MilkyTeam-PackPanel icon

PackPanel

Bigger inventory with labelled armour, utility, food, mead and ammo slots, a stat sheet, coin purse, key ring, tacklebox for bait, eight craftable backpacks you wear, and a brown or timber look. Server synced; works with OpenKeep.

Last updated 9 hours ago
Total downloads 148
Total rating 1 
Categories Mods Gear Server-side Client-side Utility
Dependency string MilkyTeam-PackPanel-0.1.0
Dependants 1 other package depends on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350

README

PackPanel

A bigger, better organised player inventory for Valheim: a wider and taller grid (8 x 5 by default), labelled slots for your armour, a backpack, three worn utilities, food, meads and ammo on two tabs (Gear, with a sheet of your stats, and Consumables), Epic Loot's magic effects in that sheet when it is installed, a coin purse, a key ring, a tacklebox slot whose four craftable boxes hold your fishing bait, eight craftable backpacks (one per biome) that you wear on your back, your stats in their own boxes and under the minimap, and a plain brown or timber look for the inventory and the game's other wood panels. Every gameplay setting is server synced and lockable; the look is each player's own. Works on its own, and fits together with OpenKeep (storage: craft from chests, quick stack, sort, trash, salvage) when both are installed.

The inventory

Section 1. Inventory. Enabled is the master switch: off, you get the game's own inventory back (its 8 x 4 grid plus bought rows, no slots, no purse, no key ring, no backpacks, the game's wood look), every other PackPanel setting is ignored, and the slots' items move into the grid or drop at your feet.

On the first start an existing character keeps every item where it was and gets the new rows; the armour and utility you wear move into their slots. Items another inventory mod kept below the game's rows are moved into the new grid (see Warnings).

  • A bigger grid: Inventory Width (8, up to 12) columns and Inventory Rows (5, from 4 up to 10) rows. Rows bought from the trader come on top. The hotbar stays the first 8 cells of the top row, keys 1 to 8.
  • Carry weight (Base Carry Weight, 300): how much you carry before you are over-encumbered. Megingjord and meads still add to it, and the world's carry weight modifier still scales it. 300 is the game's.
  • Keep Slots On Death (Keep Slots On Death, off): what is in the gear, backpack, utility, food, mead and ammo slots stays with you when you die instead of going into your grave, and the armour and utilities you wore are worn again when you wake. The coin purse, the key ring and the grid follow the game's rules: keys go to your grave.

Slots

Section 2. Slots. The slots sit in a panel right of the stat boxes, on two tabs you pick with the buttons across its top. Gear: Head, Chest, Legs, Back and Backpack down the left, the utilities down the right, and a sheet of your stats between them. Consumables: a row each of food, mead and ammo. The coin purse and the key ring's button stay at the bottom under both tabs. An empty slot shows its name in large letters, an item in it covers the name. With a gamepad, moving onto a slot of the other tab turns to that tab.

  • Ammo: with no arrows equipped, drawing the bow takes the arrows in the Ammo slots, leftmost first; when they run out the next slot's are equipped, and arrows loose in the grid only once the slots are empty. Arrows you equip yourself (right click) are used until they run out, then the slots take over again. Bolts and bait the same way.

  • Food Key (Z) and Mead Key (B), per player: outside the inventory, eat every food in your Food slots that you can eat right now, or drink every mead in your Mead slots that you can drink (one of each kind: a health mead and a stamina mead, not two health meads), left to right. The game's own rules decide, as for a hotbar key; when nothing can be taken the centre message says so.

  • Stat sheet (Gear tab), your totals in the game's own words: max health, stamina and eitr (once you have any), armour, weight carried out of what you can carry (red when over), movement speed, and the lowest durability of anything you have equipped (red under 25%). Below that, every damage type you resist (green) or are weak to (red), from armour and from meads or other effects, such as Frost: Resistant; every other modifier your gear gives that is not zero (stamina use for running, jumping, attacking, blocking, dodging, swimming and sneaking, heat resistance, adrenaline); for each weapon or shield in your hands (sheathed too), the damage one hit does by type as a range at your skill (arrows and meads included), what an attack costs in stamina, eitr or health, knockback and backstab, and for what you block with its block armour at your Blocking skill, block force, parry bonus and what it resists while blocking; and with Epic Loot installed every magic effect you wear, once each with its total, in Epic Loot's own words, grouped into offence, defence, health and stamina, movement, skills and other. Scroll it with the mouse wheel. Every worn utility counts. Hover a line to see what makes it up: health and stamina by base and each food, armour by piece, carry weight by base, belt and effects (and your heaviest stacks), movement, durability, resistances and the other modifiers by item and effect, a weapon's damage by weapon, arrows, effects and skill; what other mods add shows as "Other effects".

  • Head, Chest, Legs, Back (Equipment Slots, on): the armour you wear sits in its slot. Drop a piece on its slot to put it on, drag it out (or right click it) to take it off. Equipping a piece from the grid puts it in its slot and the old piece where the new one was.

  • Backpack (Backpack Slot, on): wears one of PackPanel's backpacks (below), or holds a backpack from another mod: any item whose prefab name contains "backpack", or one listed in Backpack Items. It does not equip those.

  • Utility x 3 (Utility Slots, 0 to 5): every utility item in a slot is worn at the same time (a belt, the wishbone and the wisplight together), with its effects, set bonus, eitr regen and movement changes. Two of the same item do not stack. Only the first shows on your character.

  • Food (Food Slots Follow Eating, on: as many as the foods you can eat at once, FeastMaster's Food Slots when it is installed, 3 otherwise; off: Food Slots), Mead (Mead Slots, 3) and Ammo (Ammo Slots, 3, arrows, bolts, missiles and bait), each from 0 to 5. A slot takes only its kind of item.

  • One number for all four (Slots Per Group, 0): 1 to 5 gives Utility, Food, Mead and Ammo that many slots each, over their own settings above; 0 lets each group use its own.

  • Coins (Coin Purse, on): the purse, at the bottom of the slot panel under both tabs. Coins you pick up, get from a trader or take from a chest go into it first. Traders take your coins from it like from anywhere in the inventory.

Picked up items, crafted items and purchases go into the grid, coins into the purse and keys onto the ring first; arrows, food and coins stack onto what a slot already holds. The game's own Place stacks at a chest works on the grid only, never the slots or the ring. Death: your armour stays in its slots in the grave. Taking all from your own grave puts everything back where it was and your armour back on, keys back on the ring. Taking all from a chest fills the grid, never the slots; its keys go onto the ring. A grave keeps items from columns beyond 8 when it loads again, and a chest wider than 8 columns widens the chest panel to match. Changing a setting lays the inventory out again at once: items keep their slot, and whatever no longer has a place moves into a free cell of the grid, or drops at your feet when the grid is full.

Key ring

Section 3. Key Ring. Key Ring (on): a button right of the purse with a key ring on it and, in its corner, how many different keys you carry. Hover it to list them and how many of each. Click it for a small round pop-up under the slot panel: a ring with a small cell for every key you carry hung on it, or an empty ring while you carry none; click again, or close the inventory, to shut it. Keys you pick up, make, or take from a chest, grave or trader go onto the ring first, into their own cell, and doors find them there as anywhere else in the inventory. Drag a key out like from any cell; drop a key on the ring button or on any ring cell and it goes back into its own. A key's cell goes when you use or move away its last one. With a gamepad, move onto the ring button and press A to open it; B shuts it again. A key you have never carried before makes the ring button's key glow slowly, with a small note under it ("Swamp Key went onto your key ring") until you open the ring; keys you had before, such as the ones you take back from your grave, say nothing.

Key Items lists what the ring takes, one cell each, in order: the game's six keys by default (Hildir's Brass Key, the Swamp Key, Hildir's Silver and Bronze Keys, the Sealbreaker and the Intricate Key). Key Stack (10, up to 100; the game has 1) is how many of one key stack, on the ring and in chests; keys of different world levels never stack, a second world level goes to the grid.

Backpacks

Section 4. Backpacks. Backpacks (on): eight packs, one per biome. Put one in the Backpack slot, by dragging it there or right clicking it: it hangs on your back, seen by every player, adds its slots to the bottom of your grid and adds its carry weight. Slots fill the bottom row from the left; a half row keeps its other cells closed. Right click it in the slot, or drag it out, to take it off: what its slots hold moves into free cells of the grid, and what does not fit drops at your feet. If you die wearing one, taking all from your grave puts it back on first, so everything goes back where it was. Needs 2. Slots / Backpack Slot.

Slots and carry weight take turns, and each pack's recipe takes the one before it, so you upgrade rather than collect:

Biome Backpack Crafted at Cost Slots Carry weight
Meadows Deerhide Satchel Workbench, level 2 10 Deer hide, 8 Leather scraps +4
Black Forest Trollhide Backpack Forge, level 1 Deerhide Satchel, 20 Troll hide, 2 Bronze +4 +50
Swamp Rootbound Pack Forge, level 2 Trollhide Backpack, 5 Iron, 10 Root, 4 Guck +8 +50
Mountains Wolfpelt Pack Forge, level 3 Rootbound Pack, 12 Wolf pelt, 6 Silver +8 +100
Plains Lox Hauler Forge, level 4 Wolfpelt Pack, 8 Lox pelt, 8 Black metal, 12 Linen thread +12 +100
Mistlands Carapace Pack Black forge, level 1 Lox Hauler, 12 Carapace, 8 Scale hide, 6 Blue jute +12 +150
Ashlands Asksvin Pack Black forge, level 2 Carapace Pack, 10 Asksvin hide, 6 Flametal, 4 Morgen sinew +16 +150
Deep North Moosehide Pack Black forge, level 4 Asksvin Pack, 10 Moose hide, 4 Moose sinew, 5 Gold +16 +200

Every pack's station, level, cost, slots and carry weight can be changed in PackPanel.Backpacks.yml (below). Backpack Portal Pass (off): what lies in the Moosehide Pack's slots (any pack marked portal: true in the file) goes through portals, ores and metals included; the rest of your inventory still follows the game's rule. Show Worn Backpack (on, your own choice, not synced): off, your pack is invisible on your back, to you and to every other player, and still gives its slots and carry weight. A pack that does not fill its last row shows the cells it does not open dimmed, with a grey cross.

Tacklebox

Section 6. Tacklebox. Tacklebox (on): a Tacklebox slot on the purse's row, right of the key ring's button. Put a tacklebox in it, by dragging it there or right clicking it in your grid, then right click it in the slot for a small pop-up under the slot panel with the box's cells; right click it again, or close the inventory, to shut it. The slot's corner shows how many of the box's cells are in use. Fishing bait you pick up, buy or take from a chest goes into the box first, and a bait dropped on the Tacklebox slot goes into the box too, open or shut. The fishing rod takes its bait from the box first, in cell order; right click a bait in the box to fish with that one (the game marks it as equipped), and again to let the rod choose. Take the box out of its slot and what its cells hold moves into free cells of the grid, and what does not fit drops at your feet. If you die with one, taking all from your grave puts it back first, so the bait goes back into its cells. With a gamepad, press X on the box to open it and B to shut it.

Tackle Items (empty): prefab names of anything else a box should take, comma separated (chum, another mod's lures).

Each box's recipe takes the one before it, and each is bigger than the one before, with its own model: a small driftwood chest with a rounded lid under a deer pelt, a fine wood box on turned feet, a yggdrasil box plated with carapace on chitin claws, and a flametal chest on heavy glowing feet.

Biome Tacklebox Crafted at Cost Cells
Meadows Driftwood Tacklebox Workbench, level 2 10 Wood, 10 Leather scraps, 5 Deer hide 1
Black Forest Finewood Tacklebox Workbench, level 3 Driftwood Tacklebox, 10 Fine wood, 10 Troll hide, 2 Bronze 2
Mistlands Carapace Tacklebox Black forge, level 1 Finewood Tacklebox, 10 Carapace, 10 Yggdrasil wood 6
Ashlands Flametal Tacklebox Black forge, level 3 Carapace Tacklebox, 5 Flametal, 10 Asksvin hide 8

Every box's station, level, cost and cells can be changed in PackPanel.Tackleboxes.yml (below).

Stat boxes and the look

Section 5. Look, each player's own.

  • Stat boxes: armour, weight and Elite Creatures Reborn's world tier (and any other mod's box in the game's stat column) sit as small boxes in a narrow panel of their own between the inventory and the slot panel, each with its tooltip. Weight reads what you carry over what you can carry, here and under the minimap, flashing red when you are over.
  • Under the minimap (Weight Under Minimap, on): your armour and weight in small boxes under the minimap, beside Elite Creatures Reborn's world tier when it is installed, so you see them without opening the inventory.
  • Brown look (Brown Style, on): the inventory, chest and slot panels in plain dark brown with a bronze frame, dark recessed cells and bronze icons with the slot's name in every empty slot. Off: the game's wood. Slot Labels (on) shows the slot names.
  • Panel Theme (Panel Theme, Timber or Brown; Timber by default): Timber gives the inventory, the key ring, the crafting panel, the character dialogs, the settings and the game's other wood panels chopped timber borders over one painted background that stays aligned across the screen, so a larger panel shows more of it rather than stretching it; their controls stay the game's. Brown keeps the plain brown panels above. Timber Border Width (5.5, 3 to 8) and Timber Border Jaggedness (1.5, 0 to 2.5) tune the wood edge and apply at once. With Brown Style off the game's own wood comes back whatever the theme.

With OpenKeep

OpenKeep (storage: craft from chests, quick stack, sort, trash, salvage, bigger chests) is a separate mod; PackPanel needs none of it. With both installed (OpenKeep 1.8.0 or later) they fit together by themselves:

  • OpenKeep's buttons (Quick stack, Store all, Top up, Sort and the trash can) sit inside the inventory panel, under the grid, in Valheim's own button look whatever the theme.
  • Quick stack, store all, dump, sort and a shared chest's stack all work on the whole grid, a backpack's rows included, and never touch the slots, the key ring or the tacklebox; top up still refills the food and ammo in the slots.
  • Key Stack is written by OpenKeep's stack sizes like any other, so an OpenKeep.Stacks.yml entry for a key wins.

An older OpenKeep knows nothing of PackPanel: its buttons stay under the panel, and its quick stack and sort use only the game's four rows (plus bought ones), so they leave the slots alone but also skip PackPanel's extra rows.

With other mods

  • Elite Creatures Reborn: its world tier box joins the stats panel and the row under the minimap. From version 3.12.0 on, its Thieving mutation takes only from your grid, never from PackPanel's slots, key ring or tacklebox.
  • FeastMaster: with Food Slots Follow Eating on, the food slots follow FeastMaster's Food Slots and change with it.
  • Epic Loot: the stat sheet lists every magic effect you wear, in Epic Loot's own words, read through the API it publishes for other mods (tested with 0.14.13). Magic utilities in the second to fifth Utility slots count.
  • GrindstoneSkills: starred bait sits in the tacklebox like any bait, and right clicking the other stack moves the rod to it. For chum, add its items to Tackle Items (such as Entrails).
  • Configuration Manager (optional): change settings in game and open the YAML editor (Edit backpacks, Edit tackleboxes).
  • Other inventory mods that change the inventory's size or add equipment slots do not work together with PackPanel (see Warnings).

Hotkeys (per player, not synced)

Setting Default Does
2. Slots / Food Key Z outside the inventory: eat every food in the Food slots you can eat now, left to right
2. Slots / Mead Key B outside the inventory: drink every mead in the Mead slots you can drink now, one of each kind

They work where the hotbar keys do: never with the inventory, chat, the console, the map or the YAML editor open. A key with a modifier (LeftShift + Z) fires while you walk; other modifiers held stop it. The game uses neither key outside its debug mode, and OpenKeep's Find Key (also Z) works only inside the inventory, so the two never clash.

Config file

BepInEx/config/milkyteam.packpanel.cfg, written on first start. Sections: 1. Inventory (Enabled, Inventory Width, Inventory Rows, Base Carry Weight, Keep Slots On Death), 2. Slots (Equipment Slots, Backpack Slot, Backpack Items, Slots Per Group, Utility Slots, Food Slots, Food Slots Follow Eating, Mead Slots, Ammo Slots, Coin Purse; per player Food Key, Mead Key), 3. Key Ring (Key Ring, Key Items, Key Stack), 4. Backpacks (Backpacks, Backpack Portal Pass; per player Show Worn Backpack), 5. Look (per player: Slot Labels, Brown Style, Weight Under Minimap, Panel Theme, Timber Border Width, Timber Border Jaggedness), 6. Tacklebox (Tacklebox, Tackle Items), and General / Lock Configuration. Every entry has a description in the file. Gameplay settings are synced from the server and locked; the look, the two keys and Show Worn Backpack are yours.

YAML files

PackPanel.Backpacks.yml, next to the cfg, created on first start, hot reloaded a few seconds after a save, synced from the server, and editable in game through the Configuration Manager entry Edit backpacks. Extra files named PackPanel.Backpacks<anything>.yml are merged in. Every key is optional; one left out keeps the default (the table above). station is a crafting station's prefab name (piece_workbench, forge, blackforge, ...), level 1 to 10, cost prefab:amount pairs, slots 0 to 40, carry 0 to 1000, portal true or false (only with Backpack Portal Pass on).

backpacks:
  PackPanel_DeerhideSatchel: { slots: 8 }
  PackPanel_TrollhideBackpack: { station: forge, level: 1, cost: "PackPanel_DeerhideSatchel:1, TrollHide:20, Bronze:2" }
  PackPanel_MoosehidePack: { carry: 250, portal: true }

PackPanel.Tackleboxes.yml works the same way for the tackleboxes (Edit tackleboxes, extra files PackPanel.Tackleboxes<anything>.yml): station, level and cost as above, and cells 0 to 20.

tackleboxes:
  PackPanel_DriftwoodTacklebox: { cells: 2 }
  PackPanel_FlametalTacklebox: { cells: 12 }

Server settings

Gameplay settings come from the server. With Lock Configuration on (the default), every player uses the server's values and cannot change them locally; server admins can still edit them in game. With it off, each player uses their own file. In the console (F5), charter status shows whether the server binds your settings, charter diff lists where the server's values differ from your own file, and charter versions lists the mods on both sides. Joining with a missing or mismatched version of the mod shows one screen naming the mod and both versions, with a refusal code that is also written to the server's and your own log.

Install

  1. Install BepInEx for Valheim.
  2. Install this mod. On a server, install it on the server and on every client: the backpacks and tackleboxes are items every peer must know, and a client without the mod is refused at the join with a screen naming it.

For manual install, drop PackPanel.dll into BepInEx/plugins. The config file and the YAML files are created on the first run. A server pushes its gameplay settings and YAML files to every client; with Lock Configuration on (the default) clients cannot change them while connected.

Warnings

  • The slots and the extra rows are part of your inventory. Without PackPanel the game drops every item outside its own rows at your feet when you log in, and items in columns beyond 8 are lost; backpacks and tackleboxes you carry or store are gone. Before removing the mod, or lowering Inventory Width, empty those columns; turning 1. Inventory / Enabled off moves the slots' items into the grid.
  • Taking off a backpack or a tacklebox, or lowering a count (Inventory Rows, a slot group, a pack's slots or a box's cells), drops at your feet whatever no longer finds a free cell.
  • Other mods that change the player inventory's size or add equipment slots (ExtraSlots, Equipment and Quick Slots, Extended Player Inventory and the like) do not work together with PackPanel; turn one of them off.
  • Lowering Key Stack, or removing the mod, loses the part of a stack of keys above the new maximum when the inventory that holds it loads. Split large stacks first.

Building

Requirements: .NET SDK 8, Valheim installed with BepInEx, and the ValheimModLibs folder next to this one. pack.ps1 builds the mod and creates a Thunderstore zip in thunderstore/.

dotnet build PackPanel/PackPanel.csproj -c Release

Bugs and feature requests

The source is open, at the repository linked from the store page (website_url in thunderstore/manifest.json): https://github.com/geraldjglasgow/ValheimMods. Found a bug or want a feature? Open an issue at https://github.com/geraldjglasgow/ValheimMods/issues and name the mod, its version and what happened.

Shout outs

  • The BepInEx and Harmony teams, for the tools every Valheim mod stands on.
  • Iron Gate Studio, for Valheim.
  • Thunderstore, for hosting this page.
  • The Valheim modding community, for the hard work and dedication that keeps enhancing an already great game.
  • Every modder who keeps their mods open source so others can collaborate, learn and build on them.

License

GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you distribute that is built from it must carry the same freedoms and be released under the same licence, with source. See the LICENSE file for the full terms.