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DezzyCode-BetrValheim-4.58.0 icon

BetrValheim

Drawers for 10000, craft from nearby chests, self-refilling stations, extra inventory pages, equipment page, quick stack and restock, bee boxes, a portal network pets follow you through, map markers, see-through sails and mist. Synced, on F11.

Date uploaded 10 hours ago
Version 4.58.0
Download link DezzyCode-BetrValheim-4.58.0.zip
Downloads 586
Dependency string DezzyCode-BetrValheim-4.58.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-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: 2.30.0

README

BetrValheim

Found a bug or have a wish? Message me on Discord: dezzycode

Item drawers that hold 10000 and show it, crafting straight out of your chests, stations that feed themselves, up to three extra inventory pages, an equipment page with quick, food and ammunition slots, quick stack and restock, bee boxes that grow into hives, a portal network your tamed animals follow you through, map markers set with one key, see-through sails and mist, multi craft, production timers, auto repair, a trash bin and Quick Connect to your server — all of it in one window on F11, every key your own, synced from the server, in any language.

Made by DezzyCode.


At a glance

Item drawers 10000 of one kind each, in twelve looks, with the count on the front
Craft from storage Chests and drawers in reach count as if they were in your backpack
Multi craft Craft a recipe as often as you like in one go, or press Max
Crafting search A search field over the recipe list of every station
Auto repair A crafting station repairs everything you carry, in one click - at any station, if the server allows
Feeding trough Three slots of animal food; tame animals nearby eat from it when hungry
Bee boxes Build them empty, put queens in, stack four into a hive that makes five times the honey
Stations feed themselves Smelters, kilns, fires, cooking stations and more get fuel and material
Lazy cooking Done food drops out of cooking stations and ovens before it can burn, if the server switches it on
Production timers Time left on smelters, fermenters, cooking stations, ovens and beehives
Storage tidies up Loose items go into the chest that already holds that kind
Up to three extra pages 8×5 each, under your inventory, weightless unless you set otherwise
Equipment page Named slots for armour, four utilities, food, ammo, keys and quick slots, each with a key of your choice
BetrValheim Slots Quick slots, food and ammunition beside your health bar, placed where you like
BetrValheim HUD Health, eitr and stamina, the forsaken power, food and your slots in one corner, if you switch it on
Quick stack and restock One key stores what you carry nearby, another tops up ammo and food
Pack and sort Push the pages together or sort them by name, in one click
Trash bin Drop a stack on it and it is gone
Portal network Walk into a portal and pick any other portal on the map
Map markers One key marks where you stand, named after what you look at, listed beside the large map
Animals come along Tamed animals that follow you go through the portal with you
Quick Connect Back to your last server in one click, password remembered
Compass A compass line at the top, with your markers on it if you like
Minimap clock Day and in-game time in the corner of the minimap
See-through sails and mist Sails and the Mistlands mist from solid to invisible, on your screen
Hide your helmet Your helmet out of sight, hair and beard back, its protection kept
Own loading screen A picture of its own while the world loads and while you wait to respawn
One window, server synced Everything on F11, with a search; what changes the game comes from the server
Your keys Every key set in F11: click it and press the new one, alone or with Ctrl, Shift or Alt
Any language English and German built in, Russian included, more by adding a file

Drawers

A wall of item drawers, each showing what it holds and how much

A drawer holds one kind of item, ten thousand of them, and says so on its front: the icon and the count, readable from across the room. A wall of them is a warehouse you can search with your eyes instead of opening thirty chests.

Use an item from your hotbar on an empty drawer and that is what it holds from then on. After that you never open it:

Input Effect
Use Take a stack
Ctrl + use Take one
Shift + use Store everything of that kind you carry
Ctrl + use on an empty drawer Release it for another kind

Ctrl and Shift are only where they start: under Collect in F11 either can be Ctrl, Shift or Alt, left or right hand.

A drawer keeps its kind even when it runs empty, so your coal drawer stays the coal drawer while you are out of coal. What you take out goes onto your extra inventory pages first - or into your inventory first, if you switched on Inventory before extra pages. Drawers snap to each other corner to corner; hold the game's alternative placement key to set one freely. Tear one down and everything in it lands at your feet.

There are twelve looks, one for every land you pass through:

Drawer Built from
Meadows Wood 10 wood, at a workbench
Black Forest Wood 10 fine wood, at a workbench
Swamp Wood 10 elder bark, at a workbench
Darkwood 10 fine wood and 2 coal, at a workbench
Mossy Stone 10 stone and 4 wood, at a stonecutter
Mountain Stone 10 stone and 2 obsidian
Plains Stone 10 stone and 2 tar
Mistlands Stone 10 black marble
Deep North Stone 10 stone and 2 crystal
Ashlands Stone 10 grausten
Black Marble 10 black marble
Iron 10 stone and 4 iron

The look is a choice, not a reward — every drawer holds the same, whatever it is made of. And a drawer counts as storage everywhere else in this mod: you craft out of it, your stations feed from it, and loose items can be collected into it.


Crafting out of what is around you

Building, crafting and upgrading reach into the chests and drawers near you as if their contents were in your backpack. The crafting menu shows what a recipe needs and what you have — 10/2000 — and takes the cost from wherever it actually lies: your inventory first, then your extra pages, then the storage around you. Loose items on the ground count too, once you allow it.

Instead of clicking the same recipe twenty times, say how many you want, or press Max. The window tells you how many you can make with what is in reach.

Late in the game the recipe lists grow long. A search field sits over the list of every workbench and station: type a few letters and only the items whose name contains them stay. Close the inventory and the list is whole again.

And a crafting station repairs everything you carry, in one click, without picking each piece. In the game a piece is only repaired at the station it is made at, and from the level its recipe needs; with Repair anything at any station - off until the server switches it on - every station repairs every piece.


Stations that feed themselves

Smelters, charcoal kilns, blast furnaces, eitr refineries, windmills, spinning wheels, cooking stations, ovens, frost foundries, fermenters, campfires, hearths, torches, braziers and bonfires take fuel and raw material out of the storage around them while you are nearby. Every type can be switched on or off on its own, so the smelters can run themselves while the campfires stay yours. A station is only fed when the game would let you fill it by hand: a fermenter needs its roof and cover, a cooking rack its fire.

Look at a smelter, fermenter, cooking station, oven, beehive or bee box and the time it still needs stands in the hover text.

With Lazy cooking, off until the server switches it on, food that is done drops out of cooking stations and ovens by itself, the way it does when you take it with E - so nothing burns while you are away. Stations that cannot burn food stay as they are.

There is also a collector, off until you want it: loose items near a chest go into that chest — but only of a kind it already holds. A chest with wood in it collects wood, an empty chest collects nothing, and your ore chest never fills up with berries. You sorted it once; it stays sorted.


More inventory, and a place for your gear

The extra pages, the equipment page and multi craft, all open at once

Up to three pages of 8×5 open under your inventory whenever it does. They are part of your inventory, not a chest you have to fetch, and they behave exactly like it: what you pick up lands there first, and in your backpack only once they are full - or the other way round, if you switch on Inventory before extra pages. Nothing on them weighs anything - unless the server sets how much, from 0 to 100 % of the game's own weight. The mouse wheel or the numbers beside them switch pages; open a chest and it takes the same place with its own tab, so the window never runs off the screen. Switch on the Fold button under Inventory in F11, and a − at the top of the rail folds the pages away when you want the room, + or any page button brings them back - what lies on them still counts all the same.

What lies on those pages is yours in every way. It counts when you craft, it holds ore back at a portal, and it goes into your grave when you die. Items from a mod you switched off are kept safe and come back with it.

Pack and A-Z, on the rail below the page buttons, tidy the pages in one click: Pack pours part stacks together and pushes everything forward from the first slot, A-Z does the same in order of name.

The server sets how many pages there are, one to three, and switches the pages and the equipment page on and off each on its own. Whatever lies on a part that is switched off, or on a page taken away, moves into your inventory - onto the remaining pages first - as far as there is room; the rest is kept, counts for nothing, and is back once the part returns.

The equipment page is a tab with a helmet on it: named slots for helmet, cape, chest, legs and trinket, four utilities that all work at the same time, three food, three ammunition, two keys and six quick slots for whatever you like. Each slot takes only its own kind, and a cell turns red while you hold something that may not go there.

Put a piece on and it finds its slot by itself, wherever it was lying — whatever sat there before takes the place the new piece came from. Shift-click sends a piece to its slot without wearing it, and again to bring it back.

Keys Effect
Alt + 1 to 6 Use a quick slot
Shift + 1 to 3 Eat from a food slot
Alt + R, T, Z Pick one of the three ammunition slots

Every slot's key can be changed under Keys in F11 - any key, alone or with Ctrl, Shift or Alt, so frost and fire arrows can sit on Z and X, or F1 and F2. Beside your health bar sits a small grid with your quick slots, your food and — while a bow or crossbow is in your hands — your ammunition, in the same style as the game's own food squares. Rather have it somewhere else? HUD in F11 moves it to the exact pixel, counted from the lower left corner of the screen. Or switch on the BetrValheim HUD there: health, eitr and stamina, the forsaken power, your food and these slots together in the lower left corner, in place of the game's health panel. Die, take your grave back, and everything returns to the slot it came from.

The BetrValheim HUD: health, eitr and stamina, the forsaken power, food and the BetrValheim Slots

And between the armour and weight numbers there is a trash bin: drop a stack on it and it is gone, right away, no dialogue. Switch it off if you would rather not have it.

Quick stack and restock are both off until the server switches them on. Quick stack puts whatever you carry into the chests and drawers nearby that already hold that kind; restock tops up the ammunition, food and potions you carry to full stacks from them. The hotbar, the equipment page, worn items, tools, weapons and your favourites stay with you. Neither touches a chest someone has open, one behind a ward or lock you could not open yourself, a ship's or cart's storage or a grave. And the game's own place stacks button on an open chest now stores from the extra pages too. A favourite is marked with a golden slot.

Keys Effect
K, or Quick stack right of the page title Quick stack into the chests and drawers nearby
L, or Restock left of the page title Restock ammunition, food and potions
Alt + click Make an item's kind a favourite, or not any more

Both keys rest while you type into a text field, the game's or another mod's. Either can be changed in F11: click the key, then press the new one, alone or with Ctrl, Shift or Alt.


A trough for your animals

Boars in their pen around a filled feeding trough

A feeding trough is built at a workbench from 5 fine wood and 10 bronze nails. It has three slots and takes anything an animal eats, nothing else. Tame animals nearby eat from it when they are hungry, exactly as they eat food off the ground: the same range, the same timing, and food on the ground still comes first. Filled, it shows the food lying in it. It is not a source for crafting or stations.


Bee boxes

A bee box is built empty - 10 wood and 2 iron at a workbench, no queen needed. Look inside with Shift + E and put a queen bee in: now it is a hive. E harvests the honey, which falls out of the box just like from the game's beehive, and once in a hundred harvests a new queen comes out with it.

Boxes that touch - side by side or stacked - join into one hive of up to four. It has one slot per box, whichever box you open, and each queen in it is a colony:

Colonies Honey
1 as much as the game's beehive
2 twice as much
3 three times
4, as a wall of two side by side and two on top five times

The bees do not mind where the box stands - on the ground, indoors, any land. They only stop when they are cold, the way you are cold: in cold weather or a cold night, unless a fire nearby warms them. The world's resource setting applies to the honey as it does to the game's beehive. The slots take queens only, one to a slot. And mind your weapon: hit a box with bees in it and they swarm out and sting, like at a wild beehive.


Every portal reaches every other one

Walk into a portal and the map opens, with every other portal in a list beside it and marked on the map. Click a name or a marker and you are there. The list shows how far each one is, and it has one order for everybody: admins get an Edit button to move portals up and down, and the server keeps that order for the world.

The game's own rules still apply — no ore through a portal, no portals while a boss fight forbids them, E still names a portal. The server can allow ore, metal and everything else through portals under Portals, just like the world modifier does. Switch the picker off and portals link by name again, exactly as in the normal game.

Your animals come along. Tamed animals you told to follow go through the portal with you and keep following on the other side - wolves, boars, lox, whatever follows you within 50 m.

If you want, every portal can also stay marked on the large map and the minimap for everyone. Both are off by default, because showing every portal also shows where everybody lives; while they are off, the server does not share the portal list at all.


Markers on the map

Press B and a marker goes on the map where you stand. Looking at something - a copper deposit, a plant, an item on the ground - the marker takes its name at once, the name the crosshair shows. Looking at nothing, a small window asks for one, with the last name already filled in, so B and Enter mark the next spot of the same kind; the groups you already have are listed below it, one click takes one.

Markers with the same name are a group. Beside the large map a list shows them all:

In the list Effect
The box before a group Show or hide that group on the map
A group's name Open it: every marker in it, nearest first
A marker Move the map there
Search field Only groups whose name has the text in it
Sort By name, by the nearest marker, or by how many there are
Show all / Hide all, top right Every group at once; the button says which it will do
Only this, Rename, Delete all For an opened group; deleting asks a second time
Rename, X For a single marker

The minus at the top folds the list away. Markers are yours alone: kept with your character, for each world on its own, and the game's own pins stay as they are. A right click on the map does not remove them - the list does. The key is set under Keys in F11.


See where you are going

Two sliders under Display, each from 100 % — the game as it is — down to 0 %: ship sails, so the sail in front of you no longer hides the coast, and the Mistlands mist, for when the fog is too much. Every ship, only on your screen; everybody sets their own.

And under Display, Show helmet takes your helmet out of sight - for you and everyone else - so your hair and beard show again. Only the look: worn, the helmet still protects as before.


Back to your server in one click

Join a server once, with its password, and BetrValheim remembers both. The main menu then has a Quick Connect button that takes you straight back to it, with the password filled in. A remembered password only ever goes to the server it belongs to, is kept out of the config and the log, and on Windows is protected with your Windows account. A password the server turns down is forgotten, so the next attempt simply asks again.


All adjustable

The settings window with its categories

Press F11. Categories on the left, settings on the right, every one of them explained in a line, and changes saved the moment you make them. Escape closes it again. Looking for one setting? Type into the search field over the list and every category shows what matches, by name or description.

Category What lives there
General The master switch, how often everything else runs; your language, messages and log
Inventory The extra pages, how many and how heavy, the equipment page; inventory first, the fold button, the trash bin
Crafting Crafting and building from storage, its range, auto repair, repair at any station; multi craft and the crafting search
Sources Chests, drawers, the ground, how much to leave in each and of which items
Storage & pieces Storage collecting loose items, quick stack and restock, and whether drawers, the feeding trough and bee boxes can be built
Stations Fuel and material for stations, their range, blocked items, lazy cooking, every station type on its own; the production timers
Portals The portal picker, portals on the map and minimap, their names, ore through portals, animals coming along
Map & compass Markers, the logo under the minimap, the minimap clock, the compass, its markers, size and place
HUD The BetrValheim HUD for the lower left corner, its size and place; where the BetrValheim Slots stand, to the exact unit
Display Your helmet, how solid ship sails and the Mistlands mist are drawn
Keys Every key of the mod: F11, markers, quick stack, restock, drawers and each slot of the equipment page

Within a tab, the settings for everyone come first and yours alone below them, each under its own heading.

The server decides for everyone. Anything that changes how the game plays is set by the server admin and handed to every player; without admin rights those settings are greyed out and the window says why. Your language, your keys, your markers, your timers, your trash bin, multi craft, inventory first, the crafting search, your helmet and how you see sails and mist stay your own.

The mod speaks English, German and Russian, or follows the game - and any other language somebody writes a file for.

Adding a language. Every text lives in a small JSON file in the locales folder beside the mod (BepInEx/plugins/DezzyCode-BetrValheim/locales): en_EN.json, de_DE.json, ru_RU.json. Copy en_EN.json, name it after your language - fr_FR.json, say - and translate the texts on the right, leaving the keys on the left as they are. At the top, _name is what the language is called in the list, and _language is the game's own name for it, so Auto picks it when the game is set to that language. The game's names are: English, Swedish, French, Italian, German, Spanish, Russian, Romanian, Bulgarian, Macedonian, Finnish, Danish, Norwegian, Icelandic, Turkish, Lithuanian, Czech, Hungarian, Slovak, Polish, Dutch, Portuguese_European, Portuguese_Brazilian, Chinese, Chinese_Trad, Japanese, Korean, Hindi, Thai, Abenaki, Croatian, Georgian, Greek, Serbian, Ukrainian, Latvian. Every file in the folder shows up under Interface → Language; a text your file does not have yet is shown in English. Send it over on Discord and it ships with the mod.


Worth knowing

Everyone needs it — the server and every player, in a matching version.

Drawers or chests first. Use first under Collect decides it for everything: where loose items are stored first, and where crafting, building and stations take from first. Your own inventory always pays first.

Two ranges, two meanings. Range when crafting is measured from you and only matters while you craft or build. Material range around stations is measured around each station: a chest next to your smelter feeds that smelter whether you are standing there or not.

Stations need you within 64 m. Valheim keeps the world loaded around players only, and 64 m is loaded on every machine at every setting. A smelter across the map is not in memory, and nothing can fill what is not there.

Fine wood and core wood are never burned by default. Stations would happily take them, and they are worth more than the charcoal they would make. Edit Blocked items if you disagree.

A reserve the stations leave alone. Keep per source leaves that many of an item in every chest, drawer and stack on the ground, so stations never burn the last of it. Crafting, building and restocking still use everything. List items under Keep only of to keep the reserve of those alone; left empty, it applies to every item.

Other players' private chests are used by default. Switch Include foreign private chests off on a public server; drawers behind somebody else's ward then stay out as well. A chest somebody has open is never touched, and a ship's chest only while nobody else is aboard - so nobody's ship is taken over from the shore. Graves are never used: what lies in one is taken back by hand. And by hand, a drawer behind a ward you have no access to stays shut, as a chest does; quick stack and restock reach only drawers and chests you could open yourself.

Run it on its own. Other mods that craft from chests, refuel stations, add inventory slots, add drawers, quick stack, change how portals connect or make sails and mist see-through would do the same work a second time. Switch those off. With a mod installed that remembers server passwords, BetrValheim leaves remembering passwords to it.

World Control 2.7 to 2.9 had this portal network too. With one of those installed, BetrValheim leaves portals alone and says so in the log; update World Control to 3.0.0.


Something is not being filled?

Open the console with F5 and type betrvalheim. You get a line for every station in range: whether BetrValheim sees it, whether its type is switched on, how full it is, what it takes, how much of that is within reach and where the nearest of it lies. The same report shows what the mod costs per second, and betrvalheim reset clears those figures.


Requirements

  • BepInExPack Valheim
  • Jötunn 2.30 or newer

DezzyCode

BetrValheim is made by DezzyCode.

The main menu carries a small link in its corner, More from DezzyCode, next to the changelog and the licence. It opens the mod page in your browser, asks before it does, and can be switched off under Interface.

CHANGELOG

Changelog

4.58.1

Version in F11

  • Last line under F11 → General: "DezzyCode - BetrValheim - 4.58.1 (2c8c0e7)", the version and build actually loaded.

Extra pages: own position

  • Extra pages and equipment page, with their rail, can stand anywhere (F11 → Inventory).
  • Auto: under the inventory, as before. Own: X/Y in pixels from the lower left corner.
  • An open chest stands in their place, as before. Yours alone, Auto by default.

Russian translation

  • Updated Russian translation for 4.58.

Fixed

  • Long key combinations (e.g. in Russian) shrink to fit their button in F11 → Keys instead of being cut off.
  • The HUD tab's hint in F11 now says positions are pixels from the lower left corner.

Removed

  • The old console command easywork; betrvalheim does the same.

4.58.0

Own key for every equipment slot

  • 6 quick, 3 food and 3 ammo slots each get their own key (F11 → Keys), alone or with Ctrl/Shift/Alt.
  • Default as before: Alt + 1–6, Shift + 1–3, Alt + R/T/Z. A changed held key is carried over.
  • Works while walking or running. A key the game also uses (X sit, C walk) then only does the slot.

Crafting search

  • Search field over the recipe list of every workbench and station, on craft and upgrade tab.
  • You stand still while typing; Tab/E/Escape don't close the inventory. Emptied when it closes.
  • Yours alone, on by default (F11 → Crafting).

Lazy cooking

  • Done food drops out of cooking stations and ovens by itself, before it burns.
  • Only stations where food can burn. Off by default, set by the server (F11 → Stations).

Search in F11

  • Search field over the settings: finds settings of all categories by name or description.
  • Empty the field or pick a category to go back. Escape leaves the field, not the window.

Show helmet

  • Off: your helmet is hidden for everyone, hair and beard show. Protection stays (F11 → Display).

Build switches for drawers, feeding trough and bee boxes

  • Each can be taken out of the hammer menu (F11 → Storage & pieces). On by default, set by the server.
  • Built ones stay with their contents and keep working.

Compass

  • A compass line at the top: 8 directions, a tick every 15°, in the mod's language.
  • Optional: your markers on it (12 nearest within 500 m); the one you look towards shows name and distance.
  • Off by default, yours alone; size and place under F11 → Map & compass (Auto or own X/Y).

Clock on the minimap

  • Day and in-game time in the lower right corner of the minimap, e.g. "Day 42 14:30" (24 hours).
  • Hides with the minimap. Off by default, yours alone (F11 → Map & compass).

BetrValheim HUD: slots move up

  • An empty slot column (e.g. ammo without a bow) leaves no gap; the columns after it move up.

F11 sorted by subject

  • 11 tabs instead of 13: everything about one thing in one tab, all keys in a new Keys tab.
  • New tabs Storage & pieces, Map & compass and Display; refilling, stations and timers are one Stations tab.
  • Within a tab, settings for everyone come first, yours alone below, each under a heading.
  • The config file follows the new tabs; every value is carried over.

Positions in pixels

  • Own X/Y of BetrValheim HUD, BetrValheim Slots and compass now in pixels of your game resolution (F11 → HUD, Map & compass).
  • 0/0 = lower left corner; end of the slider = flush right or top. The element never leaves the screen.
  • Kept as a share of the screen, so it stays in place at any resolution. Your old position is carried over.

Performance

  • BetrValheim HUD and compass redraw on their own, no longer together with the game's whole HUD.

Fixed

  • A trinket on the equipment page now triggers at full adrenaline; adrenaline no longer stays full.
  • The marker list no longer opens next to the portal picker.
  • A key of BetrValheim's is never also the game's: e.g. Alt + 1 no longer also uses the hotbar slot.
  • Quick stack, restock, the marker key and F11 now work while other keys are held, e.g. while walking.

4.57.0

BetrValheim HUD. (off until switched on in the new HUD tab in F11)

  • In place of the game's health panel in the lower left corner: three bars for health, eitr and stamina above a diamond for the forsaken power, and a band of fifteen small diamonds for the game's three foods and the BetrValheim Slots - food, ammunition and quick slots.
  • The bars fill from the bottom in the game's own look, with their number in the middle.
  • The power diamond shows Ready, and fills back up in gold from the bottom while the power recovers.
  • The food diamonds show what you ate and empty from the top down as it wears off - green, yellow below half, red for the last five minutes - and pulse when you can eat again, as the game's do.
  • A slot's diamond shows while the slot does, with its key and amount inside; an equipped item colours its diamond. Nothing stands out past a diamond or a bar.
  • Size follows the game's food icons, with a size setting; place as the game's health panel, or your own.
  • While it is on, the game's stamina and eitr bars in the middle stay hidden; adrenaline stays the game's. It hides whenever the game hides its HUD.

HUD tab in F11.

  • Size and place of the BetrValheim HUD, and the place of the BetrValheim Slots beside the health bar when it is off.
  • X and Y count from the middle of the screen in interface units: at 1920×1080 and 100 % interface size one unit is one pixel, and at any other resolution things keep their place in the interface. A slider for each, and a field for the exact number.
  • On Auto everything stands where it always did, and X and Y are locked; switched to Own, they start from there.
  • While the BetrValheim HUD is on, the place of the BetrValheim Slots is locked: they stand in its diamonds then.
  • A place past the edge of a smaller screen is drawn as far in as needed, so nothing ends up off screen.
  • The F11 window is a little taller to make room for the new tab, and its category buttons a little taller too.

The config file is BetrValheim's now.

  • It is called dezzycode.valheim.betrvalheim.cfg, after the mod's new ID. On the first start the old dezzycode.valheim.easywork.cfg is read in, so every setting - yours and the server's - stays as it was; the old file is left untouched. Server and players need this version together, as with every update.
  • Its sections are numbered in the order of the F11 tabs, and the HUD settings are named as in F11: BetrValheim HUD and BetrValheim Slots. Settings under an old section or name are carried over and the old lines taken out.

Fold the extra pages away.

  • Switch on the Fold button under Inventory in F11, and a − at the top of the page rail, above the page buttons, folds the extra pages and the equipment page away; + or any page button brings them back, on that page. Off by default: then the pages stay open and the page buttons stand where they always did.
  • Only the view changes: what lies on the pages still counts for crafting, weight, portals and your grave, exactly as before. With a chest open, folding shows the chest. Nothing folds while an item hangs on the cursor.
  • The game's weight number of an open chest no longer sits under the page rail: it is left out while the extra pages are on, and is back with them off. With only the equipment page on it stays, as it is not in the way there.

Feeding trough.

  • A new piece at the workbench (5 fine wood, 10 bronze nails): a trough with three slots for anything an animal eats. Tame animals nearby eat from it when they are hungry, exactly as they eat food off the ground - the same range, the same timing, and food on the ground still first. Filled, it shows the food lying in it. It is not a source for crafting or stations.

A loading screen of its own.

  • While the world loads and while you wait to respawn, BetrValheim's own picture fills the screen and drifts slowly in and out, the logo fades in and floats a little, and where the game shows its tip one hint stands at a time, cross-fading every three seconds: BUGS? www.dezzycode.de and IDEAS? Discord: dezzycode. Teleporting and sleeping look as they always did.

Also.

  • A drawer that has run out says what of when you use it - None left: Copper - instead of just that it is empty.
  • The mod's page names the website, dezzycode.de.

4.55.2

Chests and drawers as in 4.54.2 again.

  • The handing over of chests and drawers between players, new in 4.55.0, is taken out again. Crafting, building, stations, collecting, quick stack, restock and drawers by hand use chests and drawers exactly as they did up to 4.54.2 - the behaviour that ran without trouble, and the same way the well-known craft-from-chests mods work.
  • Everything else from 4.55.0 and 4.55.1 stays: markers, keys in F11, repair at any station, wards on drawers, graves, fermenters and cooking racks, the portal list, bee boxes, the interface on every screen.

4.55.1

Crafting from chests works as it did again.

  • On a server, since 4.55.0 a chest or drawer another player had only counted once it had been handed over - a moment after the crafting window opened. The game draws its recipe list once, when the window opens, so recipes could stay greyed out, and crafting or building could fail now and then when two players worked from the same chests. Crafting and building count every chest and drawer in reach again, as before 4.55.0. They are still asked for ahead when the window opens or a tool is in hand, and one not handed over yet by the time you craft is taken over then and there, as it always was - so crafting never waits and never fails for it.
  • Refilling, collecting, quick stack and restock keep handing chests over, where no one waits for it.

4.55.0

Markers on the map.

  • B sets a marker where you stand, named after what you look at - a copper deposit, a plant, an item. Looking at nothing, a small window asks for the name, with the last one filled in and your groups below it.
  • Beside the large map a list shows them by name: show or hide a group, open it to see every marker by distance, click one to move the map there. Search, sort by name, distance or count, rename, delete.
  • Yours alone, kept with your character for each world. The game's own pins stay as they are. The key is set under Markers in F11.

Keys set in F11.

  • Quick stack, restock and the F11 key itself: click, then press the new key, alone or with Ctrl, Shift or Alt. Default brings the old one back.
  • The keys held with Use on a drawer - take one, store all - can be Ctrl, Shift or Alt, under Collect.

Repair anything at any station.

  • A new server setting under Crafting: every crafting station repairs every piece, whatever station made it and whatever its level. Off until the server switches it on.

Closer to the game's own rules.

  • Drawers behind a ward you have no access to stay shut, as a chest does. Crafting, building and stations pass them by too while Include foreign private chests is off; quick stack and restock always do.
  • A fermenter is only filled under a roof and in cover, and a cooking rack only over a fire - as the game allows it by hand. Mead base no longer sits in a barrel that cannot ferment, nor meat on a cold rack.
  • Graves are no longer a source for crafting, building or stations, nor a target for collecting. What lies in one is taken back by hand.
  • Loose items on the ground are only taken for crafting once this game owns them, handed over the way the game hands them over - never taken from under another player.

The portal list no longer stays empty.

  • On a server the list could stay empty after walking into a portal, until you stepped in a second time. The server answers only a player standing at the portal, by the position the game reports to it every two seconds - walking in, that was sometimes still too far away. The list is now asked for again until it comes, and so is a journey you picked.

Chests and drawers are handed over, not taken.

  • On a server, a chest or drawer another player had was simply taken over and written to at once. When both wrote to it at the same moment - one crafting, the other's smelters being fed, say - the server kept only one of the two, and items were taken twice or stored into nothing. It is now handed over the way the game hands over a chest you open: asked of its owner, who sends its latest state along. Ahead of time where you are about to need it - a drawer you look at, an open workbench, a hammer in hand - so nothing waits. On your own, or with what is yours, nothing changes at all.

One harvest per press at a bee box.

  • On a server, pressing again before the emptied box came back from its owner rolled for a new queen and counted the harvest a second time. A box whose honey was just asked for now waits for the answer, a second at most.

4.54.2

Bee boxes keep their queens.

  • A cluster loaded with one slot for its first seconds, and the game only loads items into slots that are shown - so the queens of slots two to four could vanish with the next save. Boxes now load with room for the whole cluster.
  • A cluster that is smaller for a moment - its boxes still loading - no longer drops queens on the ground. Queens without a slot are kept, and come out of the top when you open the box.
  • Dragging a queen out of the box onto another item no longer loses the queen.
  • A box that becomes the oldest of its cluster again starts counting then, instead of making a full load of honey at once; the honey limit counts the whole cluster, as the timer does.

Extra pages that are switched off still count at a portal.

  • What stays on extra pages or the equipment page when they are switched off - or on pages hidden by a lower page count - now holds ore back at a portal, as it already went into the grave. Switching a part off is no longer a way to carry ore through.
  • Pages switched back on now also empty pages that were hidden while they were off.

4.54.1

The frost foundry has a switch of its own.

  • The frost foundry is a cooking station to the game, so it was only fed while Cooking station was switched on. It now has its own switch under Stations, Frost foundry, on by default: liquid frost as fuel, and the unfinished gold gear it finishes. Cooking station is for cooking stations and ovens again.

4.54.0

Ore through portals - if the server allows it.

  • New switch under Portals: Allow ore and metal through portals, off by default. On, everything may go through portals, as the world modifier allows it: the portal lets you through, and the no-teleport mark on items and the line in their tooltip are gone. It can only allow - a world with the modifier keeps it - and what the game never lets through a portal stays blocked.

4.53.0

Bee boxes.

  • New piece under Misc: the bee box, 10 wood and 2 iron at a workbench, built empty. Look inside with Shift+E and put a queen bee in; E harvests the honey, which falls out as from the game's beehive. One harvest in a hundred brings a new queen along.
  • Boxes that touch, side by side or stacked, form one hive of up to four, with one slot per box whichever box you open. One, two or three queens make one, two or three times the game's honey; four as a wall of two by two make five times. Each colony keeps up to four honey before it stops, as the game's beehive does.
  • The bees work anywhere, indoors or out, in any land - unless they are cold, as the player is: cold weather or a cold night, unless a fire nearby warms them. The world's resource setting applies to the honey.
  • Hit a box that has bees in it and they swarm out and sting - the same swarm a wild beehive lets loose. An empty box stays quiet.
  • One queen per slot: drop a stack on a slot and one goes in while the rest stays on the cursor for the next slot; Ctrl-click puts one into the next free slot.
  • Bee boxes are no chests for the rest of the mod: crafting, stations, quick stack and collecting leave them alone, and their slots take queen bees only.

Production timers for honey.

  • The game's beehives and the bee boxes now show when the next honey is ready, or why they are paused - too little room, the wrong land, too cold, no queen. New switch under Production timers: Beehives and bee boxes, on by default.

Russian.

  • A Russian language file, ru_RU.json, ships with the mod. Auto picks it when the game runs in Russian.

4.52.0

Every language you like.

  • All texts of the mod now live in language files in a locales folder beside it - en_EN.json and de_DE.json to begin with. Put another file there, fr_FR.json say, and it is offered under Interface → Language; Auto picks it when the game runs in that language. Texts a file does not have yet are shown in English. The README says how.
  • Nothing changes for English and German: the same 276 texts, now read from the files - including the production timers, Quick Connect and the drawer names, which used to be written into the code. Both are also built in, so nothing goes blank without the folder.
  • The language setting keeps its place; English and Deutsch become en_EN and de_DE by themselves.

4.51.0

Your animals come along through the portal.

  • Tamed animals you told to follow now go through portals with you - the game's own and the portal picker alike - and keep following on the other side. Only animals within 50 m, and not one somebody is riding. Other teleports stay as they are.
  • New switch under Portals: Tamed animals come along, on by default.

Your own inventory first, if you like.

  • New switch under Inventory: Inventory before extra pages. On, whatever you pick up or take from chests, graves and drawers fills your own inventory first and the extra pages only once it is full. Off by default - the extra pages first, as before. Each player sets it for themselves.

Typing stays typing.

  • Fixed: Quick stack (K) and Restock (L) went off while you typed a word with those letters into another mod's text field, such as World Control's announcement box. Both keys now rest while any text field has the keyboard.

4.50.1

The reserve is for stations only.

  • Fixed: Keep per source also held items back from crafting and building, so at a workbench you could not use the last of what lay in your chests and drawers. The reserve now only stops stations - smelters, kilns, fires and the rest - from taking the last of an item. Crafting, building and restocking use everything again.

4.50.0

As many extra pages as you like - one to three.

  • New under Inventory: Number of extra pages, 1 to 3. 3 by default, so nothing changes until the server sets it.
  • Fewer pages move what lies on the pages taken away onto the pages still there, then into your inventory. What does not fit is kept, counts for nothing, and is back once the number goes up again - the same as switching the extra inventory off.

4.49.0

Extra pages and equipment page, each on its own.

  • Extra inventory and Equipment page under Inventory no longer depend on each other: the equipment page works without the extra pages too, then on its own without the page buttons. Before, switching the extra inventory off took the equipment page with it.
  • Switching a part off moves what lies on it into your inventory, as far as there is room; worn pieces stay worn. What does not fit is kept with the character, counts for nothing - not for crafting, weight or portals - and is there again once the part is switched back on. A player who joins with a part already off gets the same, a few seconds after arriving.

4.48.0

How heavy the extra inventory is - you choose.

  • New slider under Inventory: Weight of the extra inventory, 0 to 100 %. 0 weighs nothing, as before; 50 is half the game's weight, 100 as much as in the backpack. It counts the extra pages and the equipment page, for being over-encumbered, the weight shown under the inventory and auto pickup alike.
  • 0 by default, so nothing changes until the server sets it.

The mouse wheel turns the pages.

  • With the pointer over the extra inventory, the wheel turns the pages: down for the next, up for the one before, the equipment page after the last. It stops at either end.

A tidier header.

  • Restock sits left of the title and Quick stack right of it, each only while it is switched on. Pack and A-Z moved to the rail under the page buttons, flush with the foot of the pages.

4.47.1

Ships keep sailing smoothly.

  • Fixed: crafting, building, stations and collecting could use a ship's chest while other players were sailing that ship. A ship's chest belongs to the ship itself, so this briefly took the ship over from the shore and could make it jerk. A ship's chest is now only used while nobody is aboard, or while you are aboard yourself - as when you open it in the game.
  • A chest is now only taken over when there is really something to take from it. Before, every chest in reach could change hands while crafting, even one without what was needed.

4.47.0

Quick stack and restock - both off until the server switches them on.

  • New under Inventory: Quick stack. Press K, or the new button under the extra pages, and whatever you carry goes into the chests and drawers nearby that already hold that kind. Drawers/Chests first under Collect decides which come first.
  • What stays with you: the hotbar, the equipment page, worn items, tools and weapons, quest items and your favourites. Alt-click an item to make its kind a favourite; a golden slot shows it. Alt-click again to undo it.
  • Never into a chest someone has open, a chest behind a ward or lock you could not open yourself, a ship's or cart's storage, a grave, or a chest nobody built.
  • New: Restock. Press L, or its button, and the ammunition, food and potions you carry are topped up to full stacks from the chests and drawers nearby. The reserve under Sources stays in every chest and drawer.
  • Range for both sets how far around you they reach, 10 m by default. The keys are set in the config file.
  • The game's own place stacks button on an open chest now stores from the extra pages too, and leaves favourites alone.

4.46.0

Drawers or chests first - you choose.

  • New switch under Collect: Use first - Drawers or Chests. Collecting stores loose items there first, and crafting, building and stations take from there first. Your own inventory still pays first when crafting.
  • On by default for drawers. Crafting, building and stations used to take from chests first; set it to Chests for that. With Chests everything works exactly as before.

A reserve for chosen items.

  • Keep per source under Sources now goes up to 5000.
  • New list Keep only of right below it: prefab names, separated by commas, the reserve is kept of. Left empty, it applies to every item as before.
  • Blocked chests is gone. It needed internal names the game never shows and could not tell a reinforced chest from a ship's storage. Every chest is a source again; the old entry is removed from the config file on the next start.

4.45.1

Remembered passwords only go to their own server.

  • Fixed: after a Quick Connect or an invite to one server, joining another server from the server list in the same session could offer it the first server's remembered password, and a password typed there was saved for the wrong server. Passwords are now always matched to the server actually being connected to. Please update from 4.45.0.

4.45.0

Remember the server, then get back to it in one click.

  • Passwords typed for multiplayer servers are remembered only after a successful connection and filled in automatically the next time that same server asks for one.
  • Remembered passwords are kept out of the normal config and log. Windows protects them with the current user's DPAPI credentials; platforms without DPAPI use a per-install AES key in the BepInEx config directory.
  • A rejected remembered password is removed automatically, so the next attempt asks normally instead of retrying a bad secret forever.
  • The main menu gets a Quick Connect button for the last successfully joined server. It uses Valheim's last-used character when available; otherwise the normal character selection stays open.
  • If another mod that remembers server passwords is installed, BetrValheim leaves this feature off to avoid two mods patching the same connection flow.

4.44.0

The logo under the minimap.

  • The BetrValheim logo sits just below the minimap. It hides with the minimap - behind the open large map, in worlds without a map and with the HUD hidden - and takes no clicks.
  • Nothing of the game is covered: the status effects line up to the left of the minimap.
  • Switch it off under Interface with Logo under the minimap; it is your own setting and on by default.

4.43.1

A roomier F11 window.

  • The window is larger (1020 × 760), with a bigger logo top left and more space between it, the status line and the categories.
  • Escape (or B on a gamepad) closes the window, without opening the game menu.
  • Scrolling in the window and in the portal list is much faster: one wheel notch now moves about one and a half rows instead of barely two pixels.
  • Explanations under sliders may use a second line instead of being cut off.
  • The trash bin setting moved from Interface to Inventory. Your setting is kept.
  • The DezzyCode mark in the top right is replaced by a quiet "by DezzyCode" in the bottom left corner.

Sails.

  • See-through sails no longer check every ship every physics step; a ship is only looked at when it loads or the slider moves.

4.43.0

See-through sails and mist.

  • New Environment category in F11 with two sliders, each from 100 % (the game as it is) down to 0 %: ship sails and the Mistlands mist. Every ship, only on your screen; each player sets their own.
  • Sails switch to a see-through copy of their material below 100 % and get their own back at 100 %. Works on every ship, the trader's included.
  • The mist is thinned as well. Remove other mods for see-through sails or mist from your mod list; BetrValheim does both now.
  • The sidebar buttons in F11 sit a little closer, so all eleven categories fit.

4.42.0

Portal network, moved over from World Control.

  • Walking into a portal opens the map with every other portal in a list and marked on the map; click one to travel there. The list shows the distance to each portal.
  • One order for everybody, kept by the server per world. Admins get Edit to move portals up and down. An order World Control kept for the world is taken over.
  • The game's rules still apply: no ore through wooden portals, no portals while a boss fight forbids them, E still names a portal. The player cannot walk off while choosing, and scrolling the list does not zoom the map.
  • Optional: every portal permanently marked on the large map and the minimap, with or without names. Both are off by default; while they are off the server does not share the portal list.
  • New Portals category in F11 with four server-synced admin settings. Picker off: portals link by name as in the normal game.
  • BetrValheim and World Control stay independent. With World Control 2.7 to 2.9, which still has its own portal network, BetrValheim leaves portals alone and says so in the log.

4.41.13

New look.

  • New package icon.
  • The F11 settings window shows the BetrValheim logo top left in place of the written title. The status line sits just below it. Without the logo file the window writes its title as before.

4.41.12

Equipment HUD stays under the map. The rows beside the food squares now sit in the HUD beside the vanilla health panel instead of at the end of it, so the open map covers them like the rest of the vanilla HUD.

Performance pass without changing gameplay behaviour.

  • The equipment page keeps its slot key labels and tooltips instead of rebuilding them for all forty cells every frame; they are rebuilt when a slot key or the language changes.
  • Read-only queries on the player inventory (counting, "has item", "contains item" and the like) reuse one combined item list instead of creating a new one per call.
  • Removing an item from an extra page no longer allocates an argument array on every item removal.
  • Movement, stamina and other modifiers of extra worn utilities are read through compiled field getters instead of reflection every frame.
  • Auto-pickup capacity checks no longer allocate an enumerator for every item in range.
  • The equipment HUD looks up the food squares once per frame instead of once per slot.
  • The extra page title is only rebuilt when the page or the language changes.
  • Private game methods used for input, inventory notifications and equipment placement are called through delegates instead of reflection.
  • The red "refused slot" pass is skipped while nothing is being dragged and no slot is red.
  • Replaced TextMeshPro's obsolete enableWordWrapping with the equivalent textWrappingMode.

4.41.11

Diagnostics tuned for long multiplayer sessions.

  • Replaced per-pass idle refill spam with compact 30-second summaries.
  • Active refill work, ownership changes, blocked/failed claims and short source takes still log immediately.
  • Refill passes at 5 ms or more now emit the existing internal timing breakdown: stock, source takes, station groups, material picking, RPC totals and the worst RPC.
  • Collector notReady results are now split into orphan, local-owner, remote-owner and invalid-view reasons while diagnostics are enabled.
  • Container in-use logging now records state changes instead of repeating the same open-chest line every second.
  • Normal ownership, RPC, transfer and refill behaviour is unchanged.

4.41.10

Opt-in multiplayer diagnostics.

  • The existing local Verbose log toggle now also records structured multiplayer traces with a [BetrValheim:MP] prefix.
  • Added session IDs, frame/time stamps and local player IDs so logs from several clients can be correlated after a multiplayer session.
  • Refill diagnostics now record per-pass ownership skips, orphan claims, short source takes and compact pass timing summaries.
  • Collector diagnostics now record per-pass results, chest claim attempts, in-use chest guards and drawer ownership claims.
  • Diagnostics are observational only and do not change ownership, transfer, RPC or ordering behaviour.

4.41.9

Server-safe performance cleanup.

  • Dedicated/headless servers now skip the client-only per-frame update loop entirely.
  • Reused the collector's temporary ownership-cleanup list instead of allocating a new one.
  • Reused an already resolved container ZNetView while scanning candidates; the live in-use check immediately before an ownership claim remains unchanged.

4.41.8

Performance hardening without changing gameplay behaviour.

  • Pre-sized combined extra-inventory item lists to avoid internal list growth while preserving fresh-list semantics.
  • Drawer fronts re-resolve item icons on refresh so runtime icon replacements from other mods remain visible.
  • Batch crafting keeps reservation state independent between Begin calls while reusing temporary dictionary storage after warm-up.

4.41.7

Refill diagnostics.

  • Slow refill warnings now start at 25 ms; detailed breakdown starts at 50 ms and critical reports at 100 ms.
  • Added per-station-type timings, stock/source timings, RPC totals and the slowest individual refill RPC.

4.41.6

Performance pass.

  • Reused the equipment figure UI instead of recreating it on every redraw.
  • Reduced HUD per-frame allocations and redundant UI writes.
  • Cached utility reflection delegates and removed temporary hot-path allocations.
  • Precomputed static equipment-slot lookups.
  • Reduced repeated drawer ZDO reads and unnecessary drawer-face UI writes.
  • Reduced temporary work in batch material payment and extra-inventory payment.

4.41.5

Optimized Models.

  • Added 12 redesigned drawer models.
  • Reduced drawer textures to 256x256.
  • Improved drawer model performance.

Pack and A-Z sit level with the title. They were placed at a number that looked about right in one window; they are now measured off the title itself and centred on it, so they stay level whatever the font size and whatever the window scale.

4.41.4

Pack and A-Z sit level with the title. They were placed at a number that looked about right in one window; they are now measured off the title itself and centred on it, so they stay level whatever the font size and whatever the window scale.

4.41.3

Two buttons in the header of the extra inventory: pack and sort.

Pack takes everything the pages hold and pushes it forward, starting at the first slot of page one. Part stacks of the same thing are poured together on the way, so forty arrows in three places become one stack of forty, and the holes left by whatever you took out during the day close up.

A-Z does the same and puts the items in order by name first — by the name you read on screen, so the order is the one you would sort them in yourself, in whichever language you play.

Neither appears on the equipment page and neither touches it: each of its slots takes one kind of item, they are where they are on purpose, and there is nothing to pack.

Nothing is moved until the whole new layout is worked out and every single item has a place in it, and anything from the pages on your cursor is put down first — pouring stacks together can empty the very stack being held.

4.41.1

The display is back in the black field. On the new models it had wandered off into an ornament in a corner, and 4.41.0 fixed that by looking for the black in the texture instead — which found the wrong black, because one texture sheet holds the whole drawer and half a dozen patches on it are dark.

Measured instead. All twelve models are the same box with a different skin: the field sunk into the front is identical across every one of them, down to a millimetre. So the display is simply put there — centred, square, eight centimetres behind the front, inside the recess and standing clear of its floor.

That is one number measured once rather than a search run per model, and a search that can pick the wrong answer is now a search that no longer happens. Everything that did the looking is out of the code.

4.41.0

Twelve drawers, one for every land. New models and new icons throughout, and three looks more than before: Meadows, Black Forest and Swamp wood, Darkwood, Mossy, Mountain, Plains, Mistlands, Deep North and Ashlands stone, Black Marble and Iron.

Everything you have built stays standing. A world remembers a drawer by its internal name, and those are untouched — nine of them simply wear a different model now. A drawer that was white marble is deep north stone today, in the same place, with the same contents.

The display had to be found a new way. These models have no deep chamber any more: their front is nearly flat and the dark field for the icon and the count is painted into the texture. Asked for the deepest rectangle in that front, the mod picked out an ornament in the top left corner — which is where the icon and the count would have gone. It now measures the painted field first and falls back on the shape only where there is no field to find.

Their names are read from the file names, and those have spaces in them now. Valheim reads a name up to the first space, so a drawer would have been called $ew_drawer_meadows — found nowhere — with the rest printed beside it as plain text. The spaces are taken out of the name the game is asked for.

4.40.1

Two more of the same kind, found by going through everything that touches the network or runs every frame.

Stations were fed by everybody at once — and coal went missing. Valheim simulates a station only on the machine that owns it: a smelter melts, a fire burns and a pot cooks on exactly one client. The refill did not ask. With two players near the same smelter both saw room for one more coal, both took one out of a chest, and the second arrived at a full smelter and was dropped — the chest a coal short with nothing to show for it.

Now the machine that runs a station is the one that feeds it. A station nobody owns is taken on and served from the next pass, since there is no owner to wait for.

Hundreds of drawers no longer cost hundreds of calls per frame. Every drawer had an update of its own, called by the engine across the boundary into this code, almost always only to read the clock and return. One loop over the drawers that exist does the same work for a fraction of it.

Checked and found sound: crafting still reads its sources from a snapshot that is rebuilt at most five times a second, the repair runs on a click rather than on a timer, and every write to a drawer already asked for ownership first.

4.40.0

Shift on a drawer now sees everything you carry. It looked in the backpack only, so with the item lying on an extra page it answered that there was nothing to store — while the mod itself had put it there: taking something out of a drawer fills the extra pages first. The backpack and the extra pages are both searched now. The equipment page is left out on purpose: what lies there was placed slot by slot, and emptying it into a drawer because somebody held shift is not what they asked for.

One machine per dropped item. The console filled up with Valheim's own lines — "Player … wants to pickup CarrotSeeds … but they are already the owner" — every two seconds. The collector asked for ownership of every item it could not yet pick up, and since every player on a server runs this mod, two players kept taking the same seeds from each other, twice a minute each, forever.

Valheim hands ownership of a dropped item to whoever is nearest, so there is already an answer to the question of who is responsible: whoever owns it, collects it. The only item worth asking about is one that belongs to nobody at all — then there is no owner to wait for and somebody has to take it on.

Chests are asked at most once every five seconds. A handover takes a moment, and asking again on the next pass either arrives before the answer or, with two players doing it, pulls the chest back and forth between them.

Fewer requests means less traffic and less work on every machine: on a busy base this was a round trip to the server per item per pass, for items nobody was going to move.

4.39.5

Back to two things: the arrangement and the figure. The fields behind the groups, the names above them and the light along their edges are gone again — with the slots arranged and the empty ones showing what belongs in them, all of that said the same thing a second and a third time. The page is quiet now, and the code for it is out rather than switched off.

What stays: the slots where they belong, the figure in the lane down the middle, and one key per cell where a key reaches it.

4.39.4

All six group names are there now. The strip a name lives in sits above the first row of its group, and above the first row of the page is outside the grid, where it was clipped away — only the quick slots, at the bottom, had room. The whole arrangement now starts a little lower, so every strip is inside the page.

And the cells are quiet again. With the groups named and the empty slots showing what belongs in them, writing the name into every cell as well said the same thing three times. A cell now carries only what it cannot say for itself: the key that reaches it. Everything else is in the group's name above it and in the tooltip.

4.39.3

Two mistakes from 4.39.2, both of them plain to see and both mine.

The dimming tag was printed instead of applied. TextMeshPro has no closing tag for alpha, so "</alpha>" is not a tag at all: it went into the cell letter for letter, next to the key it was supposed to dim. The key is dimmed with a colour tag now, which does have one.

The group names still could not be seen. They are copies of a label of the page, and a copy inherits everything — including being switched off and whatever transparency the label it came from was left at. The copy is now switched on and set to full, and the label it is taken from has to be one that is actually being drawn.

4.39.2

The group names are visible at last. They were drawn above their fields, which is outside the grid — and whatever clips the grid clipped them with it, so every heading existed and none could be seen. Each field now keeps a strip of its own at the top and the name sits inside it, where it cannot fall off anything.

Every slot says the same kind of thing. A cell used to show either its name or its key, so the same corner of the page meant one thing here and another there: "Alt+R" told you which key, never what for. Now the name is always on top and the key underneath it, smaller and dimmer.

The fields have an edge. A hair of light along one side, the way Valheim's own panels are lit — enough to read as something laid on the page rather than a stain in it.

The ghosts in empty slots are a touch stronger, so an empty utility or trinket says what belongs in it without being read.

4.39.1

The extra inventory pages are a grid again. They share their cells with the equipment page, and Valheim only puts those cells in their places when it builds the grid — not when a page changes. So the arrangement of the equipment page stayed on screen for the ordinary pages as well, holes and all.

The cells are now put back the moment another page is shown, by the same reckoning the game itself uses: the middle of the panel, less half the width of the block, then a step per column. Only the equipment page is arranged; everything else looks exactly as it did.

4.39.0

The equipment page is arranged, not gridded. The slots are no longer laid out in the rows and columns of the inventory underneath them. They are placed where they belong on the page: two blocks of three columns, one on each side, a clear lane down the middle for the figure, and the quick slots centred under it all.

  • Worn runs down the left edge — helmet, cape, chest — and turns right along the bottom of its block for legs and trinket.
  • Utilities fill the corner beside it, two by two.
  • Keys, food and ammunition stand in columns of their own on the other side, mirroring the left block.
  • Quick slots stay where they were: one row, centred, at the bottom.

Nothing moved in the inventory underneath. Every slot keeps the place it has always had, which is what is saved with your character, counted when you craft and handed to your grave. Only the rectangles on screen moved — and because Valheim finds the slot under the cursor by testing those rectangles, dragging, dropping, splitting and tooltips all follow the picture.

The fields behind the groups and the figure are measured from wherever the slots ended up, so they follow the arrangement by themselves.

4.38.11

The group fields have room around them. They reach further past their cells now — but only on the sides that face nothing. Where the next cell along belongs to the same group the field still reaches exactly half the gap, so the two meet in the middle of it and read as one shape, and where it belongs to another group that same half keeps the two apart instead of laying one over the other.

4.38.10

The figure fills the empty lane in the middle of the page — between the utilities and the keys, from the top row down to the row the leg armour sits in, and not into the quick slots. Its edges are taken from the slots around it rather than from a count of pixels, so it keeps that lane whatever size the window is.

4.38.9

The figure stands in the free lane down the middle of the page, from the middle of the third column to the middle of the fifth and over the full height, cut off at the edges of that strip. Halfway through a column on either side is what keeps it clear of the slots.

4.38.8

The figure fills its block and is cut off at its edges. It covers rows four and five across the first seven columns, at its own proportions, and a frame does the cutting so nothing of it reaches the rest of the page. Fitted inside those two rows it was a thumbnail; given their width it grew taller than the page and left nothing but boots.

4.38.7

The figure is whole again. Given the width of seven columns it became taller than the page, and all that was left to see was a pair of boots across the middle of it. It stands inside its block again, upright and complete.

4.38.6

The figure spans the page now. It is given the width of the block it belongs to — the first seven columns — stands on the bottom edge of it, and what does not fit runs upwards behind the rest of the page. Fitted inside two rows it was a thumbnail in a lot of empty page; stretched to fill them it would simply have been wrong.

4.38.5

The figure stands in the open part of the page, across the bottom two rows and the first seven columns, instead of behind the armour where the cells it stood behind covered half of it.

4.38.4

The groups are drawn cell by cell. A group is not always a rectangle — the worn slots run down one column and reach into the next for the trinket — and one box drawn around all of them covers cells that belong to another group. That is why the fields looked like a smear across the middle of the page: two groups were drawing over each other. Each cell now carries its own field, padded by exactly half the gap between cells, so the cells of one group merge into a single shape and the cells of two groups never touch.

The headings are back. They were there in 4.38.3, at a size nobody could read: the labels of this page size themselves automatically, the copy inherited that, and an inherited automatic size quietly ignores the size asked for. Switched off, they read as intended — and a heading at the right edge of the grid is aligned right, so it stays on the page.

The figure stands behind the armour, over the first three columns and four rows, at its own proportions.

4.38.3

Two mistakes in yesterday's paint, both of them mine.

The fields and the figure sat in the middle of the page. A cell of the grid is anchored to a corner of it and an overlay of ours to its middle, so the same pair of numbers meant two different places. The groups are now measured from the corners of the cells themselves — corners are corners, whatever anything is anchored to.

The headings had no font. A text built from nothing goes looking for a default font the moment it wakes up, that font is not in Valheim, and it says so in the console. The headings are copies of a label of the page already has, so they are born with its font, its material and its outline — the same trick the main menu link uses.

4.38.2

The equipment page reads as an arrangement now. It was a grid of cells with gaps in it, and a grid with gaps in it looks like a mistake: nothing told you that these two cells are keys and those three are food, so the eye had to work it out every time.

Each group now sits on a quiet dark field with a word above it — Worn, Utilities, Keys, Food, Ammunition, Quick slots. The empty cells between them stop looking like something that went wrong and start looking like the space between two things.

A figure stands behind the worn slots, faint, at its own proportions. Armour, cape and legs are no longer four squares in a corner; they are what you are wearing.

The ghosts in empty slots can be seen. They were drawn at 18 percent and vanished into the wood; at a third they say what a slot is for without anybody reading its name.

Nothing moved, and nothing changed about what may go where. This is paint.

4.38.1

The page, rewritten. New screenshots, and the mod explained in the order it is actually used: the drawers first, then crafting out of your storage, the stations, the inventory and the equipment page, and the window that holds all of it. A short list up front says what is included, the subtitle says what it is for.

Nothing changed in the mod itself — this is 4.38.0 with its page in order.

4.38.0

BetrValheim is what Easy Work grew into. Same mod, same work, new name — and it starts at the version Easy Work reached rather than at one, because it is the same thing carried on.

Everything you built stays. The plugin id, the prefab names of the drawers and the keys the saved data hangs on are unchanged. Your drawers stand where they stood, with what is in them; the extra inventory pages, the equipment page and every setting come along. Nothing has to be rebuilt and nothing has to be set again.

That also means this is a replacement, not an addition: BetrValheim and Easy Work carry the same id, so only one of them can be installed. Remove Easy Work when you install this.

Renamed is what you read — the window, its messages, the settings, this page. The console command is now betrvalheim; easywork still answers and does the same thing, because a rename is no reason to break what is already in somebody's fingers.

Earlier entries are with Easy Work, under its own name.

What it does

Craft straight from the chests and drawers around you, stations that refill themselves, nine looks of item drawer, three weightless inventory pages, an equipment page with quick slots, food slots and ammunition slots, a trash bin, and a window on F11 that holds all of it. Server synced.