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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 | 3 weeks ago |
| Version | 0.1.288 |
| Download link | Tenemo-EpicLoot_ProgressionFix-0.1.288.zip |
| Downloads | 175 |
| Dependency string | Tenemo-EpicLoot_ProgressionFix-0.1.288 |
This mod requires the following mods to function
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: 2.30.2denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2360RandyKnapp-EpicLoot
Adds loot drops, magic items, and enchanting to Valheim.
Preferred version: 0.15.6README
EpicLoot Progression Fix
Unofficial Harmony add-on for original EpicLoot 0.14.13, built and checked against the installed Valheim dedicated server and client 1.0.20. 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
- The pack multiplies a ship's native collision damage from floating IceShelf floes by four through a synchronized Ships setting; the add-on's standalone default is one. Damage to the ice, collision speed scaling, thresholds and intervals retain their native behavior. Shore ice, frozen ponds, rocks and logs keep ordinary impact damage.
- Placed fires, including torches, keep their flames and light visible until their building unloads instead of fading out at the game's shorter effect and light distances. Their native flares, illumination, fuel and weather activation are unchanged. Actual flames on placed and carried fires, processing stations and fire effects draw after mist particles with their native shaders and depth tests; this improves flame visibility without circular markers or clearing nearby mist.
- Healthy growing plants show one timer, using BetterUI's selected countdown or percentage style, or PlantEverything's timer when BetterUI's timer is disabled. An expired timer says "Waiting for growth." Unhealthy reasons and the choice to disable timers retain their native behavior; hovering does not force maturation.
- Tamed creatures cannot damage player-built buildings and fixtures, including through lox trampling, delayed projectiles and area effects after their source unloads. Generated structures retain native damage, and trees and planted vegetation keep their existing rules.
- One bow release that kills three distinct untamed creatures with its arrows or their own splash emits the default Dota 2 "Triple kill!" cue once at the archer. It uses native bow-sound attenuation and the SFX mixer, reaches nearby listeners only, and counts the creature owner's confirmed kills. Separate releases, crossbows, melee, magic, players, tames, delayed poison or burning and secondary enchantment attacks do not combine or trigger it.
- Shard slots retain their displayed columns, including empty gaps, through closing, saving and reconnecting. Rune favorites follow their actual sockets, including duplicate stones, native API changes and stones returned by a reroll.
- Living characters retain Logout Tweaks' status-effect persistence. Dead character saves discard that mod's status snapshot after its save hook, so body-water Wet and older cached effects do not travel into a dry respawn. Fresh water at the respawn point can still apply Wet normally.
- Bird nests no longer inherit beehive poison retaliation when damaged or destroyed. Feather production, harvesting, health and refunds retain their native behavior; real beehives still retaliate.
- Hungry tames of every species, including young and summoned animals, search a 30 m sphere for food, with the native search interval, approach distance, diet, combat and pathfinding rules. Wild animals, including ones still being tamed, retain their native ranges, and the server uses the same range when validating food ownership handoffs.
- Intricate Keys stack to 1,000 with their existing weight. Native gate interaction and direct key use consume one key only where the gate requires consumption; entrance gates retain the stack. Lowering the stack limit again requires splitting saved stacks first.
- A socketed Indestructible rune temporarily stops wear while preserving the underlying Durability affix and the item's Augment and rune-etch eligibility, weights and costs. Durability can be offered and applied while that rune stays inserted, and removing it restores wear with the current affix. Permanently rolled Indestructible retains its exclusions.
- Friendly fire can be switched in either direction one second after an attack. Another attack restarts that second, and each character's choice survives saving, logout and login; opening the inventory retains the restored choice.
- Tameable creatures that breed use twice their native mating range; moose use three times theirs. The adjustment applies once to each loaded creature. Native feeding, calmness, population limits, pregnancy timers and offspring rules remain in effect.
- Lucky Loot preserves every native armour, weapon, parts and key mould's original drop quantity. Ordinary materials, bonus magic-item rolls and the existing protected rewards and multiplication budgets retain their rules.
- Fed tamed creatures recover health ten times faster through native passive regeneration. Hunger, tick timing, elapsed world-time recovery and maximum health still follow the game; wild creatures and other healing sources retain their rates.
- 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 dead creatures and barriers whose native destruction is confirmed. The killing or breaking arrow remains consumed. Later arrows at a remotely owned barrier wait for its owner's actual hit result in impact order; surviving barriers still block them. Creature damage stays immediate, while remote healing, adrenaline, skill credit and hit effects use the creature owner's confirmed contact, with duplicate protection and refunds for rejected 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 and press its destination hotbar key (normally 1-8). In the player grid, the whole stack moves there and an occupied slot returns its item to the hovered cell, even in a full bag. In an open chest, the whole stack goes there through MultiUserChest, as dragging it does. An occupied hotbar item goes to the first free normal bag cell, including purchased rows, and a full bag refuses that exchange. Identical item types stay separate. Existing primary and secondary bindings, item data, favorites and equipped weapon state are kept. 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 graves stay outside this shortcut.
- Mistwalker is crafted and upgraded with dragon tears instead of wisps, in the same amounts: 3 to craft and 1, 2 and 4 for qualities 2 to 4. Its other ingredients, black forge levels and quality cap are unchanged.
- 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 1.26.3 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.
- Ore veins follow support through every connected section instead of stopping after three passes. Buried silver and copper stay intact until mined or genuinely detached; native terrain contacts, damage, drops and saved section health are unchanged.
- 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 10 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.yamlsets the miniboss chance to 15% and names the escorts by the game's prefab names. - A StarLevelSystem Nemesis ambush that passes its own gates and chance roll brings one whole hunting pack dealt from its biome's shuffled deck: the rule's own group or one of the disabled
HuntingPack/<biome>/<name>entries inNemesisSettings.yaml, which only hold compositions. A rule takes part when it is a Spawn rule allowed in exactly one biome that also needs the player there. Every pack comes once before the deck reshuffles, never twice in a row, and decks start over in each game; StarLevelSystem still spawns, levels, charges the score and starts the cooldown, so one ambush stays one pack, one charge and one cooldown. A pack's creatures, and what they leave behind or summon, carry a mark in their saved data and roll no ambush or miniboss of their own. - Ashlands and Deep North combatants that spawned in either biome, Charred infantry and casters, northern skeletons, frozen greydwarves and shamans, Fryslings and Jotun warriors, see players from at least 60 m and are alerted from 40 m through the game's view angle, stealth and obstruction checks. They keep a target they cannot sense for 60 s and one they cannot attack for 120 s, and retreat from a hit after 30 s without attacking only when no full path reaches the attacker. Fast pursuers run 1.3x and heavy infantry 1.15x StarLevelSystem's speeds, and Charred archers' ordinary bow fires from 40 m; the volley and the shared weapon definition are unchanged. Hexen retain native sight, alertness, pursuit, hurt retreat and 20 m lightning range. Bosses, boss aspects, Nemesis minibosses, tames and the same creatures from earlier biomes keep the game's values, and all values are synced settings. Creatures that a Nemesis ambush or miniboss brings roll no ambush of their own, so one never brings another before its cooldown starts.
- 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 meters by default, on creation and reload. Add
piece_snowlanternto 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.
- Optional private item activity journal on the dedicated server: pickups with the creature, harvest or resource they came from, chest withdrawals and deposits, grave recovery, crafting with bonuses, upgrades, refinement outcomes with the idol used, purchases, bounty rewards and enchanting changes, with equipment followed through a tracking id. Clients record events off the gameplay path and send them in batches; the server writes them on a background thread. 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 meters, 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.
- The enchanting table's Upgrade button takes the unlock or upgrade cost from the bag and nearby chests before it asks the table's owner for the level, instead of after the reply, so materials used up meanwhile no longer give a free level. A refused request, or no reply within 20 seconds while the table keeps its old level, returns the materials; what the bag cannot hold drops at the player's feet.
- 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 location chest rolls its EpicLoot contents once, for the player whose open is granted, with that player's crafting history and within the chest's own tier. Taking everything from it or destroying it collects it for the player who did so. Hovering, refused opens, loading and other mods' inventory reads roll nothing, and a chest keeps its loot waiting until the opener's crafting history has loaded. The chest's owner adds the loot exactly once, so other viewers, reopening and ownership changes never roll it again; a chest destroyed on its owner's game by anything but that player's own hit loses its unrolled loot. Each roll logs the opener, time, chest and position; chests that 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. Result windows show their name, description and icon even when the vanilla crafting panel has no selected recipe; gambling uses the same corrected window.
- Holding Shift expands legendary set bonuses with their descriptions and configured values, including bonuses that are inactive because too few pieces are equipped.
- The shared mod-settings buttons refresh their captions after the selected language finishes registering, including when an earlier translation was cached during startup.
- Full refillable fires, cooking slots and smelter input queues report their native capacity or fire requirement before looking for supplies. Shift filling adds no zero-quantity message; cooked and burnt food, explicit wrong-item and boss-lock warnings, fire toggles, keep-lit torches and silent item-menu checks keep their priorities.
- Hugin's Boiling waters warning requires that character to enter the hot southern water or ride a floating boat there, including as a passenger. Brief exposure remains eligible after retreating or reconnecting. The shared world flag and existing read-once history stay unchanged; past visits are not inferred from another player's progress.
- 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. A new value for the selected effect stays available beside an effect it normally excludes, as on legendaries with a guaranteed pair such as Skadi's Hunt's movement speed beside Unhindered, in augments and rune etching. Socketed Bloodletting counts as an attack health cost, as it does in combat, so the attack health cost reduction can be added beside it. A retained effect whose prerequisite was already missing, such as Recalling without Throwable, does not block unrelated replacements; removing a prerequisite something still needs remains refused. Other conflicts, 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. The one exception is an Indestructible rune, which can be socketed into a Legendary or better item beside a rolled Maximum durability affix and overrides it: the item stops losing durability, and taking the rune out restores durability use with the affix's bonus. Rolled together, or as two runes, they still exclude each other.
- 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 radiusin 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. An item whose socket panel is open is judged by the panel's live sockets, which the panel saves over the item, so the panel closes only when something must actually return. 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. Saved Yellow trinket adrenaline efficiency, Pink cloak dodge speed, Light green cloak Rested regeneration and Grey helmet/leg harvesting strengths also refresh to their configured rarity values and native stacking as gear loads; socket capacity, other stones, runes and rolled affixes stay intact.
- 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. When a bounty target's or escort's route fails because the ground's navigation is still being built, it asks again after the native one-second limit and keeps its destination instead of waiting five seconds or taking the failure as arrival; routes that fail over built ground keep the native behavior.
- 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. Dragon eggs quick stack into chests already holding a dragon egg, one egg per empty cell; a full chest leaves them in the bag, and a favorited egg stays with you.
- Quick stack has a personal binding in Settings, Keyboard & Mouse, with P as its default. The shortcut works while holding a hammer, hoe or cultivator too. 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.
- PlantEasily's grid resize modifier is a personal binding named Planting grid modifier in Settings, Keyboard & Mouse. Until a player saves a binding it follows their PlantEasily KeyboardModifierKey, Right Ctrl by default; afterwards the saved binding wins, including a cleared one. Hold it with the arrows to resize the grid; the cultivator hint names it. Opening a menu, Settings or chat ends a held modifier, so press it again afterwards. PlantEasily's gamepad modifier, arrows and grid limits 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 levelremains 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. Unowned fish have no instance while invisible under the native ownership rule; unowned loose items and pickables beyond 160 m, except animal food and solid obstacles, retain their records without instances, unless they use a native distant or piece path. Native ownership restores them on approach, and intentional exclusions do not hold travel or respawn. Unowned floating logs and items retain their meshes, colliders and native synchronization with kinematic bodies, restoring dynamics as soon as any owner takes over; fish, creatures, boats and initially kinematic bodies retain native physics. 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 centers through
[Creatures] Ordinary spawn minimumandOrdinary 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.
- Thistles and yellow mushrooms light through the game's own light budget, like torches and fires: the nearest within 40 m glow, within the graphics setting's light limit, and thistle sparkles pause off screen. Picking, regrowth and their look up close are unchanged.
- Deep North ice supports distant creatures; overdue renewable plants regrow through the native check on load, when a player comes close enough to own them, on hover or on harvest, and keep their saved harvest time.
- 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.
- A player's game skips its object-loading pass, which checks every record in the loaded area up to 30 times a second, for at most a quarter of a second while the last pass created nothing, the player stays in the same zone within 4 m of where it ran, no record has arrived or gone and no zone is loading.
- Building pieces touching the ground keep their full support without repeating the game's physics check every second, until damage, repair, a piece placed or removed against them or any terrain change makes the game check again; collapse rules are unchanged.
- Every Shift + E area action, PlantEasily's harvesting and the add-on's loose loot, honey, feathers and cooking stations, uses one harvest radius, which EpicLoot's pickup range enchantments widen by their total percentage, as they widen auto-pickup. PlantEasily's saved radius stays the base.
- 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.
- Skill notices have a row of their own under the top-left pickup messages, with its own queue and timing, so pickups and skill progress show at the same time instead of taking turns once a second. BetterUI's XP progress, skill level-ups, FortifySkillsReborn's fortified level-ups and EpicLoot's Inspiration notices use it; level-ups and Inspiration go ahead of progress, and each skill keeps one pending percentage at its latest value. A skill's first level and BetterUI's character level-up stay centered.
- 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.
- Building, crafting and material conversion take their materials from the bag and AzuCraftyBoxes' nearby chests in the same frame, as the game and AzuCraftyBoxes do, without waiting for a chest owner's reply or a character save.
- New construction records each piece's actually paid refundable materials, including Lucky Craft discounts and zero payment; Lucky Craft rolls once per piece. Native dismantling and destruction use that record while retaining feast consumption and cargo handling; older pieces without a record keep their existing refunds.
- Materials and chest-to-hotbar transfers that versions 0.1.283 to 0.1.285 still held in a character save return to that character at its next login, dropping at the player's feet when the bag is full; materials already spent on a placed piece or an accepted table upgrade stay spent.
- 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.
- Swinging from a ship's deck hits a log or creature lying on that deck. Most one-handed swings also sweep low for short creatures, and that sweep started inside the deck, which stopped every swing at the ship. Only that start overlap with the ship underfoot is ignored, so its mast, sides and posts met along a swing still take the hit.
- A fuling shaman's shield lets hits through once it is broken instead of absorbing every hit until the next status effect update removes it, so a Triple Shot's later arrows reach the fuling. The breaking hit is absorbed whole with the game's strict capacity rule, the update still removes the shield with one break effect, and protection bubbles from staffs keep the native behavior.
- Floating combat text reaches 100 meters from the camera; your own damage reaches 200 meters, including arrows, bolts and attributed poison, fire and spirit ticks. Other players' damage uses the general range. Both limits are personal settings in Damage text, and the pack supplies 100 and 200. Text without an identified damage source uses the general range; native colors, font sizes, durations and health-bar limits remain unchanged.
- Character camera zoom extends by 50%, from the native 8 meters to 12. Ships reach 24 meters 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 meters. Bats are ignored as creature targets, reject player and tame-pet damage, and pass through character bodies except bosses, which stay solid so bats bite a large boss at its surface instead of from inside it. 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. Until the weapon is back in hand, the empty hands' secondary attack does not kick; tapping or holding it throws the weapon again on its return, while punches, fist weapons and stowed weapons keep their attacks.
- Sailing uses the normal death penalty and fortified floor. Combat/skill fixes, inventory/favorite safeguards, crafting/conversion improvements and optional Discord integration.
- White cloak and Peach trinket stones have doubled sailing strengths. Their tooltips show one-decimal speed increases, including reduced values in an open socket row. Active effects combines both multipliers into daytime and nighttime speed, marks the current condition and states that only one onboard player's gems apply. Saved sailing stones refresh as equipment loads; socket limits, diminishing returns, rowing and Sailing skill scaling keep the game's rules.
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. 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 and lists the dungeons it covers; server downtime counts, and an overdue occupied interior waits for its last player to leave. Morkhalla's Malicious Ice stays exactly as saved through every reset: an intact one keeps its damage and a broken one never returns, so the Jotun invasion and world progression are untouched. A saved object that no installed mod registers stops only its own dungeon's reset, leaving it unchanged, and the server log names the object, its position and prefab hash; EpicLoot's rings and belt are registered on the server, so they never cause this.
Placed dungeon enemies spawn once per interior reset. Infested mines' vanilla four-hour enemy refill is disabled; the weekly rebuild restores fresh enemy points along with the other original dungeon objects. Active nests, bone piles, body piles and triggered spawners keep working. Surface spawning and cave fish are unchanged. Existing enemies stay alive, and previously cleared points use their saved spawn history without a world migration.
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. Private coin income, private item activity, interior-only dungeon resets, the daily death leaderboard, Discord achievement announcements and the smelting boss locks are on by default. 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.
When Dyrr refuses a player, for example for running a plugin the server neither runs nor allows, Valheim's kicked message on the start screen also shows Dyrr's reason in a dialog sized to fit it.
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.
The bundled default Dota 2 triple-kill announcer recording is by Valve Corporation and is not covered by this add-on's MIT license.
CHANGELOG
1.24.1
- Dropped items no longer stop partway to you and stay on the ground in gardens and other spots crowded with mushrooms, flowers and other pickables, which happened mostly with a larger pickup range.
- Dropped items pulled toward you no longer hang in the air and fall back when you run away from them or they come up a slope.
- Coins and gold bounty tokens you put into the enchanting table's Storage and take back out no longer count as newly earned in the server's currency records.
- A dying oozer releases all its blobs at once again, instead of one every few seconds, and none are lost when there's little room around it.
- The server no longer freezes for up to 3 seconds when a night is slept, and no longer stops for up to half a second when someone first enters a dungeon, when a dungeon's interior regenerates or while the disk is busy.
1.24.0
- The red water of the boiling Ashlands sea shows at night, dawn and dusk too, so you can always see where your ship starts taking damage.
- If your connection to the server drops, you rejoin where you were when it dropped, with the skills, map and recipes you had then, instead of where the last ten-minute save had you.
1.23.1
- The server no longer refuses a player whose extra plugin its admin allows in Dyrr's list just because the server runs that plugin too.
1.23.0
- Bounty targets and their escorts get the stars of the creatures around them, plus their bounty stars: 1 or 2 for a target, always 2 on gold bounties, and up to 1 for an escort. Their extra health (3x for gold targets, 2x for iron targets, 1.5x for escorts) now multiplies the health from stars too. Bounty creatures already waiting in the world keep their stars.
- Nemesis minibosses drop coins and bounty tokens when killed, as many as a bounty target of their biome.
1.22.4
- The Staff of Protection's bubble stays visible in Mistlands mist.
1.22.3
- Fuling villages, tar pits and other outdoor encounters populate within your simulation range, before you reach them.
1.22.2
- With World Performance 0.11.3 or later, compatible Progression Fix updates keep faster startup without requiring a matching World Performance release.
1.22.1
- Bounties accepted before the reward increase now pay the increased coins and tokens, including completed contracts you have not claimed yet.
1.22.0
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Main bounty targets drop coins and bounty tokens when killed, with larger rewards in later biomes. Haldor still pays the full contract reward.
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Nemesis minibosses and their escorts find nearby open ground instead of waiting inside village buildings and appearing through their roofs.
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Updated support for Equipment and Quick Slots 3.2.1 and FastLink 1.5.3, including asking again after a saved server password is refused.
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Correcting a saved server password no longer tries to refresh the closed server menu while you join.
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FastLink matches character and mod names regardless of the computer's language, including Turkish.
1.21.2
- Enchant shows each effect's chance of appearing on the finished item, including your table's upgrades, incompatible effects and guaranteed unique or set effects.
1.21.1
- Smoother frames at bases with many creatures.
- With many chests in reach, the open hammer menu stutters less while it keeps its costs up to date.
1.21.0
- In the Ashlands, the hammer menu marks pieces that can't catch fire, such as stone, grausten, black marble and iron, with a small shield holding a flame. Cinders can't set them alight and Ashlands heat doesn't wear them down; hovering one says so.
- Hot tubs no longer catch fire, and Ashlands heat doesn't wear them down.
- Ashlands heat now wears down pieces standing on a floor under open sky, such as a blast furnace or a bench, which it used to miss. Roof them or keep them inside a shield generator.
- Inside dungeons, your fylgja's spirit comes at its animal's normal size, so a big bound moose fits the passages. Outdoors it keeps the size it had when you bound it.
- Ashvine holds up to two ripe clusters within about 5 m by 9 m instead of one.
- Pressing a hotbar key while sprinting now equips items that take time to put on, such as a bow, instead of doing nothing. You stop sprinting while it goes on, then sprint again if you still hold Run.
- Bounty targets and treasure chests appear as you approach their map circle, instead of seconds later once you're almost on top of them.
1.20.0
- Large creatures aim their melee attacks up and down, so a big moose, bear or wolf can hit enemies on slopes above or below it. This includes big wild creatures, so ledges that were safe from them may not be now.
- Each treasure you find is recorded when you first open its chest, so the field notes' treasure leaderboard counts it once, even after EpicLoot removes the map from your list.
- Crystal walls no longer catch fire: cinders and nearby flames leave them alone.
1.19.0
- A loaded cart pulled at a fast sprint keeps its shafts near your hips instead of nosing into the ground and coming loose.
- Weapon skill tooltips show what the skill does for every weapon of its kind: draw time for Bows, reload time for Crossbows and Dundr, summon damage, the Staff of the Wild's follower limit and how much the Staff of Protection's shield absorbs.
- Killed creatures no longer sometimes stay in place at 0 health, ignoring hits, until the player who killed them leaves. Such a creature now disappears at once, sometimes without its loot.
- Each player can take the Dyrnwyn tip and blade from their pedestals once; they stay in place for players who haven't, including those already taken. Lord Reto returns a day after he dies and drops one hilt for each player within 60 m of him who never had one dropped.
- Large creatures among trees or rocks, such as starred trolls in the Black Forest or an oversized Seeker Soldier in the Mistlands, no longer stop or back off while an enemy they can walk to hits them; they come over and fight back.
- The Staff of Protection's bubble no longer spends its strength on damage you're immune to, so a fueled battering ram no longer breaks it when you take the harness.
- The ComfortMe build menu and FedoHud icon speedups now come from World Performance.
1.18.1
- The Yagluth shardstone's meteor no longer damages what players built, such as walls, chests, carts and ships, or crops and saplings still growing. Fully grown crops still take its blast.
- Smoother frames at bases with many tames and lights.
1.18.0
- Big moose offer their saddle again when you look at their body from beside them, instead of only Pet, Rename and Stay.
- Large creatures' melee attacks, such as a big lox's bite, no longer sometimes miss an enemy pressed against their head.
- Nemesis ambushes that would appear in lava, such as a Morgen hunting pack, now appear on the nearest ground outside it, or not at all.
- The Sacrifice list's enchant stars sit at the right edge of each row, and long item names there have more room.
- Number keys now socket shardstones and runes straight from an open chest.
- The Jack-o-turnip and the pointy hat can be built and crafted all year, not only around Halloween.
- Ctrl + middle click with the hammer now takes apart the battering ram and catapult too, returning their materials and the ram's loaded wood.
- When a new Spirit Caller animal or Dead Raiser skeleton goes over your staff's limit, the message now says your oldest one left instead of saying the staff can't control more summons.
- Shields block more against starred creatures and on harder worlds, but less than their extra damage: against a seeker that hits 7 times harder, your block or parry is about 2.6 times as strong.
- A block that breaks your guard still stops its block armor's worth of damage; you are still staggered.
- Ashlands heat wears down uncovered things that cinders can set alight, taking about 20 minutes from full health while you're nearby. Roof them, repair them or shelter them under a shield generator. Stone, grausten, metal, ships, carts and planted Ashvines are unaffected.
- Hot tubs in the Ashlands stay hot without wood.
1.17.1
- Bodies of creatures that died far from every player no longer lie around until someone comes close. They disappear and drop their loot after their usual few seconds, and bodies already lying in the world do the same the first time a player is near enough to load them.
- Fewer freezes of several seconds while your PC is busy with other programs.
1.17.0
- Enemies whose spot is walled in or buried appear up to 8 m away, or don't spawn at all, instead of staying invisible, including ones already waiting.
- Large creatures hit as high as their bodies reach, so a big moose, bear or wolf no longer misses enemies standing a little above it. This includes big wild creatures, so ledges that were safe from them may not be now.
- Large creatures stop closer before they attack, so fewer of their swings fall short.
- Moder's power turns the wind about five times faster.
- Enchanting table upgrades: if you die while an upgrade waits for its reply, its materials come back after you respawn.
- Enchanting table upgrades: an upgrade that goes through after its materials came back takes them again, if you still have them.
- Building and crafting use materials from the cart you are pulling again.
- After sleeping, enemies stay paused for at most 2 minutes while waiting for a player's screen to clear.
- Fuling berserkers now roam the Plains at night, in place of about one in five Viles.
- Night creatures left far from players are gone by morning, instead of appearing in the distance by day and vanishing as you get closer.
- Skeletons and Spirit Caller animals slowly heal out of combat, reaching full health in about 6 minutes. They don't need feeding.
- Skill bonuses on the item in your hands no longer raise carry weight, so changing weapons can't suddenly overburden you. Worn gear still counts.
- Large moose no longer get stuck in shoreline ice. Swimming, ridden or pulled with a harpoon, they climb up over the edge instead.
- Ridden mounts keep their footing on steep ice, so they can climb out of the water onto it. Flat ice still skates.
- Dropped items stay on the ground for 8 hours of world time instead of 3.
- 100 deer hides can be salvaged into a deer trophy at the enchanting table, under Convert materials > Salvage junk.
- The Sacrifice list shows 1 to 3 stars beside items with rare enchantments, matching their tooltips.
- The teal set icon now appears only on Epic Loot's special sets, such as Ragnar and Heimdall, not on regular armor sets like Fenris. This also applies at the enchanting table.
1.16.0
- Press E on your Spirit Caller wolf, moose or bear to ride it, no saddle needed. It has 240 riding stamina and goes back to following you when you get off. Only its caster can ride it.
- Ticks in Dvergr towns appear on their room's floor instead of staying invisible inside it, including ones already waiting.
- At Haldor's Gamble, the Leather Belt costs 250 coins, the Gold Ruby Ring 350 and the Silver Ring 850, instead of 10,000 each.
- A location chest too full for its enchanted loot gains rows, instead of losing the items that didn't fit.
- The crafted anvil and Uncrafted only filter now work at the cauldron, food preparation table and mead ketill.
- Uncrafted only no longer empties the recipe list at the artisan table and stonecutter.
- Food you collect from a cooking station or oven now counts as crafted by you, even if another player was there first.
- Bow and crossbow tooltips drop the combined shot damage and extra shot cost rows, and Draw cost says it halves at full draw. Active effects no longer repeats your weapon's costs and reload time.
- Hover a status effect, food or Forsaken power on the Active effects page to see what it does.
- Set abilities you press use J, H and K instead of G, H and J, so they no longer share G with the radial wheel.
- Hel's Covenant thralls no longer roll Splitter, whose copies ignored you and your target.
- Svalinn's Arc: the Shield Throw gauge fills 2.5 times faster.
- Dverger Arsenal: Artillery's three fireballs land closer to your aim, within 2 m at 40 m instead of 6 m.
- Valgrind rolls Physical Damage instead of Elemental Damage, which did nothing on it. Swords that already rolled keep their effect.
- Coiling Venom no longer weakens your hits on creatures immune to poison; they take your full physical damage.
- Elemental Archery: bow hits train Elemental Magic instead of Bows.
- Frost cone no longer hurts your tames or provokes Dvergr.
- Kinetic Quake no longer hurts your tames or provokes Dvergr.
- Hexen: eating keeps you in witch form and in the air, and Hide does nothing while you fly.
- Hexen: Jump leaves chairs, helms and saddles as usual, and is a normal jump on the ground when you have too little eitr to take off.
- Hexen: running out of eitr over water drops you into the water, where your eitr recovers.
- Vanish keeps creatures that are hunting you off you for its full duration, including Nemesis packs.
- Hel's Harvest raises thralls from creatures your poison or burning kills.
- Hel's Harvest: a kill in deep water no longer crumbles your oldest thrall.
- Spellblade works only with magic swords. Plain swords keep their full stamina cost and use no eitr.
- Aiming at a large mount's upper body shows its saddle prompt, and getting off sets you on the ground beside it.
- The pack updates to StarLevelSystem 1.32.0 and DiscordConnector 3.2.0, so every player must import it. Discord messages arrive in order and retry when rate limited.
- Large mounts start sliding on slopes of about 46 to 48 degrees, instead of up to 61 degrees on the biggest ones.
- Creatures you kill no longer sometimes stay behind frozen at 0 health and immune to damage until you relog.
- Yagluth's meteor passes through trees, roofs and rock and always lands where you called it, instead of exploding on the first thing in its way.
- Fylgja's Bond's three-piece bonus now grants +20% Fire Rate instead of +20% Quick Draw.
- Enemy stagger duration's description no longer says arrows don't apply it, and an arrow landing on an already staggered enemy no longer changes how long that stagger lasts.
- Wisplight's entry on the Active effects page names how far it clears the mist. Burning, Frost, Spirit, Smoked, Fire, Harpooned, Paralyze, the Love Potion, the Anti-Sting Concoction and the Brew of Animal Whispers now say what they do.
- Ashvine keeps its shape when you return to an area, and a picked segment waits out its 200 minutes instead of coming back as a new one with ripe berries.
- Ashvine ripens one cluster at a time along a vine again: bare vine beside ripe berries starts a new 200-minute wait.
- Hel's Court: paying for a swing with health no longer flashes the screen red.
- Block and parry rewards, including Eitr Weaving, restore their full amount instead of 80%.
- Overwhelming Launch's slam no longer damages creature spawners.
- Eitr Barrier no longer spends eitr on falls, and a fall can't collapse it.
- The ammo badge hides on a bow that conjures its arrows.
- Triple Shot: Current hit damage on the Skills window and Hit damage on Active effects show what each arrow, bolt or fireball deals, including Artillery's bonus.
- Ending the Jotun Witch form no longer takes your controls for almost 3 s, ignores hits or closes the inventory.
- Your Jotun Witch blast and bolts deal 10% to buildings and no longer hit your tames, summons or Dvergr.
- Hel's Covenant thralls no longer roll fire or poison death novas.
- Set runes and the Compendium show real numbers instead of X for Assassin's cooldown, Sniper's speed and draw time, Frostwalker's sea drain, Firebrand's secondary eruption, Forest's Aid's cooldown and lightning strikes' damage.
- Set texts are clearer: Hexen and Undying need the hand piece held, Bulwark and Berserker say they're pressed, Spellblade and Eitr Leech need a magic weapon, and Artillery, Sniper, Frostwalker, Kinetic Quake, Shield Throw, Thorns, Life Siphon, Coiling Venom and Jotunn's Blood state their real limits.
- Quarry Mark: an arrow still in flight marks its target after you swap to your axe.
- Summons and tames wait for an enemy to appear instead of standing on its spot, which kept it invisible.
- A creature that spawns just before the ruin or camp around it loads appears instead of staying invisible.
1.15.0
- A server refuses you if a mod in your pack is missing or on another version, and the message names each one. Start the game with Launch modded in Gale to get the current pack.
- Creatures and tames within 200 m of you move and act again, instead of standing still until you come within about 100 m or hit them.
- Skeletons and Spirit Caller animals that find no way to you or their target head straight for it instead of standing still, as large ones did on rough ground.
- Summons no longer roll Splitter, whose copies ignored you and your target.
- Ashvine no longer says Ready while it can't grow berries: a segment needs vine on two sides and no ripe berries beside it.
- Enemies at ruins, camps and dungeons appear beside a tree or rock blocking their spot, or on the ground above it, instead of staying invisible, including ones already waiting.
1.14.0
- While an item's shard slots are open, a number key over any item other than a rune or shardstone moves it to that hotbar slot instead of doing nothing.
- Summons can no longer be renamed with Shift + E.
- Voltures from Ashlands nests appear instead of staying invisible in the ground, including ones already waiting.
- Spirit Caller animals share one follower limit: a quality 2 staff keeps 2 animals in total instead of 2 of each kind.
- Ivy no longer shows as a Ready Vineberry Cluster; it's decorative and never grows berries.
1.13.1
- Skeletons and Spirit Caller animals wait two of their own body lengths away from you instead of four.
1.13.0
- Enemies in newly explored places, such as dungeon guards and creatures from nests, appear and move when you arrive, instead of staying away until the server restarts.
- Summons keep fighting an enemy until it is 80 m from you, instead of 40 m.
- Spirit Caller animals stop breaking off a fight to run circles around their enemy.
- Summons that run at your pace also turn faster, so they no longer circle a bend on their way to an enemy.
- Skeletons and Spirit Caller animals wait four of their own body lengths away from you instead of crowding into you, even when you stand above them.
- Starred Spirit Caller moose, boars and bears have ghostly antlers, tusks and arrows instead of solid ones.
- Accepting a bounty no longer shows "Locating Bounty Target..." in the middle of the screen.
1.12.4
- Animals that are born or grow up while everyone sleeps appear instead of falling through the world.
- Large moose calves grow into adults where they stand instead of vanishing.
- Swimming bounty targets in shallow water, such as swamp Leeches, appear instead of staying invisible, including ones already waiting for you.
1.12.3
- A dungeon doorway you just came through with your summons works again right away, instead of sometimes ignoring you for up to 30 seconds.
1.12.2
- Large starred tame animals stop breeding when crowded, like normal-sized ones, instead of multiplying without limit.
- While Rested carry weight keeps the comfort you rested at after you log out and back in, instead of dropping to nothing until you rest again.
1.12.1
- Augment shows each effect's chance to appear among the choices again.
- Shift + E fills and taps fermenters as far away as it loads smelters and other machines.
1.12.0
- Harpoons catch your tame animals with PvP off.
- Every completed summoning cast summons, even among furniture, in a narrow passage, under a low ceiling or on a ledge, instead of failing for lack of room. Staff of the Wild roots cast indoors come up on the floor instead of on the roof.
- Spirit Caller animals show their names above their health bars and when you look at them. Summons in a fight read Alerted instead of Frightened.
- A wild Hexen's magic blast and lightning bolts deal 10% damage to buildings and 25% to ordinary tames, and no creature takes fourfold surprise damage from them. Summons, wild creatures and players still take full damage.
- Double Cast keeps its reduced damage and extra eitr cost for a whole Staff of Frost stream while bats or nearby creatures attack.
- Double Cast costs one and a half times a normal attack instead of twice, and the Staff of Frost's doubled bolts no longer spread 20% wider.
- World Performance is recommended instead of required. Without it on the server, creatures stay with a lagging player.
- Supports EpicLoot 0.15.6, StarLevelSystem 1.31.1 and Better Wisps 1.0.46.
1.11.1
- Summons always follow you through a dungeon doorway, appearing in the nearest space they fit within 10 m instead of staying behind at a crowded doorway or narrow entry passage. One too large for every space nearby comes along anyway and may get stuck.
1.11.0
- Mounts no longer snap backward when turning in place.
- Dead Raiser skeletons and Spirit Caller animals inherit their caster's movement and running bonuses, including equipment, skills and active effects. Penalties never slow them below their own speed.
- Skeletons, Spirit Caller animals and summoned bats follow you through dungeon entrances and exits when they fit. Leaving a dungeon, any without room at the door join you as you walk away from it.
- Kills and achievements such as Moder and Stronger Together no longer go to players who weren't in the fight.
- Creature paths and new spawn positions account for their full size. Blocked routes recover when the way opens.
- A creature whose player has fallen far behind moves to a player whose connection keeps up, so the others stop seeing it jump.
- Network Performance System picks which player simulates each object. Creatures still go only to players whose game has loaded the ground they stand on, followers and tames the server runs stay with it, and what a player leaves behind far away is still released.
- Dropped items gradually slow down on ice while retaining natural downhill sliding and bouncing.
- Tame animals' breeding distance scales with their size.
- Tames walk up to their food before eating it.
- Stay replaces Sit. Removing a saddle releases the order; old unsaddled orders repair automatically.
- Staff of Protection shows the bubble's remaining HP below its timer.
- Bonemass shardstones' Corpse Rot explosions reach 10 m.
- Garden lights illuminate independently of nearby fires. Firelight remains visible farther away and fades gradually.
- General performance improvements now come from World Performance, required on server and clients.
- Supports EpicLoot 0.15.5, StarLevelSystem 1.31.0 and BetterUI 2.5.14 while keeping the pack's loot pools and crafting requirements.
1.10.0
- Staff of Protection reaches allies within 20 m, absorbs falls and environmental damage, and returns to full strength when recast. Drowning, vomiting and health costs still hurt you.
- Deaths apply the configured Nemesis penalty; your score survives reconnecting.
- Summon Health now strengthens summons at every star level.
- Air control returns after jumping from ice, and summoned followers can pursue enemies across it along paths that fit their size.
- Ordinary creatures above five stars use the five-star base loot table; their extra rolls and rarity bonuses still use their actual stars.
- Moulds, keys, memorial coal, frostfire essence and thunderblood essence keep their base drop chances and quantities at every star level. Lucky Loot does not multiply them.
- Enemies pause throughout global sleep and the wake-up fade.
- A refused saved FastLink password opens the password box on the next join.
- Clearer equipment, skill, active-effect and enchanting displays, with rare details behind Shift.
- Less repeated work for torch flames, equipment movement bonuses and ammunition counters.
- Supports EquipmentAndQuickSlots 3.2.0, StarLevelSystem 1.30.0 and DiscordBot_AWL 1.4.11. Discord player status updates again after connection interruptions.
1.9.0
- Supports EpicLoot 0.15.4, including its shard slot panel, Sacrifice filters and tooltips.
- Equipment no longer receives enchantments that would do nothing on it. Refused runes and shardstones say why; the server repairs existing unusable enchantments when applying this update.
- The Endless Hunt guarantees its bow's draw-stamina reduction.
- Removing an Indestructible rune restores item wear immediately.
- Left Alt + E swaps worn equipment with an armor stand. Stands also hold trinkets and utility items without visible models: keys 1–8 hang them up and E retrieves them. This replaces Outfitter.
- Lucky Craft saves materials during crafting and upgrading. Building and planting pay full costs.
- Sacrifice filters show carried, unfavorited items.
- The bulk modifier fills nearby eitr refineries, taps ready fermenters and collects sap from nearby extractors.
- Point at a socketed rune or shardstone and press a socket number to move or swap it.
- Tooltips keep their background and title when moving between different controls.
- Augment choices use consistent button text.
- Older enchanting tables offer Storage upgrades again.
- Item, skill and enchantment tooltips are shorter and clearer, with useful detail behind Shift.
- Steering and speed changes respond immediately; the helmsman's sailing shardstones apply.
- Ship storage works while another player steers.
- Take All leaves items that do not fit in the chest.
- Machine prompts show the selected ingredient and available quantity.
- Bounties such as Jotun Warriors and Frost Trolls award their guaranteed enchanted item.
- Long Discord chat messages arrive whole.
- Interrupted fermenter insertions either finish or return the base.
- FedoHud's death, carry-weight and armor values display correctly on Valheim 1.0.21.
- Ship Stats stays beside the rudder while steering.
- Animal hover text shows StarLevelSystem modifiers alongside the animal's given name.
- Releasing a harpooned tame sets its home; releasing Sit or mounting restores that home.
- Large mounts move and stop correctly on level ground and gentle slopes.
- Expanding a PlantEasily grid no longer creates broken previews.
- Carts keep their wheels and position when another player takes over.
- ComfortMe uses less processing while the hammer is equipped.
- Distant torch flames use less processing at large bases.
- Works with StarLevelSystem 1.29.0, NoSmokeStayLit 2.4.4, AAA_Crafting 2.1.12 and FastLink 1.5.2.
1.8.1
- Set etching keeps each enchantment's best extraction power, so later tempering and extraction treat it correctly.
- A fermenter that refuses a base after the 5-second wait still gives it back.
1.8.0
- Ship physics no longer stalls on the dedicated server while sails change position.
- A Protection bubble broken by damage trains the player who cast it, once per bubble, also on other players and creatures.
- Creatures, including bosses and summons, retreat after being hurt only when they really cannot reach their target.
- Friendly skeletons and Spirit Caller animals ignore harmless wildlife and stop chasing fights beyond 40 m on their own; hitting an enemy still sends them after it. The matching staff's secondary attack dismisses one of your summons.
- Skill tooltips show your trained, gear, enchantment and fortified levels and what each skill currently does for you.
- Long play sessions keep their frame rate.
- Tamed animals stay in their pens when someone travels quickly in and out of a base.
- Luck counts once in loot rolls again; 1.7.0 counted it twice.
- Lucky Craft saves materials again for everything placed with a hammer, hoe or cultivator, including PlantEasily grids.
- The Discord death feed names the creature behind a fatal burn or poison, and the daily leaderboard credits it.
- Harpooned tames stay where the rope lets go of them.
- Expired dropped items disappear once their area is loaded, not only when someone comes near, and show no loot beam meanwhile.
- Extraction and tempering give the same results in either order, and rune manipulation starts at 100% power.
- Discord mentions relayed to game chat show readable names.
1.7.0
- Supports EpicLoot 0.15.1 with its new sets, affixes, set-transfer runes and shared table Storage; the pack's crafting, combat, favorites and rune rules cover the new content.
- Bounties pay EpicLoot's higher rewards, and rune diminishing returns are off.
- The new Deep Well, Giant's Blood, Heal on Kill and health-to-eitr effects follow the pack's resource rules.
- Conjured arrows keep their frost damage from the bow, and Active effects shows it.
- The tame Sit key takes priority over Spirit Animal binding.
- Works with StarLevelSystem 1.27.0, NoSmokeStayLit 2.4.3, PlantEverything 1.21.4, PlantEasily 2.3.1 and DiscordBot_AWL 1.4.10.
- Augment ignores socketed items when choosing, returns incompatible socket contents safely and shows exact chances.
- Item tooltips show real costs, ammunition damage, parrying, barriers and summon limits, including Blood weapons' missing-health bonus. Long tooltips scroll, and Active effects opens at the top.
- Fermenters preview their selected base and can be filled in bulk; other stations preview what they will take.
- Ship holds grow to 8 slots on the Karve, 24 on the Longship and 40 on the Drakkar, keeping existing cargo.
- Nearby players share boss rewards, Hearty eitr can give an eitr pool without eitr food, starred moose keep their antlers and elite creatures get their own runestone chance.
- Trophy tooltips show sacrifice materials, rune badges show their units and the FPS counter has an outline.
1.6.2
- Armor and other wearables take at most 0.8 seconds to put on; weapons, tools, shields and ammunition equip at the game's normal speed again.
1.6.1
- Long sessions no longer build up leftover inventory icons, labels and chest requests.
- Taking items from a busy chest no longer shows a doubled stack.
- FastLink stops checking servers once you leave the menu.
1.6.0
- Long sessions no longer pile up chests and inventories in memory.
- TameRidingOverhaul joins the pack: mounts steer directly, run faster, jump and attack, saddle stamina works like the game's own and chat or menus no longer move your mount.
- Enlarged starred creatures can reach you with their attacks.
- Cooking stations and ovens cook second by second again, so food is done or burns on time and cooking timers count down smoothly.
- Every piece of equipment goes on in 0.8 seconds, with shorter pauses between pieces.
- Quick Stack also stores plain tools, weapons, armor and other single items in chests that already hold the same kind.
- Serving trays stack to 1,000.
- Ctrl-click socket replacement treats etched runes like shardstones.
- Drifting ocean ice and shore shards damage ships like ice shelf floes.
- Graves that end up inside rock or a building move to a reachable spot.
- Bird nests no longer count time spent blocked, and sap extractors catch up correctly after long absences.
- The black metal wardrobe shows all 50 slots without scrolling.
- Split Nemesis minions stay hostile.
- The Augment chance panel no longer flashes "Calculating".
- Large PlantEasily grids no longer stack crops on one spot.
- Magic items with the broken Clubs name prefix show "Bruiser's".
- The moose saddle no longer needs Bloodgold.
- A personal Show FPS option in the graphics settings shows a small frame counter.
- Right-clicking equipment in a chest equips it.
- Bulk loading of machines and cooking stations skips favorited items and slots.
- Tamed animals spot targets from 50 m.
- Crops in crowded piles check their spacing correctly.
1.5.0
- Picked Ashvine keeps its regrowth timer when its area loads.
- Blackmetal pickaxes no longer clear mist.
- Nemesis minibosses show an overhead health bar.
- White and Peach sailing shardstones also speed up rowing.
- Distant torch flames no longer flicker.
- Low draw distance no longer delays teleporting.
1.4.1
- Carts that sink into the ground recover cleanly.
1.4.0
- Bulk cooking includes ovens and Frost foundries, and the bulk key also fills spinning wheels, windmills, smelters, blast furnaces and kilns.
- The Bog Witch sells all seven feast spices from the first visit.
- Cave fish no longer multiply when dungeons reset, and fish stay calm in calm water.
- Lucky Loot no longer multiplies boss rewards.
- Air Jump recharges when you start swimming.
- Extra creatures from StarLevelSystem hunt like the rest of their pack.
- Hexen retreat after being hurt only when they cannot reach you.
- Creature loot holds at most one of each mould type.
- Wild animals look for food within 30 m and skip unreachable piles.
- Hexen and Krigen patrols appear three times as often.
- Harpooned tames no longer fight the rope.
- Mining and Woodcutting shardstone tooltips say "drops: +N extra rolls" again.
- Item records catch up after the server lags.
1.3.0
- Draw distance is a personal Low, Medium or High choice.
- Lowering the draw distance waits for your projectiles to land.
- Dungeon graves wait for their floor to load and no longer slip through it.
- Crafting and cooking from chests see changed chest settings immediately.
- Item and coin records stay intact through respawns.
1.2.0
- Existing Quick Stack favorites and chest pulling modes carry over once.
- Optional mod integrations load separately, so an incompatible one disables only its own features.
- Augment chances work on more game builds and larger choice counts, with labeled estimates where exact numbers are not possible.
1.1.1
- Dedicated servers no longer log an Andvaranaut warning at startup.
- DiscordBot no longer posts its help command at startup.
1.1.0
- Brokkr's Gift can add sockets to higher-rarity enchanted gear.
- Black shardstone bats attack whatever you hit directly, and each enemy you hit shows its health bar for 30 seconds.
- Bulk cooking respects chest exclusions immediately.
- FedoHud keeps your personal toggles and overlay positions across pack updates.
1.0.4
- Dungeons and locations load faster.
1.0.3
- Map saves are faster.
1.0.2
- Painting or clearing vegetation no longer rebuilds the terrain around it.
1.0.1
- Augment shows the chance of each affix appearing among the offered choices.
1.0.0
- Shardstone details show their fixed socket values instead of roll ranges.
- Resource, carry, block, regeneration and Inspiration bonuses combine correctly.
- Discord death reports have configurable text and time zones.
- The add-on runs without StarLevelSystem or ServerCharacters, and StoreAndCraft tables see newly available chest materials.