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.
PotentialDraught
A server-synchronized potion that temporarily improves Forge of Potential success odds while preserving break risk.
By LOSDC
| Date uploaded | 3 days ago |
| Version | 1.1.16 |
| Download link | LOSDC-PotentialDraught-1.1.16.zip |
| Downloads | 11 |
| Dependency string | LOSDC-PotentialDraught-1.1.16 |
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: 5.4.2350ValheimModding-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: 2.30.0README
Potential Draught
Potential Draught adds a craftable Draught of Tempered Potential to Valheim 1.0. Drinking it grants a timed status effect that improves Forge of Potential refinement odds. Failures still use Valheim's normal outcome and can destroy the upgraded item.
Defaults
- Potion success chance: 75% (compiled into the mod)
- Break/destruction chance: 10% (compiled into the mod)
- Non-breaking failure with level reduction: 15%
- Duration: 5 minutes (compiled into the mod)
- Crafted at: Cauldron level 3
- Recipe: 10 Honey, 5 Bloodbag, 5 Dragon Tear, 5 Greydwarf Eye
- Recipe output: 1 potion
- Stack size: 10
- Forge of Potential upgrade time while active: 50% of normal
- Normal Forge of Potential maximum: level 25
Multiplayer and configuration
This mod requires BepInEx 5 and Jotunn 2.30.0. Install the mod and Jotunn on the dedicated server and on every connecting client. Jotunn rejects missing or mismatched copies.
The 75% success chance, 10% break chance, and five-minute duration are fixed in the plugin and have no client or server settings. As with Valheim's normal inventory crafting, required mod matching is not protection against a deliberately rewritten client or cheat framework.
Admin potion
The admin potion has no recipe and is not added to any crafting station. With
devcommands enabled, spawn it by its item ID:
spawn PotionPotentialDraughtAdmin 1
It lasts five minutes, gives the Forge of Potential a 100% success chance with no failure outcome, and reduces its upgrade time to roughly 1% of normal. If both effects are active, the admin potion takes priority.
To add several upgrade levels with one Forge click, enable devcommands, drink the
admin potion, and set the desired increase before clicking upgrade:
potentiallevels 10
The command accepts any positive whole number and has no configured maximum. It
applies only to your next admin-potion Forge upgrade, then automatically resets to
one level. The Forge charges the normal resource amount for the resulting target level.
An explicitly armed potentiallevels command can take that one upgrade past the
normal level-25 cap.
Potential glow colors
- Levels 5-9: blue
- Levels 10-14: green
- Levels 15-19: purple
- Levels 20-24: gold
- Level 25 and higher: red
All weapons, including fist weapons, and all shields use Valheim's foggy native quality effect at 40% intensity. When an equipped or dropped weapon or shield has no scaler of its own, the mod attaches a native glow template; material emission is used as a fallback when no template is available. Armor, helmets, capes, and utility items receive no visual quality effect.
Installation
- Install BepInExPack Valheim 5.4.2350 or newer.
- Install Jotunn 2.30.0 on the server and every client.
- Put
PotentialDraught.dllinBepInEx/plugins/PotentialDraught/everywhere.
Do not combine this with mods that patch the Forge of Potential chance unless their compatibility has been verified.
Diagnostics
Look in BepInEx/LogOutput.log for:
Potential Draught 1.1.0 loaded.
Debug logging also records the temporary chance applied to each potion-affected attempt. The original idol chance is restored immediately after the crafting call.
Building
The included project defaults to the local Valheim installation at
D:\SteamLibrary\steamapps\common\Valheim. Supply a different path through the
ValheimInstall MSBuild property if your development copy is elsewhere:
dotnet build -c Release -p:ValheimInstall="C:\path\to\Valheim"
License
MIT. The generated potion icon is included with the mod.
CHANGELOG
Changelog
1.3.8
- Made item-slot tier backgrounds fully opaque and static.
- Kept the layered rectangular border pulsating above the solid background.
1.3.7
- Added a translucent tier-colored background behind qualifying item icons.
- Background color gently pulses with the existing layered slot-frame glow.
- Preserves item artwork, durability bars, equipped markers, and selected-slot indicators.
1.3.6
- Replaced prefab-dependent UI outlines with a custom four-sided rectangular glow frame.
- Added a smooth pulsating brightness cycle to every qualifying inventory, container, and hotbar slot.
- Uses layered inner, middle, and outer borders for a soft box-shaped glow without tinting item artwork.
1.3.5
- Moved UI quality glows from the item artwork silhouette to the complete inventory, container, and hotbar slot frame.
- Item artwork is no longer outlined by the quality glow.
1.3.4
- Changed the level-30 world and item-icon glow to bright arcane magenta.
1.3.3
- Changed the level-30 world and item-icon glow to platinum-white with a faint lavender-blue tint.
1.3.2
- Changed the level-30 world and item-icon glow from near-black to dark purple.
1.3.1
- Replaced the animated level-30 rainbow tier with a static near-black charcoal-violet glow.
- Applied the new level-30 color consistently to world effects and item-icon outlines.
1.3.0
- Added quality-tier glow outlines to item artwork in inventory, container, and hotbar slots.
- Icon glows follow the blue, green, purple, gold, red, and animated level-30 rainbow tiers.
- The glow follows the icon's transparent silhouette instead of coloring the square slot background.
1.2.2
- Fixed level-30 rainbow weapon glows appearing frozen at one color to other players.
- Synchronizes full equipped hand and back-slot quality values so every observing client starts the animated tier.
1.2.1
- Added a smoothly animated rainbow glow tier for item quality 30 and higher.
- Kept quality 25-29 red and preserved each eligible weapon's native particle configuration.
- Shields and fist equipment remain free of Potential Draught particle effects.
1.2.0
- Added the server-authorized
maximumitemquality <quality>command. - Made the normal Forge of Potential quality cap persistent and server-configurable.
- Synchronizes live cap changes to connected clients for automatic creature-scaling updates.
1.1.67
- Moved admin-potion permission requests and replies to Jotunn's registered client/server RPC channel.
- Registers the permission channel during plugin startup instead of waiting for vanilla prefabs.
- Added routed-server diagnostics for permission requests.
1.1.66
- Fixed
allowadminpotionanddisableadminpotionacknowledgements getting stuck on crossplay connections. - Server responses and permission updates are now broadcast to the intended character ID instead of relying on transport peer routing.
- Added player-ID fallback resolution for crossplay administrator and permission checks.
1.1.65
- Fixed permission requests on PlayFab/crossplay servers by broadcasting requests for server-only handling instead of assuming a ZNet peer ID is the routed server ID.
- Resolves and validates the requester's underlying Steam/console platform identity when PlayFab is the transport.
- Uses the routed RPC system's actual server peer ID when validating server responses.
- Permission commands now print an immediate request acknowledgement before the server response.
1.1.64
- Fixed multiplayer autocomplete by reading Valheim's authoritative network player list, matching the list shown in the in-game Players panel.
- Fixed remote permission grants by resolving the selected player's server peer through its network character ID.
- Permissions now persist by stable Steam/PlayFab network identity instead of scene-local character objects.
- Relaxed the permission-sync request's unreliable peer/player-ID equality check while keeping the server as the sole permission authority.
1.1.63
- Added connected-player autocomplete to
allowadminpotionanddisableadminpotion. - Fixed manual player-name lookup by resolving live Player objects instead of unreliable peer-name metadata.
- Permission changes now use the resolved persistent player ID and include a clear error if the player's network peer is not ready.
1.1.62
- Admin potions can now be consumed only by the host, configured server administrators, or explicitly permitted players.
- Added
allowadminpotion <player name>anddisableadminpotion <player name>server-authorized commands. - Player permissions are stored persistently by character ID and synchronized on spawn, grant, and revocation.
1.1.61
- Fixed
purgeadminpotionsbeing incorrectly blocked by Valheim's local admin check. - Authorization remains enforced by the server for hosts and configured administrators.
1.1.60
- Removed Potential Draught particle effects from shields and fist equipment.
- Weapons with their own native particles continue to use those effects.
1.1.59
- Added the admin-only
purgeadminpotionscommand, which removes every admin potion from all other currently connected players while preserving the command user's inventory. - Purge requests are validated by the server before connected clients modify their local inventories.
1.1.58
- Compensates for the shield attachment visual's inherited non-uniform scale so compact fallback particles retain their original world-space proportions instead of stretching into a long beam.
1.1.57
- Removed ShieldGold and staff particles as shield donors because their item attachments contain large directional emitters.
- Shields now use the compact Forge fist particle group, centered and uniformly scaled on the shield.
1.1.56
- Removed StaffShield as a shield particle donor because its attachment includes a large forward casting beam.
- Shields now prefer ShieldGold's shield-shaped particles, followed by the stationary orb particles from StaffFrostOrbs or StaffFireball.
1.1.55
- Replaced the Frostner-only fallback strategy with specialized vanilla donors.
- Shields prefer the compact radial particles from StaffShield, then StaffFrostOrbs or StaffFireball if needed.
- Fist equipment prefers the hand-shaped particles from FistGold_FrostFire, FistGold_BloodLightning, or FistGold.
- Frostner remains only the final fallback when no specialized donor is available.
1.1.54
- Removed the transformed-bounds face offsets that could place shield fallback particles far away from the item.
- Uses 80% of Frostner's native quality intensity instead of an absolute 0.8 intensity, preserving vanilla behavior with a modest reduction.
1.1.53
- Places shield fallback particles just outside both shield faces so the shield mesh cannot occlude the centered Frostner effect.
- Fist equipment continues to use one centered fallback particle group.
1.1.52
- Fixed the Frostner fallback appearing far beside shields by including each particle Shape module's internal position when calculating the emission-group center.
1.1.51
- Recenters Frostner's complete vanilla fallback particle group on shields and fist equipment instead of retaining the mace-head offset.
- Uniformly compacts the fallback group to 75% so shields do not display a long mace-shaped trace; internal particle settings remain vanilla.
1.1.50
- Detects shields and fist equipment by item type and forces the Frostner particle fallback even when their visuals contain unrelated decorative particle components.
1.1.49
- Bows, swords, and other items with native particle systems now retain and use their own complete vanilla effects.
- Frostner's vanilla particle configuration is now used only as a fallback for items without native particles, including shields and fist equipment.
- Wearable armor remains effect-free.
1.1.48
- Restored Frostner's complete vanilla particle configuration without custom size, shape, movement, lifetime, density, or donor filtering.
- Uses a fixed 0.8 intensity at every eligible quality, slightly below the vanilla baseline; quality controls only the tier color.
1.1.47
- Selects Frostner's fog donor using particle, material, and shader names, prioritizing smoke, fog, mist, and cloud layers.
- Explicitly rejects sparkle, glow, light, mote, flare, and star layers that caused scattered glowing dots.
1.1.46
- Isolates Frostner's strongest soft-fog particle layer and disables its spark and mote layers.
- Removes the scattered glowing dots while retaining visible fog coverage around the item outline.
1.1.45
- Restored fog coverage across the item's bounds using small fixed-size particles emitted only on the ellipsoid shell.
- Increased localized density so curved bows receive visible coverage without restoring particle drift.
1.1.44
- Replaced donor-relative fog sizing with a small fixed world-space particle size.
- Tightened the emission volume further so fog remains concentrated near the item instead of filling its full rectangular bounds.
1.1.43
- Reduced the fog emission volume and individual sprite radius so particles remain closer to the item model, especially on curved bows.
1.1.42
- Increased the confined fog's opacity, density, and particle size for clear visibility while retaining zero drift and short lifetime.
1.1.41
- Slightly increased fixed fog opacity while preserving the confined particle size, density, and movement settings.
1.1.40
- Removed inherited particle velocity, forces, gravity, noise, and trails that allowed fog to spread away from the item.
- Shortened fog lifetime so the effect remains confined to the weapon or shield bounds.
1.1.39
- Made each fixed fog sprite four times smaller and further reduced emission overlap and opacity so the effect hugs slim items such as bows.
1.1.38
- Reduced fixed fog particle size, emission density, and opacity so the effect stays close to the item instead of forming a solid cloud.
1.1.37
- Replaced Frostner's inherited intensity-dependent particle fade with a fixed visible fog fade.
- Forces continuous fog emission so bows and other slim weapons remain clearly visible at normal upgrade levels.
1.1.36
- Removed upgrade quality from fog-intensity scaling; every eligible item now uses the same particle size and density at every level.
- Upgrade quality now controls only the tier color, with a fixed 40% fog opacity that keeps quality-25 red clearly visible.
1.1.35
- Added the shared quality-fog pass to item-stand visuals.
- Upgraded shields displayed on item stands now receive the same tier-colored fog as displayed weapons.
1.1.34
- Fixed armor stands ignoring the saved upgrade quality when constructing displayed item visuals.
- Upgraded weapons and shields displayed on armor stands now receive their quality-tier fog effect; wearable armor remains effect-free.
1.1.33
- Added a guaranteed fist-specific path that detects Hands or Unarmed weapon prefabs and anchors compact fog directly to both hand bones.
- Hand fog is automatically removed when the fist weapon is unequipped or below quality 5.
1.1.32
- Applies quality fog to Valheim's final left- and right-hand visual instances after all special equipment attachment processing.
- This covers dual fist and claw weapons that bypass the ordinary attachment hooks, with duplicate-effect protection.
1.1.31
- Fixed fist and claw weapons that use Valheim's armor-style visual attachment method being incorrectly suppressed as armor.
- The armor attachment hook now suppresses effects only for prefabs whose item type is genuinely armor.
1.1.30
- Removed all particle-system mesh sampling because Valheim equipment meshes are read-only at runtime.
- Replaced it with a rounded, non-uniform fog volume derived from the complete item bounds: flattened for shields, elongated for weapons, and compact for fists.
1.1.29
- Replaced the failed combined-mesh approach, which Valheim rejected for read-only equipment meshes.
- Adds a separately balanced fog emitter to every original item renderer so multipart tower shields receive coverage across all panels.
1.1.28
- Combines every rendered section of an equipped item into one fog-emission mesh, preventing tower shields from sampling only their central boss.
- Enforces continuous particle emission so the surface fog cannot collapse into one isolated circular puff.
1.1.27
- Reduced each mesh-emitted fog billboard to 5% of the donor size to remove the visible circular sprite on tower shields.
- Increased continuous and burst particle density fourfold so the smaller particles still form a visible surface fog.
1.1.26
- Reduced individual fog particle size to 20% so shield particles no longer overlap into a circular glow.
- Added
ItemType.Handsto the weapon-effect path so fist weapons receive the quality fog.
1.1.25
- Replaced square box-shaped fog emission with emission from the equipped item's actual mesh surface.
- Items without a compatible mesh renderer now use a rounded spherical fallback.
1.1.24
- Restored all layers of Valheim's authentic UpgraderGlow instead of selecting the sparse spark subsystem.
- Preserved Valheim's scaler-generated dense fog and tier color while relocating every emitter layer into the item's local bounds.
1.1.23
- Restored the fog particle alpha after removing the donor's scaler by applying a custom soft fade gradient.
- Disabled the donor's cloned lights, which caused the unintended bright white item illumination.
1.1.22
- Replaced the donor's two offset particle emitters with one model-bound fog emitter.
- Fog now emits throughout the equipped item's local model bounds instead of forming detached blobs.
1.1.21
- Centered the reused quality fog on each receiving weapon or shield.
- Automatically scales the fog volume to the rendered item size, preventing the Atgeir-derived effect from forming oversized clouds.
1.1.20
- Delayed Frostner fog discovery until equipment rendering, after Valheim has initialized its visual assets.
- Added direct cloning and tinting of Frostner's particle systems when no quality scaler component is present.
1.1.19
- Fixed shields and fist weapons being treated as already fog-enabled when their built-in scaler only produced flat surface emission.
- All non-armor equipment now uses the same Frostner fog container at 40% intensity for consistent visuals.
1.1.18
- Changed the missing-effect fallback to use Frostner's complete, coupled fog-effect container.
- Shields and fist weapons now receive Frostner-style fog while the donor weapon mesh and collision remain disabled.
1.1.17
- Fixed shields and fist weapons receiving flat material emission instead of the foggy native-style effect.
- The fallback now safely extracts and attaches the native particle branches without copying source weapon geometry.
1.1.16
- Restored the foggy native-style quality effect for all weapons, including fist weapons, and all shields.
- Set the foggy effect to 40% intensity while preserving the level-tier colors.
- Kept armor, helmets, capes, and utility items free of quality visual effects.
1.1.15
- Removed all glow and electrical effects from armor, helmets, capes, and utility equipment.
- Reduced weapon and shield level-glow intensity to 25% of its original value.
1.1.14
- Rolled the required Jotunn dependency back from 2.30.1 to 2.30.0 due to instability in the newer release.
1.1.13
- Updated the required Jotunn dependency from 2.30.0 to 2.30.1.
1.1.12
- Reduced weapon and shield level-glow intensity to half of its previous value.
- Left the custom armor electrical effect unchanged.
1.1.11
- Made the armor electricity fully custom and independent of Valheim particle prefabs and particle materials.
- Anchored chest and cape arcs to the upper torso skeleton and leg arcs to the hips instead of ground-level armor pivots.
- Added cleanup for custom cape and utility effects when those items are unequipped.
1.1.10
- Replaced the native particle renderer with procedural electric arcs so baked purple and white colors can no longer override the level-tier color.
- Added explicit cape quality tracking and cape arc attachment.
- Preserved the doubled arc quantity, adjusted size, and corrected chest and leg positioning.
1.1.9
- Removed the native electric particle material whose baked purple tint overrode the configured tier color.
- Changed armor sparks to use a neutral particle material colored directly by the blue, green, purple, gold, and red level tiers.
1.1.8
- Doubled the size of the armor electrical sparks.
- Doubled the number of armor electrical sparks while preserving their corrected positioning and level-tier colors.
1.1.7
- Reduced the width and stretched length of individual armor sparks to one-fifth of their previous size without reducing their quantity.
- Positioned chest and leg sparks using the rendered character bounds so they appear around the armor instead of on the ground.
- Fixed the native particle material's purple tint overriding the level-tier color; level 25 and higher now produces red sparks.
1.1.6
- Replaced the armor glow with small, continuously visible electrical sparks.
- Colored armor electricity using the same blue, green, purple, gold, and red level tiers.
- Applied the electrical effect to capes, chest armor, leg armor, helmets, and utility armor without changing their original materials.
- Kept weapon and shield glow behavior unchanged.
1.1.5
- Removed material replacement from armor to prevent washed-out textures and magenta shader errors.
- Changed armor, helmet, and cape glow to a small low-intensity colored light that preserves the original design.
- Kept the item-surface glow for weapons and shields.
1.1.4
- Reduced glow brightness and overlay opacity for capes, chest armor, leg armor, helmets, and utility armor.
- Preserved the original armor textures and colors while retaining a visible level-tier glow.
- Kept weapon and shield glow brightness unchanged.
1.1.3
- Fixed the item-surface glow only appearing on capes and other emission-compatible materials.
- Added a lightweight additive mesh overlay for weapons, shields, helmets, and armor shaders without emission support.
- Added separate chest and leg texture overlays so body-texture armor can display its upgrade color.
- Added cleanup of chest and leg glow overlays when armor is removed.
1.1.2
- Replaced the large foggy upgrade aura with a restrained glow on the item surface.
- Applied the surface glow consistently to equipment with and without native Forge of Potential effects.
- Preserved the existing level-based glow colors.
1.1.1
- Fixed level-based glow effects not appearing on equipped chest armor, leg armor, helmets, and utility armor.
- Added synchronization of equipped armor quality so other players can see the correct glow tier.
- Added glow handling for armor that uses player-body textures instead of a separate visual attachment.
1.1.0
- Added a normal Forge of Potential upgrade cap of level 25.
- Added support for overriding the level-25 cap with the
potentiallevelscommand while using the admin potion. - Added level-based upgrade glow colors: blue at levels 5-9, green at 10-14, purple at 15-19, gold at 20-24, and red at level 25 or higher.
- Extended upgrade glow effects to other upgradeable equipped and dropped items, with an emissive fallback for items that do not contain Valheim's native glow component.
1.0.12
- Small changes.
1.0.11
- Small changes.
1.0.10
- Small changes.
1.0.9
- Changed the package dependency from Jotunn 2.30.1 to Jotunn 2.30.0.
1.0.8
- Fixed Harmony registration so the Forge of Potential duration patch actually loads.
- Updated the required Jotunn package version to 2.30.1.
1.0.7
- Changed potion outcomes to 75% success, 10% destruction, and 15% non-breaking level reduction.
1.0.6
- Restored the recipe output to one potion per craft.
- The active potion now halves Forge of Potential upgrade time.
- Ordinary crafting and non-upgrader stations retain their normal duration.
1.0.5
- Changed the recipe output to three potions per craft.
1.0.4
- Fixed the potion duration at five minutes.
- Replaced the five Freeze Glands in the recipe with five Dragon Tears.
- Removed the duration configuration so old config files cannot retain ten minutes.
1.0.3
- Lowered the crafting requirement from Cauldron level 4 to level 3.
1.0.2
- Fixed potion outcomes at 80% success, 5% destruction, and 15% non-breaking level reduction.
- The success and break rates have no configuration entries.
1.0.1
- Fixed the potion success chance at 95%, leaving a 5% vanilla break chance.
- Removed the success-chance configuration so clients and server admins cannot alter it.
1.0.0
- Added Draught of Tempered Potential.
- Added a 10-minute synchronized status effect.
- Added server-controlled 85% Forge of Potential success chance.
- Preserved vanilla equipment destruction on failed attempts.
- Added mandatory client/server version matching through Jotunn.