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Tenemo-EpicLoot_ProgressionFix-0.1.274 icon

EpicLoot ProgressionFix

EpicLoot 0.14.13 crafting progression and rune range fixes, StarLevelSystem fixes, blocking after armor, combat effect fixes, long-range Andvaranaut, server-wide chat and optional Discord announcements. Requires server and clients.

By Tenemo
Date uploaded 2 days ago
Version 0.1.274
Download link Tenemo-EpicLoot_ProgressionFix-0.1.274.zip
Downloads 109
Dependency string Tenemo-EpicLoot_ProgressionFix-0.1.274

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
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2
RandyKnapp-EpicLoot-0.14.13 icon
RandyKnapp-EpicLoot

Adds loot drops, magic items, and enchanting to Valheim.

Preferred version: 0.14.13

README

EpicLoot Progression Fix

Unofficial Harmony add-on for original EpicLoot 0.14.13, built and checked against the installed Valheim dedicated server and client 1.0.17. Keeps EpicLoot's DLL, assets and configuration intact.

Installation

Install on the server and all clients through Gale or a Thunderstore manager, with matching add-on versions. Dependencies install automatically. Keep original EpicLoot 0.14.13; avoid replacement DLLs.

Features

  • Weapons thrown with rolled or socketed Throwable retain their tool tier on impact, so eligible axes chop birch trees and logs when thrown. Tree requirements, damage and weapon returns keep their existing rules.
  • Melee swings, slams, projectile splash and eligible area pulses grant one ordinary XP award per distinct target hit, retaining each attack's single-target rate. Axe hits map trees, logs and eligible stumps to Wood cutting; mining counts separate native ore sections. Repeated colliders, falling trees and automatic ore collapse grant no extra player-hit awards. XP waits until the attack or pulse finishes processing damage, retains the originating weapon and owner, and follows the normal modifier and Fortify routes. Crafting batches grant one ordinary award per completed craft; planting, harvesting, cooking, repair, movement, blocking and explicitly excluded effects keep their existing eligibility and rates.
  • Bow and crossbow projectiles reject creatures with zero health or a completed death flag, preserving the killing hit and letting spare arrows continue normally. Native damage and impact timing remain immediate. For creatures another client controls, healing, adrenaline, skill credit and hit effects use that client's confirmed contact; duplicate replies cannot repeat rewards, and rejected contacts refund their per-hit coin costs.
  • Ammo Conservation rolls independently for each arrow or bolt spent. Triple Shot can retain zero through three arrows, so 40% conservation saves 40% of ammunition on average. Saved ammunition keeps its original stack and item data, including in full inventories and last stacks; the conserved loaded bolt retains its crossbow reload skip.
  • Arrow and bolt tooltips show the same damage and range in the inventory, chests, crafting previews and on the ground, whether or not the stack is selected. They combine the ammunition's own damage, quality and enchantments with worn armour, cape, trinket, set bonuses, Coin Hoarder, Dodge buff and shardstone damage bonuses, without the held weapon or another selected stack; the range uses Bows for arrows and Crossbows for bolts. Firing still adds the bow or crossbow's damage and bonuses.
  • Fast bow releases wait for the previous shot’s recovery animation. Blocking cancels a queued release until its firing callback, including a brief tap after the queued attack starts. Cancelled attacks spend no ammunition and create no projectiles; native recovery and already-paid drawing or attack-start resource costs remain. Ordinary unqueued shooting and already-launched arrows retain their normal behavior.
  • With an item's shard slots open using E, Ctrl + left click on a shardstone inserts it into the first empty slot, or on a full row swaps the first different stone from left to right; each click performs one action, however long the button is held. Hover over a shardstone or extracted rune and press 1-9 or a keypad number, with or without a click, to insert or swap one item into that displayed slot. Numbered swaps, shardstone Ctrl-click and shardstone drag swaps return outgoing items into compatible inventory stacks with room. When the incoming stack is consumed and the outgoing item needs its own stack, it uses the freed inventory cell, even in a full bag. Removal and compatibility rules still apply; both items retain their data, including rune power and extraction history.
  • With inventory open, hover over an item in the visible player grid and press its destination hotbar key (normally 1-8). The whole stack moves there; an occupied slot returns its item to the hovered cell, even in a full bag. Existing primary and secondary hotbar bindings are kept. Item data, favorites and equipped weapon state stay intact. E-opened socket mode retains its shardstone and extracted-rune shortcuts and blocks hotbar assignment; text entry, dragging, splitting and held modifiers also block assignment. Worn equipment, quick slots and chest contents stay outside this shortcut.
  • Native refinement recipes use the idol matching their equipment tier, including silver weapon idols for Draugr Fang. Ordinary crafting and station upgrades retain their resource costs. Each idol's description lists the gear its corrected recipes refine, by the game's item names, then the Forge of Potential and the odds: one idol per attempt, 65% for quality +1, otherwise the item is destroyed.
  • StarLevelSystem 1.25.1 compatibility keeps the pack's established star chances, creature sizes and Fire/Poison Nova damage under its native world modifiers. Ordinary combat difficulty and explicit per-creature size limits remain available.
  • StarLevelSystem console stat changes use an authenticated server connection and require the server's admin list. Creature API relays follow native simulation authority through server approval, retaining local updates and ownership handoffs; invalid or non-finite stat data cannot be saved through these relays.
  • EpicLoot bounty targets use ordinary creature scaling and evolution caps while retaining their boss health bar, including the updated stat/reset path.
  • StarLevelSystem handles its night-only star factor directly; Love Potion star scaling remains in the add-on.
  • Adult and baby seals keep their natural skin hue and saturation while retaining star brightness, stats and visual variants.
  • Northern grave chests retain buried structural support after reload. One-time recovery follows the original seeded chest choices and requires a compact, unmixed spill with its Wood refund, native torch and chest loot still present. Excavations, nearby player builds or belongings, incomplete or merged piles and drops owned by another client remain untouched. Eligible recovery preserves item data and never rerolls loot.
  • StarLevelSystem's SoulEater stops raising a creature's damage at a configurable 0.5 above its base damage multiplier, +50% for an ordinary creature, and creatures that already saved more are held to that cap. Its heal and size growth are unchanged.
  • Progression bosses roll their stars from the personal kills of the player who summoned them, rather than StarLevelSystem's zone, distance and night bonuses: 4 stars on average plus 1 per 5 earlier kills of that boss, within 2 stars either side, never under 4 or over 200. Without an offering the nearest player's kills count. Kills come from the game's own records, which credit every player who damaged the boss; Kall Fimbulbringer counts its last phase. A boss keeps the stars it rolled, and Kall Fimbulbringer's last phase takes over its first phase's stars.
  • StarLevelSystem's Nemesis minibosses reach the player whose death created them without reconnecting. A new creature checks for a miniboss first, once, before its star changes and ambushes, through StarLevelSystem's own chance, spawning and pool. The pack's StarLevelSystem/NemesisSettings.yaml sets the miniboss chance to 15% and names the escorts by the game's prefab names.
  • Meadows, Black Forest, Plains and Ocean share one ordinary weather roll, so players in different ones see the same weather at the same time: clear weather has a configurable weight of 20 against fog 2, light rain 1, rain 1 and thunderstorm 1, giving 80% fair weather. Fair weather keeps each biome's lighting; forced, event and interior weather and regional sea overrides are unchanged.
  • Gjall uses base physics mass 100, configurable, on server and clients, including existing creatures loaded from saves. This reduces initial knockback while retaining health, damage, star scaling, flight and stagger immunity; it does not make Gjall immune to knockback.
  • Mob spawners take only direct hits from players, creatures or other sources, retaining their native resistances. Area attacks, projectile splash, lingering effects and death novae cannot damage them. Explosive projectiles can damage the spawner they directly strike, while nearby spawners and secondary area effects remain protected. Ordinary props retain their normal damage rules.
  • Snow lanterns use a configurable light radius, five metres by default, on creation and reload. Add piece_snowlantern to NoSmokeStayLit's Custom Items Keep Lit list for perpetual fuel, as this pack does.
  • Optional private currency income records on the dedicated server, with durable receipts, source breakdowns and separate transfers/refunds. Requires ServerCharacters; no public display or Discord posting.
  • Normal chat reaches every player on the server and DiscordBot relays it: it is sent as a shout that keeps what was typed instead of capitals. Whispers stay local.
  • Trollbot's custom Discord status shows the online count and character names. Requires DiscordBot_AWL; no roster messages are posted.
  • Comfort furniture reaches a configurable 20 metres, including vertically; ComfortMe's room panel and upgrade chips use the same range.
  • Waking from a skipped night grants Rested only to players who slept in a bed; awake players, including ship passengers and helmsmen, get no sleep buff.
  • Mistlands weapons clear mist while held, including Skoll and Hati and its styles, Skull splittur and all four Mistlands staves. The grappling hook and black metal pickaxe also clear mist. They use Better Wisps' base range and increase per level, based on their own upgrade quality, with or without an equipped Wisplight. Bile bombs, weapon upgrade limits, Wisplights and placed torches are unchanged.
  • Crafting-gated progression, preserved equipment tiers, unidentified-item fixes, English shared item names and enchanting/rune UI corrections.
  • Treasure maps retain their buyer's crafting eligibility at purchase, including legacy credits and foundry casts. Chest generation and recovery use that saved history after ownership changes or while the buyer is offline. Older unopened treasure replaces only equipment the buyer has not unlocked, keeping its rarity and other contents; opened chests and collected equipment remain unchanged. Legacy spawners without a purchase snapshot wait for their buyer to approach before generating.
  • A loot chest rolls its EpicLoot contents when a player first hovers over, opens, takes everything from or destroys it, using that player's crafting history. Loading a chest, including a cave interior above a passing player, and other mods' inventory reads roll nothing. Each roll logs the rolling character, time, chest and position; chests rolled earlier keep their contents.
  • Enchanting-table actions keep the mouse scroll position in Sacrifice, Identify, all material conversion modes, Enchant, Disenchant and rune extraction/etching. Shorter lists clamp at their end; controller focus still brings the selected row into view.
  • After an enchant or a rune etch, the window with the item's new stats closes on the first Escape, Tab or gamepad B, or a click outside it, and leaves the enchanting table open; the next press closes the table.
  • Augment and rune-etch replacement checks exclude the selected effect even when it has no numeric roll, so Bloodletting, Unhindered, Indestructible, Warmth, Waterproof and Triple Shot can be replaced directly by otherwise eligible conflicting effects. Recalling and Apportation accept rolled or socketed Throwable, or a spear's built-in throw, in socketing, augments and rune etching. Replacements check the effects that remain, including retained socketed runes; a socket swap cannot count the Throwable rune it removes. Unsocketing the sole Throwable source removes the weapon's throwing ability. Other conflicts, attack-health prerequisites, existing item data and keep-original choices are preserved. The pack makes declared conflicts reciprocal without changing existing gear.
  • An item never combines two different effects that exclude each other, whether they are rolled affixes, etched runes or shardstones, or which came first. On weapons the damage effects are mutually exclusive: All Damage, Physical, Elemental and critical-health damage and the Blunt, Slash, Pierce, Fire, Frost, Lightning, Poison and Spirit additions, so a Slash rune cannot join a Spirit rune, an All Damage affix or a fire shardstone. Two shardstones follow the same rule: the fire, frost, poison and lightning damage stones on weapons, and blunt on magic weapons, exclude each other, as do the fire, frost, poison and lightning resistance stones on helmets. Socketing, Ctrl-click, drag swaps and the socket number keys refuse a conflicting rune or shardstone with EpicLoot's conflict message naming the effect already there; a swap ignores the occupant it replaces. Augment choices and the runes offered for etching leave out effects that conflict with the item's other affixes or socketed runes; a stale augment choice is refused and keeps its paid choices. Matching effects, duplicate runes, shard stacking and boss or unique shard limits keep EpicLoot's settings.
  • Choosing an augment replacement returns incompatible shardstones to inventory, including fixed-effect stones normally broken by manual removal. Compatible stones and socketed runes remain. Returns merge into compatible stacks; insufficient room or an unavailable stone prefab leaves the item unchanged and keeps the same paid choices open. Keeping the original effect changes no sockets. Native matching-effect settings still apply.
  • Inserting, removing or swapping a golden Lucky Loot stone in worn equipment publishes the new chance to creature owners at once, and a proc adds at most the 300-unit material budget per death, cutting the last multiplied entry short instead of passing it. While a character named in [Creature loot] Oozer Lucky Loot exclusions, empty by default, is within the equipment bonus radius of a dying oozer, no one's Lucky Loot applies to it, so no stones multiply its released blobs or items; every other creature, including the released blobs, is unchanged.
  • Riches rolls each dying creature's treasure chance from the combined Riches of players within the shared equipment-bonus radius (200 m by default), each counted in full, and above 100% raises the payout budget in proportion. EpicLoot compared its roll with a second random number, so below 100% any Riches gave treasure on about half of all deaths. The treasure still comes from EpicLoot's configured table, and changing worn equipment's augments, shardstones or runes publishes the new total within a second.
  • Armor rolls add up across worn equipment: every worn piece is raised by the sum of the worn Armor rolls, runes and set bonuses, plus the worn critical-health Armor rolls while health is critical, so +9% trousers and a +12% chest give 100 armor 121. EpicLoot raised each piece only by its own rolls. An unworn piece previews its own rolls, the daylight, heavy-gear and dark-red shard multipliers still apply on top, and the roll reads Total armor.
  • Craftable shields have 25% more base block armor and block force, including their gain per quality, round shields parry at 2x instead of 1.5x and bucklers at 3.5x instead of 2.5x; tower shields still cannot parry. A Q3 wood shield blocks with 22.5 armor and 37.5 force, and a Q3 carapace buckler parries with 393.75 armor at Blocking 0. These are the shields' own stats, so tooltips show them and Blocking skill, enchantments, runes and shardstones apply on top. Players stagger once stagger damage reaches 60% of their maximum health instead of 40%, so a guard holds against harder hits. A player's parry window lasts 0.375 s from raising the guard instead of 0.25 s, and Parry window enchantments add their milliseconds to it; EpicLoot's parry bonuses and Eitr Weave and StarLevelSystem's parry drain reduction use the same window, while creatures keep 0.25 s. All six values are synced settings.
  • Pressing Block during an attack's windup or recovery abandons the attack and raises the guard at once, so a player can parry mid-swing; a guard held before attacking still lets the attack through. A hit the swing has not reached never lands, while paid stamina and a hit already dealt stay, and the combo starts over. The swing blends into the guard for every player. Cancelled before its hit, the next attack can follow after the blend; after its hit, it waits until the swing would have ended, so cancelling never attacks faster. A held attack button is ignored until pressed again, and a bow shot cancelled before launch keeps its arrow.
  • The raven book opens on one Active effects page, which replaces the game's status effect page and EpicLoot's Active magic effects page. It shows what applies right now, worked out as the game applies it: health, stamina and eitr with their regeneration and the stamina delay, armor and the share of each damage type a hit deals after every resistance from meads, gear, enchantments and the time of day, block and parry armor and force, the parry window, the stagger limit, movement speed, carry weight and stamina costs, the current weapon's hit damage range and attack cost, skills raised by gear, and comfort. These are the character's own values: the world's combat difficulty, stamina and carry weight settings and the number of players nearby still apply in play but are left out. Status effects, food and the Forsaken power show their time left. Every other enchantment is listed once in its section with its total across equipment, runes, shardstones and set bonuses, without per-item lines, and day, night, rested and critical-health enchantments say whether they apply now. The page lays its sections out in two columns in smaller type, splitting between sections, and updates every half second while open and keeps its search.
  • Riches, native Luck, the fractional Luck correction and Lucky Loot share [Creature loot] Equipment bonus radius in the shared pack config, 200 m by default. They keep their original three-dimensional distance and strict boundary, stacking, chances and payout limits. Loot rolls use each nearby player's exact Luck. EpicLoot shares Luck in whole points, so a fraction such as the half point of a second golden trinket stone no longer disappears.
  • Existing items repair automatically as the game loads or handles them: player inventory after character load and inventory changes, owned containers on load/access, and owned ground items on load. Rolled affixes always stay; runes stay in saved order unless they conflict with a rolled affix or an earlier rune; shardstones then stay in saved order when compatible with the kept affixes, runes and earlier shardstones. Conflicting runes return with their effect, strength and rarity, and incompatible shardstones return, to their inventory or container; overflow drops beside its source, and loose equipment returns them beside itself. This takes runes and shardstones out of existing builds that combine conflicting damage effects. Runes whose prerequisite is missing, such as Recalling without Throwable, stay socketed as before. Rolled values and host metadata stay intact. Unavailable reconstruction or delivery keeps the original sockets for a later attempt. Repeat loads do not duplicate returns; no offline world or player-file editing is needed.
  • Etched runes stack to a configurable 10 when their exact effect, power and saved metadata match. Quick Stack deposits runes only into chests already holding compatible runes, including when a matching full stack needs another slot. Ordinary binary effects use their lowest allowed rarity, including existing runes on load and socket removal; numeric effects and equipment tiers stay intact. Rune icons show a distinct affix abbreviation, taken from EpicLoot's own English effect names, at top right, strength at bottom left and quantity as count/10 at bottom right, including single runes. Etched rune artwork retains 40% of its original lightning across all six rarities, keeping stone artwork and label sizing intact. Reused chest and inventory cells keep normal quantity visibility for empty slots and ordinary items. Downgraded runes sacrifice at their new tier. A picked-up rune clicked onto a rune of the same rarity it cannot stack with swaps places with it, as other items do.
  • Extraction preserves the complete numeric affix, including identification and tempering above its normal range. Each affix remembers its highest applied extraction power through etching, sockets, saves, tempering and crafting transfers. A better table grants only the remaining multiplier; repeated 110% transfers give no additional bonus. Extraction below 100% still loses that share of the current value. Numeric +1 and fractional effects receive the multiplier; binary effects stay unchanged. Older loose and socketed runes without a record count as already extracted at 110%; unrecorded equipment gets its first recorded extraction normally.
  • Mining and lumberjacking displays show the whole drop bonus actually applied, including rune icons and Hildir's before/after previews. Numeric affix text, descriptions, rune labels and tempering information use at most two decimal places without trailing zeros; stored values and gameplay retain their full precision. Hildir labels fractional stored drop values separately because they determine tempering chance. Zero-chance attempts are unavailable and cannot succeed on a zero random draw; guaranteed outcomes stay guaranteed.
  • Enchantment tooltips use the pack's English text from BepInEx/config/EpicLoot/localizations/English.json, EpicLoot's own override file, which the client import installs. The add-on fills the values that text names beyond the roll from EpicLoot's effect config and its own settings: Triple Shot's and Double Magic Shot's chance, damage share and spread, Andvaranaut's max range and search radius, Call Lightning's strike damage and radius, Icy Retribution's radius and its stone rarity's cooldown, and the bats a Black trinket stone summons and keeps. Enchanting lists show those values for effects without a roll range too. Shift details add the Health Critical threshold to critical-health effects, how much sooner stamina starts refilling to Stamina regeneration, the worn skill bonuses to skill effects, the combined 50% cap per damage type to damage reductions and the perfect-dodge definition to perfect-dodge effects. Weapon tooltips show Eitr Imbue's spirit damage as conditional, with its eitr cost, instead of as ordinary damage; lasting meads name the refresh window; rune extraction names the table's extraction power and how repeated extraction counts; the Augment panel shows EpicLoot's otherwise unused augment explanation until an effect is chosen; an effect without a definition shows as Unknown effect with its stored value.
  • Fire Rate and Magic Fire Rate speed up bow, crossbow and staff attack animations. Noise reduces the noise range by its share, up to all of it, Ranged Skills adds Bows and Crossbows levels, Meads Cooldown also applies with Instant Mead, and Potion Duration leaves recovery mead cooldowns alone. Berserker stops food health regeneration after every modifier, on-block conversion meets the elemental resistance enchantments, Bountiful Harvest works on any player's plants, and Stagger Duration lengthens the creature's own stagger. Tempering, augment and etching previews show each value's own change, and the Blocking conversion previews show the levels that apply.
  • Bloodletting's health cost, paid as each swing or throw starts, no longer flashes the screen red like a hit, whether the effect is rolled or socketed. The cost, its stop at 1 health, eitr substitution, sacrifice effects and lifesteal are unchanged, and real damage and every other health cost still flash.
  • AAA Crafting's favorites star highlights when the favorites filter is enabled, including after keyboard toggles and reopening the crafting window.
  • The outlined-anvil button beside the favorites star shows only available equipment recipes still locked by your crafting history. It starts off, combines with other recipe filters and removes an item after its first craft. Legacy unlock credits count; pickups and upgrades do not. It applies only to the Craft tab in crafting-gated mode.
  • AAA Crafting's Max uses the current station's actual crafting ingredients, excludes upgrade-only reagents at ordinary stations and refreshes when nearby chest availability changes.
  • Bounties complete on the main kill; minions are optional. Main targets roll each natural enchanted equipment drop once more by default, a configurable number of extra copies, and guarantee one item, so low-drop averages exceed 2x. Equipment retains its species' tier and rarity ceiling; resources and contract payouts retain their normal rules.
  • Andvaranaut guides hunts and treasure; bounty placement is improved. Bounty targets retain their full boss HUD and an overhead name and health bar that clips at screen edges like an ordinary creature bar.
  • Aiming at creatures shows their health bars with the hammer and other build tools equipped, retaining normal range and visibility rules.
  • Alerted hostile creatures and animals whose taming has started, including completed tames, keep their overhead health bars within the configured HUD range. Trees, vegetation and placeable structures, including closed building doors and ships, do not hide these bars. Terrain, dungeon walls, closed dungeon doors and solid natural rock barriers hide them immediately; a visible head above partial cover retains its bar. Ignored objects cannot mask a real blocker farther along the same ray. An alerted hostile creature targeting you within a configurable 15 m keeps its bar through every obstruction, without aiming or another hit; bars behind the camera and Hide HUD keep their normal rules. Untouched wild creatures retain their normal display rules.
  • Aiming at an animal being tamed shows its percentage and status across the configured creature HUD range, through mist, including the first progress below 1%. Pet and rename measure the native interaction distance to the aimed animal's nearest body surface, so aiming high on a large animal still works while standing beside it; world obstructions still block interaction. A camera inside an animal's body acquires that foreground animal, and its health bar appears above the crosshair while the normal top point is outside view.
  • Tamed animals' movement damage leaves growing and mature farm crops and player-planted cultivator vegetation intact, including berry bushes and decorative plants. Growth preserves planting ownership; older mature crops are protected on cultivated ground. Trees and their saplings, wild vegetation, wild animals' trampling and ordinary attacks retain their damage.
  • Jump checks use the final stamina cost; free jumps need no reserve and blocked air-jump attempts remain available until a jump launches. With Air Jump, a press while touching the ground, or from within 1 m above it without a jump since the last contact, is a ground jump, as over a crest or a bump, off a small step or on the moment of landing, so the extra jump remains for the next press; higher drops, swimming and characters without Air Jump keep the existing rules. An unused Air Jump recovers the submerged starting height and uses airborne movement while rising, so it can reach ice or shore from water. Its stamina cost and extra-jump limit remain unchanged. Keyboard jump presses survive a quick release and re-press between physics updates; holding jump still launches only once.
  • Newly built carts gain 4% maximum health per crafting skill point, up to +400% at 100. The cart saves its builder's skill and applies the configurable bonus whenever it loads, through ownership changes, so changing the bonus also rescales existing crafted carts; carts built before this feature retain their health.
  • With Ctrl held, the hammer's remove button takes apart a raft, karve, longship, drakkar or cart, refunding every material and dropping the hold's cargo in crates, as when it breaks. The game's workbench, ward, no-build and raft occupancy checks still apply, and a plain click still cannot remove them.
  • The quick cart key detaches the cart being pulled first, even while aiming elsewhere. When unattached, it attaches only to the cart under the reticle within the configured range, including with build tools equipped. Occupied, obstructed and out-of-range targets or empty aim never select a different cart. Personal key bindings retain their behavior.
  • Your attached cart supplies materials for building, crafting and Ctrl-click collection in the build menu. Other characters' attached carts remain excluded. AzuCraftyBoxes' range, pulling modes, container and item exclusions, Leave one and remote-open restrictions still apply; native resource costs and cart physics are retained.
  • Hammer-menu icons refresh their building requirements while the menu is open, including entering or leaving workbench and chest range, without rebuilding buttons or changing selection.
  • Ctrl + G with the hammer toggles a local view of loaded pieces' spawn protection: bright solid orange ground 20 cm above the terrain and transparent striped orange borders 2 m tall. The key and the three colors are personal settings. Fixed world chunks cache native terrain triangles and conservative coverage. A filled triangle must fit entirely inside one protection volume; uncertain patches are subdivided to roughly two centimetres on normal terrain and stay unfilled. Small internal gaps receive closed borders, and neighbouring chunks share their contour. A 3 mm inward margin covers float rounding. Walking reuses cached coverage; protection changes rebuild affected chunks, while wholly contained additions need no rebuild. Coverage, mesh assembly and contour merging run on one low-priority background worker. Shared mesh vertices reduce rendering cost; Unity access and GPU uploads use a bounded main-thread queue and swap complete buffers together. Obsolete fill is hidden during reconstruction. A staggered collider audit catches changes without game callbacks. The display follows native player-base protection; spawners that bypass it, such as nests and boss summons, still can spawn. It suppresses the gesture wheel for that shortcut; plain G still opens the wheel. Putting the hammer away or switching tools clears the toggle; the next hammer use starts off. It respects input focus and adds no physical walls, saved preference or on-screen hint.
  • Automatic grave recovery counts EpicLoot carry enchantments on the armor and accessories it will re-equip, following EquipmentAndQuickSlots' existing settings.
  • Recovering your own grave, automatically or with Take all, returns every item to the slot it occupied at death. Items picked up since then that occupy those slots move to free slots outside the grave's layout, or join a matching grave stack when no slot is free; other carried items stay in place, and picked-up armor worn in a grave item's slot is taken off for the grave's own piece. If everything cannot fit, nothing moves and the inventory-full message appears.
  • Automatic free-slot searches fill inventory rows from the top, left to right, for every item type. Existing stacks, manual placements and dedicated equipment slots retain their normal behavior.
  • Haldor sells inventory rows after the Elder for 1,000 coins and Bonemass for 2,000, instead of Moder and the Queen, and a third, Roomier pockets, after Yagluth for 3,000. Each adds one row once per character through the game's own purchase, so with the pack's bonus row the inventory grows from 40 to 48, 56 and 64 slots and a full bag can still buy one; equipment and quick slots stay separate. The rows are the game's saved row count, so they stay if the add-on is rolled back. A grave recovered after buying a row returns its equipment and quick slot items to their slots, which moved down with the new row.
  • With [Smelting] Require boss defeats, flametal smelts only once the world has defeated Yagluth and bloodgold only once it has defeated the Queen. Furnaces refuse the locked ore by hand, from nearby chests and with pull all, naming the boss; ore queued earlier keeps its place and progress and burns no fuel until the defeat. Ore can still be mined and stored, and existing bars stay usable.
  • Picking up loot never equips it, including clubs, pickaxes and torches picked up with empty hands. Returning recall weapons re-equip; grave recovery and deliberate equipping are unchanged.
  • Trader purchases use room in compatible existing stacks when the bag is full, and reject an entire offer that cannot fit. Opening a trader and selling refresh carried stack limits from ItemStacks, so sale gold fills existing coin stacks before using another slot.
  • Quick Stack's weight criterion uses the whole stack, including native quality and enchantment weight changes. The pack sorts bags and chests from the top with heavier stacks first; favorite items stay fixed in chests too, including when another game owns the chest.
  • Quick stack has a personal binding in Settings, Keyboard & Mouse, with P as its default. Click its binding and press a keyboard key or mouse button, then OK to save; Back discards the change and Reset controls returns it to P. The game saves it with its local controls outside Gale-managed config, so imports and profile updates keep each player's choice. The server's stacking range and chest rules, the inventory buttons and controller bindings are unchanged.
  • Ordinary Wishbones and stackable throwables (bombs, Ember charges, snowballs and Fuling spears) use type-wide favorites; modified Wishbones, other equipment and etched runes keep individual favorites. Earlier per-stack favorites convert when the item is carried at login or seen in a chest, without overriding later choices or resets. Both Sort buttons merge compatible stacks, including Wishbones, while leaving favorites, protected slots and other mods' item data alone. Alt-click favorites a shardstone or etched rune in an item's socket row too, instead of picking it up, and a socketed rune keeps its favorite when the row reopens and when it is taken out and socketed again.
  • Nearby Quick Stack and Restock follow AzuCraftyBoxes’ Only mine, Off and All modes and skip chests excluded from crafting supply with its Shift + L container toggle; deliberately opened or targeted chests still work normally. Only mine, which uses the containers the current character built, is the default: a missing or unreadable saved mode reads as Only mine, and each character loads in Only mine once, on its first load with this default, whatever it chose before, and keeps later choices. Alt + O cycles Only mine, Off, All and names the new mode. Only Off and All show a status, “No interaction with nearby containers” and “Interact with all nearby containers”.
  • The dedicated server sends object updates to each player at a configurable 256 KiB/s instead of the game's 150 KB/s, and lets more unacknowledged updates wait on a slow connection, the amount sent in its ping plus 100 ms between 10,240 bytes and 256 KiB, so a player's download no longer falls with ping.
  • [World loading] Full loading level remains server-synced and enforced through native negotiation; stored graphics preferences stay personal. Level 4 provides the complete 69-sector near envelope and six-sector total range. Client instances are refined around the actual reference position: inactive AI creatures and their spawners preload through the 200 m ownership radius plus 16 m, while ordinary persistent objects keep complete sectors intersecting that radius plus a 32 m ground and obstacle margin. Locally controlled objects, transient projectiles and effects, players, active creatures controlled by another client, main bounty targets used by Andvaranaut, native distant objects, player-built pieces, terrain edits, Leviathans and supporting ice retain their existing paths. Server replication and terrain loading remain intact. Native creation, ownership, removal and saved object identities are retained.
  • Ordinary biome AI spawns, including tameable wildlife and creature-producing wrappers, use 80–120 m group centres through [Creatures] Ordinary spawn minimum and Ordinary spawn maximum. Group spread, size, intervals, chances, caps, stars, biome/progression and day/night rules stay intact. Fish, ambient birds, environmental effects, raids, summons and fixed placements keep their spawn rules. Love Potion adjustments run afterward.
  • [Creatures] Ownership radius, 200 m by default, keeps an AI creature or creature spawner with its connected owner while within horizontal range of the actual player reference position and a fully loaded near sector. Ownerless creatures and those whose owner left range or disconnected transfer through the native ownership loop. Clients report loaded near sectors during cold joins and movement; unrelated objects keep native ownership rules. When an animal cannot obtain its food through the native ownership request, the server validates the animal’s current owner, diet and food distance before handing off an item without an active simulator; native feeding consumes it.
  • Decorative vegetation retains native generation distance, detail fading and the player's selected density. Decorative swamp mist and flies instantiate only within 160 m of the loading reference; their persistent records remain, approaching restores the same effects, and their omission does not delay native teleports or respawns. Global weather fog is unchanged. Placeable beacon fires keep their flame meshes and illumination distance through the loaded building range; ordinary world lights, native light/shadow budgets, fuel and harvesting retain their original rules.
  • Deep North ice supports distant creatures; overdue renewable plants regrow on load, hover or harvest via native timers.
  • Dropped items last a configurable 3 hours of world time before the game removes them, instead of 1 hour, so loot dropped before a night's sleep survives it. Items inside a base, within 25 m of a player, in tar or part of a build stay, as in the game.
  • Diving Leviathans remain loaded through the negotiated total range, like other creatures, and retain their final mesh until unloading. Native mining reactions and diving remain unchanged.
  • Distant buildings and beacon fires keep their detailed, edited ground visible through the same loaded range; new far building pieces wait for their terrain zone.
  • Shift fills nearby wooden and iron cooking stations with the first selected meat only, or collects their finished food directly into inventory, using the shared harvest radius. Native cooking XP, bonus portions and item metadata are retained; a full inventory leaves overflow on the ground. The pack can set the radius without replacing PlantEasily's personal controls.
  • A mead or other consumable whose effect lasts a set time and restores no health, stamina or eitr, such as resistance, utility and lingering meads, can be taken again once at most a synced 10% of the active effect's lifetime is left, the lifetime with EpicLoot's potion duration bonus. One bottle replaces the old effect with a fresh one, timed by the equipment worn now, and the leftover time is lost; an effect of the same category is replaced too, so a category keeps one effect. This works from the inventory, hotkeys, quick slots, tankards and a chest another player holds open. Healing, stamina and eitr meads keep their cooldowns, which also still refuse a lingering mead of their category and the reverse; food, untimed effects and automatic healing meads are unchanged. 0 turns it off.
  • Mead bases and barley wine base honor explicit ItemStacksItemWeights limits. Without an explicit limit they stay individual; tools and individual feast servings stay individual, and fermenters still consume one base per batch.
  • Stack labels of nine or more characters, such as 1000/1000, break after the slash into two lines, so full four-digit stacks stay inside their cells in the bag, chests and MultiUserChest's pending changes; shorter labels such as 999/1000 keep one line.
  • Area-harvested beehive honey and Birds' Nest feathers go directly into inventory with the same harvest radius and personal controls. Native yields, ward access and beehive queen-bee drops are retained; nests never yield queen bees, and full inventories leave excess output on the ground. Ordinary E keeps its native behavior.
  • Every Convert materials subsection supports multiple selected recipes with combined previews and one action. Ctrl-click selects each recipe's affordable maximum after reserving the other selections' materials; Ctrl-clicking that maximum again clears only that recipe.
  • Upgrade shardstones lists, counts and upgrades only the shardstones carried in the bag, favorites included; the shards each upgrade costs still come from nearby chests.
  • Salvage junk excludes favorite items and protected inventory slots from its recipes, quantities and payment, including hidden inventory rows and favorite items in nearby chests. Protection is checked again after the countdown; insufficient unprotected materials cancel the complete selection without payment. Other material conversions keep their normal behavior.
  • Guaranteed enchanted boss equipment, star/Hoarding loot scaling, creature strength, Eitr-drain icons and dungeon interior reset fixes.
  • Creature loot ceilings, a server-synced list, are Mythic for Moose and Legendary for Elaking/lanterns, northern skeletons, frozen greydwarves/shamans, Voltures and lava blobs. They apply after star, Hoarding and Luck bonuses to equipment, unidentified items, crafting materials and socketable stones. The pack excludes seal/pup EpicLoot drops and supplies creature-only Ashlands/Deep North stone pools with the existing colour weights; bosses, chests and direct elite stone branches retain their previous pools. Trophy rewards and pool weights live in the pack's EpicLoot patches. Material upgrades retain their configured costs, including late-game 1:1.
  • Fresh creatures become visible and active after StarLevelSystem finishes their initial setup, preventing a flash of default color and size. Existing creatures keep their current loading behavior.
  • Character camera zoom extends by 50%, from the native 8 metres to 12. Ships reach 24 metres for the helmsman and passengers, including jumps on deck; both limits are personal settings. Leaving a ship restores the character limit, even with a menu or build selection open. Camera tilt, field of view and collision behavior are retained.
  • Summoned bats hunt hostile monsters and defend against aggressive wildlife, but leave peaceful wildlife and unprovoked dvergr alone. Idle bats assist the owner's hit on a neutral creature and retain that pursuit within a configurable 60 metres. Bats are ignored as creature targets, reject player and tame-pet damage, and pass through character bodies. An area burst, such as Corpse Rot or Shocking Charge's cone, still reaches every creature in range when one of its hits summons bats.
  • Corpse Rot credits your direct hits, accepted poison finishing ticks, burning and spirit damage over time, Stormcaller's lightning and summoned bat kills, including when another computer controls the creature. A weaker ignored poison dose keeps its original source, an accepted replacement changes it, and ending poison clears it. Burning and spirit doses add up: a player's dose takes over the credit, a dose without a player keeps it for as long as it extends the burn, and the burn's end clears it. Stormcaller's lightning names its wearer as the attacker, as EpicLoot's other strikes do, so Stamina on kill, Conduit, Everflow and the adrenaline effects count its hits too. A death triggers at most once, and kills during the existing five-second cooldown are discarded. Burst damage, cape conversion and the configured radius keep their existing values.
  • Combat armor wear respects Indestructible on chest armor, trousers, helmets and capes. Native random selection and incoming-hit effects remain; selecting a protected piece spends no durability on another piece. Previously broken equipment still requires a station repair before Indestructible protection resumes.
  • ComfortMe's Comfort build category retains native repair and removal actions, including after reopening the menu, while keeping its comfort-piece filtering and ordering.
  • Recall preserves the original thrown weapon through death, projectile expiry, character saves and logout. While it is away, a thrown recalling weapon keeps its inventory cell: loot, crafting, Take All, Sort and moves leave that cell empty, stack merges still happen, and the weapon returns into it. Pending weapons stay in saved character recovery outside the grave and return to their saved cell, or other free space, once there is room, with their original item data. Returns still respect equipped and stowed weapons and native durability restrictions.
  • Sailing uses the normal death penalty and fortified floor. Combat/skill fixes, inventory/favorite safeguards, crafting/conversion improvements and optional Discord integration.

Dungeon reset timing

With Interior-only resets = true, each new dungeon starts its real UTC reset timer on the first actual player entry. Later visits do not restart it, and generation or passing nearby does not start it. Existing saved timers and due dates remain unchanged when upgrading. A successful reset preserves the exterior and belongings, then waits for the first entry into the fresh interior before starting another timer. The pack's StarLevelSystem/LocationResetSettings.yaml sets the Dungeons interval to 168 hours; server downtime counts, and an overdue occupied interior waits for its last player to leave.

Discord player status

The status uses 2 online: Alice, Bob, or Nobody online when empty. Character names are sorted, control characters are flattened, and complete names fit within 128 characters; overflow ends with +N more. Updates use DiscordBot's existing connection, at most once every 15 seconds, including player replacements with an unchanged count. Discord controls sidebar clipping and profile wrapping; names are not linked to Discord accounts.

Configuration and safety

Settings: BepInEx/config/valheim.epiclootprogressionfix.cfg. The server controls synchronized gameplay settings, marked [Synced with Server], including Andvaranaut's ping rhythm, the clear-weather weight, Love Potion trolls, the potion refresh window, creature rarity ceilings, the high-rarity equipment share, shield stats, the stagger limit and the parry window, the dropped item lifetime, the smelting boss locks, Hoarding's EpicLoot bonus, stamina and comfort values, SoulEater's cap, bounty spacing and copies, and the cart, rune, bat, lantern and Gjall values. Camera zoom, damage-number distance, the OffSet Attack volume and the spawn protection view's key and colors are personal; the server send rate and the death leaderboard hour apply only on the dedicated server. Keep pack overrides in the pack's sources.

New saved keys, RPC names and Harmony IDs are named Plugin.Id + ".<feature>", such as valheim.epiclootprogressionfix.bounty-spots. Older names such as ProgressionFixAddCookingItem and epicloot_progression_pheromones stay as they are, because worlds, characters and other players' games still use them; never rename a saved key or an RPC.

Fix reported initialization errors before continuing. Back up saves before changing mods. Before removal, load and save every character and container that may hold legacy Starter Gear; unloaded inventories and old backups can still need migration support. Remove this add-on from server and clients together.

Credits

EpicLoot is by RandyKnapp. Built with AI assistance; source is in src/, releases in CHANGELOG.md.

CHANGELOG

0.1.281

Placed dungeon enemies spawn once per interior reset, including the seekers, seeker soldiers and ticks whose vanilla mine points normally refill after four hours. Their saved spawn history survives unloading and rejoining; the scheduled interior rebuild restores fresh enemy points and the rest of the dungeon. Active nests, bone piles, body piles and triggered spawners keep working, and surface spawning and cave fish retain their existing behavior.

0.1.280

Hovering an item in an open chest and pressing a hotbar key transfers the whole stack after its inventory owner confirms delivery. An occupied hotbar item moves to the first free normal bag cell; a full bag refuses the exchange. Newer hotbar choices, recall reservations, item metadata and pending arrivals survive delayed replies, death and reconnecting.

Enchanting-table unlocks and upgrades require their complete confirmed payment before the saved level changes. Rejected requests return the actual materials once, and missing replies reconcile against the owner's saved outcome before refunding.

Crafting and conversion reserve and verify their complete cost before native output. Shared chests pay through their actual inventory authority, including partial and delayed transfers; cancellation preserves item data and holds overflow safely until there is room. Lucky Craft rolls once, with the existing batch, crafting bonus, favorite protection and carried-only stone rules retained.

New construction saves the refundable materials actually paid for each piece. Lucky Craft's saved materials are not returned by dismantling or destruction; explicit zero payments, native feast consumption and vehicle cargo are retained. Legacy pieces keep their previous refunds. The spent character snapshot is verified before a persistent piece is created.

Enchantment, rune etching and gambling result windows explicitly enable their item name, description and icon, including when the vanilla crafting panel has no selected recipe and its templates are disabled.

Saved Yellow trinket adrenaline efficiency, Pink cloak dodge speed, Light green cloak Rested regeneration and Grey helmet/leg harvesting stones refresh from the pack's current rarity values as equipment loads. Native stacking decay applies, and socket capacity, rolled effects, runes and item metadata stay intact. The pack keeps 100% for Ancient on those three percentage effects, puts Mythic at 90%, and raises Ancient Grey mining and woodcutting strengths to four and five.

Holding Shift shows descriptions and configured values for legendary set bonuses, including inactive bonuses. Ordinary set text keeps its existing behavior.

The shared mod-settings buttons refresh after the selected language finishes registering, reading the current translation even when startup cached an earlier language.

Full fires, cooking stations and smelter input queues report their capacity before searching for materials, including when supplies are absent or only in nearby chests. Shift filling no longer announces an addition of zero. Cooked and burnt collection, explicit wrong or locked inputs, fire requirements, ordinary toggles, keep-lit torches and silent item-menu checks retain their native priorities.

Ownership updates skip Unity instances destroyed before scene-map cleanup, so those entries cannot interrupt the remaining berry regrowth checks.

The Boiling waters raven warning now requires personal exposure to the hot southern water, while swimming or aboard a floating boat. Passengers qualify independently of boat ownership, and unread exposure persists through retreat and character loading. Existing tutorial history and the shared world flag stay unchanged.

White cloak and Peach trinket sailing stones have doubled strengths at every rarity, with saved equipment refreshing through normal loading. Tooltips show speed increases to one decimal place and read the reduced value of each stone in an open socket row. Active effects combines both native force multipliers before calculating daytime and nighttime speed, marks the current condition and states the one-player limit. Native socket caps, diminishing returns, rowing and Sailing skill scaling stay unchanged.

0.1.279

Ashlands and Deep North combatants press harder. Charred infantry and casters, northern skeletons, frozen greydwarves and shamans, Fryslings, Jotun warriors and witches that spawned in either biome see players from 60 m and become alert from 40 m instead of 30 and 20 m, through the game's own view angle, stealth and obstruction checks. They keep pursuing a player they cannot see or hear for 60 s instead of 30 s and one they cannot attack for 120 s instead of 60 s, and a hit after 30 s without attacking drives them off only when no path reaches the attacker, so arrows no longer send a pursuer that can reach the archer running. Charred twitchers, frozen greydwarves and Fryslings run 30% faster and Charred warriors, northern skeletons and Jotun warriors 15% faster than StarLevelSystem's speeds. Charred archers draw their ordinary bow from 40 m and Jotun witches cast their lightning bolt from 35 m instead of 20 m; the Charred volley and every other attack are unchanged. Bosses, Fader's and Dyrnwyn's Charred, summoned twitchers, Nemesis minibosses, tames, wildlife and the same creatures met in earlier biomes keep the game's behavior. Two Nemesis hunting parties join the ambushes: after Yagluth, a Charred warrior and two archers come for a player with at least 8,000 score in the Ashlands, and after the Queen, two Jotun warriors and a witch in the Deep North, each 15% of the time a creature appears 30 to 300 m away once the player has spent some time in that biome. A party costs 2,000 score and adds 600 s to that player's Nemesis action cooldown, which counts world time, so sleeping through a night shortens it. The creatures a Nemesis ambush or miniboss brings no longer roll ambushes of their own before its cooldown starts, which could bring a second party with the first.

Standing still costs less. Each player's game refreshes the objects around them up to 30 times a second, and each pass checks every record in the loaded area, about 11,700 at Haldor. It now skips a pass for at most a quarter of a second while the previous pass created nothing, the player is in the same zone within 4 m of where it ran, no record has arrived or gone and no zone is loading; moving farther, new records and loading zones keep the native rate. On the test client this saved 2 to 3 ms of a 35 ms frame at Haldor and at a large base, and travel cost no more.

Building pieces resting on the ground no longer repeat the game's physics check for their support about once a second. Touching the ground always gives full support, so a piece the game's own check finds on the ground keeps it until damage, repair, a piece placed or removed against it or any terrain change makes the game check again; collapse rules are unchanged. On the test client this saved 1 to 2 ms per frame at a large base.

0.1.278

FastLink's Connect button joins servers on Valheim 1.0.20 again. FastLink 1.5.0 carried Valheim 1.0.17's network version, 40, from when it was built, so after the game update it turned away every up-to-date server with "You're running an older version" without connecting. It now compares a server with the network version of the game actually running; a server on another version is still refused with the game's popup.

Overdue berry bushes and other renewable plants regrow as soon as a player comes close enough to own them, instead of up to a minute later or only when pointed at. A plant loaded before anyone picked it keeps its saved harvest time when its owner first checks it, instead of starting the whole regrowth timer over.

New bounty targets and escorts no longer stand still for five seconds or more when a player stops to fight them. Their first route often fails while the game is still building the ground's navigation around them, and the game kept that failure for five seconds, or took it as having arrived when they could not see their attacker. While the ground is still being built, they ask again after a second and keep heading for their target; routes that fail over built ground and all other creatures behave as before.

A fuling shaman's shield stops only the hits it can hold: once a hit breaks it, the rest of a Triple Shot passes through instead of every arrow being absorbed. The breaking hit is still absorbed whole, the shield still breaks with its effect, and protection bubbles from staffs behave as before.

Skill notices have their own row under the pickup messages, so picked-up items and skill progress show at the same time instead of taking turns one message a second. BetterUI's XP percentages, skill level-ups, fortified level-ups and Inspiration notices go there; level-ups and Inspiration show ahead of percentages, and each skill keeps only its latest pending percentage.

A location chest's EpicLoot contents are rolled for the player whose open is granted, with that player's crafting history and within the chest's own tier, so a beginner looking at a fuling village chest no longer leaves club-tier gear in it for everyone else. Hovering over a chest, reading it, pressing Use on a chest that refuses to open and loading it roll nothing now. Until the opener's crafting history has loaded, the chest opens with its own contents and keeps its loot waiting, as does a roll that fails. The chest's owner adds the loot exactly once, after the contents it last saved: other players opening the chest at the same time, reopening it and ownership changes never roll it again, and a roll that gives nothing completes the chest too. Taking everything from a chest or destroying it still collects its loot for the player who did so; destroyed by another player on the owner's game, by a creature, by fire or in a collapse, it loses its unrolled loot instead of taking the owner's history. The pack sets EpicLoot's Defer Chest Loot Roll explicitly. Chests that rolled before keep their contents, and treasure map chests keep their buyer's history.

0.1.277

Ore veins propagate support until a pass finds no new supported sections, fixing vanilla's three-pass limit that can collapse connected buried silver and copper on the first hit. Terrain contacts, damage, saved section health and genuinely detached collapses keep the native rules.

Loading level 4 and the 200 m creature range stay intact. Clients omit unowned fish, which the game already hides, and unowned loose pickups beyond 160 m except animal food and solid obstacles, retaining their saved records and restoring the same objects on approach. Player-built pieces, native distant objects, ground and obstacles keep their existing loading rules. Intentionally omitted objects do not block native travel or respawn.

Unowned floating logs and items retain their meshes, colliders and native transform synchronization with kinematic bodies. Any owner restores their original dynamic physics before synchronization, without changing buoyancy or pickup nearby. Unchanged unowned poses skip repeated physics moves; updated records still synchronize fully. Fish, creatures, boats and initially kinematic bodies are excluded.

Dragon eggs quick stack into chests that already hold a dragon egg, each into an empty cell, through P, Quick Stack's buttons and holding Use on a chest. A full chest leaves them in the bag; favorited eggs and those on the hotbar or in quick slots stay, and restocking and other items that do not stack are unchanged.

Quick Stack's personal shortcut also works while holding a hammer, hoe or cultivator. Its other hotkeys and the menu, controller and chest guards keep their rules.

EpicLoot's pickup range enchantments widen every Shift + E bulk action by their total percentage, as they widen auto-pickup: PlantEasily's harvesting, loose loot, honey, feathers and cooking stations. PlantEasily's saved radius stays the base. The enchantment is now called Pickup radius, and its description names both effects.

An Indestructible rune can be socketed into a Legendary or better item with a rolled Maximum durability affix and makes it indestructible; taking the rune out restores durability use with the affix's bonus. Rolled Indestructible and Maximum durability, and the two as runes, still exclude each other, and automatic socket repair keeps the rune.

Swings from a ship's deck reach logs and creatures on that deck instead of always hitting the ship. The low sweep for short creatures starts inside the deck; that overlap with the ship underfoot is ignored, while its mast, sides and posts still take hits met along a swing.

A player refused by Dyrr sees its reason in Valheim's kicked message, in a dialog sized to fit it.

Supports StarLevelSystem 1.26.0 and ComfortMe 1.3.1; their integrations are unchanged.

0.1.276

The source is regrouped by feature, with no gameplay change: the ComfortMe, FedoHud, enchanting window, material conversion, crafting filter row and StarLevelSystem fixes each share a file, the spawn protection view's seven files are three, the four own-inventory enchanting list filters are one patch, and bulk cooking and honey share their station-side collection code.

The preloader again installs DiscordConnector's serialized file log only once if it is initialized twice, a check 0.1.275 had dropped.

0.1.275

A player who joins while the server is shutting down, or whose first-join enrollment is refused, now sees a failed connection instead of a version mismatch.

The pack's features are now the add-on's defaults: private coin income, interior-only dungeon resets, the daily death leaderboard, Discord achievement announcements and smelting boss requirements start on. The [Creature sizing] Preserve unrestricted creature size setting is gone; StarLevelSystem's unrestricted global creature sizing is always preserved, as the pack already set.

DiscordBot reads the pack's death jokes from its own Quips folder, since DiscordBot 1.4.8 no longer replaces custom files there with its defaults; the add-on no longer redirects DiscordBot's file search to QuipsOverrides. Dungeon timers saved before 0.1.214 are no longer converted, since the world has none left.

An item whose name another mod changed keeps that name instead of throwing an error when the add-on restores English names. Ctrl-click maximums for two selected conversions that need the same material add their amounts instead of throwing. A missing or unreadable rune icon file keeps EpicLoot's icon and logs one warning instead of throwing on every redraw. Creature hover no longer treats a creature with a non-convex mesh body as touching the camera. North grave chest support and tamed-crop trampling cost less on every building piece and hit.

0.1.274

Dropped items last 3 hours of world time instead of the game's 1 hour, set by the synced [Dropped items] Lifetime hours, so loot dropped shortly before a night's sleep is still there in the morning. As before, items inside a base, within 25 m of a player, in tar or part of a build never expire.

Pressing Block during an attack's windup or recovery abandons the attack and raises the guard at once, so a player can parry mid-swing. A hit the swing has not reached never lands, while paid stamina and a hit already dealt stay. The swing blends into the guard for everyone and the combo starts over. Cancelled before its hit, the next attack can follow as soon as the blend ends; after its hit, it waits until the swing would have ended, so cancelling never attacks faster. A held attack button is ignored until it is pressed again, and a bow shot cancelled before launch keeps its arrow.

Each progression boss's stars follow the personal kills of the player who summoned it, instead of the world's zone, distance and night bonuses: on average 4 stars plus 1 for every 5 earlier kills of that boss, each new boss rolling within 2 stars either side but never under 4 or over 200 stars. Until 5 kills a boss always has 4 stars. Without an offering, the player nearest the boss counts. Kills are the game's own records, so everyone who damaged a boss gets the kill, and Kall Fimbulbringer counts once per fight. A boss keeps the stars it rolled.

StarLevelSystem's Nemesis minibosses now reach the player who created one: the server sent a new miniboss to every client except the creator, who could not meet it until reconnecting. A new creature's miniboss check now comes before its star changes and ambushes, once per creature, and the pack raises its chance to 15%. The Black Forest, Plains and Mistlands escorts use the game's real creature names, so they come with their miniboss.

0.1.273

The client's instance pass settles what a world sector already decides once per sector, classifies each prefab once and checks far visibility only where it can change the result, so its filtering costs less than half as much per pass while loading and unloading exactly the same objects.

Any character listed in [Creature loot] Oozer Lucky Loot exclusions within the equipment bonus radius of a dying oozer now stops all Lucky Loot on it, whoever wears the stones, so the oozer neither multiplies its released blobs and items nor adds bonus magic rolls. Every other creature, including the released blobs, keeps Lucky Loot.

Each refinement idol's description lists the gear its corrected recipes refine, where to use it and its odds: one idol per attempt, 65% for quality +1, otherwise the item is destroyed.

Players parry for 0.375 s after raising a shield or parrying weapon instead of 0.25 s, set by the synced [Players] Base parry window seconds. Parry window enchantments add to it, EpicLoot's parry bonuses and Eitr Weave follow it, creatures keep 0.25 s and tower shields still cannot parry. The Active effects page shows the new window.

The Active effects page shows the character's own values: damage taken, now labelled such as "Fire damage taken", weapon hit values, stamina costs and carry weight leave out the world's combat difficulty, stamina and carry weight settings and the number of players nearby, which still apply in play.

Bloodletting's health payments no longer flash the screen red on each swing or throw. The cost, eitr substitution, sacrifice effects and lifesteal are unchanged, and real damage and other health costs still flash.

Corpse Rot credits creatures finished by burning or spirit damage over time to the player whose dose is burning, and Stormcaller's lightning now names its wearer, so its kills trigger Corpse Rot. Like EpicLoot's other strikes, its hits now also count for Stamina on kill, Conduit, Everflow and the adrenaline effects.

0.1.272

Characters listed in [Creature loot] Oozer Lucky Loot exclusions no longer supply Lucky Loot when an oozer dies, so their golden chest shardstones neither multiply its released blobs and items nor add bonus magic rolls there. Other nearby players' Lucky Loot still applies to oozers, and every other creature, including the released blobs, keeps the native lookup. The setting is empty by default.

0.1.271

Refine client object instances around the actual creature activity area with preload margins, keeping the full 200 m creature ownership, physical hit and loot range. Preserve server replication, terrain, distant buildings, ice, Leviathans, active remote creatures, main bounty tracking, locally controlled objects and transient projectiles. Inactive creatures outside the preload area retain their records and resume naturally when approached. Decorative swamp mist and flies instantiate within 160 m while preserving nearby particles, weather fog, persistent identities and native area readiness.

0.1.270

Pet and rename target a reachable animal's nearest body surface when a high camera hit on a large animal exceeds interaction range, with obstruction checks and a health bar above the prompt. Tamed animals' movement damage protects player-planted crops, bushes and decorative cultivator plants; growth retains planting ownership, and older mature farm crops are recognized on cultivated ground. Tree damage and ordinary attacks retain their behavior.

0.1.269

Etched rune icons retain 40% of their original lightning layer across all six rarities, preserving the underlying stone artwork, white labels, quantity text and rarity borders. Plain runestones and other item icons keep their original artwork.

0.1.268

Combat armor wear respects the selected item's durability flag, protecting healthy rolled and socketed Indestructible armor without redirecting wear to other pieces. Previously broken items retain the existing station-repair requirement. ComfortMe's Comfort category preserves native repair and removal actions, including after the build menu reopens.

Corpse Rot credits accepted poison finishing ticks and summoned bat kills to their responsible player, and delivers deaths handled by another creature owner through the authenticated server connection. Ignored weaker poison doses retain the original source; accepted replacements change it, and ending poison clears it. Each creature death is consumed once, including after native corpse removal, with the existing cooldown started before burst damage. Poison damage, cape conversion, radius, native death attribution and loot remain unchanged.

0.1.267

Support Drop That 3.1.7, DiscordBot AWL 1.4.9, AzuCraftyBoxes 1.8.28, FedoHud 1.1.2, StarLevelSystem 1.25.1 and Sailing 1.1.12. Keep the pack's star chances, creature sizes and Fire/Poison Nova damage under its native world settings. Bounty targets retain ordinary evolution caps and stat scaling with their boss health bar. Authenticate creature stat commands and API relays through the server, requiring admin permission for console stat changes and rejecting malformed values. Load approved death quips through the corrected upstream file glob. Existing crafting integrations, personal HUD choices and native Sailing death loss are retained.

0.1.266

The foreground animal's health bar sits nearer the crosshair when the camera is inside its body, keeping it separate from another animal's bar directly behind it.

0.1.265

Animals whose taming has started, and completed tames, keep their health bars within the configured HUD range. Aiming at an animal being tamed shows its percentage and status from that range, including its first progress below 1%, while Use keeps its normal interaction distance. A camera inside an animal's body acquires that animal instead of one behind it, restoring petting and rename prompts; its health bar stays above the crosshair while the normal top point is outside view. World obstructions, build controls, bosses and untouched wild creatures keep their existing rules.

0.1.264

Weapons thrown with EpicLoot's Throwable enchantment retain their original tool tier on direct and splash impacts. An iron or bronze axe can chop birch trees and logs when thrown, while lower-tier axes still respect the tree's requirement. Damage, throwing, Recalling and ordinary projectiles keep their existing rules.

0.1.263

Ordinary biome AI spawn group centres move to 80–120 m, preserving group spreads and all other spawn rules, before Love Potion bonuses. A shared setting enforces native full loading level 4 on the server and every client without changing personal graphics preferences. AI creatures and creature-producing spawners retain or acquire an owner within 200 m horizontally, only in a loaded near sector; unrelated objects keep native ownership. A server-validated food handoff lets animals feed at that distance when the native item ownership request has no responding owner. Riches, Luck (including fractional Luck) and Lucky Loot share one 200 m equipment-bonus radius with their existing distance boundary, stacking and payouts. All values live in the shared pack config.

0.1.262

Quick stack appears in Settings, Keyboard & Mouse as a personal control, with P as its default. Its native key capture accepts the usual side mouse buttons, OK saves, Back cancels and Reset controls restores P. The game stores the choice with its local controls outside Gale's imported and published config, so one player's choice survives pack updates without being sent to anyone else. Nearby stacking still follows the server's range, pulling mode and chest exclusions; an overlapping chest-supply toggle keeps its priority, and existing inventory buttons and controller shortcuts keep their behavior.

0.1.261

A stack label of nine or more characters, such as a full 1000/1000 stack, breaks after the slash into two lines, so it stays inside its cell instead of running into its neighbour's label in the bag and in chests, including MultiUserChest's labels for a chest's pending changes. Shorter labels such as 999/1000 keep one line. The label is written wrapped where the game formats it, so it is not rewritten every frame.

0.1.260

The window that shows an item's new stats after an enchant or a rune etch closes on the first Escape, Tab or gamepad B and leaves the enchanting table open; the next press closes the table. Before, the table read the same key in the same frame and, depending on which ran first, closed with the window. A click anywhere outside the window closes it too, without selecting anything on the table behind it.

0.1.259

An etched rune picked up with a click and clicked onto a rune of the same rarity it cannot stack with, one with another effect or power or a favorite mark only one of them has, swaps places with it, in the bag and in chests, as other items do. Before, the click did nothing and the rune stayed held. Whole stacks swap with their counts, identical runes still merge, and the socket row keeps its own rules.

0.1.258

Convert materials' Upgrade shardstones lists, counts and upgrades only the shardstones in the player's own bag, favorites included. Before, it also listed stones kept in nearby chests and upgraded them out of those chests. The shards each upgrade costs still come from nearby chests.

0.1.257

In an item's socket row, Alt-click on a shardstone or an etched rune favorites or unfavorites it, as in the bag, instead of picking it up. A socketed rune keeps its own favorite when the row closes and opens again, when it is taken out and when it is put back into a socket; the item records which of its sockets holds a favorite rune. Shardstone favorites stay type-wide.

0.1.256

Corpse Rot, Icy Retribution, Strike Causes Lightning and Shocking Charge's cone no longer stop partway when one of their hits summons bats. A burst hit that staggers a creature gives adrenaline. When that filled the bar, the trinket's bats joined the list of creatures the burst was still going through, and the burst ended with an error. Creatures after that point took no hit, Corpse Rot started no cooldown, the rest of the player's hit that set off Shocking Charge was cut off, and the game skipped and then repeated one physics update. The bats, the kill, its loot and its kill credit were never affected.

0.1.255

Enchantment tooltips are rewritten in plain English that matches what each effect does, as the pack's English text for EpicLoot. Values that come from settings rather than the roll are filled in: Triple Shot's 40% damage share, Double Magic Shot's 75% chance, 66% damage and 20% wider spread, Andvaranaut's 2000 m range and 100 m search radius, Call Lightning's strike damage and radius, Icy Retribution's radius and cooldown for its stone's rarity, and how many bats a Black trinket stone summons and keeps. Shift details add the Health Critical threshold, how much sooner stamina starts refilling, the skill bonuses from worn gear, the combined 50% damage reduction cap per damage type and what a perfect dodge is. Eitr Imbue's spirit damage shows in weapon tooltips as conditional, with its eitr cost, instead of as ordinary damage. Lasting meads name their refresh window, rune extraction names the table's extraction power, the Augment panel explains what a replacement must fit until an effect is chosen, and an effect without a definition shows as Unknown effect with its stored value. Rune badges keep their abbreviations and strengths.

0.1.254

Air Jump is no longer used up by a jump pressed from the ground. The game counts a character as airborne 0.2 s after its feet last touched something, so a press while running over a crest or a bump, just after stepping off a small ledge or on the very moment of landing became the Air Jump, and the next press did nothing despite plenty of stamina. Now a press while touching the ground, or from within 1 m above it without a jump since the last contact, is an ordinary ground jump and the Air Jump stays for the second press. After a jump, presses near the ground are still the Air Jump; drops higher than 1 m, swimming, and characters without Air Jump keep the existing rules. Sprinting down slopes of 30 degrees or more with Feather Fall still lifts a character well above the slope, so a press there remains the Air Jump.

0.1.253

Enchantments that did nothing, or the opposite of their tooltip, now work as described. Fire Rate and Magic Fire Rate speed up the attack animation of bows and crossbows or of staffs, so the next draw, reload or cast starts sooner; before, they only shortened the gap between the Staff of Frost's bursts. Noise reduces the noise range by its share, up to all of it, instead of adding a fraction of a metre. Ranged Skills adds its levels to Bows and Crossbows. Meads Cooldown now also shortens a recovery mead's cooldown when Instant Mead applies, and Potion Duration no longer lengthens that cooldown; lasting meads still last longer. Berserker stops food health regeneration after every other modifier, including regeneration enchantments. On-block conversion to fire, frost, poison or lightning meets those resistance enchantments instead of the physical ones it already passed. Bountiful Harvest also works on plants another player's game controls, as part of the pick itself. Stagger Duration lengthens the creature's own stagger by its percentage; before, every tagged stagger lasted 1 plus the bonus seconds, which shortened most staggers.

Tempering, augment and etching previews show each value's own change, so Darting Thoughts previews its max eitr penalty as 5 → 10 beside 10 → 20 eitr regeneration instead of 10 → 20 twice, and the Blocking conversion previews show the levels that apply: 18% of 50 Blocking and 50 Dodge is +9 each, and 6% of 15 Woodcutting and 15 Pickaxes is +0.

0.1.252

With the new synced setting [Smelting] Require boss defeats, flametal smelts only once the world has defeated Yagluth and bloodgold only once it has defeated the Queen. A furnace takes no locked ore, whether added by hand, with the use key, from nearby chests or with pull all, and says which boss it needs; its owner also refuses locked ore sent to it. Ore queued before keeps its place and progress: while it heads the queue the furnace burns no fuel, makes nothing and looks idle, and it carries on by itself after the defeat, including time spent away. Ore can still be mined, carried and stored, bars already made stay usable, and destroying a furnace still returns its queued ore. The setting is off by default; the pack turns it on.

0.1.251

Haldor sells a third inventory upgrade, Roomier pockets, after Yagluth for 3,000 coins. Like the Elder and Bonemass upgrades it adds one row once per character through the game's own purchase, so with the pack's bonus row the inventory grows from 40 to 48, 56 and 64 slots, and equipment and quick slots stay separate. A grave now records its owner's visible rows: recovering it after buying a row puts its equipment and quick slot items back in their slots, which moved down with the new row, instead of quick slot items landing in the new bag row. Graves made before this version keep their cells.

0.1.250

The Active effects page is more compact: its sections fill two equal columns, split between sections so none is cut in two, with smaller type, tighter lines and a smaller title. A line too long for its column continues indented, and a weapon's damage range stays together with its type.

0.1.249

The Active effects page lists a Feather Fall enchantment once, as the Feather fall status it grants, instead of again under Defense.

0.1.248

Craftable shields have stronger base stats: block armor and block force, with their gain per quality, are 25% higher, round shields parry at 2x instead of 1.5x and bucklers at 3.5x instead of 2.5x; tower shields still cannot parry. These are the shields' own stats, so tooltips show them, and Blocking skill, enchantments, runes and shardstones apply on top as before: a Q3 wood shield blocks with 22.5 armor and 37.5 force. Players stagger once stagger damage reaches 60% of their maximum health instead of 40%. All five values are synced settings: [Shields] Block armor multiplier, Block force multiplier, Round shield parry increase, Buckler parry increase and [Players] Stagger share of max health.

0.1.247

The raven book has one Active effects page, first in the list, instead of the game's status effect page and EpicLoot's Active magic effects page. It shows what applies right now, calculated as the game applies it rather than per item: health, stamina and eitr with their regeneration and the stamina delay; armor, the share of each damage type a hit deals after meads, gear, EpicLoot resistances, physical conversion and the night reduction, and world damage settings; block and parry armor, force, window and stamina for the current shield; the stagger limit; movement and running speed, carried weight and the stamina cost of running, jumping, dodging, swimming and sneaking; the current weapon's hit damage range with its ammunition and its stamina, eitr and health cost; skills raised by gear or status effects; and comfort. Status effects, food and the Forsaken power show their time left. Every other enchantment is listed once in its section with its total across equipment, runes, shardstones and set bonuses, and day, night, rested and critical-health enchantments say whether they apply now. The page updates every half second while open and keeps its search, and reading it spends, rolls and saves nothing.

0.1.246

AAA Crafting's Max and Ctrl-click collection in the build menu leave out a chest destroyed in the last quarter second, broken or unloaded with its zone. AzuCraftyBoxes keeps handing out its last chest list for that long, so an open crafting menu's Max count raised an error right after a chest was destroyed, and a Ctrl-click in that moment failed with an error. Both now count and collect from the remaining chests only and take nothing from the destroyed chest's leftover inventory.

0.1.245

Armor rolls add up across worn equipment: every worn piece is raised by the wearer's whole Armor total, EpicLoot's sum of the worn rolls, runes and set bonuses, plus the critical-health Armor total while health is critical. +9% trousers and a +12% chest now give 100 armor 121 instead of raising only themselves. An unworn piece still previews its own rolls, and shard multipliers keep applying separately. The pack's EpicLoot patch names the roll Total armor.

0.1.244

A mead or other consumable whose effect lasts a set time and restores no health, stamina or eitr can be taken again once at most [Potions] Buff refresh window percent, a synced 10%, of the active effect's lifetime is left, the lifetime with EpicLoot's potion duration bonus. One bottle replaces the old effect, or another effect of its category, with a fresh one timed by the equipment worn now; the leftover time is lost. The inventory, hotkeys, quick slots, tankards and MultiUserChest's chest drinks use it. Healing, stamina and eitr cooldowns, food, untimed effects and automatic healing meads are unchanged; 0 turns it off.

0.1.243

AzuCraftyBoxes' Alt + O container mode starts in Only mine, which uses only the containers the current character built, and cycles Only mine, Off, All. A missing or unreadable saved mode reads as Only mine, and each character loads in Only mine once, on its first load with this version, whatever it chose before; later choices are kept. Only Off and All show a status, and the Alt + O message names the mode.

0.1.242

Documentation and code cleanups from a full source review; behavior is unchanged. The README now describes the SoulEater cap, shared weather, the Riches roll, server-wide chat, ship and cart removal and the server send window, which the pack's README already linked to or relied on. The autosave comment states the pack's 10-minute interval, the Harvest radius description says that a positive value is saved in PlantEasily's settings, and the bounty placement comment describes EpicLoot's own 200 m spacing. Dungeon occupancy uses the interior height constant, and the mining and woodcutting drop-count effects use EpicLoot's own names.

0.1.241

Tuning values that took a release to change are now settings in valheim.epiclootprogressionfix.cfg, with today's values as defaults, so nothing changes until a value is set. Server-synced: Andvaranaut's slowest, search-radius and nearest ping intervals; the clear-weather weight; the Love Potion's troll spawn chance, zone recheck, minimum stars and further-star multiplier; creature rarity ceilings as a Prefab:Rarity list, the high-rarity equipment share and Hoarding's EpicLoot multiplier; the stamina regeneration delay reduction; the comfort radius; SoulEater's damage cap; Gjall's mass; the summoned bats' pursuit range; the attacker health bar range; bounty spacing and extra enchanted copies; the snow lantern light radius; the cart Crafting health bonus; and the etched rune stack size. Personal: ship and land camera zoom, damage-number distance, the OffSet Attack volume, and the spawn protection view's key and ground and stripe colors. Dedicated server only: the send rate to each player and the death leaderboard's report hour. The weather, rune stack and color settings apply as soon as they change; a malformed rarity ceiling list stops startup with an error, and one that later arrives from the server keeps the previous ceilings.

0.1.240

Extracted runes use the socket number shortcuts just like shardstones. With an item's sockets open using E, hover over an extracted rune and press 1-9 or a keypad number, with or without a click, to insert one rune or replace the chosen socket. The exchange preserves rune power and saved data, returns the outgoing item using compatible stack space or the incoming item's freed cell, and obeys removal, compatibility and inventory-capacity rules.

0.1.239

Loot rolls count fractional Luck. EpicLoot shares each player's Luck with the game that rolls loot in whole points, so the half point of a second Magic golden trinket stone was dropped and 1.5 Luck rolled loot as 1. Each game now also publishes its player's exact Luck, and the loot luck factor adds the dropped fraction for every player within 100 m; a game without this release still counts its whole points. Riches already used exact totals.

0.1.238

Two shardstones now follow the same exclusion rule as rolled affixes and runes. The fire, frost, poison and lightning damage shardstones on weapons, and blunt on magic weapons, exclude each other, as do the fire, frost, poison and lightning resistance shardstones on helmets. Socketing, Ctrl-click, drag swaps and the socket number keys refuse the second stone with EpicLoot's conflict message naming the first; same-color stones still stack, and boss and unique limits are unchanged. Existing items keep the earliest compatible shardstone in saved order and return later conflicting ones to the inventory or container, with ground overflow.

0.1.237

A thrown recalling weapon keeps its inventory cell, including hotbar and quick slots, until it returns. Automatic and manual pickup, crafting, Take All, Quick Stack's Sort, drag and drop, hotbar shortcuts and grave recovery leave the cell empty; merges into existing stacks still happen, and loot that would need the kept cell stays on the ground. The weapon returns into its cell through native insertion after an ordinary recall or from saved recovery, with quality, durability, enchantments and sockets unchanged. Death, logout and leaving the world release kept cells; pending weapons still take their cell back when it is free, and older saved weapons use the previous placement.

0.1.236

Arrow and bolt tooltips show the same damage and range wherever the stack lies and whether or not it is selected: the ammunition's own damage, quality and enchantments with worn armour, cape, trinket, set bonuses, Coin Hoarder, Dodge buff and shardstone damage bonuses. The held weapon's damage, enchantments, sockets and Triple Shot and other selected stacks no longer change them, and the range uses Bows for arrows and Crossbows for bolts. Shots, turret ammunition and weapon tooltips retain their behavior.

0.1.235

Ordinary Wishbones and stackable throwables (bombs, Ember charges, blob bombs, snowballs and Fuling flint spears) use type-wide favorites, so favoriting one stack covers every stack of that kind and favorites no longer block merging. Modified Wishbones, other equipment and etched runes keep individual favorites, and a raised stack limit alone does not make equipment type-wide. Existing favorites convert automatically when the item is carried at login or seen in a chest; later explicit choices, favorite resets and other characters' choices are kept. Both Sort buttons merge compatible Wishbones despite their built-in effect, while favorites, protected slots, equipment slots and other mods' item data stay separate. Merges keep quantities, stack limits, enchantments and other players' older favorites.

0.1.234

Rolled affixes, etched runes and shardstones follow one exclusion rule: an item never combines two different effects when either effect excludes the other, whichever came first or where it sits. Socketing, Ctrl-click, drag swaps and the socket number keys refuse a conflicting rune or shardstone with EpicLoot's conflict message naming the effect already present; a swap ignores the occupant it replaces. Two shardstones keep EpicLoot's own rules. Augment choices, augment rolls and the runes offered for etching leave out effects that conflict with the item's other affixes or socketed runes; a stale augment choice is refused with the same message and keeps its paid choices, and a stale etch cancels before anything is consumed. Choosing an augment still returns conflicting shardstones. Existing items repair through normal loading: rolled affixes stay, runes stay in saved order unless they conflict with a rolled affix or an earlier rune, then shardstones stay when compatible with the kept affixes and runes. Conflicting runes return with their effect, strength and rarity alongside conflicting shardstones, using inventory or container stack space with ground overflow; failures keep the original sockets and repeat loads cannot refund twice. This returns runes and shardstones from existing builds that combine conflicting damage effects, such as a Slash rune beside a Spirit rune or a fire shardstone beside a Slash rune on one weapon. Matching effects, duplicate runes, shard stacking, boss and unique shard limits and missing prerequisites, including dormant Recalling, keep their rules.

0.1.233

Recovering your own grave, through the automatic pickup or Take all, returns every item to the slot it occupied at death, including hotbar, equipment and quick slots. Items picked up since death that occupy those slots move to free slots outside the grave's layout in the normal top-first order or, when none is free, join a matching grave stack that holds them whole; other carried items stay in place. Picked-up armor worn in a grave item's equipment slot is taken off for the grave's own piece, while other equipped pickups stay equipped. Quantities, enchantments and item data are kept. If everything cannot be placed, nothing moves, the grave keeps its items and the inventory-full message appears. Other players' graves keep their native behavior.

0.1.232

With an item's shard slots open, Ctrl-clicking a shardstone fills the first empty socket through EpicLoot's native insertion; only a full row swaps its first different shardstone, still skipping runes. A Frostner with a rune, a white stone and an empty third socket now receives the golden stone in the third socket instead of losing the white one. Each click also performs one socket action: MouseTweaks repeated Ctrl transfers every frame while the button was held, so a returned stone landing under the cursor was swapped straight back and the sockets flashed. Number keys, dragging, removal rules and MouseTweaks' ordinary held transfers between inventory and chests are unchanged.

0.1.231

An alerted hostile creature targeting you within 15 m, measured in 3D and including exactly 15 m, keeps its normal on-screen health bar through terrain, dungeon walls, closed dungeon doors, rocks and mist, without aiming or another hit. The creature's owner now synchronizes which character it targets and clears it when the target is lost, so creatures attacking another player or a tame keep the obstruction rules. Farther creatures, camera projection, Hide HUD, bosses, bounties, idle and friendly creatures keep their behavior.

0.1.230

Golden chest shardstones' Lucky Loot changes take effect as soon as a stone is inserted into, removed from or swapped in worn equipment. EpicLoot published the wearer's chance to creature owners only on equipment changes, so a removed stone could keep its 18% chance active while the tooltip showed 12%. A Lucky Loot proc also stops exactly at the 300-unit material budget per death; its last multiplied entry could add 306 units. Chances, multipliers, the 100 m range, bonus rolls, protected rewards and the per-entry limit are unchanged.

0.1.229

Passing above a cave no longer determines its chests' loot. MultiUserChest reads every chest's inventory when the chest loads, and EpicLoot rolled a pending chest on any inventory read, with the crafting history of whichever player's game loaded the cave interior high above the surface. Only hovering over, opening, taking everything from or destroying a chest rolls it now, with that player's history. Each roll logs the rolling character, time, chest and position. Chests that already rolled and collected equipment keep their contents.

0.1.228

A chest excluded from crafting supply with AzuCraftyBoxes' Shift + L container toggle is also skipped by nearby Quick Stack and Restock in every pulling mode. Opening it, moving items manually, Quick Stack and Restock on the open chest and hold-E stacking into it still work, and Shift + L again restores nearby transfers. Existing excluded chests follow the new rule immediately.

0.1.227

Waking from a skipped night grants Rested only to players who slept in a bed. With LetMeSleep's partial sleep, Valheim marked every player sleeping and gave awake players, including ship passengers and helmsmen, the wake-up Rested buff at their own comfort without a fire. Bed sleepers keep the native duration, and ordinary resting by a fire is unchanged.

0.1.226

Picking up loot no longer equips it. Valheim equipped a picked-up weapon or tool, such as a club or pickaxe, whenever the right hand was empty; manual pickup, walking over loot, Shift bulk pickup and delayed pickups after ownership changes now leave it in the inventory. Returning recall weapons still re-equip, and grave recovery, saved equipment, retained gear after death, worn-item upgrades and deliberate equipping are unchanged.

0.1.225

The cart attached to the local character supplies AzuCraftyBoxes materials for building, crafting, counts and Ctrl-click collection. Other characters' attached carts remain unavailable. Range, pulling modes, container and item exclusions, Leave one, remote-open checks, resource costs and native cart physics retain their behavior. Includes the complete 0.1.224 release.

0.1.224

Eligible melee, slam, projectile and area hits grant one ordinary skill award per distinct target, with separate native mining sections and repeated area pulses. Damage finishes before XP advances, single-target rates and skill mappings remain, and delayed confirmations retain the source weapon without replaying awards. Completed crafting batches grant separate ordinary awards. Other action rates, movement timers, shield triggers and excluded damage effects remain unchanged. Includes the complete 0.1.223 release.

0.1.223

Alerted hostile health bars ignore trees, vegetation and placeable structures, including building doors and ships, while terrain, dungeon walls, closed dungeon doors and natural solid barriers retain obstruction. Both camera rays inspect every hit, including dense ignored cover in front of a real blocker. Mist, range, partial-cover, idle/friendly, boss and interaction rules remain unchanged. Includes the complete 0.1.222 release.

0.1.222

Blocking cancels a queued bow release until its firing callback, including taps and holds after the queue starts the attack. Cancellation stays attached to that specific attack, so delayed callbacks cannot spend ammunition or create projectiles. Triple Shot and Ammo Conservation do not process a cancelled volley. Native recovery, already-paid resource costs, ordinary unqueued shooting and launched projectiles retain their behavior. Includes the complete 0.1.221 release.

Gjall instances use base physics mass 100 instead of 50 on server and clients, including saved creatures loaded normally. Cached mass resets retain the new base; health, damage, star scaling, flight and stagger immunity are unchanged. This reduces initial knockback without granting knockback immunity.

0.1.221

Socketed Throwable satisfies the prerequisite for Recalling and Apportation when socketing runes, augmenting and rune etching. Replacements check retained rolled and socketed effects; socket swaps check the occupants that remain after the swap. Removing the sole Throwable source still removes the weapon's throwing ability. Duplicate, conflict, equipment and socket-cap rules retain their native checks. Compatible items keep their socket panels open during ordinary inventory changes; migration closes stale panels only when a repair is needed. Includes the complete 0.1.220 release.

0.1.220

Existing incompatible shardstones return automatically during normal character loading, inventory changes, owned-container loading/access and owned ground-item loading. Returns use available inventory or container stack space; overflow becomes ordinary persistent ground drops beside the player, chest or original item. Compatible stones, runes, rolled affixes, equipment quantity and item metadata are retained. Failed reconstruction or ground delivery preserves the original sockets, and repeat loads cannot refund them twice. Applies through the update and normal game saving, without offline world or character-file edits. Includes the complete 0.1.219 release.

0.1.219

Mead bases and barley wine base honor explicit ItemStacksItemWeights limits, while tools and individual feast servings stay individual. The pack sets its farming, food, forestry and animal products to 1,000 per stack, including bases and feast platters; weights and fermentation quantities are unchanged.

Choosing an augment replacement automatically returns shardstones that conflict with the resulting rolled effects or lose their prerequisites. Compatible stones and socketed runes stay in place. Returns use native inventory stacking and preserve stone type and rarity, including fixed-effect stones normally broken by manual removal. If all returns cannot fit or a stone cannot be reconstructed, the item stays unchanged and the same paid choices remain open. Keeping the original effect preserves the item. Includes the complete 0.1.218 release.

0.1.218

Shift harvesting collects Birds' Nest feathers directly into inventory, using the same area, personal controls and owner-handled harvest as beehive honey. Native yields, ward access and ordinary E remain unchanged; full inventories leave overflow on the ground, and nests never yield queen bees. Includes the complete 0.1.217 release.

0.1.217

Skoll and Hati and its cosmetic styles, Skull splittur, the four Mistlands staves, the grappling hook and black metal pickaxe clear mist while held. Their clearing radius follows Better Wisps' base range and per-quality increase, including without a Wisplight. Existing items gain the effect when drawn; saved item properties, weapon upgrade limits, bile bombs, Wisplights and placed torches retain their previous behavior. Includes the complete 0.1.216 release.

Augment and rune-etch replacements exclude the selected effect even when it has no numeric roll. Remaining effects retain their conflicts and throwing/health-cost prerequisites. Declared conflicts are reciprocal; existing item values and sockets are preserved.

Treasure maps retain their buyer's crafting eligibility at purchase for dedicated-server generation and recovery. Older unopened treasure replaces only locked equipment, preserving rarity and other contents. Opened chests and collected equipment stay unchanged; legacy spawners without a snapshot wait for their buyer to approach.

0.1.216

Hover over an item in the visible player inventory and press its hotbar key to move the whole stack into that slot, exchanging any occupant back into the hovered cell. Uses existing primary and secondary hotbar bindings and preserves item data, equipped weapon state and favorites. E-opened socket mode retains priority, including rejected swaps. Text entry, dragging, active splitting and held modifiers block assignment; canceling a split restores shortcuts even though Valheim retains the last split-item reference.

Quick Stack deposits etched runes only when the chest already holds runes with matching rarity, effect, exact value and saved data. Different quality, variant and world-level records stay separate. Matching full stacks can still overflow into spare chest slots; ordinary items and manual storage retain their existing behavior.

Ammo Conservation rolls independently for each arrow or bolt spent, including Triple Shot. A 40% roll saves 40% of ammunition on average and can retain zero through three arrows in a volley. Saved ammunition remains in its original stack with its item data intact, including in full inventories and last stacks. The loaded bolt's conservation roll retains the crossbow's reload-skip behavior. Includes the complete 0.1.215 release.

0.1.215

Seals and pups retain native resources and trophies but no longer generate EpicLoot rolls. Moose rewards are capped at Mythic; Elaking, northern skeletons, frozen greydwarves and shamans, Voltures and lava blobs are capped at Legendary after star, Hoarding and Luck bonuses. Their trophy sacrifices now reflect creature strength. Creature-only shardstone mixes become 20% Epic, 60% Legendary and 20% Mythic in Ashlands, and 30% Legendary, 60% Mythic and 10% Ancient in Deep North before bonuses and species caps. Bosses, chests, direct elite stone rewards and all material upgrade ratios retain their existing behavior.

Bow and crossbow projectiles reject zero-health and marked-dead creatures before impact rewards, preserving the killing hit and normal living volleys. Creatures controlled by another client confirm healing, health return, adrenaline, skill credit and hit effects after the native damage RPC; damage and flight never wait for confirmation. Duplicate and wrong-peer replies cannot pay twice, rejected contacts return their per-hit coin costs, and legitimate killing-hit effects retain their captured target position after the creature disappears.

Affix tooltips, descriptions, rune strength labels and tempering previews display at most two decimal places without trailing zeros. Stored affix values and gameplay keep their full precision; mining and lumberjacking still show the whole drop bonus actually applied.

Makes the Ctrl + G spawn-protection fill and striped borders conservative, including small holes between overlapping sources. Cached native terrain triangles are subdivided only where complete coverage cannot be proved; uncertain patches remain open and internal gaps get closed borders. Matching chunk contours remove seam walls, an inward numerical margin replaces the previous outward tolerance, and obsolete fill is hidden while affected geometry rebuilds. One low-priority worker builds coverage, meshes and contours; shared vertices reduce rendering cost, while bounded Unity access and GPU uploads retain two renderers and swap complete buffers together. Unchanged coverage and fully contained additions reuse the cache. Includes the complete 0.1.214 release.

0.1.214

Dungeon reset timers start on the first actual player entry into each new or freshly reset interior, rather than nearby exploration or generation. Later visits retain that first-entry time. Existing saved timers and due dates are preserved exactly; a completed reset waits for its next first entry before starting another seven-day cycle. Occupancy, exterior preservation and belongings safeguards remain unchanged. Includes the complete 0.1.213 release.

0.1.213

Fixes nearby bounty overhead health bars disappearing or flickering when their attachment point crosses a screen edge. The canvas clips the remaining bar like an ordinary creature HUD; range, behind-camera hiding and the full boss HUD remain unchanged. Includes the complete 0.1.212 release.

0.1.212

Fixes returned shardstones forming separate stacks when a number, Ctrl-click or drag swap consumes the last incoming stone. Returned stones use compatible inventory stacks first; a separate outgoing item retains the freed cell, including in a full bag. Includes the complete 0.1.211 release.

0.1.211

Restores the established selective rendering behavior from 0.1.183 while retaining the complete 0.1.210 gameplay and interface fixes. Leviathans, creatures, player-built bases, their supporting terrain and beacon fires retain four-zone visibility; ordinary natural objects, crop meshes and decorative vegetation use native loading, culling and density rules. Removes the complete outer-ring object loading, blanket mesh retention and extended decorative-grass processing. Detailed terrain returns to its earlier cutoff, and only placeable fires extend illumination distance while keeping native light and shadow budgets. Cached Ctrl + G spawn-protection coverage and the chest quantity-label fix remain.

Replaces the hammer spawn-protection rebuild with fixed world chunks, incremental overlapping protection counts, cached sphere and capsule geometry and direct terrain-triangle sampling. Moving reuses the cached map, changes update affected coverage, and queued work commits matching vertices and indices together through the existing two renderers. The orange ground, striped two-metre borders, shortcut isolation and hammer reset stay unchanged.

0.1.210

Fixes phantom stack quantities in empty chest and inventory cells that previously displayed a rune. Native inventory rendering controls each cell's quantity visibility; hotbar and drag quantity overrides are restored once when the rune leaves. Rune initials, strength and count/10 stay unchanged. Includes the complete 0.1.209 release.

0.1.209

Keeps the existing four-zone visibility while caching the grass footprint and retaining valid patches, generating pending patches within count and time budgets, and configuring vegetation batches on enable. Decorative grass keeps full density through 40 metres and tapers to a 25% floor with at least one instance per batch at the full loaded range. World illumination again follows the player's light budget while distant flame meshes remain visible. The hammer spawn-protection view caches its raster and ground samples; placing, removing, moving, resizing or enabling protection refreshes coverage, and nearby terrain regeneration refreshes the sampled ground. Includes the Ctrl + G gesture-wheel fix and the complete 0.1.207 release.

0.1.208

Ctrl + G with the hammer toggles spawn-protection coverage without opening the gesture wheel. Both Control keys work, plain G retains the wheel, and other tools and separate radial bindings keep their native behavior. Includes the complete checked 0.1.207 release.

0.1.207

Adds Ctrl-click and hovered number-key shardstone swaps while E-opened shard slots are visible. A single dragged shardstone exchanges in its original inventory cell, including in full bags. Corrects 23 refinement idol assignments, including Draugr Fang's silver weapon idol. Includes area honey pickup, stable enchanting-table scroll positions and removal of obsolete cooking models before deferred destruction, plus the complete checked 0.1.203 release.

0.1.204

Area-harvested beehive honey goes directly into inventory. The native hive harvest keeps world yield scaling, effects, hive resets, ward access and Better Beehives queen-bee drops. Full inventories leave overflow on the ground; ordinary E and Birds' Nests retain their native behavior. Duplicate, expired and stale-owner requests cannot produce repeated pickups. Cooking shares the existing native output pickup code. Includes the complete checked 0.1.203 release.

0.1.203

Recalling weapons survive death during projectile setup, flight and return, and go to the living character's inventory instead of its grave. Projectile expiry, character saves and logout preserve the original item in saved character recovery until inventory space is available. Delayed scene arrival and ownership still use the original drop, and replayed recovery cannot duplicate an already carried weapon. Quality, durability, enchantments, crafting attribution and custom item data are preserved. Includes the complete 0.1.202 release.

0.1.202

Ctrl + G while wielding a hammer toggles the local spawn-protection view: bright solid orange ground 20 cm above the terrain, surrounded by transparent striped orange borders 2 m tall. Putting away the hammer, switching tools, dying or leaving the world clears the toggle, so taking out the hammer again starts off. The shortcut respects gameplay input focus, works with either Control key and changes no spawn rules, physical collisions, saved settings or other players' views. Includes the complete checked 0.1.201 release.

0.1.201

The quick cart key attaches only to the cart under the targeting reticle within its configured range, including with build tools equipped. A closer unused cart no longer takes the aimed cart's place. Occupied, obstructed and out-of-range targets or empty aim leave the player unattached. The current cart still detaches first regardless of aim, and personal key bindings remain unchanged. Includes the complete 0.1.200 release.

0.1.200

The crafting filter row has an outlined-anvil toggle for equipment still locked by the current character's crafting history. It combines with search, categories and favorites, respects legacy credits and removes equipment after its first craft. Picking up or upgrading equipment does not unlock it. The toggle is off by default and applies only to the Craft tab in crafting-gated mode. Includes the complete 0.1.199 release.

0.1.199

AzuCraftyBoxes’ Only mine status now reads “Interact only with my own nearby containers”, and Off reads “No interaction with nearby containers”. The existing icons, Alt + O modes, nearby pulling, quick stacking, restocking and deliberate chest actions are unchanged. Includes the complete 0.1.198 release.

0.1.198

Mob spawners take only direct hits from any source, including creatures and players. Area attacks, lingering effects, projectile splash and death novae leave them untouched. An explosive projectile can damage its direct spawner impact without damaging nearby spawners; secondary area effects remain blocked. Native direct-hit resistances and ordinary prop damage are preserved. Includes the complete 0.1.197 release.

0.1.197

Rune extraction preserves identification and tempering gains above the normal range, applying only power that the affix has not already received. The saved extraction record follows etching, sockets, tempering, crafting and inventory reloads, so repeated transfers cannot compound the bonus. Numeric +1 and fractional effects receive the multiplier; binary effects remain unchanged. Older unrecorded runes retain their value and count as already extracted at 110%. Mining and lumberjacking text shows the applied integer bonus, other numeric text retains its fractional precision, and Hildir separates stored drop values from applied bonuses. Zero-chance tempering is blocked before payment and cannot pass on a zero draw. Includes the complete 0.1.196 release.

0.1.196

Matching etched runes stack to ten. Valueless enchantments use their lowest allowed rarity, including existing runes loaded from inventories and owned containers; numeric strengths and rarities remain separate, and all custom item data and favorites are preserved. Rune icons show distinct enchantment initials at the top right, strength at the bottom left and quantity as count/10, including single runes and the hotbar. Extraction and etching costs keep their source rarity; sacrificing a normalized rune returns materials for its lower rarity. Includes the complete 0.1.195 release.

0.1.195

Trader purchases can fill compatible existing stacks in a full inventory. Full stacks and insufficient room for the complete offer block buying without spending coins or dropping part of the purchase. Trading refreshes older carried stack limits through ItemStacks, allowing sale gold to join existing coin stacks and using new stacks only for overflow. Includes the checked crafting Max calculation and chest-supply refresh, the complete 0.1.194 release and earlier candidate work.

0.1.194

Salvage junk leaves favorite items and protected inventory slots untouched, including hidden rows and favorite items in nearby chests. Its recipes, maximum quantities and cost displays count only unprotected materials. The complete selection is rechecked after the countdown, so changed protection or lost chest access cancels without spending any materials. Other material conversions and native chest access and retention rules keep their behavior. Includes the complete 0.1.193 release.

0.1.193

Creature damage cannot destroy mob spawners, including projectile splash, lingering area effects and FireNova or PoisonNova death bursts without a live attacker. Player attacks and area damage retain native spawner resistances. Northern grave recovery leaves excavated or reused sites and incomplete, mixed, spread or player-owned piles untouched; missing chests alone no longer create replacements. Eligible recovery retains item data without new loot rolls. Includes the complete 0.1.192 release.

0.1.192

All world objects share the synchronized loading area, with full terrain present before new distant instances appear. Their last mesh stays visible through camera zoom, including generated equipment, mineable rocks and attached effects. Selected vegetation density covers the loaded terrain without distance thinning, and world lights keep illuminating it without the light-count budget hiding them. Earlier model-detail transitions, shadow limits, fuel, harvesting and intentional hiding retain their native behavior. This costs more client CPU, GPU, memory and network traffic. Includes the complete 0.1.191 release.

0.1.191

Ctrl-clicking a recipe's selected affordable maximum in any Convert materials subsection now clears that recipe to zero, updates the previews and preserves other selected recipes. Both Ctrl keys refill a cleared or partial selection using the current available materials. Includes the complete 0.1.189 release.

0.1.189

An unused Double Jump can lift the player out of water onto reachable ice or shore. It recovers the submerged starting height and uses native airborne movement while rising, preserving the existing stamina cost, equipment restrictions and extra-jump allowance. Ordinary swimming, jumps from shallow ground and creature movement remain unchanged. Includes the complete 0.1.188 release.

0.1.188

Cultivated crops retain their last mesh until their objects unload, including growing crops and harvestable seed plants. Pulling the camera back no longer culls short crops before taller plants nearby. Growth, harvest yields, object loading and personal graphics settings are unchanged. Includes the complete 0.1.187 release.

0.1.187

Keyboard jump presses survive a quick release and re-press between physics updates. Northern grave chests retain buried support and recover identifiable, uncollected spill loot once, following the original seeded chest choices and preserving enchantments without rerolling loot or reclaiming collected items, including graves loaded by distant clients. Adult and baby seals keep their natural skin hue and saturation while retaining star brightness, stats and variants. Quick Stack sorts by total stack weight and preserves favorite items in chests, including chests owned by another game. Snow lanterns use a five-metre light radius on creation and reload; the pack includes them in NoSmokeStayLit's keep-lit list. StarLevelSystem 1.23.1 handles night-only star scaling directly, so the redundant add-on night patch is removed while Love Potion scaling remains. Includes the complete 0.1.185 release and the existing pack's star-cap policy.

0.1.186

Keyboard jump presses are no longer lost when release and re-press events arrive between physics updates. Sprinting and custom jump bindings use the buffered press, while holding jump still launches only once and stamina, combat restrictions, gamepad input and the air-jump limit retain their existing behavior. Includes the complete 0.1.185 candidate.

0.1.185

Summoned bats leave peaceful wildlife alone until the owner attacks it, while retaining automatic hunting of hostile monsters and defense against wildlife fighting players or tame pets. The first hit on a neutral dvergr also supplies the idle bats' assist target once it becomes hostile. Existing pursuit, friendly damage protection, collision exclusions and lifetime remain unchanged. Includes the complete 0.1.184 candidate.

0.1.184

Supports StarLevelSystem 1.23.1 with the existing loot, creature sizing, night, potion and interior-only dungeon reset patches. Other integrated mod versions and behavior remain unchanged.

0.1.183

Shift cooking no longer stays locked when a cooking station's owner does not answer, leaves or changes during a batch, or when the player dies or logs out mid-batch. An unanswered placement or collection ends the batch after five seconds; as in the native game, meat the owner turns away after that is not refunded, and food it hands out after that stays on the ground. A collection sent to a station's previous owner now stops at once and leaves the food in the station. A fresh creature whose Star Level System setup never finishes appears after ten seconds instead of staying invisible and frozen. The daily killer ranking counts a death without a recorded cause under Unknown instead of withholding the report. A bounty creature with no equipment loot branch keeps its other drops and logs the problem. Other players' pheromone effects stay correct after logging out and back in. First-join messages say enrollment instead of import.

Every integrated mod must now be its pinned version, and a different version shows the startup error and turns off the add-on's gameplay fixes; mods that are not installed are skipped. The Better Beehives safeguard is gone, because Better Beehives 1.3.1 already limits queen bees to its Beehive Prefabs. Startup now prepares every feature before reporting ready, and its errors name the missing game or mod member.

0.1.182

Newly built carts gain 4% maximum health per crafting skill point, up to +400%, retaining the builder's bonus through saves and ownership changes. Existing carts keep their health. Shift collection from nearby wooden and iron cooking stations picks up native food, charcoal and bonus portions directly, retaining cooking XP and leaving overflow on the ground. Includes the complete 0.1.181 candidate.

0.1.181

Hammer-menu icons update while the menu remains open. Entering workbench or chest range no longer leaves buildable pieces grey, and leaving range or losing materials no longer leaves unavailable pieces bright. Refreshes existing buttons at a bounded rate while preserving selection, search and favorites. Includes the complete 0.1.180 candidate.