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Fate Forge

0.4.5 — experimental multiplayer beta for Valheim 1.0.12.

This update gives every ordinarily priced item a minimum raw value for its earliest supported biome, before one output crafting/refining premium and one biome factor. Rarity and actual consumed ingredient costs can raise that value. Quantities remain linear and equipment retains cumulative upgrade costs. Explicit custom prices remain configurable. Native acquisition definitions and access gates take precedence over fallback estimates; unresolved sources stay labelled as estimates.

Ancient Bark now has a Swamp raw minimum of 20, for 35 per item after its biome factor. Wood and Stone remain 0.3. Early materials can still wager for later rewards using the same displayed probability formula.

The multiplayer character check now reads the connected character's replicated identity instead of relying on a separate peer ID cache. The physical connection, character ownership, selected station and transaction receipts remain checked.

Compilation and automated verification passed: 558 Core checks and 209 detached native Unity checks, with zero failures and three native checks still blocked. Live remote-client and dedicated-server acceptance are still required. Install the same version on the server and every client.

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 0.4.5 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. Leave enough room in compatible partial stacks or an empty slot for the reward. 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, explicitly disabled items and the reviewed excluded identities stay unavailable. Excluded items cannot be wagered through a hidden inventory row.

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.

Progression Origin biome Minimum raw base Final factor
1 Meadows 0.3 1×
2 Black Forest 3 1.25×
3 Swamp 20 1.75×
4 Mountains 50 2.25×
5 Plains 150 3×
6 Mistlands 400 4×
7 Ashlands 1,000 5.5×
8 Deep North 2,500 7.5×
Side biome Ocean 3 1.5×

These are mod balance settings, not official game prices. A recipe divides consumed ingredient base costs by its batch output, applies the original item's tier minimum, then adds cumulative upgrade costs. Only the selected output receives its 10% refining or 20% finished-crafting premium and biome factor. Ingredient premiums do not compound. Items with multiple supported sources use the earliest accessible source biome; explicit spawn/trader unlocks and crafting-station requirements still apply.

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 reviewed Magic-material raw benchmark is now 100. With the reviewed default rarity ratios, the raw material ladder is 100 / 500 / 2,000 / 6,000 / 12,000 / 20,000 for Magic through Ancient. Active conversion costs can change individual prices; this is not a fixed final price list. Runestones, etched runes, coloured shard stones, tokens, Brokkr's Gift and accessories retain their active configuration or labelled scarcity estimates. Andvaranaut has a reviewed 300 default value when its real Epic Loot definition is registered.

Identified Epic Loot equipment receives one additional final rarity factor: Magic 1.2× · Rare 1.5× · Epic 2× · Legendary 3× · Mythic 5× · Ancient 8×. Ancient 8× is the current private-test balance assumption. Material rarity ladders and unidentified containers do not receive this equipment factor again. Unidentified gear uses its public biome and rarity without exposing concealed contents. Ordinary Deep North moulds retain their reviewed 60,000 default; unused casting templates listed below are excluded.

Mead values keep their actual ingredient quantities and fermentation batches. Reviewed Honey production and the Swamp origin of Bog Witch ingredients raise low potion estimates without a universal potion floor. Draught of Vananidir follows its observed Bog Witch ingredient source. The Hooded Lantern uses the requested Deep North calibration: 600 by default; its acquisition route remains unverified. Real recipes and cumulative equipment upgrade costs remain authoritative.

Catalogue cleanup

Only reviewed exact identities are excluded. A matching display name, an unfamiliar mod name, or a name beginning with a particular prefix does not exclude arbitrary mod content.

The exclusion set covers the obsolete health/stamina upgrade items, Bonemass vegvisir shard, StoneRock, IceShoes/IceSkates, TorchMist, test cape/knight shield, White Deer Trophy, restricted Odin cape/helmet, red pot shard, Larva, bone turret bolt, unused gold casting parts and generic moulds, LastBossGate rune tile, generic/aggregate-Land unidentified containers, the NPC Dverger arbalest variants, SwordIronFire, and the reviewed FW/SP NPC equipment copies.

Real player Arbalest, Wolf Fur Cape and other equipment remain recipe-priced. Real different items are not merged: Raw Anglerfish differs from Raw Fish; Frost Troll and the separate Draugr trophy variant remain distinct; feast platters and individual servings have explicit labels. Voidplasm remains distinct. Actual biome/rarity-specific Epic Loot containers remain available when registered, apart from the excluded generic and aggregate-Land templates.

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 when compatible partial stacks and empty slots cannot hold it. Make room and retry the saved reward; no second wager or draw is required.

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, the equipment's biome factor, and the final equipment rarity factor once each. 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. Already enchanted canonical rewards use the same valuation path in the reward list, local validation and server quote. This preserves their existing enchantment costs and rarity factor; it does not generate new random enchantments. Epic Loot is not a required dependency.

The 0.4.5 detached native fixtures loaded this optional pack together in 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. The reward maximum follows the effective configured stack limit, with the transaction's 10,000-item cap still enforced. The supported ValheimPlus item settings are read consistently by the interface, quote validation and delivery. Compatible partial stacks are filled first; remaining items use an empty slot. Different quality, variant, world level, enchantment/custom data or other reward identity never silently merges. Changed shared item definitions or stack configuration invalidate a stale review before spending against old limits. 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

**0.4.5 verification:**558 Core checks,137 actual-game-assembly checks,20 station checks, 50 Epic Loot ABI checks and23 installed-mod catalogue checks passed. The separate native Unity run passed209 checks with zero failures and three blocked checks. Desktop native-only checks have11 blocked cases; native fixtures cover many of those, without replacing live gameplay. The actual ValheimPlus patch matched50/75/100 stack limits; reward merges, full-inventory room, callback rollback,87 exclusions and2561 item-quality price comparisons passed. All1562 eligible Q1 definitions satisfied their raw tier minimum. Detached remote-character fixtures accepted valid replicated identities with an empty/stale peer cache and rejected13 invalid cases. The package contains the exact checked DLLs. The final run changed no test saves or mod settings.

Live player callbacks, owner inventory settings, the reward merge interface, co-op and dedicated-server play remain unverified. Use disposable saves and record actual outcomes. Opening time, inventory lag, filters and wheel timing still need interactive acceptance; detached fixtures do not establish live FPS or responsiveness. A clean mod-manager installation also remains a separate test.

The client-owned inventory protocol is not cheat-proof. Arbitrary inventory-changing mods and ItemData subclasses need their own compatibility checks. Ambiguous interrupted mutations remain locked for review. Randomized enchanted rewards are not included.

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

Live player inventory and equipped-item rollback remain unverified. Clean mod-manager installation remains unverified. Client-owned inventory is not cheat-proof. Interrupted inventory changes may lock gambling for review.

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