Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Metalbound
WIP Mistborn-inspired Allomancy with metal movement, Coinshot combat, Pewter, Tin senses, and Misting progression.
| Date uploaded | 20 hours ago |
| Version | 0.20.1 |
| Download link | ElusiveFlame77-Metalbound-0.20.1.zip |
| Downloads | 6 |
| Dependency string | ElusiveFlame77-Metalbound-0.20.1 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333ValheimModding-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: 2.29.2README
Metalbound
Metalbound is a work-in-progress metal-pushing and metal-pulling movement mod for Valheim. Detect nearby metal, lock onto an anchor, launch yourself through the world, throw recoverable coins, and fire coins as fast piercing projectiles.
WIP warning: This is an early test build. Back up important characters and worlds before using experimental mods. Multiplayer and dedicated-server behavior still need broader testing.
Features
- Faint blue lines reveal nearby metal while Metalbound mode is held.
- The aimed or locked anchor receives a brighter line.
- Push away from metal or pull yourself toward it.
- Targets remain locked while Push or Pull is held, allowing you to turn the camera in flight.
- Build pieces are detected from metal ingredients in their recipes.
- Dropped metal items and configured world prefabs can act as anchors.
- Throw a recoverable vanilla coin as a temporary anchor.
- Coins and nails launched sharply downward settle on valid ground instead of rolling, making vertical launches more dependable.
- Fired Bronze and Iron Nails stick to terrain, rocks, trees, and building pieces for the current session, creating recoverable temporary Push/Pull tethers. Their stuck state does not survive a world reload.
- Loose coins fly at a configurable fixed speed in a straight line when pushed or pulled; the instant they become braced, the held force moves the player instead. Bronze and Iron Nails use the same loose-versus-braced behavior.
- Controlled upward pushes and pulls prevent fall damage after safely arresting a descent.
- Hold Allomancy and press
Spaceduring the final 0.6 seconds before landing. The buffered input triggers a native dodge roll near the ground. Rolls reduce fall damage by 50% through 10 metres, 40% above 10 through 16 metres, and at least 30% above 16 metres with no maximum fall cutoff. - Select Coins, Bronze Nails, or Iron Nails as Coinshot ammunition from the metal wheel.
- Fire fast, straight projectiles with configurable piercing damage: 10 for Coins, 18 for Bronze Nails, and 28 for Iron Nails by default.
- Successful Coin and Nail shots share a configurable 0.5-second cooldown by default.
- Normal attacks are suppressed while Metalbound mode is held.
- Keyboard shortcuts, movement, targeting, visuals, Coinshot, and metal-name detection are configurable.
- A persistent 120-point, character-specific metal reserve powers sight, movement, target locks, and Coinshot.
- One craftable Metallic Tincture completely restores the reserve through normal consumption or the refill shortcut.
- Toggleable, volume-controlled vanilla Valheim sound cues provide feedback for target locking, coin throwing, Coinshot, tincture use, and empty reserve.
- Procedural wind streaks grow denser, longer, brighter, and faster with Push/Pull movement speed.
- A multiplayer-safe radial metal wheel uses a tethered mouse selector to toggle accessible metals without changing game time.
- Steel must be burning to Push or fire Coinshots; Iron must be burning to Pull.
- Pewter can be burned for configurable speed, jumping, stamina, strength, resistance, carry-weight, knockback, fall-damage, and poison-resistance bonuses.
- Tin can be burned for local low-light vision, native Wishbone-style hidden-object sensing, and Mistlands fog clearing around the player. Pulsing gold sensory glows reveal hostile creatures through walls and clamp to the screen edge when off-screen; their size is configurable, and red warnings reveal incoming projectiles.
- Hold the configurable Tin Focus key for a smooth scouting zoom while Tin is burning.
- Copper can be burned to create a Coppercloud that reduces enemy detection visibility by 65% by default.
- Hold the configurable Flare key to strengthen burning metals: Iron and Steel gain force, Pewter gains stronger physical bonuses, and Tin gains stronger senses and focus at greatly increased reserve drain.
- Flaring brightens metal lines but intentionally does not increase movement-wind density.
- Burning Pewter prevents 65% of fall damage by default. A landing roll combines multiplicatively with Pewter protection.
- Iron, Steel, Pewter, Tin, and Copper have separate persistent 120-point reserves. A bar appears only while its metal is burning; holding the wheel shows every accessible reserve.
- Their matching Vials refill one reserve; an Allomantic Tincture refills all five.
- New characters begin Unawakened and have a configurable 8% chance to become an Iron, Steel, Pewter, Tin, or Copper Misting each time they die. The awakened metal persists with the character.
- Existing characters with Metalbound reserve data migrate to Mistborn and retain every ability.
- Lerasium Beads have a configurable 3% chance to appear in newly generated world chests. Consuming one kills the character and permanently awakens them as Mistborn.
- Locked metals appear unavailable on the wheel and cannot be burned, used, or refilled.
Default controls
| Action | Default |
|---|---|
| Hold Metalbound mode | Left Alt |
| Push | Left mouse |
| Pull | Right mouse |
| Throw anchor coin | G |
| Fire Coinshot | Hold Metalbound mode + R |
| Consume Allomantic Tincture to refill all reserves | V |
| Hold metal wheel; click a metal arranged around the circle or ammo below it | Q |
| Hold Tin Focus while burning Tin | Z |
| Hold to flare burning metals | Caps Lock |
While the wheel is open, left-click Coin, Bronze Nail, or Iron Nail to select Coinshot ammunition. Right-click Iron, Steel, Pewter, or Tin to consume its matching single-metal vial.
All shortcuts can be changed through BepInEx Configuration Manager (F1) or the generated
com.keeto.valheim.metalbound.cfg file.
Installation
Thunderstore Mod Manager / r2modman
- Download the Metalbound ZIP.
- Open your Valheim profile.
- Choose Settings > Import local mod.
- Select the ZIP and launch Modded.
Manual
- Install the current Valheim BepInEx pack and Jötunn.
- Copy
Metalbound.dllintoValheim/BepInEx/plugins/Metalbound/. - Launch Valheim through the modded profile or BepInEx-enabled installation.
Multiplayer
For WIP testing, install the same Metalbound version for every participating player and the dedicated server when applicable. Coin movement, damage ownership, PvP interaction, and server authority require more testing before the mod is declared multiplayer-ready.
Metal vials and tinctures
Craft the following at a level-one cauldron:
| Consumable | Recipe | Output | Effect |
|---|---|---|---|
| Iron Vial | 2 Iron + 2 Honey | 5 | Completely fills Iron reserve |
| Steel Vial | 2 Iron + 2 Coal + 2 Honey | 5 | Completely fills Steel reserve |
| Pewter Vial | 4 Tin + 1 Silver + 1 Coal + 2 Honey | 5 | Completely fills Pewter reserve |
| Tin Vial | 2 Tin + 2 Honey | 5 | Completely fills Tin reserve |
| Copper Vial | 2 Copper + 2 Honey | 5 | Completely fills Copper reserve |
| Allomantic Tincture | 1 of each Iron, Steel, Pewter, Tin, and Copper Vial | 1 | Completely fills all reserves |
Consume any vial normally from the inventory. Press the configurable refill shortcut for an Allomantic Tincture, or right-click a metal on the wheel to use its matching vial. Consumables are not wasted when the affected reserve is already full. They currently use a vanilla bottle appearance.
Characters created with an older Metalbound version automatically migrate missing metal reserves from their legacy reserve or configured starting value.
Allomantic awakening
Characters without earlier Metalbound progression begin Unawakened. On each genuine death, an Unawakened character has a configurable 8% chance to become one of the following permanently:
- Iron Misting (Lurcher)
- Steel Misting (Coinshot)
- Pewter Misting (Pewterarm)
- Tin Misting (Tineye)
- Copper Misting (Smoker)
Characters that already have saved Metalbound reserves are treated as legacy testers and migrate to Mistborn. A Lerasium Bead has a 3% chance to be added when an authoritative host or server generates a new world chest. Consuming the bead is fatal; that death commits permanent Mistborn status. Previously generated chests are not rerolled.
Compatibility and limitations
- Built and tested against Valheim
0.221.12and BepInExPack Valheim5.4.2333. - Game updates can break runtime mods even when installation succeeds.
- Metal classification uses recipe ingredients and configurable name fragments, so unusual vanilla or modded prefabs may need an additional token in the configuration.
- Dense bases can create many metal lines. Use Maximum visible lines to control rendering cost.
- Lerasium chest generation requires Metalbound on the authoritative host or dedicated server.
- Mixed modded/unmodded sessions should not expose unmodded clients to dropped custom consumables.
- This project uses an original name and icon and is not affiliated with any book, game, author, publisher, or entertainment franchise.
Development build
Run build-package.ps1 from PowerShell to create a Release DLL and a Thunderstore-compatible ZIP
under Packages/.
Feedback
When reporting a problem, include the Metalbound version, Valheim version, whether the game was
single-player or multiplayer, and the relevant section of BepInEx/LogOutput.log or Player.log.
CHANGELOG
Changelog
0.20.3 - New package artwork
- Replaced the Thunderstore cover icon with a square crop of the supplied Valheim city screenshot.
0.20.2 - Thunderstore release presentation
- Updated the Thunderstore description to introduce Metalbound as a Mistborn-inspired Valheim mod.
- Reorganized the feature overview by metal power and supporting system for easier reading.
0.20.1 - Pewter movement adjustment
- Increased Pewter's default run and jog speed bonus from 20% to 30%.
- With the default 1.75x flare multiplier, flared Pewter now provides a 52.5% speed bonus.
0.20.0 - Coppercloud and contextual reserve bars
- Added a separate persistent Copper reserve, Copper wheel toggle, and Copper HUD bar.
- Burning Copper reduces the player's enemy-detection visibility factor by 65% by default.
- Added Copper Mistings (Smokers) to the equally weighted Misting awakening pool.
- Added a cauldron recipe producing 5 Copper Vials from 2 Copper and 2 Honey.
- Updated the Allomantic Tincture recipe to require a Copper Vial and refill all five reserves.
- Arranged all five burnable metals around the wheel with ammunition in a separate row below.
- Reserve bars now appear only while their metal is burning or while the wheel is held.
0.19.3 - Pewter poison resistance
- Burning Pewter now prevents 75% of incoming poison damage by default.
- Poison resistance is configurable from 0% through 95%.
- Flaring strengthens the resistance through Pewter's normal flare multiplier, capped at 95%.
0.19.2 - Larger Tin enemy glows
- Increased Tin enemy sensory glows to 1.6x their previous size by default.
- Added a configurable Enemy glow scale setting from 0.5x through 4x.
- Increased the bright center of both on-screen and off-screen enemy glows.
0.19.1 - Slower Tin burn
- Reduced Tin's default reserve drain from 1.0 to 0.25 per second.
- A full 120-point Tin reserve now lasts about eight minutes normally or roughly 137 seconds while flaring.
0.19.0 - Metal flaring
- Added a configurable
Caps Lockhold key for flaring currently burning metals. - Flaring gives Iron and Steel 1.6x force, Pewter 1.75x bonuses, and Tin 1.5x senses by default.
- Flaring applies a configurable 3.5x reserve-consumption multiplier.
- Flaring brightens metal lines without directly increasing movement-wind effects.
- Changed the default movement-wind intensity to the Michael profile's tuned value of 0.1014084.
0.18.3 - Tin sensory glow
- Replaced busy enemy lines and subtle off-screen indicators with pulsing gold sensory glows.
- Enemy glows render in screen space through walls, terrain, trees, and mist.
- Off-screen enemy glows clamp to the appropriate screen edge, preserving direction awareness.
- Glow size and intensity increase as enemies approach; projectile warnings remain red.
0.18.2 - Tin awareness and focus
- Added configurable focused vision while holding
Zand burning Tin. - Added gold screen-edge indicators for nearby hostile creatures outside the camera view.
- Added pulsing red warnings for fast projectiles traveling toward the player.
- Kept all awareness and zoom effects local to the Tin-burning client.
0.18.1 - Tin enemy sensing and wheel layout
- Added configurable Tin sensing for nearby hostile creatures using pulsing gold lines.
- Arranged Tin, Steel, Pewter, and Iron around the wheel in a circle.
- Moved Coin, Bronze Nail, and Iron Nail selection into a separate row below the metals.
0.18.0 - Tin senses
- Added a separate persistent 120-point Tin reserve and fourth reserve HUD bar.
- Added Tin burning to the radial wheel with a configurable 1-point-per-second default drain.
- Burning Tin adds local low-light vision, native Wishbone-style hidden-object sensing, and local Demister fog clearing.
- Added Tin Mistings (Tineyes) to the equally weighted Misting awakening pool.
- Added a cauldron recipe producing 5 Tin Vials from 2 Tin and 2 Honey.
- Updated the Allomantic Tincture recipe to require one Tin Vial and refill all four reserves.
0.17.4 - Coinshot cooldown adjustment
- Increased the default shared Coin and Nail firing cooldown from 0.3 to 0.5 seconds.
0.17.3 - Coinshot cooldown
- Added a shared configurable 0.3-second default cooldown between successful Coin and Nail shots.
- Missing ammunition or Steel reserve does not start the cooldown.
0.17.2 - Temporary nail tethers
- Bronze and Iron Nail projectiles now stick to non-character surfaces for the current session.
- Stuck nails are braced against both Push and Pull, creating temporary player tethers.
- Embedded nails remain ordinary recoverable items and can still be picked up.
- Stuck state intentionally does not persist through a world reload or server restart.
0.17.1 - Downward anchor settling
- Coins and nails fired sharply downward stop rolling when they make a valid ground impact.
- Extended loose-ammunition Push/Pull physics to Coins, Bronze Nails, and Iron Nails.
- Braced ammunition moves the player; unsupported ammunition receives the Allomantic force instead.
0.17.0 - Coinshot ammunition
- Added selectable Coin, Bronze Nail, and Iron Nail ammunition to the metal wheel.
- Added configurable default piercing damage of 10, 18, and 28 respectively.
- Coinshots consume one unit of the selected vanilla inventory item.
- Added the selected ammunition type to the Allomancy HUD indicator.
0.16.9 - Delayed awakening notifications
- Delayed awakening notifications briefly after respawn so Valheim's initial spawn messages no longer overwrite them.
- Leaves subsequent vanilla status messages, including Rested notifications, unaffected.
0.16.8 - Centered awakening notifications
- Changed Misting and Mistborn awakening notifications to Valheim's large orange/yellow center-screen message style.
0.16.7 - Reliable awakening notifications
- Deferred both Misting and Mistborn awakening messages until the local player has respawned and the HUD is ready.
- Replaced the timing-sensitive spawn hook with a persistent notification handled by the normal update loop.
0.16.6 - Lerasium message wording
- Changed the post-Lerasium respawn message from "surge" to "burn."
0.16.5 - Lerasium awakening message
- Expanded the Lerasium Bead inventory description.
- Added a one-time upper-screen power-surge message after respawning from Lerasium consumption.
0.16.4 - Lerasium description
- Changed the Lerasium Bead inventory description to "Something stirs within?"
0.16.3 - Misting awakening feedback
- Increased the default chance for an Unawakened character to become a Misting on death from 3% to 8%.
- Added the centered message "You feel something burning inside you." when a Misting awakens.
0.16.2 - Lerasium Bead
- Renamed the player-facing Lerasium Nugget item to Lerasium Bead.
- Kept the existing internal prefab identifier so saved items remain compatible.
0.16.1 - Lerasium chest chance
- Increased the default chance for a newly generated world chest to contain Lerasium from 0.5% to 3%.
0.16.0 - Misting awakening and Lerasium
- Added persistent Unawakened, Iron Misting, Steel Misting, Pewter Misting, and Mistborn character types.
- Existing characters with prior Metalbound reserve data migrate to Mistborn automatically.
- New Unawakened characters have a configurable 3% Misting-awakening chance on each death.
- Misting results are permanent and equally select Iron, Steel, or Pewter.
- Added locked-metal wheel states and ability, vial, HUD, and landing-roll access checks.
- Added the Lerasium Bead custom consumable; consuming it causes death and permanent Mistborn awakening.
- Added a configurable 0.5% owner-authoritative Lerasium chance to newly generated world chests.
- Chest loot is added during default-content generation and is not rerolled when reopening a chest.
0.15.8 - Tiered landing rolls
- Removed the landing-roll popup message.
- Landing rolls can now trigger after a fall of any height.
- Rolls reduce fall damage by 50% through 10 metres, 40% above 10 through 16 metres, and 30% above 16 metres.
- The 30% reduction is a permanent minimum for successful rolls, including falls above 22 metres.
- Changed Pewter's default fall-damage reduction from 80% to 65%.
- Pewter and landing-roll reductions combine multiplicatively when both are active.
- Added configuration for roll tier height, tier distance, reduction per tier, and minimum reduction.
0.15.7 - Buffered landing rolls
- Added a configurable 0.6-second input buffer for valid airborne landing-roll presses.
- Increased the default ground-detection window to 1.1 metres.
- Added five-point foot-area ground detection for slopes, rocks, stairs, and building pieces.
- Added a ground-contact fallback that activates the buffered roll immediately before fall damage is calculated.
- Revalidates the 8-metre fall limit when the buffered roll activates.
0.15.6 - Fall-damage hook fix
- Corrected Pewter and landing-roll protection to target Valheim's explicit
Fallhit type. - Scales Valheim's generic fall-damage field instead of incorrectly looking for blunt damage.
- A 100% Pewter reduction now reduces the actual fall hit to zero.
0.15.5 - Pewter fall resistance
- Burning Pewter now prevents 80% of fall damage by default.
- Pewter's general physical resistance does not stack on the same fall hit, keeping the reduction at exactly 80%.
- Successful eligible landing rolls still take priority and cancel fall damage completely.
- Pewter fall-damage reduction is configurable.
0.15.4 - Quick landing roll
- Tightened the default activation window from 1.5 metres to 0.9 metres above the ground.
- A successful eligible landing roll now cancels fall damage instead of halving it.
- The native roll begins immediately when Space is pressed inside the valid window.
0.15.3 - Allomantic landing roll
- Hold Allomancy and press
Spacewhile descending near the ground to perform Valheim's native dodge roll. - Successful timing halves fall damage when the total fall distance is 8 metres or less.
- The ground window, maximum eligible fall, and damage multiplier are configurable.
- Protection is owner-local, single-use, and expires shortly after activation for multiplayer safety.
0.15.2 - Straight loose-coin flight
- Replaced gradual loose-coin acceleration with configurable straight-line velocity.
- Push sends an unbraced coin directly away from the player; Pull sends it directly toward the player.
- A held force transfers to the player immediately when the coin becomes braced.
- Claims network ownership before changing a coin's velocity to reduce multiplayer correction and snapback.
0.15.1 - Hidden wheel cursor fix
- Removed the camera-capture override that could make Valheim display its normal cursor.
- Explicitly keeps the operating-system cursor locked and hidden while the metal wheel is open.
- The virtual tethered selector remains visible and interactive.
0.15.0 - Pewter and separate reserves
- Added Pewter to the metal wheel.
- Burning Pewter continuously consumes Pewter reserve and provides configurable movement speed, jump force, stamina efficiency, physical damage, physical resistance, carry weight, and knockback resistance.
- Split the persistent reserve into independent Iron, Steel, and Pewter reserves.
- Legacy character reserve values migrate safely into all three new reserves.
- Added three single-metal vials that completely refill their matching reserve.
- Reworked Metallic Tincture into an Allomantic Tincture that completely refills all reserves.
- Added cauldron recipes for Iron, Steel, and tin-silver Pewter Vials.
- Added right-click wheel refilling and three compact reserve bars.
0.14.5 - Virtual wheel selector
- Removed the operating-system cursor from the metal wheel.
- The tethered selector now moves virtually from raw mouse input while the real cursor stays locked and hidden.
- Metal toggling and wheel-specific attack suppression remain unchanged.
0.14.4 - Tethered wheel selector
- Added a visible tether from the wheel center to a mouse-driven selector.
- Active metal boxes now glow bright blue; inactive boxes return to a dark empty state.
- Hovered metals receive a distinct selection outline.
- Character attacks are suppressed while the metal wheel is open, so selection clicks do not attack.
0.14.3 - Wheel cursor capture fix
- Prevented Valheim's camera from re-locking the cursor while the metal wheel is open.
- Reinforced cursor unlocking during late-frame and UI rendering.
- Normal camera capture resumes when the wheel closes.
0.14.2 - Wheel default
- Changed the default metal-wheel shortcut from
BtoQ.
0.14.1 - Clickable metal wheel
- The wheel now unlocks and displays the cursor while held.
- Click Iron or Steel to toggle it immediately; releasing the wheel key only closes the wheel.
- Opening the wheel no longer blocks normal attacks.
0.14.0 - Metal wheel
- Added a configurable radial metal wheel, opened with
Bby default. - Move the mouse left for Iron or right for Steel, then release the wheel key to toggle burning.
- Steel now gates Push and Coinshot; Iron now gates Pull.
- Added active-metal HUD indicators and blocked attacks while the wheel is open.
- The wheel does not pause or slow time, preserving multiplayer compatibility.
0.13.2 - Full-reserve tinctures
- Each Metallic Tincture now completely fills the metal reserve, regardless of the configured maximum.
- Removed the obsolete partial-refill configuration setting.
0.13.1 - Speed-responsive wind
- Wind streak density, length, brightness, and velocity now scale with player movement speed.
- The effect responds equally to Push and Pull movement.
0.13.0 - Movement wind
- Added configurable procedural wind streaks while Push or Pull moves the player.
- Removed the repetitive sound played when entering Metalbound mode.
- Other target, coin, tincture, and reserve feedback sounds remain available.
0.12.2 - Tincture recipe balance
- Changed the cauldron recipe to produce five Metallic Tinctures.
- Increased the recipe's Iron requirement from one to two.
- Coal, Honey, and reserve restored per tincture remain unchanged.
0.12.1 - Reserve capacity
- Increased the base maximum metal reserve from 100 to 120.
- New characters now begin with 120 reserve.
- Renamed the capacity configuration keys so existing 100-point configs migrate to the new defaults.
0.12.0 - WIP sound feedback
- Added vanilla sound cues for Metalbound-mode activation and target locking.
- Added distinct coin-throw and Coinshot launch sounds.
- Added refill-shortcut drinking feedback and an empty-reserve warning sound.
- Added sound enable and volume configuration options.
0.11.0 - WIP tincture
- Added the Metallic Tincture custom consumable using a vanilla bottle appearance.
- Added a cauldron recipe producing three tinctures from Iron, Coal, and Honey.
- Added normal inventory consumption to restore reserve.
- Changed the refill shortcut to consume a tincture instead of raw Iron.
- Added Jötunn as a required dependency.
0.10.0 - WIP reserve prototype
- Added a persistent, character-specific 100-point metal reserve.
- Added configurable ongoing costs for metal sight, locked targets, Push, and Pull.
- Added a configurable per-shot Coinshot reserve cost.
- Added a configurable refill shortcut that consumes one vanilla Iron.
- Added a compact reserve bar and empty-reserve feedback.
0.9.0 - WIP
- Added configurable metal pushing and pulling.
- Added automatic metal detection from build-piece recipe ingredients.
- Added faint metal-source lines and emphasized target/lock lines.
- Added sustained target locking while Push or Pull is held.
- Added throwable, recoverable coin anchors.
- Added direction-aware loose and braced coin physics.
- Added controlled-descent fall-damage protection.
- Added configurable, straight-flight Coinshot projectiles with piercing damage.
- Added configurable keyboard shortcuts and attack suppression during Metalbound mode.
This is the first packaged friends-and-testers build.