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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.
CHANGELOG
Changelog
0.1.0
- First release: the player's own inventory, in a mod of its own. A bigger grid, labelled slots for worn gear, utilities, food, meads and ammo, a coin purse, a key ring, a tacklebox, eight craftable backpacks, a stat sheet, stat boxes beside the grid and under the minimap, and a brown or timber look. It works on its own and fits together with OpenKeep 1.8.0 or later, which keeps the storage features. Install it on the server and on every client.
- A bigger grid.
1. Inventory: 8 x 5 by default,Inventory Width8 to 12 andInventory Rows4 to 10, with rows bought from the trader on top; the hotbar stays the first 8 cells of the top row. An existing character keeps every item where it was and gets the new rows.Enabledis a master switch that brings back the game's own inventory, grid and look, moving the slots' items into the grid. - Carry more, and keep your slots through death if you like.
Base Carry Weight(300, the game's) sets how much a player carries before Megingjord and meads add to it.Keep Slots On Death(off) keeps what is in the gear, backpack, utility, food, mead and ammo slots when you die, and what you wore is worn again when you wake. - Labelled slots, always on screen, on two tabs.
2. Slots: a panel right of the grid with Gear and Consumables buttons across its top. Gear has Head, Chest, Legs, Back and Backpack down the left, where the armour you wear sits (drop a piece on its slot to wear it, drag it out to take it off), and the Utility slots down the right. Consumables has a row each of Food, Mead and Ammo. An empty slot shows a bronze icon and its name in large letters. - Up to five utilities worn at once.
Utility Slots(3, up to 5): a belt, the wishbone and the wisplight together, each with its effects, set bonus, eitr regen and modifiers. Two of the same item do not stack. - Food, mead and ammo slots.
Food Slots,Mead SlotsandAmmo Slots, 0 to 5 each. The food slots follow how many foods you can eat (Food Slots Follow Eating: FeastMaster's Food Slots, or the game's 3), andSlots Per Groupsets utilities, food, mead and ammo to one number. A slot takes only its kind of item. - Ammo comes from the slots, left to right. With no arrows equipped, the bow takes the leftmost Ammo slot's arrows, then the next slot's when they run out, before any arrows in the grid; arrows you equip yourself are used until they run out. Bolts and missiles work the same way.
- Eat or drink with one key.
Food Key(Z) andMead Key(B), per player: outside the inventory, eat every food in the Food slots you can eat right now, or drink every mead in the Mead slots you can drink (one of each kind), left to right. - A stat sheet beside your gear. Between the Gear tab's columns: max health, stamina and eitr, armour, weight out of carry weight, movement speed, the lowest durability of what you have equipped, every damage type you resist or are weak to, every other gear modifier that is not zero, and a section for each weapon or shield in hand (damage per type as the range one hit does at your skill, attack costs, knockback, backstab, block armour, block force, parry bonus). With Epic Loot installed it also lists every magic effect you wear, totalled, grouped and in Epic Loot's own words. It scrolls with the mouse wheel, and hovering a line shows what makes it up: each food, armour piece, belt, effect, item or skill.
- A coin purse.
Coin Purse(on): a Coins slot 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 coins from it as from anywhere in the inventory. - A key ring.
3. Key Ring: a button right of the purse shows how many different keys you carry, with the list and counts on hover. A click opens a small round pop-up under the slot panel with a cell for every key you carry. Keys you pick up, make or take from a chest, grave or trader go onto the ring first, and doors still find them there. A key you have never carried before makes the button glow, with a note under it, until you open the ring.Key Itemssets which keys it holds (the game's six by default) andKey Stack(10) how many of one key stack, on the ring and in chests. - A tacklebox for your bait.
6. Tacklebox: a Tacklebox slot right of the key ring's button, and four craftable boxes, each recipe taking the one before: Driftwood (1 cell, workbench), Finewood (2, workbench), Carapace (6, black forge) and Flametal (8, black forge), each with its own model and icon. Right click the box in its slot for a pop-up of its cells; the slot's corner shows how many are in use. Bait you pick up, buy or take from a chest goes into the box first, bait dropped on the slot goes in too, and the fishing rod takes its bait from the box first; right click a bait in the box to fish with that one. Taking the box out moves its bait into the grid and drops what does not fit.Tackle Itemsadds other items a box takes (chum, lures), andPackPanel.Tackleboxes.ymlsets each box's station, level, cost and cells. - Eight craftable backpacks, worn on your back.
4. Backpacks: one per biome, from the Deerhide Satchel (Meadows) to the Moosehide Pack (Deep North), each with its own model and icon, each recipe taking the pack before it. In the Backpack slot a pack hangs on your back for every player to see, adds slots to the bottom of your grid and adds carry weight; slots and carry weight take turns, from +4 slots up to +16 slots and +200 carry weight, and the cells a half row does not open are crossed out. Taking a pack off moves what its slots hold into free cells and drops what does not fit.PackPanel.Backpacks.ymlsets each pack's station, level, cost, slots and carry weight;Backpack Portal Pass(off) lets what lies in the Moosehide Pack's slots through portals;Show Worn Backpack(per player) hides your pack from view. The Backpack slot also holds other mods' backpacks (Backpack Items), without wearing them. - Your stats in boxes, also under the minimap. Armour, weight and Elite Creatures Reborn's world tier sit in small
boxes in a panel of their own between the grid and the slot panel, and armour and weight also show under the minimap
(
Weight Under Minimap, per player). Weight reads what you carry over what you can carry, flashing red when you are over. - A brown or timber look.
5. Look, per player:Brown Stylegives the inventory, chest and slot panels plain dark brown with bronze frames, recessed cells and bronze slot icons (Slot Labelsshows the slot names).Panel ThemeTimber, the default, gives the inventory and the game's other wood panels timber borders over one painted background (Timber Border Width,Timber Border Jaggedness); Brown keeps the plain brown panels. - The slots stay out of the way. Pickups, crafting and purchases fill only the grid; the game's own Place stacks at a chest leaves the slots alone; taking all from a chest never fills a slot; taking all from your own grave puts your pack and tacklebox back first, then everything where it was, armour worn, keys on the ring and bait in the box. A grave keeps items from columns beyond 8 when it loads again, and a chest wider than 8 widens the chest panel.
- With OpenKeep 1.8.0 or later. Its button row and trash can sit inside the inventory panel in Valheim's own button
look; 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. OpenKeep writes
Key Stackwith its own stack sizes, so anOpenKeep.Stacks.ymlentry for a key wins. - Server synced. Every gameplay setting and both YAML files come from the server and are locked by
Lock Configuration; the look, the Food and Mead keys andShow Worn Backpackare each player's own. The YAML files hot reload and can be edited in game through Configuration Manager.