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Iandmygears-QOL_KPX-2.2.0 icon

QOL KPX

Seven new skills, a reworked bow, a 10x5 inventory with dedicated equipment and food slots, auto-repair, an in-game clock and more quality-of-life tweaks. Every feature can be turned off on its own.

Date uploaded 3 weeks ago
Version 2.2.0
Download link Iandmygears-QOL_KPX-2.2.0.zip
Downloads 361
Dependency string Iandmygears-QOL_KPX-2.2.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351

README

QOL KPX

Quality-of-life improvements for Valheim 1.0: seven new skills, a reworked bow, and a set of inventory, interface and survival tweaks.

Every feature can be turned off on its own in BepInEx/config/qol.kpx.cfg. See Configuration. If a game update breaks one feature, it disables itself and logs a warning without affecting the others.

TL;DR

New skills. They show in the skill tab, level up through use and are saved on the character.

  • Agility: XP from running and jumping. At level 100: +30% speed, +35% jump, −85% fall damage.
  • Vitality: XP from health actually restored. At level 100: +50% max health and +50% max stamina.
  • Mining: fewer hits per ore as level and pickaxe improve, with a chance to drop the whole vein in one hit from level 10.
  • Woodcutting: Mining's mirror for trees, with a chance to fell one in a single swing from level 10.
  • Strength: levels from physical effort and from walking loaded. Raises carry weight up to +50%, stacking on top of the Megingjord.
  • Crafting: cuts the resources for any crafting or building by up to 25%, minimum 1 each.
  • Exploration: XP from revealing new map. Doubles the discovery radius at level 100.
  • Reworked bow: uses the game's own Bows skill, but now it cuts shot stamina and improves accuracy.

Inventory and interface

  • 10 × 5 inventory: two extra columns and one extra row, the last row reserved for equipment and food.
  • Equipment slots: seven dedicated spots outside storage, for helmet, chest, legs, cape, utility, trinket and ammo.
  • Three food slots: they work like fuel, eating another unit on their own when an effect ends.
  • Slot symbols: each reserved slot shows a faint drawing of what belongs there, opacity adjustable.
  • Hotkeys 9 and 0: the two new columns join the hotbar and behave exactly like keys 1 to 8.
  • Clock: in-game day and time at the top of the screen, hiding along with the HUD.

Survival and convenience

  • Food without decay: the bonus holds at 100% for the full duration instead of tapering, and the icon stops pulsing.
  • Rest by comfort: sleeping grants 10 minutes of rested per comfort level, so a better bed and a nicer base both pay off.
  • Fires without fuel: campfires, braziers and wall torches stay lit once lit.
  • Stumps in one hit: the stump a felled tree leaves behind clears with a single axe swing.
  • Free building tools: hammer, hoe and cultivator cost no stamina and take no wear.
  • Free movement: running, jumping and swimming cost no stamina; attacks and tools are unchanged.
  • Raise and dig further: terrain may be moved 16 metres instead of 8.
  • Quick-stack keeps your gear: holding E to store into a chest no longer sweeps the hotbar, the food slots or the equipment row, and it merges the loose stacks already in the chest.
  • Build further: structures reach three times as far before pieces start breaking.
  • Craft from chests: crafting and building draw on the chests inside the workbench's area, even while someone has one open.
  • Requirements show what you have: 2 (37) means the recipe takes 2 and 37 are within reach.
  • Cooking times: the campfire and the fermenter say how long is left.
  • Portals accept any item: ore, ingots and Moder's egg pass through, and the warnings go away.
  • Everything floats: metals, meats and ores float like wood, so a shipwreck is no longer a total loss.
  • Auto-repair: opening any workbench repairs every worn item at once.
  • Keep your gear when swimming: entering water no longer stows what you are holding.
  • Interact with a build tool in hand: chests, doors and workbenches still open with the hammer equipped.
  • Signs open with Shift+E: so you stop opening the text box by accident.
  • Skip the startup video: the game opens straight at the menu.
  • Achievements stay enabled: having mods no longer blocks them; real cheating still does.
  • Troll hide cape keeps you dry: at level 4 it grants immunity to Wet, and that upgrade costs 50 resin.

Smelters and kiln

  • Smelters open like a chest: aiming anywhere on one opens a 5 × 2 window that feeds ore and coal by itself.
  • Charcoal by wood type: better wood is worth more load, from 5 for corewood up to 25 for timberwood, and only goes in when the whole load fits.
  • Blast furnace melts everything: copper, tin, iron and silver too, in half the time and for half the coal.
  • A crew makes the boat faster: each player aboard adds 25% to the sail's pull.
  • Bronze keeps its material: 2 copper and 1 tin now give 3 bronze bars instead of 1, and the bulk recipe scales the same way.

Map and multiplayer

  • Quick ping: aim and press Z to mark a spot by name without opening the map; Y also pins it on everyone's map.
  • Portal pins: naming a portal drops a map pin with that name for everyone.
  • Shared map exploration: whatever any player reveals appears on everyone's map automatically.
  • Map kept on the server: with the mod on the server, exploration and pins survive everyone logging off.
  • Server-side settings: the values that affect gameplay come from the server; personal preferences stay yours.

Installation

  • r2modman / Thunderstore Mod Manager: download the release zip and use Settings → Import local mod.
  • Manual: install BepInExPack_Valheim and drop QOL_KPX.dll into BepInEx/plugins/.

Skills

The seven skills appear in the skill tab, level up through use, and are saved on the character. Dying lowers them, same as vanilla skills.

Agility

XP from running and jumping.

At level 100 Effect
Movement speed +30%
Jump force +35%
Fall damage −85.2%

Raising MaxJumpBonus also softens landings, since the skill makes you fall from higher up.

Vitality

XP from health actually restored: food, potions, rest. Healing at full health earns nothing. Raises max health and max stamina, +50% each at level 100.

Mining

XP per hit that damages ore. Each level reduces the hits needed, and the equipped pickaxe adds to the bonus. From level 10 on, a chance to drop the whole vein in one hit: 1% at 10, up to 15% at 100.

Ore that requires a better pickaxe still shows "TooHard". The skill speeds up what you can already mine; it doesn't unlock what you can't.

Strength

XP from running, jumping, punching, melee swings, pickaxe and axe hits, and from walking above 75% capacity. Bows and magic don't count. Raises carry weight up to +50% at level 100, stacking on top of the Megingjord.

Don't use alongside another carry-weight mod.

Crafting

XP from crafting at any workbench and from using the hammer: building, deconstructing or repairing.

Reduces the resources needed to craft and build anything by up to 25% at level 100, with a minimum of 1 per resource, rounded to the nearest unit. At level 100 a chest costing 10 wood drops to 8, and 4 carrots drop to 3. Because of the rounding, some small recipes save a little more or less than 25%: 2 stays 2, while 3 drops to 2.

The interface shows the reduced value, and that is what is charged.

Woodcutting

Mining's mirror for trees. XP per hit that damages a tree or fallen log; each level reduces the hits needed, and the equipped axe adds to the bonus. From level 10 on, a chance to fell it in one go: 1% at 10, up to 15% at 100.

Trees that require a better axe still refuse the cut.

Exploration

XP from revealing new map. Doubles the discovery radius at level 100, from 100 to 200.


Reworked bow

Uses the game's own Bows skill with the usual XP; only the payoff changes.

At level 100 Effect
Bow stamina (drawing and firing) −50%
Accuracy spread reaches the bow's own best value

The accuracy bonus never exceeds the equipped bow's best value, so a better bow is still better.


Inventory and interface

10 × 5 inventory

1  2  3  4  5  6  7  8  9  0     ← hotbar, now with 10 keys
·  ·  ·  ·  ·  ·  ·  ·  ·  ·
·  ·  ·  ·  ·  ·  ·  ·  ·  ·     ← regular storage
·  ·  ·  ·  ·  ·  ·  ·  ·  ·

helm  chest  legs  cape  megin.  trinket  ammo  |  food1  food2  food3

The first four rows are normal storage, hotbar row included. The last row, set apart by a 16px gap, is reserved for equipment and food.

Equipment slots

Seven dedicated slots: helmet, chest, legs, cape, utility (Megingjord), trinket and equipped ammo.

Equipping moves a piece into its slot; unequipping returns it to storage. Items picked up off the ground never land here, and the "inventory full" count ignores these slots. With storage full, an unequipped piece stays put instead of dropping.

Each slot shows a faint background symbol for what belongs there. Turn them off with SlotIcons or adjust SlotIconOpacity.

Three food slots

The last three columns hold active foods and work like fuel: when an effect ends, the character eats another unit from that cell. Only food goes here, and only three, which is the game's own limit. Nothing is consumed while a food is still in effect, and you can swap cells at any time.

Two extra hotkeys (9 and 0)

The two new columns in the first row become hotkeys 9 and 0 and appear in the hotbar, inventory open or closed. They accept any item and behave exactly like keys 1 to 8. They stay inert while you type in chat or the console, or with the inventory open.

Build further before things break

Structures reach three times as far horizontally and vertically before pieces start cracking and falling. Configurable in [Building] SupportMultiplier.

It works on the two numbers that matter together: how much weight a piece carries, and how much support is lost at each piece, which is what decides the reach. The threshold at which a piece finally breaks is untouched, so a structure that is too far out still falls, just further out.

Quick-stacking keeps your hotbar and reserved slots

Holding E on a chest stores everything that chest already has. It used to sweep the hotbar and the reserved row along with it: the axe on key 3, the three foods and the clothes sitting in the equipment slots without being worn. Those two rows now stay put, and the rest of the inventory is stored as before. The "stack all" button in the chest window follows the same rule. Turn it off in [QuickStack] KeepReservedSlots.

The same action also merges the loose stacks already in the chest, and in your inventory. The game only ever merges while an item is coming in, and never looks at what is already stored, so using one item out of a stack and dropping the rest in left 1 and 1 in two cells instead of 2 in one. The three food cells are left alone, since they are meant to hold separate units. Turn it off in [QuickStack] MergeStacks.

Stumps fall in one hit

The stump left behind by a felled tree now has 1 health, so a single swing of any axe that could cut the tree clears it. The change is made on the stump the tree itself points to, which also covers stumps already standing in the world, unless they were already damaged.

Requirements show what you have

Every requirement carries the amount within reach in parentheses: 2 (37) means the recipe takes 2 and 37 are available. It counts your backpack plus the chests the workbench or the hammer can pull from, so the number answers the question that matters: can this be made here and now. It shows in the crafting panel and in the hammer's build panel. Turn it off in [Requirements] ShowAvailable.

Cooking and fermenting tell you how long

Aiming at a campfire or a fermenter says how long is left, item by item:

Cooking station
Deer meat: ready in 25s
Neck tail: ready

The campfire counts cooking time, so it only runs while the fire is lit. The fermenter counts real time, and keeps going while you are away. Turn it off in [CookTime] Enabled.

Craft and build from nearby chests

Crafting and building count what is in the chests around you, so there is no need to fetch materials first. Your inventory is used first, and only what is still missing comes out of the chests.

The reach is the workbench's own build area: a chest counts when it stands inside the area of a crafting station (workbench, forge, stonecutter...) that also covers you, the same area that lets you build there. Upgrading a station with extensions widens both.

Open chests work too. Items are never pulled from someone else's copy of a chest: the request goes to whoever holds that chest, usually the player who has it open, and it comes out of their window right away. A stack they are dragging or splitting is left alone. Every player on the server needs the mod for this; a chest held by someone without it simply does not answer.

Crafting pays on click. Materials leave your inventory and the chests when you press Craft, not at the end of the progress bar. If the craft does not finish (cancelled, window closed, no room for the result), they come back to your inventory. Building already pays the moment a piece is placed.

Graves, smelter windows, private chests of other players and chests behind a ward you cannot access are left out. Turn it off in [ChestCrafting] Enabled.

Raise and dig further

The game stops terrain at 8 metres above or below its original height. That ceiling is raised to 16, configurable in [Terrain] Limit.

The limit is a literal number inside the game's own code, so this one rewrites that instruction. It is the most fragile patch in the mod: if a game update changes those methods, this feature turns itself off and says so in the log, leaving everything else working.

Running, jumping and swimming are free

None of the three costs stamina any more. Attacks, blocking, tools and magic are untouched: the mod zeroes the three movement drains rather than blocking stamina use as a whole.

Free building tools

Hammer, hoe and cultivator consume no stamina and take no wear.

With one of them in hand, nothing consumes stamina, running and jumping included. Put the tool away and everything is normal again. That part is separate, under NoStaminaInBuildMode.

Portals accept any item

Ore, ingots, Moder's egg and the rest of the blocked list pass through normally, and the warnings disappear from the cell and the tooltip. Items with a tool tier above 1000 stay blocked.

Rest from sleeping

Sleeping grants 10 minutes of rested per comfort level, so a better bed and a nicer base both pay off. Comfort 5 gives 50 minutes, comfort 12 gives 120.

It uses the game's own comfort level, the one the rested message already shows on waking. Sitting by a fire is unaffected.

Fires and torches without fuel

Campfires, braziers and wall torches stay lit once lit. A fire that already went out needs one wood to relight, then nothing more. Handheld torches are durability items and aren't covered.

Food without decay

A food's health and stamina bonus holds at 100% for its full duration, then drops at once when it ends. Duration itself is unchanged. The food icon no longer pulses at the halfway mark, though the final-minute warning stays.

Auto-repair

Opening any workbench repairs all worn items at once. Skill gain and effects match a normal repair.

Clock

Shows the in-game day and time at the top of the screen (Day 12 · 13:45). Hides with the HUD.

Everything floats

Metals, meats and ores float like wood, so a shipwreck stops being a total loss.

Items that have no physics body or no collider are left alone, since floating would do nothing for them.

Skip the startup video

The game opens straight at the menu. The new-world cinematic is untouched.

Signs open with Shift+E

Reading or editing a sign takes Shift+E, so you stop opening the text box by accident.

Interact with a build tool in hand

Chests, doors and workbenches still open with the hammer, hoe or cultivator equipped. Placing, removing and terraforming are unaffected.

Keep your gear when swimming

Entering water no longer stows what you're holding, and you can still switch tools while swimming.

Quick ping

Aim at something and press Z to ping it: the ping carries the object's name instead of just "PING". Press Y to ping and drop a map pin.

Y pins whatever you are aiming at, and pinging the same spot twice does not stack pins. The pin is shared: it lands on everyone's map with the same name and icon, and with the mod on the server it is stored there and goes to whoever joins later, exactly like a portal pin. Sharing rides on [MapShare] Enabled.

Every ping also raises a white beam where it landed, so you can find the place through forest and hills. It stands 500m tall and fades out together with the ping itself.

Players without the mod still see the plain "PING", since the name is put in on your own screen.

Troll hide cape keeps you dry

Upgraded to level 4, the troll hide cape makes you immune to Wet, in any biome: no more soaking every time you set foot in the swamp.

That last upgrade costs 50 resin on top of the usual materials. Earlier levels are unchanged.

The cape's tooltip says whether the level you are looking at already grants it.

Smelters open like a chest

Aim at any part of a smelter, kiln or blast furnace and it opens a window of 5 by 2. The smelter feeds itself from there once per second and drops bars as usual.

Ore and coal are recognised by what they are, not by where you drop them, so nothing sits there doing nothing. "Take all" and "Place stacks" are hidden on this window, since both would empty or flood the smelter by accident.

The original ore and fuel buttons still work. The window is a real container, so its contents are saved and synced by the game itself.

Bronze keeps its material

Vanilla turns 2 copper and 1 tin into a single bronze bar, so three bars become one. Here the output matches the input: the small recipe gives 3 bars, and the bulk one scales the same way.

The amount is worked out from the recipe's own ingredients, so both recipes stay consistent.

Charcoal by wood type

In the charcoal kiln, better wood counts as a bigger load instead of one unit:

Wood Load and charcoal
Wood 1
Corewood (RoundLog) 5
Finewood (FineWood) 8
Ancient Bark (ElderBark) 10
Yggdrasil Wood (YggdrasilWood) 15
Ashwood (Blackwood) 20
Timberwood (Frostwood) 25

Each unit burns for the normal time and gives one charcoal, so the kiln shows the real amount pending. Better wood therefore also fills the kiln faster.

A log is only consumed when its whole load fits in what is left of the kiln: with 20 of 25 used, an ashwood log worth 20 stays where it is instead of being cut short at 5. While a heavy log waits for room, the kiln takes the heaviest wood that does fit, so a mixed load keeps it working. A wood heavier than the kiln's whole capacity can never go in, and says so in the log.

Anything not listed burns as vanilla does. Add more in [Charcoal] Weights, using prefab names, for example YggdrasilWood:12. Smelters and the forge are untouched.

Blast furnace melts the earlier metals

The blast furnace now takes whatever the plain smelter takes, copper, tin, iron and silver included, and being the better furnace it does them in half the time for half the coal.

The discount is only for those metals. Black metal and everything after it keep the furnace's own time and coal. The list is read from the smelter's own recipes, so nothing here has to be kept in sync with the game, and furnaces already built pick it up as well. Configurable in [BlastFurnace].

A crew makes the boat faster

Every player aboard adds 25% to the sail's pull, so a full boat sails far quicker than a lone sailor. The bonus counts whoever is on the ship, the one at the rudder included, and is configurable in [Ship] SpeedPerPlayer.

Only the sail is affected. Paddling keeps its own speed, which the game holds as a fixed value.

Portal pins

Naming a portal drops a map pin with that name for everyone. Rename it and the pin follows; it does not pile up duplicates. With the mod on the server, the pins are stored there and go to whoever joins later. The pins dropped by the quick ping's Y travel the same way, each keeping its own icon.

Shared map exploration

Whatever any player reveals shows up on everyone's map automatically, no cartography table needed. It is marked and saved just like data shared through the table. When you join, you also receive what the players already online have explored.

Every player needs the mod. A dedicated server does not, but with the mod the server keeps the world map in BepInEx/config/qol.kpx.<world>.map and hands it to whoever joins, so exploration survives everyone logging off. Pins live beside it in qol.kpx.<world>.pins.

Each world has its own file, named after the id the game gives that save, so one world's map is never served in another. Files from before this split are named qol.kpx.map and qol.kpx.pins with no world in the name; they are ignored and can be deleted.

Server-side settings

With the mod on the server, whatever it has configured wins while you are connected, for the sections that change the game: skills, crafting discounts, survival tweaks. Personal preferences stay yours: ping key, clock, slot icons and inventory layout are never overridden.

Your config file is never rewritten. The local values come back when you leave the server.

Achievements stay enabled

Vanilla switches achievements off as soon as any mod is loaded, cheating or not. This turns that single condition off, so achievements keep unlocking normally.

Real cheating still blocks them, exactly as in vanilla: console cheats, cheated items, and worlds with cheated modifiers.


Configuration

File: BepInEx/config/qol.kpx.cfg. An old agility.skill.cfg is no longer read and can be deleted. Skill levels live on the character, not in the config.

[Agility]

Key Default What it does
XpMultiplier 1 XP per second running and per jump
MaxSpeedBonus 0.3 Speed bonus at level 100
MaxJumpBonus 0.35 Jump force bonus at level 100; also affects falling
MaxFallDamageReduction 0.8 Base fall damage reduction at level 100

[Vitality]

Key Default What it does
Enabled true Turns the skill on
MaxHealthBonus 0.5 Max health bonus at level 100
MaxStaminaBonus 0.5 Max stamina bonus at level 100
XpPerHealth 0.02 XP per point of health actually healed

[Mining]

Key Default What it does
Enabled true Turns the skill on
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = double)
PickaxeTierWeight 0.25 How much pickaxe quality adds to the bonus
XpPerHit 1 XP per hit that damages ore

[Archery]

Key Default What it does
Enabled true Turns the Bows skill rework on
StaminaReduction 0.5 Bow stamina reduction at level 100
AccuracyBonus 1 How far the level pushes spread toward the bow's own best value

[Strength]

Key Default What it does
Enabled true Turns the skill on
MaxCarryBonus 0.5 Max carry weight bonus at level 100 (0.5 = +50%)
XpPerEffort 0.2 XP per effort action (pickaxe, axe, running, jumping, punching, melee)
XpPerSecondLoaded 0.2 XP per second walking loaded
LoadThreshold 0.75 Capacity fraction above which carrying trains Strength

[Crafting]

Key Default What it does
Enabled true Turns the skill on
MaxDiscount 0.25 Resource reduction at level 100, minimum 1 per resource
XpPerCraft 0.2 XP per craft, build or repair

[Woodcutting]

Key Default What it does
Enabled true Turns the skill on
MaxDamageBonus 1 Damage bonus at level 100 (1.0 = double)
AxeTierWeight 0.25 How much axe quality adds to the bonus
XpPerHit 1 XP per hit that damages a tree

[Exploration]

Key Default What it does
Enabled true Turns the skill on
MaxRadiusBonus 1 Radius bonus at level 100 (1.0 = double)
XpPerDiscovery 0.002 XP per new piece of map revealed

[EquipSlots]

Key Default What it does
Enabled true Turns on the 10 × 5 inventory and the equipment and food row
RowGap 16 Gap between storage and the reserved row, in pixels
ExtraSlots true Turns on keys 9 and 0 for the two new hotbar columns
SlotIcons true Draws a symbol in the background of each reserved slot
SlotIconOpacity 0.25 How visible those symbols are, from 0 to 1

[BuildTools]

Key Default What it does
NoStamina true Hammer, hoe and cultivator consume no stamina
NoDurability true Those tools take no wear from use
NoStaminaInBuildMode true With one in hand, nothing consumes stamina (running and jumping included)

[Building]

Key Default What it does
Enabled true Structures hold together further out
SupportMultiplier 3 How much further they reach; 3 is triple the game's

[Stubs]

Key Default What it does
Enabled true Tree stumps fall in one hit
Health 1 Stump health

[Requirements]

Key Default What it does
ShowAvailable true Shows in parentheses how much of each resource you have, backpack and chests in range

[CookTime]

Key Default What it does
Enabled true Aiming at a campfire or fermenter shows how long is left

[ChestCrafting]

Key Default What it does
Enabled true Crafting and building use chests inside the workbench's area, open ones included

[QuickStack]

Key Default What it does
KeepReservedSlots true Holding E to store leaves the hotbar and the equipment/food row alone
MergeStacks true Storing also merges loose stacks of the same item, in the chest and in your inventory

[Terrain]

Key Default What it does
Limit 16 How far terrain may be raised or dug, in metres; the game uses 8

[Stamina]

Key Default What it does
FreeMovement true Running, jumping and swimming cost no stamina

[Teleport]

Key Default What it does
AllItems true Portals accept any item, ore and Moder's egg included

[Rested]

Key Default What it does
Enabled true Turns fixed rest from sleeping on
MinutesPerComfortLevel 10 Rested minutes per comfort level when sleeping

[Fires]

Key Default What it does
InfiniteFuel true Campfires and wall torches consume no fuel

[Food]

Key Default What it does
NoDecay true Food holds 100% of its effect for its full duration
AutoEat true Eats from the three food cells when the previous effect ends

[AutoRepair]

Key Default What it does
Enabled true Repairs everything when using a workbench

[Clock]

Key Default What it does
Enabled true Shows the clock
OffsetY -12 Distance from the top of the screen, in pixels
FontSize 18 Font size

[Float]

Key Default What it does
Enabled true Makes every item float

[Intro]

Key Default What it does
SkipStartupVideo true Skips the cinematic that plays when the game opens

[Interact]

Key Default What it does
SignRequiresShift true Signs open with Shift+E instead of plain E
HoverWithBuildTool true Lets you interact while holding hammer, hoe or cultivator

[Swim]

Key Default What it does
KeepGear true Keeps what you're holding when you enter water

[Ping]

Key Default What it does
Enabled true Pings the spot you are aiming at, without opening the map
Key Z Ping only; accepts modifiers, e.g. LeftShift + Z
PinKey Y Ping and also drop a map pin
ShowName true The ping carries the name of what you are aiming at
Beam true Raises a beam of light where a ping lands
BeamHeight 500 Beam height, in meters
BeamSeconds 0 Beam duration in seconds; 0 follows the ping itself
PinRange 8 Distance within which an existing pin counts as the same spot, in meters
MaxDistance 1000 Longest aim distance, in meters

[ServerConfig]

Key Default What it does
UseServerValues true While connected, uses the server's values for the sections that affect gameplay

[TrollCape]

Key Default What it does
Enabled true An upgraded troll hide cape makes you immune to Wet
Level 4 Upgrade level that grants the immunity
ResinCost 50 Resin required at that upgrade level

[SmelterBox]

Key Default What it does
Enabled true Smelters open like a chest from anywhere on the structure
Width 5 Columns in the window
Rows 2 Rows in the window

[Bronze]

Key Default What it does
Enabled true Smelting bronze returns as many bars as the ingredients spent
BarsPerBarSpent 1 Bronze bars per bar spent; 1 means no material is lost

[Charcoal]

Key Default What it does
Enabled true Each kind of wood yields a different amount of charcoal
Weights see above Charcoal per unit of each wood, by prefab name

[BlastFurnace]

Key Default What it does
MeltEarlierMetals true The furnace also melts copper, tin, iron and silver
Efficiency 0.5 Share of the time and coal those metals cost

[Ship]

Key Default What it does
CrewSpeed true Each person aboard makes the boat faster
SpeedPerPlayer 0.25 How much each person adds to the sail's pull

[PortalPins]

Key Default What it does
Enabled true Naming a portal creates a shared map pin with that name
PinIcon 4 Pin icon, 0 to 4

[MapShare]

Key Default What it does
Enabled true Shares map exploration automatically with every player who has the mod

[Achievements]

Key Default What it does
KeepEnabled true Keeps achievements working when mods are loaded; real cheating still blocks them

Compatibility

  • Don't run alongside another vitality mod, equipment-slots mod, or equivalent skill mods. The effects stack.
  • On a server, every player needs the mod to see the same behaviour. The server itself does not need it, but with the mod installed it also keeps the world map, the portal pins and the settings that affect gameplay.
  • Graves are sized to match the wider inventory, so nothing is lost from the reserved row or the extra columns when a grave is reloaded.
  • Before removing the mod, empty the reserved row and the two extra hotbar columns: the game drops at your feet anything outside the standard 8 × 4 inventory. Turning the wide inventory off in the config moves those items into normal storage first.

CHANGELOG

Changelog

Newest first.

2.14.0 (2026-10-23)

Added

  • No smoke and no dust on the build tools. A hammer, a hoe and a cultivator make no smoke and throw no dust. The sound of the tool stays, because the mod turns off only the visual parts of the effect list of each piece and of each terrain tool. The pickaxe keeps the dust of the game. Use [Dust] HidePlaceEffects.

2.13.0 (2026-10-21)

Added

  • The "Stash" field sends one item. Put an item or a stack on the cursor, as you do for the "Trash" field, and click the field: that item alone goes to a chest. The mod asks only the chests that hold an item of that name, and the nearer chest receives it first. With an empty cursor the field sends all your items, as before. One item that you choose goes also from the hotbar and from the reserved row, because you asked for it.

2.12.0 (2026-10-21)

Added

  • Three new modes in the menu of the hoe. Nivelar quadrado levels a square, and the line below the tool shows that square. Nivelar só o chão baixo raises to your height the ground that is below you, and it does not touch the ground that is above you. Nivelar só o chão alto lowers to your height the ground that is above you, and it does not touch the ground that is below you. The two modes of one side always level at the height of your character, and they always take a circle. Use [Hoe] Square and [Hoe] OneWay.

Changed

  • The tools of the hoe take a circle again. The square is a mode in the menu now, and not a change to each tool. Thus the level tool, the path tool, the paved road tool and the raise tool keep the area of the game, and you take the square when you want it. [Hoe] Square puts that mode in the menu.

Fixed

  • The pickaxe and the cultivator keep their area again. The square shape, the size of the keyboard and the level of one click are for the hoe only. Before, the mod changed the settings of each terrain tool, thus the hole of the pickaxe and the ground of the cultivator took the square shape and the size of the hoe. The mod now reads the item in your hand, and it leaves the other tools with the values of the game.

2.11.0 (2026-10-20)

Added

  • The hoe works on a square, not on a circle. The level, raise and smooth operations of each tool take a square of ground, with the side of two radii and in the axes of the world, and the line below the tool takes the same square shape. Thus one area joins the next area, and no part of ground stays between two of them. The game has this square inside the terrain functions; the mod only asks for it. The colour of a path keeps the shape of the game, because the paint function does not read that value. Use [Hoe] Square.
  • Ctrl and the arrows change the size of the area of the hoe. Hold Ctrl and press the right arrow to make the area larger, or the left arrow to make it smaller, in steps of a quarter of the size of the game. The line below the tool shows the new size before the click, and a message gives the radius in metres. The size goes to the level, the smooth, the raise and the paint operations of the tool, and it goes back to the size of the game at the next game. Use [Hoe] SizeKey and [Hoe] MaxSize.
  • Shift and one click level the ground, at the height of your character. Hold Shift, and each tool of the hoe that moves the ground gives one height to all its area. Release Shift, and the tool does its usual work. Before, the path tool and the paved road tool only smoothed the ground: the game moved each vertex part of the way to the height of the tool, thus the ground kept its bumps after many clicks. The level height comes from your character and not from the point of the cursor, thus two clicks give the same result. The raise function and the cultivator do not change. Use [Hoe] FullLevel, [Hoe] FullLevelKey, [Hoe] PlayerHeight and [Hoe] LevelRadius.

2.10.3 (2026-10-20)

Fixed

  • A "Wider Pockets" purchase gives a row of storage again. The reserved row of the mod now follows the total of rows of the game, and it goes one place down at each purchase. The mod moves the equipment and the food into the new row, and each piece keeps its column. Before, the mod wrote a height of five rows at each frame. Thus the row of the purchase became the reserved row, and the player got no space. No purchase was lost: the game keeps the total in the character.

2.10.2 (2026-10-19)

Fixed

  • The "Stash" field does not go on the weight field. All the fields of the column now use one step, and that step is the height of the armor field. Before, each field went below the low edge of the field above it. The rectangle of a field is not always the art of that field, and thus the column became too long.

2.10.1 (2026-10-19)

Fixed

  • The "Stash" field keeps its place at each screen and at each GUI scale. The area that accepts the click has the measure of the field, and no constant measure. All the positions of the column come from the measures of the game, in canvas units. The game puts the resolution, the proportion of the screen and the GUI scale into one scale of the canvas. Thus the column moves with the backpack.

2.10.0 (2026-10-19)

Changed

  • The "Guardar itens" button becomes a "Stash" field at the right of the backpack. Before, it was a wide button with a caption below the backpack. The new field is a copy of the armor field: the icon of the wood chest above, and the text "Stash" below.
  • The mod arranges the column at the right of the backpack. The armor field, the "Trash" field of the RecyclePlus mod, the "Stash" field and the weight field go one below the other, below the first row of the backpack. Before, the fields of two mods could come to the same place. [Deposit] ButtonOffsetX and [Deposit] ButtonOffsetY move the "Stash" field.

2.9.0 (2026-10-17)

Added

  • You can keep your inventory when you die. This option is off. To use it, set [Grave] KeepInventory to true. Then the mod makes no grave. You respawn with all your items, also the items in the backpack. The Casual death penalty of the world keeps only the equipped items. No world modifier can set the key of the game that keeps all the inventory.

Fixed

  • The "Guardar itens" button does not cover the last slots. The button measures its own size, and it puts itself immediately below the backpack panel. Before, the button was inside the panel and on top of the reserved row. [Deposit] ButtonOffsetX and [Deposit] ButtonOffsetY are now adjustments from that position, and their default value is 0. If your configuration file has the old values, set them to 0.

Changed

  • All the English text obeys ASD-STE100 (Simplified Technical English). This applies to this changelog, to the README.md, to the text in the game and to the comments in the code. The sentences are short. Each sentence has one topic. The text has no figures of speech. The facts are the same facts.

2.8.0 (2026-10-17)

Added

  • A "Guardar itens" button in the backpack puts your items into the correct chests. Click the button one time. The mod sends your items to the chests that are not more than 50 metres away. Each item goes to a chest that holds that item. No item starts a new category in a chest. If two chests hold the item, the nearer chest receives it first. If no chest holds the item, you keep it. The hotbar, the reserved row and the equipped items do not move. The mod uses the "place stacks" request of the game. The owner of the chest moves the items. The owner refuses while a different player has the chest open. Thus the other players do not need the mod. This is the only chest function of the mod that does not need the mod on the other players. The button is a copy of the button of the chest window. It is beside the Drop button. Keys: [Deposit] Enabled, [Deposit] Range, [Deposit] ButtonOffsetX and [Deposit] ButtonOffsetY.
  • The mod does not store ammunition and potions without a command. Arrows, bolts, fishing bait, potions and mead stay with you. Their position in the backpack has no effect. Both methods to store items obey this rule. An empty quiver is not a mistake that a convenience function can make for you. You drink a potion because you decide to drink it. The mod identifies a potion as the game identifies it: a potion gives you no food, and it puts an effect on you. Thus cooked meat in the backpack is cargo. Keys: [QuickStack] KeepAmmo and [QuickStack] KeepPotions.

Changed

  • Craft and build functions use the chests that are not more than 50 metres away. Before, a chest had to be inside the build circle of the station. Now the mod measures the distance from you, with [ChestCrafting] Range. The "Guardar itens" button uses the same distance. Thus the button sends the items to the chests that supply the station. A station must be near you, because you cannot craft without a station.

2.7.1 (2026-10-17)

Fixed

  • The mist at 0 does not alert the full biome. The mod removed the mist of the Mistlands, and it also told the monsters that they can see through the mist. Then each creature in the biome became alerted and asked for a path. This costs frames on the computer that hosts the world. Now only the aim function ignores the mist. Thus you can take an item that you see. The monsters keep the eyes of the game.

2.7.0 (2026-10-15)

Added

  • A fire keeps you warm at a longer distance. The mod removes Cold and Freezing 10 metres more far from the fire. To change this distance, use [Fires] WarmthRange. A value of 0 keeps the distance of the game. Only the warmth changes. The heat that burns you, the fire that monsters avoid and the lit state for a cooking station do not change.

Changed

  • The mist of the Mistlands has a dial, not a switch. Set [Mist] MistlandsOpacity to a value from 0 to 100. The default value is 100, which is the mist of the game. Thus you select the density that you want. Only the transparency changes. The quantity of mist, the movement of the mist and the hole that the wisp makes do not change. At 0 there is no mist, and then sight and aim are free, as before. This key replaces [Mist] NoMistlandsMist.

Fixed

  • New sections are now in the configuration file. A player who had a qol.kpx.cfg file did not receive the sections of the later versions, because the mod did not write the file. The mod now saves the file one time at each start, before a server value can arrive. Thus each section is in the file with the value in use, and the mod keeps your selections.

2.6.0 (2026-10-15)

Added

  • No mist in the Mistlands. The mod stops the particle system of the mist of the biome. It also answers that there is no mist where the game asks about the mist. Thus enemies see you and attack you as usual, and you can aim at items on the ground. Use [Mist] NoMistlandsMist, which is on. A second key, [Mist] NoWeatherFog, is also on. It removes the fog of the weather: the fog density of each weather becomes zero, and the game does not place fog banks.

2.5.0 (2026-10-14)

Added

  • The Crafting skill makes the station faster. The skill now also decreases the time to make an item. The decrease is 5% for each ten levels, and half of the time at level 100. The progress bar moves at the new speed. Use [Crafting] MaxTimeCut.
  • The recipe list has a filter. A text box is above the list at each workbench. The list shows only the recipes whose name contains your text. The mod compares the name on the screen, and it ignores capital letters. The box is a copy of the text box of the game. The mod takes the height of the box out of the list. Thus no other part of the panel moves. While the box has the focus, the game does not read the keyboard. This is the behaviour of the chat box. Use [RecipeFilter].
  • You can craft more than one item at a time. A minus key and a plus key share the line of the craft button. Each key takes one fifth of the line. The keys select the quantity. The quantity starts at 1 for each recipe, and it stops at the quantity that your resources permit. Above one, the button shows Craft x3, and the requirement list shows the cost of three items. The maximum quantity includes the backpack and the chests in range. This is the same stock that the craft button uses. The mod calculates the maximum again after each craft. The keys disappear during a craft, and they come back at the end of the craft or after a cancel. Use [CraftAmount].

2.4.0 (2026-10-14)

Added

  • Each tame animal follows you if you press E. Before, only the wolf did this. Boar, lox, asksvin and hen now change between follow and stay in the same manner. The mod uses the follow function of the game. Use [Pets] AllFollow.
  • Followers go through a portal with you. An animal that follows you and is not more than 50 metres away appears behind you on the other side. The animal continues to follow you. This function also operates with XPortal. Use [Pets] FollowThroughPortals.

2.3.0 (2026-10-12)

Fixed

  • The kiln refused ancient bark and the heavier woods. A weighted wood goes into the kiln only if the full load has space. The queue of the kiln was too small for a log of 10 units, and more small for a log of 25 units. Thus you could not use the heavier half of the list. The kiln now holds 100 units. Each wood on the list that the kiln refused has a charcoal recipe of its own. The mod makes both changes on the prefab. Thus the changes also apply to the kilns that you built. Use [Charcoal] KilnCapacity.

Added

  • Tar releases items. An item in a tar pit does not refuse the pickup with the message "It is stuck in the tar". You can take the item by hand, or you can walk on the item to collect it. You can also harvest a plant that grows in tar. The status effect on the character does not change. Thus tar continues to make you slow. Before, an item in tar stayed in the world for ever. Now the item expires as any other item in the world. Use [Tar] FreeItems.

2.2.1 (2026-10-10)

Changed

  • New build for the Valheim update of 6 October (server build 25730807). No change in the mod was necessary. Each member of the game that the mod uses by name is still in the game, and the build has no errors against the new assemblies.

2.2.0 (2026-09-30)

Removed

  • The Gemada Divina potion is removed, one version after the version that added it. The game has no mechanism to walk on water. Thus the mod had to hold the character at the surface at each physics step. A mod must use the game, not fight the game. This version removes each potion in a chest or in an inventory. You can delete the [Potion] section from your configuration file.

Fixed

  • The shared map and the shared pins mixed the worlds. The mod kept both in one file. Thus the second world showed the map of the first world, and your movement in the new world replaced the old data. Each world now has its own file. The name of the file contains the id that the game gives to that save. If you change the world, the mod removes the old data from the memory. The mod does not read the old qol.kpx.map and qol.kpx.pins files, and you can delete them. A server that keeps a world map makes the map again from the data of the players.

2.1.0 (2026-09-29)

Added

  • A new potion: Gemada Divina. One Moder egg at the cauldron makes one potion. If you drink the potion, you can walk on water for 15 minutes. The mod makes the item at run time from the swimmer's mead. Thus the item has the icon and the sounds of the game. The water-walk function is a function of the mod. It holds you at the surface, and it keeps you out of the swim state. Each player needs the mod to see the item. Use [Potion].

Fixed

  • The blast furnace lost its discount at the second load of the world. The mod made the list of the ores with the half cost only from the recipes that it copied at that time. At a later load, the furnace knew all the recipes. Thus the list was empty, and the time and the coal went back to the full cost without a message. The discount now follows the material that the smelter melts. The quantity of copied recipes has no effect.

2.0.0 (2026-09-28)

Added

  • The requirements show your quantity, in parentheses. 2 (37) tells you that the recipe needs 2 units and that 37 units are in range. The mod counts your backpack and the chests that the workbench or the hammer can use. Use [Requirements] ShowAvailable.
  • The campfire and the fermenter show the remaining time, item by item, when you aim at them. The campfire counts cook time, which moves only while the fire is lit. The fermenter counts real time. Use [CookTime] Enabled.

1.10.0 (2026-09-27)

Added

  • The blast furnace also melts the metals of the earlier biomes: copper, tin, iron and silver. It uses half of the time and half of the coal. Black metal and the later ores keep their own cost. The mod copies the recipes from the smelter. Thus the furnaces that you built also accept these ores. Use [BlastFurnace].
  • A crew makes the boat faster. Each player on the boat adds 25% to the force of the sail. Thus a full boat is faster than one sailor. The paddle speed does not change. Use [Ship] SpeedPerPlayer.

Changed

  • Charcoal now follows the full list of woods: corewood 5, finewood 8, ancient bark 10, Yggdrasil wood 15, ashwood 20 and timberwood 25. Plain wood is still 1. If you have a configuration file, change [Charcoal] Weights by hand.
  • The kiln consumes a log only if the full load has space. If the kiln has 20 of 25 units, an ashwood log of 20 units waits. Before, the kiln cut the log to 5 units and lost the remainder. While the log waits, the kiln takes the heaviest wood in the window that has space. Thus a mixed load keeps the kiln in operation.

1.9.0 (2026-09-24)

Added

  • If you store items in a chest, the mod merges the loose stacks in the chest and in your inventory. The game merges only while an item comes in, and it does not look at the stored items. Thus, if you used one item from a stack and put the remainder in the chest, you had 1 and 1 in two cells, not 2 in one cell. The mod does not touch the three food cells. Use [QuickStack] MergeStacks.

Fixed

  • The pin of the quick ping stayed on your own map. If you pressed Y, the mod marked the position only for you. The portal pins were already shared. The pin now uses the same path: each player receives the pin with its name and its icon. With the mod on the server, the server stores the pin and gives it to a player who joins later. Each player needs this version for the icon.

1.8.0 (2026-09-23)

Added

  • Craft and build with the items in the chests near you. A chest in the build area of a crafting station that covers you supplies each recipe and each piece. The mod uses your own inventory first. An open chest also supplies items. The player who holds the chest removes the items. Thus the items disappear from his window, and the mod does not take them from below his hand. The craft function now pays at the moment that you press Craft, and it refunds the cost if the craft does not complete. Each player needs the mod. To stop this function, use [ChestCrafting] Enabled.

Fixed

  • If you held E to store items, the mod moved the hotbar and the reserved row. The quick stack function moved each item that the chest matched. This included the hotbar items, the three foods and the clothes in the equipment slots. The mod now does not touch these two rows. It uses the exception that the game already has for the equipped items. Use [QuickStack] KeepReservedSlots.

1.7.0 (2026-09-22)

Changed

  • A structure now reaches three times the distance of the game, not two times. Two times was difficult to see in play. [Building] SupportMultiplier changes from 2 to 3. If you have this key in your configuration file, change it by hand.

Added

  • A tree stump falls with one hit. The stump that the tree leaves has 1 health point. Thus each axe that can cut the tree can remove the stump. Use [Stubs].

Fixed

  • The ping key did nothing while you moved. The shortcut operated only if no other key was down. Thus your movement stopped the ping. The mod now looks only at its own key and its own modifiers.
  • The dig and raise functions stopped at 8 metres. The game applies the same limit a third time when it draws the terrain, and that limit was still in the game. It now follows [Terrain] Limit.

1.6.0 (2026-09-21)

Added

  • Run, jump and swim actions cost no stamina. The mod sets the three movement costs on your character to zero. Attacks, blocks, tools and magic keep their costs.
  • A structure holds together at two times the distance. The mod scales the weight that a piece holds and the support that each piece loses. The second value controls the distance. Use [Building] SupportMultiplier.
  • You can raise and dig the terrain at two times the distance, 16 metres, not 8 metres. Use [Terrain] Limit.

Fixed

  • Items disappeared from a grave. The death function was correct, because the grave copies the inventory size of the player. The load function was not correct. The game made the container again at the smaller size of the prefab, and it dropped each item out of that grid. These items were the armour, the ammunition and the food from the reserved row and from the two extra columns. The mod now sets the grave to the larger size before the game reads the contents.
  • The beam did not appear for a ping from the map. The beam now starts when the mod receives a ping, not when you press the key. Thus a map ping and a ping of a different player also make the beam.

1.5.2 (2026-09-21)

Added

  • The ping says the name of the object that you look at. Y makes a ping and also a map pin. Z makes only a ping.
  • A beam of light marks the position of a ping. Thus you can find the position through a forest and over hills. The beam is 500 metres high, and it disappears with the ping.

Fixed

  • Items did not float. The mod added the float component to each item at the moment that the game made the item. Then the component did nothing. The mod now adds the component to the item prefabs, before the game makes an item. Two values of the component were also absent: the water level offset, without which the item sinks, and a normalised centre of mass, without which the item moves up.
  • Portal pins did not appear. The pin type came from a raw number, but the list of the game has more than icons. Index 4 is the death pin, which the game controls and removes. The key now maps the values 0 to 4 onto the five marker icons.
  • You could not change tool while you swam. A check that reads the swim timer stops the equip function. The mod now sets that timer to zero during the change, and it does not try to intercept the check.

1.5.1 (2026-09-19)

Fixed

  • If you hosted a world, the shared map and the portal pins did not operate for you. A host is the server and a player at the same time. The server path returned early, and the player path did not run. Thus the host stored all the data and showed none of the data. Both paths now run together.
  • The function that keeps your gear while you swim did not operate. Before, the mod told the game that you did not swim while the game stowed the items. The mod now stops that call.
  • The server configuration exchange now writes a log at both ends. Thus a failed exchange says if the request, the reply or the apply step is absent.

Changed

  • Bronze keeps its material. 2 copper and 1 tin now make 3 bronze bars, not 1 bar. The bulk recipe scales in the same manner. The quantity comes from the ingredients of the recipe. Thus both recipes agree.

1.5.0 (2026-09-18)

Changed

  • Rest from sleep now follows the comfort level. You receive 10 minutes of rest for each comfort level, not a fixed 60 minutes. The mod uses the comfort level of the game. Thus a better bed and a better base both give a result.
  • The hover text of a sign now says Shift + E, which is the correct key.

Added

  • Quick ping. Aim at a position and press Z to ping it. You do not open the map. The other players see a map ping. To change the key, use [Ping] Key.
  • A troll hide cape keeps you dry. At upgrade level 4, the cape gives immunity to Wet in each biome. That upgrade now also costs 50 resin. The earlier levels do not change. The tooltip of the cape says if the level that you look at gives the immunity.
  • A smelter opens as a chest. Aim at any part of a smelter, a kiln or a blast furnace to open a window of 5 by 2 cells. The machine supplies itself and drops the bars as usual. The mod identifies ore and coal by the item, not by the cell. The "Take all" and "Place stacks" buttons are not in that window. The window is a true container. Thus the game saves and syncs the contents.
  • Charcoal by wood type. In the kiln, fine wood counts as 5 units of load, and core wood counts as 3 units. Before, each wood counted as 1 unit. Each unit burns for the normal time and gives one charcoal. Thus a better wood also needs more space. Use [Charcoal] Weights. A wood that is not on the list burns as in the game. The smelter and the forge do not change.
  • Portal pins. If you give a name to a portal, the mod makes a map pin with that name on the map of each player. If you change the name, the mod moves the pin and does not add a second pin. With the mod on the server, the server stores the pins and gives them to a player who joins later.
  • Server-side settings. With the mod on the server, the values of the server win while you are connected. This applies to the sections that change the game. The mod never replaces your personal preferences: the ping key, the clock, the slot icons and the inventory layout. The mod never writes your configuration file. Your local values come back when you disconnect.
  • Shared map exploration. The map data that any player reveals appears on the map of each player. You do not need the cartography table. A player who joins later receives the data of the players who are online. Each player needs the mod. The server does not need the mod. With the mod on the server, the server stores the world map and gives it to a player who joins. Thus the exploration data remains after each player disconnects.

1.4.2 (2026-09-17)

Changed

  • The Agility jump bonus is smaller: +35% at level 100, not +50%. The jump bonus also decreases fall damage. Thus the fall damage reduction at level 100 changes from −86.7% to −85.2%. If you have a configuration file, change MaxJumpBonus by hand. The mod does not replace an existing file.
  • The Crafting discount is smaller: 25% at level 100, not 50%. A cost now rounds to the nearest unit, not down. A chest that costs 10 wood now costs 8 wood, not 5 wood. A wall that costs 2 wood still costs 2 wood. If you have a configuration file, change MaxDiscount by hand.
  • The Crafting skill levels five times more slow. Each craft, build, deconstruct or repair action now gives 20% of the earlier XP. If you have a configuration file, change XpPerCraft by hand.

1.4.1 (2026-09-16)

Changed

  • Rest from sleep is now 60 minutes, not 35 minutes. If you have a configuration file, change MinutesOnSleep by hand. The mod does not replace an existing file.

1.4.0 (2026-09-15)

Added

  • Achievements stay enabled. The game disables the achievements when it loads a mod. The type of mod has no effect. The mod now removes that one condition. Console cheats, cheated items and worlds with cheated modifiers continue to disable the achievements, as in the game.

1.3.2 (2026-09-15)

Changed

  • The [Potions] section is removed. The name was not correct, because the section never restricted an item to a potion. It only enables the keys 9 and 0. The key is now ExtraSlots, in [EquipSlots], and it is on. The old key stays in your configuration file, and you can delete it.
  • The documentation is shorter.

1.3.1 (2026-09-15)

Changed

  • New icon.
  • New package description. The old description said four skills, but the mod has seven skills.

1.3.0 (2026-09-15)

Added

  • Seven equipment slots and three food slots, on a reserved row below the backpack: helmet, chest, legs, cape, utility, trinket and ammunition, then the three food cells.
  • Three active food slots that feed you. When the effect of a food ends, the character eats one more unit from the same cell. Only food goes in a food cell. There are only three cells. You can change a cell at any time.
  • Food without decay. The health bonus and the stamina bonus stay at 100% for the full duration of the food, then they stop. The duration does not change. The icon does not pulse at half of the duration.
  • A background symbol in each reserved slot that shows the correct item for that slot. To stop the symbols, use SlotIcons. To make them less visible, use SlotIconOpacity.
  • You keep your gear while you swim. The game does not stow the item in your hand when you enter water.
  • A sign opens with Shift+E. Thus you do not open the text box by accident.
  • You can interact with a build tool in your hand. A chest, a door and a workbench open with a hammer, a hoe or a cultivator in your hand. The place, remove and terrain functions do not change.
  • The mod skips the start video. The game opens at the menu. The new-world cinematic does not change.
  • No stamina cost with a build tool in your hand. With a hammer, a hoe or a cultivator in your hand, no action costs stamina. This includes run and jump actions. Use the separate key NoStaminaInBuildMode.
  • Fixed rest from sleep: 35 minutes. The comfort of the bed and the fire has no effect. Rest at a fire does not change.
  • Fires and torches without fuel. A campfire, a brazier and a wall torch stay lit. A fire that stopped needs one wood to start again.
  • A portal accepts each item, also ore and the Moder egg. The warnings disappear from the cell and from the tooltip.
  • The text in the game is now English: the skill names and descriptions, the hit messages and the clock.

Changed

  • The inventory is now 10 × 5. It has two extra columns and one extra row. The first four rows are normal storage. The last row is reserved for equipment and food.
  • The keys 9 and 0 are in the normal hotbar, with the inventory open or closed. They operate as the keys 1 to 8.
  • New Strength values: the maximum carry bonus is +50% at level 100, not +100%. The XP is more slow, because the skill now also levels from run, jump, punch and melee actions. If you have a configuration file, change MaxCarryBonus, XpPerEffort and XpPerSecondLoaded by hand. The mod does not replace an existing file.
  • The Cooking skill is now the Crafting skill. It does not apply only to food. It now decreases the resources for each craft action and each build action, also with the hammer. It gets XP from the hammer. Your level does not change. The configuration section changes from [Cooking] to [Crafting]. Thus its three values go back to the default values.
  • The configuration file is now qol.kpx.cfg. The mod does not read the old agility.skill.cfg file, and you can delete it. You do not lose the skill levels, because the character holds them.

Fixed

  • The health and the stamina decreased without a stop, and the bars did not disappear.
  • The game said "Missing requirement" with sufficient materials. The panel showed the Crafting discount, but the build check asked for the full cost. The panel, the check and the charge now agree.
  • Items in the columns 9 and 10 disappeared after a restart of the game. The game refused these items while it read the save, before the mod made the inventory wider. The items did not go to the ground.
  • The mod now moves an item that is out of the grid after a layout change into free storage. Before, the item fell at your feet.
  • The first inventory column was out of the screen.
  • The tenth slot showed "10", not "0", in the inventory and in the hotbar.

1.2.0 (2026-09-14)

This is the first release with the name QOL KPX.

Added

  • Strength: the skill levels from pickaxe hits, from axe hits and from movement above 75% of the capacity. At level 100 it gives two times the carry weight. It adds to the Megingjord bonus.
  • Cooking: a food recipe needs fewer ingredients at a higher level, to half at level 100. The cost rounds down, with a minimum of 1 unit for each ingredient.
  • New bow behaviour: the Bows skill of the game now decreases the draw stamina and the shot stamina (−50% at level 100), and it improves the accuracy to the best value of the bow in your hand.
  • Woodcutting: the skill decreases the quantity of hits for a tree at a higher level and with a better axe. From level 10, there is a probability to cut the tree with one hit (1% at level 10, 15% at level 100).
  • Free building tools: a hammer, a hoe and a cultivator cost no stamina, and they have no wear.
  • Vitality: the skill gets XP from the health that you restore. At level 100 it gives +50% maximum health and +50% maximum stamina.
  • Mining: the skill decreases the quantity of hits for a vein at a higher level and with a better pickaxe. From level 10, there is a probability to get the full vein with one hit (1% at level 10, 15% at level 100).
  • Exploration: the skill gets XP from new map area. At level 100 it gives two times the discovery radius.
  • Equipment slots out of the backpack. The inventory frame becomes larger for them.
  • Each item floats: metal, meat and ore float as wood floats.

Changed

  • The Agility jump bonus also decreases the fall damage. The skill makes you fall from a greater height. Thus it decreases the damage by the same quantity. At level 100, the reduction changes from −80% to −86.7%.

Fixed

  • The character did not spawn and turned in position.
  • The game dropped the clothes on the ground at the entry into the world.
  • The game said "No room in inventory" with an empty backpack, and items stayed on the character.
  • Ctrl+Click did not move an item between a chest and the inventory.
  • An unequipped piece stayed in its slot and did not go back to storage.

1.1.1 (2026-09-13)

  • Fixed: the clock showed the text vertically.

1.1.0 (2026-09-13)

  • Auto-repair: a workbench repairs each worn item when you open it.
  • Clock: the day and the time of the game are at the top of the screen.

1.0.0 (2026-09-12)

  • Agility: the skill gets XP from run and jump actions. It increases the movement speed and the jump height, and it decreases the fall damage.