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SeneaL UI

A complete redesign of the Valheim interface. Procedurally drawn panels, custom icons — HUD, inventory, chests, crafting, build menu, world map, character windows and an in-game settings window. Client-side only, one switch back to vanilla.

Languages: English — seneaL · Русский — seneaL · Українська — codore · 简体中文 — Edgerunner Want to add yours? See Translations — every finished file ships with the next release and is credited here.

Discord: discord.gg/xPQkzYJYc — questions, bug reports, suggestions and previews of the next version.


Features

HUD

  • 8-slot hotbar with three food quick slots (Z / X / C — eat with one key), collapsible.
  • Status effects as pills with timers; round minimap with biome, wind, day and time pills.
  • Health column with food timers and guardian power; stamina and eitr bars with notches and flashes.
  • Crosshair and hover text with keycaps in a glass panel; chest preview — hover a chest to see what is inside without opening it.
  • Key hints, notifications (pickups, unlocks, day/biome banner), selected build piece panel.
  • Stealth, stagger and piece-health indicators; restyled enemy and boss bars.
  • Active cheat/debug modes indicator (devcommands, debugmode, nocost, fly, ghost, god); a badge on items spawned via console.
  • Ship HUD: helm with a rudder arc and speed chevrons at the tiller, wind ring with the dead sector and a wind pointer under the minimap; ship markers on both maps.
  • Status effects can sit on the right under the minimap; the minimap can be hidden completely (for compass mods).

Inventory and chests

  • Vanilla grid re-skinned in place — drag & drop, stacks and splitting stay vanilla.
  • Equipment column (Head / Cape / Chest / Belt / Legs / Trinket, plus Quiver / Backpack / Ring slots with the mods that add them) and quick slots built into the inventory.
  • Sort by name / weight / category; slot locks (Alt+LMB) that sorting, pickups and bulk transfers respect — stored in the character and in the chest itself, so they sync between players.
  • Chest panel with Put all / Put similar and Take all / Take similar, slot summary, a Crafting toggle that excludes the chest from crafting.
  • Expandable inventory: any size from 32 (vanilla) to 64 slots with one slider, on top of the rows bought from Haldor (32 slots (+16)); shrinking it drops the items from the removed slots on the ground, nothing is lost silently. A panel that would not fit the screen scales down; when it covers the bottom HUD, the health and stamina bars fade out.
  • Hotkeys for Put all / Put similar / Take all / Take similar (unbound by default).
  • Tombstone recovery: picking up your tombstone puts everything back where it was — armor is re-equipped, food returns to the quick slots, arrows to the quiver, the rest to the same cells, locked ones included (a cell that is already taken falls back to any free one). The tombstone hover preview shows equipment, quick slots, quiver and the contents of the backpack you had on as separate sections.
  • Trash slot at the end of the quick-slot row: drop an item on it, or hover an item and press Delete — with a confirmation dialog that can be switched off ("don't ask again").
  • Own tooltips: category, stats as rows, key hints.

Crafting and stations

  • Craft / Upgrade panel: station header with level and extensions, search (Ctrl+F, also by the English name and the prefab name), All / Unlocked / Available filter — All lists every recipe in the game with the station it needs, categories (Weapons / Armor / Tools / Food / Materials), reasons why a recipe is unavailable, now → after stat comparison for upgrades, resource chips, progress button, ×N with Shift.
  • Opening crafting with hundreds of recipes no longer lags — the list is built without vanilla prefabs and virtualized.
  • Crafting from nearby chests: crafting and upgrading count and take materials from chests within 1–100 m of the station (15 m by default), inventory first; building has its own switch and range, counted from you (30 m by default). Any chest can be excluded with the Crafting button in its header; look at a station and glowing trails show which chests it draws from. If Runic Crafting is installed, SeneaL UI takes over crafting and building from it (see Compatibility).
  • Build menu: by usage / by material / recent / favorites, categories, search (also by the English and prefab name), favorites (MMB), repair piece. Tools without categories (hoe, cultivator) get a full-width grid and their own name as the title; Recent only lists pieces you actually placed; the piece panel names the mod a piece comes from.

World map

  • Framed map with smooth / fast / instant zoom and up to 4× closer zoom-in than vanilla, pin filters with counts, pin tools, new / edit pin dialog, public-position switch, restyled pins and pings (also on the minimap).
  • Four extra pin types (ore / chest / danger / ship) that stay vanilla-compatible — other players see a plain dot.

Character windows

  • Character tabs (Texts / Skills / Achievements / Trophies / PvP) and the Skills, Texts, Trophies and Achievements dialogs in one style.

Settings window (the gear on the character tabs)

  • Panel transparency (0 = solid, 8 % = design value, up to 60 %).
  • Global scale and a size slider for every element and window — fonts scale with the window.
  • Every element can be switched off separately (a disabled element shows the vanilla one).
  • Interface language picker (flags), inventory size, trash confirmation, crafting-from-chests range and trails.
  • Inventory options, debug mode with the mod's own timings on screen and in the BepInEx log.
  • Fully adaptive layout: elements anchor to screen edges and follow the resolution and the game's GUI scale.

Install

Client only — do not install on a dedicated server. Put SeneaL-UI.dll together with the Languages/ folder into BepInEx/plugins/SeneaL-UI/. Fonts and icons are embedded (fonts are extracted to BepInEx/cache/SeneaLUI/ on first run). Works with r2modman / Thunderstore Mod Manager.

Config

BepInEx/config/seneaL.valheim.ui.cfg — everything is also available in the in-game settings window and is live-switchable with Configuration Manager.

Key Meaning
[General] CustomUI false = vanilla interface
[General] Transparency / Scale / SettingsKey panel transparency, global size, settings hotkey (F7)
[General] Language interface language file code (en, ru, …); empty = follow the game language
[General] CenterWindows / WindowGap on wide screens lay the inventory, crafting panel / chest and character tabs out from the center (on by default); gap between them
[Elements] <Name> on/off per element (Hotbar, StatusEffects, Minimap, Health, Stamina, Crosshair, KeyHints, Notifications, BuildPanel, BuildMenu, CenterIndicators, EnemyBars, DebugStatus, ShipHud, Inventory, Container, Crafting, CharacterTabs, InventoryHints, Dialogs, WorldMap, Tooltips)
[Sizes] <Name> size 0.5–2 per element / window
[HUD] QuickSlots / ToggleQuickSlots / HoverPanel quick slots, their hotkey (H), hover text panel
[HUD] StatusRight / HideMinimap / AlertFlash status effects on the right under the minimap; hide the minimap entirely (the large map still opens); low-health vignette and empty-stamina flash (on by default)
[Map] Zoom / ZoomIn zoom animation (Smooth / Fast / Instant); extra zoom-in ×1–4 over the vanilla limit
[Inventory] SortHotbar / TransferHotbar / QuickSlot1..3 sorting/transfer include the hotbar row, quick slot keys
[Inventory] Slots main inventory size, 32 (vanilla) to 64 slots, on top of the rows bought from Haldor
[Inventory] ConfirmTrash / [Keys] Trash confirmation before deleting via the trash slot (on by default), delete-under-cursor key (Delete)
[Keys] LockSlot / Search slot lock modifier (LeftAlt), search hotkey (Ctrl+F) — every key is rebindable in the settings window (× or Backspace clears a key)
[Keys] PutAll / PutSimilar / TakeAll / TakeSimilar chest transfer hotkeys, empty by default
[Crafting] ShowAll recipe list filter
[Crafting] FromChests / ChestRange / ChestLinks crafting and upgrading take materials from chests within 1–100 m of the station (default on, 15 m); trails from a station you look at to its chests
[Crafting] BuildFromChests / BuildRange building takes materials from chests within 1–100 m of you (default on, 30 m)
[Debug] Profile timings overlay + log

Translations

Interface strings live in Languages/ next to SeneaL-UI.dll, one file per language: xx.txt (UTF-8, Key = text) plus an optional xx.png flag (40×28). English and Russian are built in; a file with the same code overrides it. To add a language, copy en.txt to de.txt, translate the values, set the header (name = the language's own name shown in settings, game = the game language it should follow automatically, e.g. German, plural = en or slavic) and drop a flag next to it. The language is picked automatically by the game language, or explicitly in the settings window / [General] Language. Missing keys fall back to English. Send finished files and they will be bundled with the next release and credited above.

Compatibility

Mod support

Mod What SeneaL UI does with it
AdventureBackpacks The equipment doll gets a Backpack slot, and the cape stays on: with a backpack worn the cape moves to our own shoulder slot and keeps its armor, resistances, status effect, movement modifiers and wear, is drawn on the character and synced to other players. The backpack is drawn as a section under your own slots (cells up to 8 per row) — whenever the inventory is open — with Tab, at crafting stations and with chests, so you can drag between chest, inventory and backpack; sorting, put/take buttons and hotkeys work in it.
BetterArchery Its two quiver rows stay at the bottom of the inventory (hidden), our equipment and quick-slot rows sit above them. The quiver no longer gets a separate tombstone — everything stays in one grave and returns to its cells. The equipment doll gets a Quiver slot; while a quiver is worn, three arrow cells appear under the quick slots with the mod's hold key + 1/2/3 labels; switching arrows shows a notification. Conflicting patches of the mod (inventory size, empty-slot search, grid layout) are replaced by ours.
EpicLoot Two Ring slots under the equipment doll (Silver Ring, Gold Ruby Ring, Andvaranaut) — rings no longer take the belt's slot, both wear at once and both sets of effects apply. Rarity-colored frames on item slots (inventory, hotbar, chests, chest preview); tooltips show the enchanted name, magic effects in the rarity color with their descriptions and value ranges, sockets, rarity and effect count as separate rows. The socket grid (E over an item with sockets) opens as a section under the inventory. The Enchanting Table window is re-skinned in place: our frame, tabs, buttons, lists, checkboxes, dropdowns, inputs, scrollbars, fonts and our tooltips, with an open animation; the enchant result and augment choice dialogs and the item variant picker in crafting are ours too — the mod's logic and layout are untouched, so its updates keep working.
RepairRequiresMaterials The repair button tooltip shows which item will be repaired (1 of 3) and the material cost with what you have; RMB cycles the item.
RunicCrafting Both mods craft from nearby chests — SeneaL UI takes priority: its crafting/building patches are removed at startup and our rules apply (1–15 m range, per-chest Crafting exclusion, trails). Its cooking, refuel and area-repair features are untouched and keep working. To hand crafting back to Runic Crafting, set [Crafting] FromChests and BuildFromChests to false and restart the game.
RunicStorage Quick stack / restock / consolidate as icon buttons in the inventory header, with the mod's hotkeys in tooltips.
EliteCreaturesReborn Its mutation line and stars on enemy nameplates are restyled to our small caption style and star icon; mutation colors are kept.
OdinHorse The vanilla mount HUD used by the horse is restyled (name, health and stamina tracks); horse interaction keys are shown as physical keys.
LongshipUpgrades and other piece mods Requirement lines in hover texts become our requirement chips with item icons; the hover panel and the build piece panel name the mod the object comes from (Jotunn mods by plugin name, others by assembly, anything not in the vanilla prefab list as "Mod").
MoreUpgrades Item quality is shown as ★N on the slot, so any number of upgrade levels is readable.

Items spawned via console get a bolt badge, and mod-supplied tooltips and hover panels carry a small · ModName line.

Hotkeys of other mods that read the keyboard directly (not through the game's input) can still fire while you type in a search box — SeneaL UI blocks its own and the game's keys, but cannot block those.

UI mods

I recommend disabling other UI mods, as it’s unknown how they will behave when combined, but in theory, you can always check and provide feedback; I’ll update the table.

Everything else

Gameplay mods (MultiUserChest, Jotunn-based content, DungeonMaps, …) should work — the mod does not change game logic, it only draws over the vanilla state — but they were not checked one by one.

Crafting from chests works with any chest mod that keeps vanilla Containers; recipes that accept any one ingredient (feasts) still need that ingredient in the inventory.

Performance

Measured with the built-in debug mode at 2560×1440, ~230 FPS, with every recipe and build piece unlocked (hundreds of list entries):

  • HUD in the world: ≈0.075 ms/frame (spikes ≈0.3 ms).
  • Inventory open with a chest or crafting: ≈0.11–0.28 ms/frame.
  • World map open: ≈0.11 ms/frame.
  • First open of the inventory, crafting or build menu: the heavy work (grid adoption, recipe list, piece cells, font atlases, procedural textures) is done once at character spawn while the UI is hidden, so the first open costs at most ≈2 ms extra.
  • Redraws happen only when data changes (≈0.01–0.3 text updates per frame). With a ≈4 ms game frame that is ≈2 % of frame time in the world and ≈3–6 % with the inventory open.

Known limitations

  • Mouse and keyboard only: gamepad navigation of our panels is not implemented yet (vanilla navigation still works underneath).
  • Some elements are still vanilla-styled (achievement details, Esc menu and game settings, EpicLoot's socket prompts).
  • Enemy bars that are already on screen keep our style if the element is switched off; New ones appear vanilla.

Changelog

1.1.1 "Hringr" — EpicLoot ring slots, cape and backpack together with AdventureBackpacks, building from chests as its own option (ranges up to 100 m), inventory slider on top of Haldor's rows without drag lag, panel fits the screen and fades covered HUD bars, centered windows on wide screens, our split-stack dialog, tombstone preview with backpack contents and locked cells restored, our equip/unequip bar, AlertFlash option, vanilla tooltips when ours are off, trash slot moved, Chinese translation. Fixes: broken backpack section when equipping a packed backpack, raw tags in wrapped tooltip rows, stale inventory size label. 1.1.0 "Kaupang" — translations as files with a language picker, crafting from nearby chests with per-chest exclusion and trails, expandable inventory (32–64 slots), trash slot with confirmation and Delete key, ship HUD, AdventureBackpacks slot and backpack section (with the inventory and with chests), EpicLoot (tooltips with effect descriptions, socket grid, re-skinned Enchanting Table, our result and augment dialogs), our item variant picker, chest hotkeys, status effects on the right, hidden minimap, map zoom presets and extra zoom-in, All recipes = the whole game, English/prefab search, mod names on build pieces, build-menu fixes (tool title, full-width grid, honest Recent), quality stars in the corner; takes priority over Runic Crafting for crafting from chests. Fixes: vanilla lists stayed empty with Crafting/BuildMenu switched off, an equipped item could vanish when upgraded with a full inventory, key hints followed the keyboard layout, older game builds (1.0.7) broke the HUD. 1.0.0 — build menu, crafting categories, chest preview, hover text panel, settings window, transparency, global and per-element scale, per-element on/off, cheat/debug indicator, debug timings overlay. HUD, inventory with equipment column and quick slots, chests with locks and transfers, tooltips, crafting and upgrade panel, character tabs and dialogs, world map.

The use of AI

AI was not used to create this project. All icons/elements are drawn in SVG and transferred to the game as is; because of this, some artifacts or “stair-stepping” effects on the icons may occur.

Feedback

Join the Discord server: discord.gg/xPQkzYJYc.

If such issues are found, please leave feedback — I will definitely fix it as soon as possible. Proposals for additions and further development are also accepted and will be considered.

If anyone needs the icons themselves or anything else, such as the selected colors/fonts, I can assemble it for you; it wasn’t included in the main build to save space.

DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro