ForgeControl
Asks before upgrading: pick how many levels and, at the Forge of Potential, what a failed attempt does (break the item or lose a level), or upgrade at 100%. Client-side.Changelog
0.1.0
First version.
- Pressing Upgrade on an item you already own opens a window (in Valheim's own style) instead of starting right away: it shows the item and lets you pick how many levels to add. Making new items is not touched.
- Several levels are several attempts in a row, each one the game's own craft button, so the game does all the work. The run
stops at the quality you asked for, if the item breaks, if materials or idols run out, if you cancel or close the
inventory, or after
MaxAttempts. A summary shows at the top left. - Forge of Potential: choose what a failed attempt does, break the item (the game's own result: it is destroyed and part of its materials come back) or lose one level, and use the direct actions Lose 1 level and Break the item (each uses 1 idol; the window says what breaking would return). A quality 1 item cannot go lower and stays at 1.
- Upgrade at 100% button at the Forge of Potential: every attempt succeeds (the idol is still used up, 1 per level, and it
never breaks).
AllowGuaranteed = falsehides it. - Normal stations (forge, workbench...) ask for the levels too: up to the item's maximum quality, one upgrade at a time.
Enterconfirms andEsc(orTab) cancels. With a controller the window does not open (the game's own button is used). What can be paid for is asked to the game itself, so free crafting and mods that use nearby chests are respected. Options:Enabled,AskAtRegularStations,MaxLevels,DefaultLevels,MaxAttempts,OnFailure,AllowGuaranteed,RememberChoices,HudScale. Spanish and English texts.- Client-side: only your game changes what happens to your own inventory.
