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Fate Forge

0.4.2 — experimental multiplayer beta for Valheim 1.0.12.

Updates Epic Loot material and mould values, delivers rewards after the three-second wheel reveal, and removes the fruit ornaments. The gold coins, chains and axe remain. Tar retains Plains pricing: 75 per item with default settings. Keep the same version on server and clients.

For an interrupted 0.4.0 win, open the forge and choose Review interrupted reward. Only confirm I received no reward — recover if that reward was never received, used, moved or dropped. The saved result is recovered without spending again or rerolling. This requires a matching receipt/checkpoint and no matching reward in your inventory; other ambiguous states stay locked for review. Verified future delivery rollbacks can use Retry saved reward. Keep receipt files; deleting them can lose recovery evidence.

Live co-op and dedicated-server gameplay remain unverified. Use disposable saves while testing this beta. Full gameplay testing remains incomplete.

Turn humble offerings into a chance at greater riches. Build a golden Fate Forge, choose what to wager and what you hope to win, and watch the wheel reveal your fate.

  • Craft the station for 20 Wood + 10 Stone, in the hammer's Crafting category.
  • Search YOU GIVE for inventory offerings and YOU COULD WIN for rewards. Each list has its own category and biome filters, plus value low-to-high, value high-to-low and name sorting.
  • Set quantities and supported equipment quality, review values and percentage, then confirm.
  • Hover cards show only the item name and value in a compact footer below the wheel. The chance hover stays compact too.
  • Matching unequipped inventory stacks appear together, including separately picked-up stacks. Use All to wager their combined quantity, such as 150 Wood from three stacks.
  • The offering is spent on either outcome. Only a win grants the requested reward.
  • The green wheel segment is the winning area. The animation reveals the server's saved result.
  • The reward enters your inventory only after the wheel stops. Closing the panel does not shorten the delay or cancel the saved result. Full-inventory delivery can resume without another spin, wager or draw.

Install and play together

Install this same 0.4.2 package, BepInExPack Valheim 5.4.2350 and Jotunn 2.30.0 on the host or dedicated server and every player. Restart all instances after updating. Use a separate mod profile and disposable characters/worlds for each private test of this beta. Profiles isolate mods, but may still show your main saves; choose only test saves.

For co-op, the host starts the disposable world with Start Server enabled. Other players join normally. On a dedicated server, install the same plugin folder and dependencies before starting its disposable test world. This package does not include a server.

Build Fate Forge, close the hammer menu and press E. Keep one empty inventory slot. Select an unequipped offering, a reward and quantities, press Review Wager, then Confirm & Spin. Players have independent transactions at the same station. F8 opens a nearby Fate Forge. All wagers use that station's saved transaction protocol; the old prototype's ordinary-workbench gambling path is retired.

The server checks both prices against its own loaded items and economy configuration. Use the same BepInEx/config/FateForge/economy.json on host/server and players. A mismatch rejects confirmation before spending. Absent-mod items, invalid definitions and explicitly disabled items stay unavailable.

Prices and chance

Wood and Stone = 0.3, Resin = 0.15, Iron = 232.155, Black Metal = 2,476.98 per item. 150 Wood for 3 Iron values your offering at 45 against 696.465, with about 1.34% chance. 1 Iron for 1 Black Metal has about 2.81% chance. Quantity scales linearly. Recipe values use consumed ingredients divided by batch output, including cumulative equipment upgrades. Refined materials receive 10% markup; finished crafts receive 20%. Then apply the item's biome factor once. Ingredient premiums and biome factors do not compound through recipe chains.

Origin biome Final factor
Meadows 1×
Black Forest 1.25×
Ocean 1.5×
Swamp 1.75×
Mountains 2.25×
Plains 3×
Mistlands 4×
Ashlands 5.5×
Deep North 7.5×

The raw anchors now put copper ore/scrap at 25, tin ore at 15, iron ore/scrap at 120, silver ore at 300, black metal scrap at 750, current flametal ore at 3,500, and bloodgold ore at 8,000, before biome factors. Bronze scrap has raw value 65. Iron uses (120 + 2×0.3) × 1.10 × 1.75 = 232.155. Black Metal uses (750 + 2×0.3) × 1.10 × 3 = 2,476.98. One Soft Tissue at 1,200 plus one Sap at 160 gives Eitr (1,200 + 160) × 1.10 × 4 = 5,984.

Unchanged older default configurations upgrade in memory to these values. Customized configurations are preserved; an enabled custom Wood value must use the new 0.3 baseline.

For r = offering value / reward value:

p = min(0.95, 0.80*r) * min(1, r/0.25)

There is no minimum chance floor. Early materials may gamble for later rewards. The 23 default resource anchors are balance choices, not official game prices. Real registered inventory items, including trophies, equipment, food, resources and modded items, use supported recipe and quality costs first. Where an exact route is unavailable, the catalogue supplies a labelled difficulty estimate based on the loaded item's progression, properties and observed acquisition information. Estimates are balance judgments, not measured farming time or an assurance that every conversion is exploit-free. Quality uses actual cumulative upgrade costs where available; its estimate is identified.

Epic Loot's default Dust, Essence, Reagent and Shard material values scale by rarity: Magic 25 · Rare 125 · Epic 500 · Legendary 1,500 · Mythic 3,000 · Ancient 5,000. Runestones, etched runes, coloured shard stones, tokens, Brokkr's Gift and accessories use their active configuration and acquisition costs or labelled scarcity estimates. Unidentified gear uses its public biome and rarity without exposing its contents. Vanilla Deep North moulds default to 60,000 each; two casting templates without a confirmed acquisition route use an explicitly provisional value in the audit.

Interrupted wagers

Prices and outcomes are decided on the server. Saved receipts prevent a repeated request from rolling or paying out again. Closing the panel, walking away after spending, or disconnecting does not refund a settled wager. Rejoin with the same character and profile. A matching saved debit can resume the existing result; a delivered reward only retries its acknowledgement. A full inventory delays a winning delivery until a slot is free.

Valheim stores inventory on each player's client. This protocol is not protection against modified clients, cheating, or coordinated save/receipt deletion. It cannot make character files and server files one atomic save. Interrupted inventory changes, damaged receipt logs, or a stale character checkpoint lock gambling for review instead of guessing whether to refund or award again. Keep matching character, world and receipt backups.

Client receipts live under BepInEx/config/FateForge/multiplayer-client.receipts and server receipts under BepInEx/config/FateForge/multiplayer-server. Do not delete them to clear an error. Preserve the receipt ID and logs for investigation. Automatic ambiguous-case refunds are not included. Use the missing-reward review described above only when its conditions apply.

Other mods and limits

The catalogue lists real inventory items actually registered by loaded mods. Existing custom items are eligible offerings; unknown effects receive the item's base/progression estimate with no guessed bonus. Category and biome filters narrow each list independently; clearing them restores the list.

The optional Epic Loot bridge recognizes 0.14.5 / public API 1. Existing enchanted equipment adds its configured enchant-material base costs to the equipment's underlying quality cost, then applies one 20% crafting premium and the equipment's biome factor once. Epic material and utility prices follow the configured costs and scarcity estimates described above. Unknown or malformed magic metadata falls back to the base estimate without revealing hidden effects. Socket contents and special effects remain part of the exact item identity but receive no invented value bonus. Equipment quality is separate from enchantment rarity. Randomized enchanted rewards are not included. Epic Loot is not a required dependency.

Detached native fixtures have loaded this exact optional pack together using an isolated profile with public/default settings:

Mod Version
BepInExPack_Valheim 5.4.2350
EpicLoot 0.14.5
FixAchievements by Geda_Giminei 1.0.2
Jotunn 2.30.0
JsonDotNET 13.0.4
ValheimPlus_Grantapher_Temporary 10.1.2
XPortal 1.2.25

Use matching mods and relevant settings on server and clients. Configured stack sizes, inventory dimensions, processor costs and metadata changes are compatibility test cases; the listed versions alone do not establish support for every configuration.

Offerings may span matching stacks, up to 10,000 items per wager. Different quality, variant, world level or custom metadata stays separate; durable gear also keeps its durability distinction. Ordinary pickup history does not split resource stacks. Equipped offerings are refused. Rewards remain limited to one stack per wager. Unspent reviews expire after 30 seconds. A server-approved escrow does not expire after the offering has been spent. Local death/teleport pauses pending delivery.

Verification and beta limitations

This revision passed 467 core checks and 181 detached native checks with zero failures. The native audit covers all 249 registered Epic Loot inventory definitions and 31 casting definitions, with the seven-package dependency pack loaded. Deterministic fixtures verify that the saved reward is withheld for the three-second reveal, including wins, losses, duplicates and full-inventory retry. Three native checks remain blocked: live player callbacks/equipment, TarPit scene acquisition and interactive UI capture. On-screen timing, the recovery interface and multiplayer still require gameplay verification. Earlier catalogue and inventory timing probes apply to their captured fixture workloads, not live gameplay FPS or owner response time. Desktop checks and detached Unity fixtures do not establish live multiplayer acceptance. The reported opening delay, inventory lag and interactive filter controls still need an owner playtest.

Live player inventory and equipped-item rollback remain unverified. Clean mod-manager installation remains unverified. The actual owner's mod profile/custom settings remain unverified. Arbitrary inventory-changing mods also need compatibility testing. ItemData subclasses with state that cannot be preserved by the transaction snapshot remain unsupported. Randomized enchanted rewards are not included. Client-owned inventory is not cheat-proof. Interrupted inventory changes may lock gambling for review.

No game, Unity, BepInEx or Jotunn binaries are bundled. Code and original station artwork were developed with AI tools.

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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro