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Odin's Missing Patch

The patch Odin forgot: my personal take on the quality of life changes Valheim should have shipped years ago, in one mod.

Eighteen tweaks, each with its own config section and its own switch. Nothing needs a server install.

Changes beyond QoL

Some tweaks go beyond QoL and change how the game plays, and I ship them on by default because I want them, not because I can argue they are neutral:

  • Combat stamina is the big one. Eliminating stamina usage outside of combat removes a huge part of Valheim's exploration. This drastically simplifies climbing mountains and allows for swimming in the ocean.
  • Keep gear on death removes the stakes of dying on a world already set to the Casual death penalty. The corpse run is a real punishment, but not one I have the time for.
  • Endless fuel deletes the coal-and-wood upkeep of a lit base. Small, but it is an economy.

What it does

  • Station range — scales a crafting station's build/craft/repair radius, and how far an extension may stand from it, by a multiplier (2 by default). The station's own area circle is recomputed from the same field, so what you see is what you get.
  • Comfort range — widens the radius Rested counts furniture in, by the same kind of multiplier, at the one call the game measures it in.
  • Endless fuel — tops the fuel back up on every campfire, hearth, torch, brazier and hot tub after the game's own burn tick, so nothing that burns for light goes out.
  • Mist clear range — scales a demister's push radius (wisplight, wisp torch, anything else), doubled by default. The mist is drawn from the same value, so the clearing really is wider.
  • Combat stamina — drops the stamina cost of sprinting, jumping, swimming, sneaking, building, chopping, mining and swinging while nothing hostile is within 25m and nothing that has noticed you is coming for you. Hostility is the game's own verdict, so a tame boar does not count and an enemy hunting you from 40m out does. One switch per cost, and the radius is yours. Free swimming means no drowning, since drowning starts at empty stamina.
  • Instant comfort — re-measures the comfort of where you sat down and grants Rested immediately, instead of after the game's ten seconds of Resting. Everything else about resting is unchanged: you still need the fire, wet and cold still block it.
  • Fireside healing — folds comfort level × 2 health into the game's own ten-second food regen tick while you are Resting.
  • Fast portals — ends the trip as soon as the screen is fully black and the far side has loaded, instead of the game's flat eight seconds.
  • Keep gear on death — folds an item-type list (weapons, armour, ammo, tools, utility, trinkets, consumables by default) into the two filters the game uses to fill your grave, so those types stay in your inventory and stay equipped. Only on a world whose death penalty is set to Casual, the lowest setting — on anything harsher it does nothing at all. Skill loss is untouched.
  • Area repair — after a hammer swing lands, repeats the game's own repair on every damaged piece within 10m, closest first. Each pays the full price — stamina, hammer durability, station in range, ward access — so a swing stops when you run dry and picks up on the next. Hold Left Alt for the single piece. Radius and key configurable.
  • Nearby crafting — while a craft, upgrade or build is being checked or paid for, the game's three inventory lookups also see player-placed chests within 20m. Your backpack pays first, the nearest chest pays the rest. The crafting panel counts them too: an amount a chest covers turns yellow, and its tooltip splits carried from stored.
  • Quick stack — one key (.) pushes every carried stack into the nearest chest in range that already holds that item, merging into its stacks before taking a slot. Each chest that took something glows with a count. Equipped items, the hotbar (a switch) and favourites stay — Alt-click an item to make it a favourite.
  • Nearby fuel — lets the four manual add-fuel interactions (fire, smelter, oven, shield generator) draw their one unit from a chest when your backpack has none.
  • Add all — Shift + Use on a fire, smelter, kiln, oven, cooking station, shield generator or ballista sends the station's own add request once per unit, for as much as fits. Fuel, ore, food and bolts come from your backpack first and the chests after. The hover text tells you the count before you press.
  • Auto repair — on Use of a crafting station, walks your worn items and repairs each one that station's own CanRepair accepts, instead of one per click of the repair button. Crafting skill still rises with the wear mended.
  • Chest buttons — replaces Take all and Stack all with five icon buttons placed beside the panels rather than on them: fill your stacks from the chest, and, down the chest's side, take all, place all, fill the chest's stacks and sort the chest. The two that put things in skip worn gear, favourites and the hotbar (a switch). Off, and the game's two return.
  • Inventory buttons — stack nearby (quick stack by click, shown when no chest is open) and sort, beside your inventory. The sort merges stacks and orders by kind, then name, then quality, below the hotbar. Materials are ordered by what the game's own recipes say — an ore next to its bar and what the bar builds, families in the order you meet them, everything a portal refuses in one block at the end — so a modded material lands with its own kin instead of under its initial.
  • Power picker — adds a Forsaken powers ring to the radial menu, so you can pick a power without running to the sacrifice stone.

Configuration

BepInEx/config/rauschekuh.odinsmissingpatch.cfg, written on first run. Every tweak has an Enabled switch; the ranges have a multiplier (1 is vanilla), and the rest have the settings named above. Changes apply while the game runs, including from an in-game config manager.

Multiplayer

Client side; no server install, and nothing required of anyone else.

Most of it never leaves your machine. Three things touch the world, and each does it the way you would by hand: area repair sends the game's own repair, one piece at a time. The chest tweaks take a chest over for the write exactly as opening it does, skip a chest someone else has open or that you could not open yourself, and respect the per-chest Nearby use switch stored with it. Endless fuel writes the fuel on fires your machine owns — Valheim gives a fire to whoever is nearest, so a fire only a modless player stands by burns down as usual.

Two caveats. Client-side range tweaks reach only you: a player without the mod has vanilla range at the same bench and sees mist close in at the vanilla distance. And keep gear on death goes further than the Casual death penalty a host chose, for you — on a world set any harsher it switches itself off, so it can never undo the penalty a host asked for.

Install

A mod manager (Gale or r2modman), or drop the zip's contents into BepInEx/plugins/rauschekuh-OdinsMissingPatch/. Requires the BepInEx pack for Valheim.

Credits

Several tweaks cover ground others got to first, and are worth a look if you want that one thing on its own or want it server-enforced. Do not run both of a pair.

  • Endless fuel follows Digitalroot's Eternal Fire, which also covers ovens and smelters and is configurable per fire type.
  • Mist clear range and fast portals do what Crystal Ferrai's Clear The Air and Proper Portals do; both default to vanilla and can be enforced by a server.
  • Combat stamina is modelled on Cartur's Safe Stamina; this one also counts an enemy that has noticed you, wherever it is.
  • Area repair does what Venture Area Repair does at a fixed 20m; here the radius and the single-repair key are settings.
  • The chest tweaks and auto repair cover part of Zellds' SmartCraft-Storage, which goes much further — stations that feed themselves, restocking, animal feeding. This one keeps every move yours.
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