JardsAdditions
Various tweaks and additions to the game, with the goal of improving the vanilla experience without changing core gameplay.
By jard_hu
Last updated | 5 months ago |
Total downloads | 817 |
Total rating | 0 |
Categories | Mods Misc Server-side Client-side Utility Building Ashlands Update |
Dependency string | jard_hu-JardsAdditions-1.5.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.19.4README
Jard's Additions
Various tweaks and additions to the game, with the goal of improving the vanilla experience without changing core gameplay.
PvP protections
Skill loss and graves can now be protected in PvP scenarios, either everywhere or within the range of a ward. In the configuration file, the following two options in [PvP Protection] control this:
[PvP Protection]
## Whether to prevent skill loss when killed by another player (enforced by server)
# Setting type: Protected
# Default value: OnlyInWard
# Acceptable values: Yes, OnlyInWard, No
PreventPvPSkillLoss = OnlyInWard
## Whether to prevent grave access by other players (enforced by server)
# Setting type: Protected
# Default value: OnlyInWard
# Acceptable values: Yes, OnlyInWard, No
ProtectPlayerGraves = OnlyInWard
When protection is active (either everywhere or in a ward), skill loss is canceled when the player dies from another player's attack. Graves also won't be able to be accessed when protected except for the grave's owner.
Custom pieces
[Custom additions]
## Enables all custom build pieces (hybrid crafting stations) (requires full game restart)
# Setting type: Boolean
# Default value: true
AddCustomPieces = true
Controls the addition of alternate or hybrid crafting stations to the game. Since this currently occurs during the game's loading step, changing this option requires a full restart. This will be fixed in the eventual future, but just disable this if you would like only vanilla build pieces on your server.
Vanilla tweaks
Unused build pieces
[Client-side tweaks]
## Whether to add unused build pieces (turf roof, stone 4x4, cracked pots, etc...) to the build hammer tables.
## Disable this if you already have a mod that adds these in.
# Setting type: Boolean
# Default value: true
AddUnusedPieces = true
Self-explanatory: there are unused pieces with existing recipes which are not added to the game. Disable this if you already have another mod which achieves this purpose.
Paved road travel tweaks
These options control both stamina costs and running speed when running on a paved stone road surface.
[Vanilla tweaks]
## Stamina multiplier when running on a paved road (enforced by server)
# Setting type: Single
# Default value: 0.4
# Acceptable value range: From 0 to 1
PavedRoadStaminaMultiplier = 0.4
## Speed multiplier when running on a paved road (enforced by server)
# Setting type: Single
# Default value: 1.15
# Acceptable value range: From 0 to 3.402823E+38
PavedRoadSpeedMultiplier = 1.15
By default, run stamina cost is decreased by 60% and run speed is increased by 15% when running on paved roads.
Stone floor run buffs
Setting this to true counts any stone material piece as a 'paved road surface,' giving players the stamina and run speed buffs configured above while running on stone floors, grausten floors, etc.
[Vanilla tweaks]
## Whether to apply speed and stamina multipliers when the player is running on a stone piece (stone floor, grausten floor, etc) (enforced by server)
# Setting type: Boolean
# Default value: true
ApplyRunBuffsToStoneFloors = true
Building/'Home action' stamina multiplier
[Vanilla tweaks]
## Stamina multiplier of home/build actions (placing, destruction, repairing) (enforced by server)
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 1
HomeActionMultiplier = 1
Setting this value to 0
will completely cancel all stamina cost for building actions, similar to a "no build cost" feature, but decimal values in-between are also allowed to slightly reduce build stamina costs if desired.
Harpooning is a home action
[Vanilla tweaks]
## Whether harpooning creatures is a 'home action' and should receive all home building stamina discounts (enforced by server)
# Setting type: Boolean
# Default value: false
HarpoonIsHomeAction = true
This is primarily intended for use with both a HomeActionMultiplier
greater than 0 and Hildir's set items -- the latter will reduce the stamina consumed when harpooning creatures like serpents, adding a new purpose for 'base stamina usage' gear.
Knockback multiplier
[Vanilla tweaks]
## Knockback multiplier (enforced by server)
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 3.402823E+38
KnockbackMultiplier = 1
Multiplier for all knockback force applied to any character. This includes blocking enemy attacks, attacking them with high knockback weapons like clubs, and even receiving attacks from enemies.
Bloodstone changes
[Vanilla tweaks]
## Modify the effect of the bloodstone enchantment (enforced by server)
# Setting type: BloodstoneEffect
# Default value: Damage
# Acceptable values: Damage, Vampirism, DamageAndVampirism
BloodstoneEffect = Damage
## Percentage increase of damage per missing health point for bloodstone damage effect (enforced by server)
# Setting type: Single
# Default value: 0.004
# Acceptable value range: From 0.002 to 0.01
BloodstoneDamagePercent = 0.004
## Percentage of health returned per missing health point for bloodstone vampirism effect (enforced by server)
# Setting type: Single
# Default value: 0.045
# Acceptable value range: From 0 to 1
BloodstoneVampirismPercent = 0.045
General modifiers for the bloodstone enchantment, the most notable being a vampirism effect which returns a percentage of the player's missing health back after each hit. By default, the damage multiplier per missing point of health is also doubled from 0.2% to 0.4%.
When enabled, the percentage of health returned after an attack is calculated with the following factors:
m_base
: The configuration-controlled base vampirism percentage (by default 0.045),m_base = 0.045
.m_weap_damage
: The quotient of the weapon's base physical damage divided by the base damage of the level one Berzerkir Axes (140), raised to the 2.5 power, and capped to one or higher.m_weap_damage = max(1, (weapon_base_damage / 135) ^ 1.25)
.m_enemy_damage
: The global enemy damage modifier key, usually controlled by the world's combat difficulty modifier.m_enemy_damage = 1
when the world is on normal difficulty,m_enemy_damage = 1.5
when the world is on hard,m_enemy_damage = 2
for very hard, etc...
The weapon damage multiplier buffs the healing factor of naturally slower attacking weapons like the Slayer and Ash Fang, since these weapons also tend to have higher base physical damage. The enemy damage multiplier buffs the healing factor of all bloodstone weapons relative to the world's combat difficulty to compensate for increased enemy damage.
The final amount of health returned per hit is then calculated as follows:
health_returned = (player_max_health - player_current_health) * m_base * m_weap_damage * m_enemy_damage
Moder's guardian power and Wind Run synergy
[Vanilla tweaks]
## Whether Moder's power synergizes with the asksvin cape by controlling wind direction while wearing the cape (enforced by server)
# Setting type: Boolean
# Default value: true
WindRunWithModer = true
When enabled, Moder's power controls the wind, outside of a boat, in the direction of the player's sprinting direction if they are also wearing the Asksvin cape.