Total gameplay overhaul. Every item has an EMC value, and EMC becomes
the universal currency: you craft, build, repair and travel by paying EMC instead
of gathering and spending resources.
Ground gear markers are now vertical light beams (Epic Loot style) instead of
recolored sparkles. The beam is fully procedural (crossed quads + gradient
texture, material copied from the item's stock sparkle material — no asset
bundles), colored in the neon biome hue, stays upright even when the item lies
on its side, follows the item and disappears on pickup. Vanilla gold sparkles
are no longer touched. Same coverage (any durability item in the world) and
the same toggle: Drops.GroundParticles.
Beams are semi-transparent and spin slowly around the vertical axis (~18 s
per revolution, random phase per drop). Biome hues are spread across the
color wheel (at least 30° apart) so neighboring biomes no longer look alike:
Meadows green, BlackForest emerald, Swamp acid lime, Mountain ice cyan,
Plains amber, Ocean deep blue, Mistlands violet, AshLands red, DeepNorth
aurora magenta.
Beam color is tied to the item's own biome tier (its loot pool), not the
biome it lies in: a bronze sword glows BlackForest emerald even in Meadows.
Items shared by several pools use the earliest tier; items outside the drop
pools (tools etc.) fall back to the local biome color.
0.38.0
The transmutation cell no longer opens as a chest panel. Three tabs now sit
at the bottom edge of the player inventory: Feed, Repair and
EMC Extraction.
Clicking a tab slides its panel out from under the inventory edge like a
drawer. The tab button sits inside the panel background at the bottom;
while retracted, only the button and a strip of the background peek out
from under the inventory border, the rest stays masked. The panel's top
edge stays hidden under that border when expanded too. Clicking again
(or opening another tab) slides it back. Tabs show the number of stored
stacks in the block color and have tooltips.
The vanilla chest panel is pushed below the tab strip so it never covers
the tabs. Opening a tab closes an open chest; opening a chest retracts any
expanded block panel.
Panel grids are clones of the vanilla container grid wired to the vanilla
InventoryGui handlers, so drag & drop, click transfer, stack split and item
tooltips behave exactly like vanilla. Vanilla cancels the item on the cursor
every frame when no chest is open and the item is not from the player
inventory; that cancel is now bypassed for items taken from a block, which
is what makes drag & drop and shift-click split work in the tabs. The cell
no longer poses as a chest (IsContainerOpen/TakeAll/StackAll/ContainerWeight
patches removed).
Panels reuse the vanilla container background (cloned frame and sunken
area) and contain only the block grid — no buttons or EMC text inside.
EMC slot labels appear on the inventory, hotbar and inside the block grids
while any block panel is open.
Ctrl-click quick move routes to the open block when the item fits it,
otherwise to EMC Extraction; Ctrl-click inside a block returns the item.
The EMC stat box is now display-only.
Save format unchanged (v3): the three 2×2 blocks map to save columns
0–1 / 2–3 / 4–5, old saves (v1/v2/legacy) migrate as before. Cell weight
still counts toward carry weight and portal price; feeding, repair and
extraction timers are unchanged and still not saved.
0.37.1
Removed the mod's own eev_loot_vfx particle system entirely. Ground items
now keep Valheim's stock sparkles — the mod only recolors them in the biome
color by changing the root ParticleSystem's Start Color.
Shape, size, rotation, velocity, emission rate, lifetime and the shared
item_particle material are untouched, so the sparkles look and move
exactly like the vanilla ones.
Start Color is now a single color (gradient mode Color) instead of
vanilla's random TwoColors range: no pearlescent shimmer between shades
and no whitened variant. The biome hue is kept but forced to saturation 0.9
and value 1 in HSV, giving vivid neon tones (e.g. BlackForest #19FF19,
Ocean #19FFFF, Mistlands #8219FF). Pale biomes such as DeepNorth no
longer read as white; dark ones such as Swamp stay bright without any glow.
No HDR is used since the translucent item_particle material would clip it
back to white.
Drops.GroundParticles now toggles the recolor instead of spawning extra
particles (off = plain vanilla gold); no new config options are needed.
0.37.0
English localization of every player-facing string: the language is taken
from the game settings (Russian game — Russian strings, any other — English).
Localized console command replies (ee_add, ee_balance, ee_buy,
ee_sell, ee_spend, ee_inv, ee_missing, ee_trinkets, ee_value),
transmutation errors, HUD messages (crafting, building, repair, feeding,
portals), the portal hover hint, cell block headers ("Feed"/"Repair"/
"EMC Extraction"), the cell container name and craft button labels
("x1 (N EMC)" with a Latin "x").
Changing the game language in the settings is picked up on the fly
(checked every 5 s): command descriptions, block headers and the cell
name are updated.
BepInEx logs, config option descriptions and exception messages remain
in Russian (developer-facing texts, not shown to the player).
0.36.0
The craft button is split in two: the vanilla "x1" spends resources only,
the new "x1 (N EMC)" spends EMC only. No more implicit substitution of costs.
Button labels show the craft count: "x1"/"x5" on the vanilla button and
"x1 (N EMC)"/"x5 (N EMC)" on the EMC button; the EMC button has no tooltip.
The EMC button is disabled when EMC is insufficient (price shown in red)
and when ingredients or a station are missing; hidden while crafting,
in Free Build and with NoCraftCost.
EMC crafting is impossible without ingredients: checked on click, on charge
and when the craft completes; removing the ingredients during the craft
cancels it and refunds the EMC.
The EMC prepayment is refunded not only on "Cancel"/closing the window,
but also when the craft disappears (death, teleport, vanilla timer reset).
0.35.0
The transmutation cell is organized into three blocks: Feeding,
Repair, EMC Extraction.
Feeding is now driven by food from the cell block instead of the deer cape:
one unit of food is consumed per minute for 1 EMC.
Automatic gear repair moved into the transmutation cell timer.
Removed the knowledge system, the ee_knowledge command and item study
requirements.
Passive cycle timers are no longer saved between sessions; the cell
serialization format is v3.
The coin icon in the UI is replaced with a desaturated crystal with color
synchronization.
Fixed the inventory grid layout for a closed cell.
0.34.0
Repair and conversion slots added to the transmutation cell (the left 2×2
square).
The passive cycle split into repair and feeding; saving timers removed.
0.33.2
Building prices are shown in red when EMC is insufficient.
0.33.1
EMC crafting is charged immediately on pressing "Craft", with a refund on
cancel and on closing the window.
The price in parentheses is shown in red when EMC is insufficient.
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