Air Jump recharges on ground contact or genuine swimming entry and return, not during water takeoff. Its stamina and equipment checks remain, as do the native checks for ship-deck melee, tool tiers and ranged impacts.
  • Food-eating creatures search at least 30 m whether wild, partly tamed or tame, choosing the nearest reachable pile from their native diet. Tames protect buildings, heal faster when fed and breed over wider ranges. Only bed sleepers receive the skipped-night Rested buff.
  • Ordinary tamed animals see targets within 50 m and use a 30 m alert range around their follow target or stay point. Friendly skeletons and Spirit Caller animals instead use a 40 m combat leash around their caster. They ignore peaceful wildlife, retain a valid opponent and let a fresh direct hit command an idle summon beyond that leash while the target remains simulated. Hitting their current opponent extends its pursuit too. Native sight, attacks, movement, unsuccessful-pursuit timeout and 150 m removal rule remain in effect; bats retain their separate targeting policy.
  • Aim at one of your own summons and press the secondary-attack binding while holding any copy of its matching staff to dismiss it. Dead Raiser, Spirit Caller, Staff of the Wild and Trollstav are supported, with PvP on or off. Dismissal removes one target without spending resources or durability and without combat kills, loot or XP. Hover and staff tooltips show the current binding. Existing followers can recover their caster from an unambiguous native follow relationship; older summons with no recoverable owner remain untouched.
  • Each Staff of Protection bubble broken by damage trains the caster whose spell last applied or refreshed it. Refreshing retains accumulated damage and does not create another award for the same bubble. Expiry, removal and death give no shield XP. The existing skill modifiers apply once, without adding a Rested multiplier. Untracked bubbles give no award, and disconnected or replaced caster avatars receive no queued XP later.
  • Harpooned tames yield their movement to the rope without changing its force, stamina costs or breaking rules. Their commands and background updates continue, and movement resumes when released; riders, attached creatures and animals standing on ships retain native control. Released tames stay where the rope leaves them instead of sprinting back: a saved home, from a stay command, Sit or its spawner, moves there, and the spot chosen to wander to before the drag is forgotten.
  • With TameRidingOverhaul, riding uses the game's saddle stamina and guarded controls, multiplies only ground movement once from the current speeds, clears vegetation only on the mount's owner and away from protected plantings, and routes Sit through the animal's owner. Its gameplay settings follow the server through the Tame riding sections; the Sit key stays personal.
  • Enlarged creatures, such as a 12-star Colossal moose, reach past their own bodies: each melee swing reaches as far beyond the creature's collider as at the prefab's size, and its AI attack distance grows with its body. Damage, size, projectiles and area attacks are unchanged.
  • Starred adult moose keep one equally likely small or large antler appearance across loading, ownership changes and restarts. Existing moose receive their permanent choice on their first owner setup after upgrading. Zero-star moose stay hornless, and calves keep their native appearance.
  • Comfort, dropped-item lifetime, creature ranges, camera limits and floating-ice impact damage are configurable. Expired dropped items disappear once a player's game has loaded them and their surroundings, not only once a player comes near, and show no loot beam before then. Fires remain visible through mist; distant objects preserve personal graphics settings.
  • Graphics settings have a personal Show FPS checkbox, off by default. When checked, a small frame counter in the top-left corner updates twice a second and hides with the HUD; graphics presets leave the choice alone, and a hidden counter samples nothing.
  • Placed torch flames retain their nearby appearance. A small screen size floor fades in from 80 to 160 m to prevent distant sampling flashes; colors, animation, native flares, mist and wall occlusion, fuel and light limits keep their existing behavior.
  • Cooking stations and ovens advance and show their food every second, while their shared record changes only on meaningful changes or a five-second checkpoint, and not at all while nothing cooks. Smelters step every 5 seconds and beehives every 30.
  • Fermenters preview the exact base for each action. E loads one barrel; the personal bulk modifier fills eligible nearby barrels with one base type, target first, while protecting favorite ingredients and slots. Each barrel confirms its own insertion before the next payment. Shelter, access, chest pulling rules, native fermentation and tapping remain in effect; an unconfirmed request stops the batch.
  • Automatic cooking, processing, fuel, ammunition and offering controls name the selected input. Ordinary and bulk actions show their own choices; mixed fills list their actual materials and quantities. Oven and foundry fuel controls also show the food-opening choice or status and enabled cooking timers. Protected supplies, capacity, progression locks, chest rules and keep-lit behavior remain visible without spending or claiming anything during hover.
  • Sap extractors keep elapsed time while their area is still loading, see their root's earned regeneration before catching up, and drain exactly the units they store, so long absences and shared roots no longer lose or invent sap. Production speed, capacity, regeneration and extraction are unchanged.
  • Bird nests judge their cover only after their surroundings have loaded, so a nest no longer produces against blockers that have not appeared yet. A loaded nest that is blocked or in the wrong biome spends that time, so removing the blocker later credits nothing for it; stored feathers, partial progress, rates, capacity and ordinary beehives are unchanged.
  • Chests leave Quick Stack's and AzuCraftyBoxes' lists when they unload or break. MultiUserChest's lock records and Item Stacks Item Weights' reload membership live only as long as their inventories. Destroyed inventory icons and localized labels leave no permanent subscriptions or cache ownership; live icon sizing and relocalization remain supported. Unanswered chest requests release their references after network shutdown, while live requests remain available for late replies. Completed remote previews clear even when replication arrives before the reply.
  • FastLink checks server-list status in the menu and cancels its remaining queries and status retries when entering a world.
  • Construction support, terrain paint, prefab loading and map serialization avoid redundant work while preserving their gameplay and saved formats. Vehicles retain their materials and cargo on dismantling. Native buried-cart recovery moves the chassis and wheel physics bodies together, preserving cargo.
  • Long play sessions keep their frame rate. Navigation reads the ground in a fixed order, replaces only the edge links that changed and frees expired tiles as soon as their links are gone. Full terrain stays loaded as far as distant objects appear, so its zones expire normally. The server releases objects a player still owns beyond the near area, and the hidden spawn protection overlay keeps no destroyed areas.

EpicLoot fixes and improvements

Progression, loot and encounters

Crafting history controls eligible enchanted equipment, including unopened location chests, treasure rewards and unidentified gear. Existing opened chests retain their contents. Nearby Luck, Riches and Lucky Loot follow the relevant progression and quantity limits; rarity ceilings and loot shares are configurable.

Lucky Loot gives native boss species and their phases extra magic-table rolls only; ordinary boss rewards never multiply. The guaranteed enchanted reward remains one per death. Ordinary creatures, bounty targets and Hildir minibosses retain their existing rules.

With StarLevelSystem, the native Elite Runestone Drops setting gives each eligible untamed death one separate blank-runestone attempt. Only the native chance and global drop-rate settings affect it; stars, Hoarding, Luck, Lucky Loot, Prosperity, ordinary loot shares and equipment rarity ceilings do not. Eligibility follows the loaded elite loot templates. Deep North successes choose Mythic or Ancient equally. The pack uses a 10% chance at global rate 1, keeps moose and lox on ordinary loot tables with no runestone attempt, and includes Hexen without promoting her ordinary loot. Trophies and native resources retain their existing rewards.

Corpse loot records are consumed after successful delivery. Pending rewards finish before the corpse disappears, including when ownership passes between a dedicated server and a client using TrueInstantLootDrop.

Trophy tooltips show the shard or blank runestone types supplied by the active sacrifice recipe beneath weight, using localized material names and their rarity colors. The line does not promise a quantity; the table still determines the yield and protects favorites.

Creature mould drops retain their existing chance rolls, including star and distance bonuses, but each kill produces at most one of each successful mould type. Duplicate entries and overflow rolls share that limit. Moulds remain protected from Lucky Loot; ordinary loot, non-creature sources and existing inventory stacks keep their behavior.

Equipment, runes and shardstones

EpicLoot 0.15.1 sets, rarity-aware bonuses and set extraction/etching retain their native content. Set transfers use only carried targets and runes; extraction protects favorites. Shared enchanting-table Storage also protects favorite materials during bulk deposit. Pack configuration disables rune diminishing returns, so repeated runes retain their full power.

Single-icon shardstones use their valid icon variant when created, copied or loaded. This repairs malformed upstream variant values before ordinary game validation while retaining their rarity, quantity and custom data; equipment styles remain unchanged.

Socketing, swaps and etching check the effects that remain. Augment ignores every socket when calculating eligible effects, weights and choices. After a new choice, incompatible runes and shardstones return to the bag or drop at the player if it is full; dependent sockets are checked again after each ejection. Keeping the original returns nothing, and a failed return preserves the item and paid choices. Rune extraction retains numeric power, socket columns and favorites survive saves, and Indestructible runes coexist with durability bonuses. Brokkr’s Gift rarity determines how many slots it adds; equipment rarity determines the cap, with no requirement to match rarities. Ctrl-clicking a shardstone or etched rune onto a full socket row replaces the first socketed stone or rune that differs from it, skipping identical stones and runes with the same rarity, effects, power, extraction history and set identity.

Rune stacks compare saved meaning rather than JSON formatting. Missing history on an old numeric rune means 110%; new runes save their highest applied extraction power explicitly, including 100%. Different strengths, histories, rarities, set pieces and unknown metadata stay separate. Bags and owned storage repair and consolidate equivalent old runes when encountered, preserving favorites, protected slots and excess quantities in full inventories. Etching, socketing, tempering, crafting transfers and saves retain extraction history, so repeated extraction at the same or lower power cannot earn the bonus again.

An affix's best extraction multiplier also scales future tempering: the minimum, maximum and increment increase together, preserving success and critical chances regardless of operation order. Stronger tables improve the stored multiplier; equal or weaker tables, including those below 100%, preserve the value. The pack's Rune tree starts at 100%. Existing values and history remain unchanged on loading; past missed bonuses are not reconstructed.

Rune badges use the pack's effect names, including stamina cost and damage reduction. Ammo conservation shows a positive percentage, Spellblade includes %, and Parry window includes ms. Health Critical threshold and Heat resistance retain their % notation; the field notes use the same badge codes and formats.

Sailing speed shardstones also improve forward and reverse rowing, with White active during daytime and Peach active day or night. Existing socket strengths, diminishing returns and the onboard local player's eligibility apply to both propulsion methods; the optional Sailing skill mod is not required.

Raising or lowering sails no longer interrupts ship physics when the dedicated server simulates the boat. Native ownership selection and MultiUserChest cargo handling are preserved.

Ship holds keep their native columns and gain rows: Karve 2 by 4 (8 stacks), Longship 6 by 4 (24), and Drakkar 8 by 5 (40). Existing cargo keeps its cells. Native loading preserves occupied added rows if the base capacity is reduced; empty those rows and reload to return to the older grid. Full pack rollbacks use matching server, world and client backups.

Queued wearable equip and unequip actions take at most 0.8 seconds, with a 0.15-second pause afterward. Faster wearables keep their existing timing. Weapons, tools, ammunition, direct removal, reloads and equipment restored on login keep their native timing.

Saved magic names that begin with the broken Clubs prefix token display as "Bruiser's"; the stored item data is unchanged and newly generated names already use valid prefixes.

Augment shows each affix’s total appearance chance as one correctly rounded percentage with two decimal places. It follows the verified Windows x64 Unity sampler and EpicLoot’s ordered weights, removals, retries and null draws without changing gameplay rolls. Floating-point arithmetic must certify the rounded result; uncertain boundaries use exact integers. The item list prewarms a bounded numerical cache, with the selected slot taking priority. Unknown sampler or selection-code changes retain the effect list with an explanation instead of invented percentages. Changed inputs cancel the countdown before payment, and stale calculations are not displayed. Affix-strength ranges remain separate from appearance probabilities.

Item tooltips use the character’s effective skills and proposed held equipment for attack costs, combined ammunition damage, blocking, parrying, barriers and summons. Costs distinguish primary and secondary attacks, drawing, holding, repeated bursts, reloading and conditional extra shots; health costs refresh while hovered. Conditional Eitr Imbue damage stays separate from the normal hit. Previewing an item preserves equipped totals, resources, saved item data, randomness and shared status-effect assets. Active effects uses the same attack calculations while retaining its character values before world modifiers.

Skills window tooltips list each skill's trained, equipment/status, enchantment and fortified levels and what the skill currently does with the character's equipment and effects: damage rolls with the held weapon's damage and costs, movement speeds and stamina costs, stealth, block and parry armor, fishing, farming, cooking and crafting outputs, riding, Sailing and carry weight. Effects above level 100 follow the game's and the pack's own limits. Values refresh while a tooltip stays open, and reading them leaves skills, resources, items and randomness unchanged.

Combat effects and displays

Active effects shows live resources, defenses, skills and equipment effects. Each opening starts at the top; live updates preserve scrolling and search. Armor, blocking, ammunition, harvesting, stagger and hit/kill attribution follow their effective calculations, including remote targets and delayed damage. Recall preserves the original weapon and avoids an empty-handed kick while it returns.

Ashvine fruit checks preserve saved harvest times through blocked growth, unloading and ownership changes. Native branch and neighbouring-fruit restrictions still apply. Previously overwritten harvest history cannot be recovered; no save rewrite is needed.

Plant growth uses complete spacing queries even in dense piles, preserving native spacing radii, health selection, growth timing and blocked-plant destruction. With PlantEasily, a grid click plants only the previews that were valid when it was accepted, at the positions they had then, so repeated or large grids never stack crops on one spot or onto existing plants.

Summoned bats have no health bars. A new direct hit redirects them within the summoner’s loaded simulation range; ordinary autonomous targeting and their lifetime stay unchanged. Each enemy directly hit by the local player receives its own 30-second health-bar reveal through cover and mist, within simulation range. Further direct hits refresh that enemy alone; ordinary nearby combat and taming bars keep their existing rules.

Draw distance offers three personal presets: Low loads the 288 m world envelope with a 100 m creature radius, Medium uses 352 m and 150 m, and High uses 416 m and 200 m. The menu shows only Low, Medium and High. High initializes once; confirmed choices survive pack imports and overall graphics-preset changes. The dedicated server keeps the High envelope and negotiates each player's choice. Nearby players can keep creatures active beyond another player's selected radius. Loot-bonus distances are separate.

Range reductions wait for locally owned shots in flight to land or expire, retaining their previous loading area in the meantime. This prevents changing the setting from deleting a projectile.

Player graves pause physics while their surroundings, dungeon rooms or supporting floors are still loading. A grave that has fallen below its dungeon returns to its saved death location only when its current network owner finds a loaded, unobstructed floor. Anywhere else, a resting grave whose middle is inside solid geometry, or that no player could stand near and see within the native 5 m interaction reach, moves to its last verified position, its death position or the nearest reachable spot on the same level, which then becomes the native tether point. Only what a player's body collides with counts, so trees' view blockers, creatures, items and ragdolls never block a grave, and a grave partly sunk into a step that can still be opened stays put. Floating graves and graves on moving support are left alone. Recovery retains the original grave and inventory; missing death data or no reachable spot leaves it intact and logs the reason. Northern grave chests recognize the real player grave prefab.

StarLevelSystem integration

Boss stars follow personal kill history. Bounties retain ordinary scaling, Nemesis hunting packs draw from biome decks, and offspring inherit their pack identity. Creature authority and administrative checks remain intact.

Nemesis minibosses and EpicLoot bounties share an overhead health bar alongside their existing boss displays. Nemesis names follow the native HUD, bounty names retain EpicLoot's assignment, and nearby visibility, recent-hit reveals, HUD hiding and cleanup retain the existing rules.

Spawn-multiplied creatures inherit their parent's saved hunting intent, with native night and event restrictions and Nemesis recursion protection retained. Target selection stays native and is not bound to the player who triggered a patrol. Existing unmarked extras remain unchanged because their saved data does not identify a parent.

Nemesis spawns save their faction, so minions stay hostile after unloading or on another player's game. Splitter copies take their parent's faction and Minion name, so a hostile Dvergr minion splits into hostile minions; copy counts, levels, tameness and the removed Splitter stay native.

Native Hexen and Krigen patrol attempts have a 15% chance instead of 5%, with their time, progression, location and population gates unchanged. Nemesis probabilities are separate and unchanged; this does not guarantee three times as many encounters.

Combat creatures' native hurt-triggered retreat requires evidence of an unreachable attack position. Grounded and swimming creatures check complete paths to usable attack positions, including their effective melee and ranged reach; flyers require sustained blocked pursuit without progress. Loading navigation and a single failed route defer retreat. Target, movement-mode and ownership changes discard old conclusions. This applies to bosses and summons too, while native disabled triggers and separate health, fire and other retreat rules remain unchanged.

Configured interiors reset after their timer while preserving exteriors, possessions and occupied interiors. Timers include server downtime. Morkhalla retains Malicious Ice and invasion state; unknown saved prefabs stop the affected reset with an error. Active spawners continue normally. This integration requires StarLevelSystem.

Resets replace natural cave fish while preserving player-dropped fish. While an unmarked legacy fish remains, its species' existing population and fish-spawner records are retained rather than adding replacements. Existing surface fish and carried fish are left untouched. Fish in calm water receive no outdoor wave or wind forces; ordinary ocean fishing remains native.

Crafting and storage integrations

Quick Stack preferences follow the character. An existing add-on record wins, including a deliberately empty record; otherwise the first load imports the character’s native favorites, favorite slots and trash selections without changing the old file. Imported equipment-type favorites also protect matching pieces encountered later, until the player changes that type preference; subsequent equipment favorites are individual. Unreadable records are left intact, and destructive enchanting actions remain blocked until the data can be verified. Restore a damaged legacy file or explicitly remove it to start with empty preferences; an empty or partial binary file is not treated as a successful migration. Choices already overwritten by earlier versions cannot be reconstructed.

AzuCraftyBoxes keeps each character’s saved Off, All or Only mine choice. The synchronized Storage → Default chest pulling mode setting affects only missing choices. Its standalone default, Inherit, uses AzuCraftyBoxes’ own behavior; this pack supplies Only mine. Old first-load migration markers are ignored.

AAA_Crafting receives batch controls, favorites, filters and cancellation checks. Its Max correction also needs AzuCraftyBoxes. Shared chest supply refreshes immediately after received exclusion, creator, membership or pulling-mode changes, including unlocking a previously excluded chest. Crafting, building, material collection, cooking, stations and EpicLoot payments use the same fresh selection; loaded chests expose their exclusion controls immediately. Attached carts, item filters, Leave one, inventory-first selection and manual chest access retain their existing rules. Equipment rows, graves, recall, chest hotbar transfers and consumables retain their optional integrations.

With PlantEasily and AzuCraftyBoxes, hold the bulk modifier shown in the hover hint and use a machine's input, fuel or output control. The target goes first, followed by nearest machines within the shared harvest radius, including pickup-radius enchantments. Ovens, Frost foundries, spinning wheels, windmills, smelters, blast furnaces, charcoal kilns and frigid kilns each affect only their own type; wooden and iron cooking racks remain compatible. Each loading action keeps one ingredient, including an explicitly used item, and a full target can supply neighbours. Finished-item collection never starts loading afterward. Fuel stays separate; frigid kilns take ice through their fuel control. Windmill output controls collect finished batches; automatic output and ordinary Use remain unchanged. Bulk loading skips favorited items and favorited bag slots, whether carried or in nearby chests; if only protected ingredients remain, a cooking station says so instead of loading them.

With MultiUserChest, right-clicking armor, a weapon, a shield or a utility item in a chest equips it once the chest's owner releases it; replaced gear stays in the bag, a full bag refuses with the native message, repeated clicks wait for the first reply and food is still eaten from the chest.

The black metal wardrobe's window shows its 50 slots as 10 columns by 5 rows instead of a scrolling 5 by 10 list. Stored cells, clicks, drags, transfers and saves stay native, controller movement follows the visible grid, and at large UI scales the window shrinks to stay on screen. Other containers keep the native window.

Table upgrades pay before requesting the level; refused payments return materials or drop overflow. Construction remembers what was actually paid, and salvage protects favorites. Unspent materials held by versions 0.1.283–0.1.285 return on character load; spent or accepted payments remain spent. Recovery cannot reconstruct every abrupt interruption.

StoreAndCraft 1.6.0 was tested separately for crafting, upgrades, conversion, salvage and table upgrades, including server-owned chests. Its EpicLoot supply is refreshed before queries. Ordinary crafting respects LeaveOneItem; the EpicLoot provider can spend the last material. Simultaneous withdrawals, other automation and coexistence with AzuCraftyBoxes remain unverified.

Optional integrations

Versions below are plugin versions. “Both” means server and clients; client-only integrations add no server requirement. This pack obtains AAA_Crafting, AzuCraftyBoxes and ServerCharacters from Hexium.

Optional mod Tested versions Related features Side
AAA_Crafting 2.1.11 Batch controls, filters; Max also needs AzuCraftyBoxes Both
AzuCraftyBoxes 1.8.28 Chest supply, attached carts, material collection, station capacity Both
StoreAndCraft 1.6.0 Fresh nearby supply for EpicLoot queries; native provider handles payments Both
Quick Stack Store Sort Trash Restock 1.4.16 Favorites, sorting, restocking, single-item quick stacking and personal controls Both
EquipmentAndQuickSlots 3.1.3 Equipment rows, graves, carry and recall slots Both
MultiUserChest 0.6.2 Chest hotbar transfers, chest equipping, consumables and stack labels Both
ServerCharacters 1.4.17 Enrollment, verified saves, private activity records Both
StarLevelSystem 1.27.0 Stars, Nemesis, creature balance and interior resets Both
Drop That 3.1.7 Synchronized drop tables and star loot rolls Both
SkilledCarryWeight 1.6.1 Effective skill levels and complete carry subtotals Both
QuickCart 1.0.1 Detach-first, reticle-based cart key Both
ItemStacksItemWeights 1.1.1 Rune, mead-base, trader, reward and serving tray stacks Both
Sailing 1.1.12 Sailing death penalty and ship health compatibility Both
Better Wisps 1.0.44 Held-weapon mist clearing Both
FortifySkillsReborn 1.7.1 XP handling and skill notices Both
NoSmokeStayLit 2.4.3 Kept-lit fires and refill behavior Both
PlantEverything 1.21.4 Plant timer compatibility Both
PlantEasily 2.3.1 Personal grid modifier and shared area-harvest radius Client
BetterUI ForeverMaintained 2.5.13 Plant timers, armor, cooking, rune labels and skill notices Client
FastLink 1.5.1 Server-list queries pause outside the menu Client
FedoHud 1.1.2 Personal HUD toggles, positions and skill selection Client
ComfortMe 1.3.1 Comfort range, room panel, upgrade chips and build actions Client
Ammo Count by aedenthorn Fixed 0.5.1 Ammunition counter layout Client
Venture Logout Tweaks 1.0.0 Prevent stale effects carrying through a dead-character save Client
TameRidingOverhaul 0.1.20 Synchronized riding settings, native stamina, guarded controls, ground speeds, vegetation clearing and Sit Both
Dyrr 1.4.2 Durable world bindings and readable refusal reasons Both
DiscordBot_AWL 1.4.10 Server-wide chat relay, achievements and online status Both
DiscordConnector 3.1.3 Death records and scheduled reports Server

Server and presentation

Server chat preserves capitalization; whispers stay local. Incoming Discord user mentions show the supplied server nickname, display name or username, with @user-ID when metadata is missing. Names display literally, including formatting and localization tokens. DiscordBot can show online counts and names. Its death feed names the creature whose burn or poison killed a player, with the pack's creature fire and poison jokes, and the daily death leaderboard counts those deaths for the creature. Credentials belong in server configuration. ServerCharacters enables private activity and currency journals, enrollment and verified shutdown saves.

FedoHud keeps personal toggles, overlay positions and selected skills outside shared configuration, using pack values only for missing preferences. Existing player-stat positions retain their per-profile storage. The first launch adopts choices still present; settings already overwritten by an import cannot be recovered. Planting controls, ComfortMe actions and skill notices keep their separate integrations. Ordinary pickups do not auto-equip, and friendly-fire choices persist.

Configuration and pack settings

Edit BepInEx/config/valheim.epiclootprogressionfix.cfg. Settings marked [Synced with Server] follow the server; camera, sound, damage-text range and personal controls stay local. Server send-rate and death-report changes require a restart.

Death reports default to English, UTC and hour 6, with configurable wording and daylight-saving handling. Invalid time zones are errors; dry run previews reports without sending them.

This personal pack separately provides package pins, EpicLoot recipes and drop tables, shardstone balance, dungeon lists, Nemesis decks, control defaults, floating-ice damage and Polish death reports in Europe/Warsaw. These are not all standalone defaults; edit pack sources before generating an import.

Back up saves before changing mods. Before removing the add-on, load and save characters and containers that may hold legacy Starter Gear; unloaded inventories and old backups can still need migration. Remove it from server and clients together.

Credits

EpicLoot is by RandyKnapp. Built with AI assistance. Source is included in src/; release notes are in CHANGELOG.md.

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