TheBobbilyBrothers-Fate_Forge icon

Fate Forge

Experimental multiplayer beta. Adds reviewed ValheimPlus 10.2.0 stack compatibility. Desktop checks passed; game-runtime, multiplayer and updated processor pricing remain unverified. Install on server and all clients.

Last updated 8 hours ago
Total downloads 171
Total rating 1 
Categories Mods Crafting Building AI Generated
Dependency string TheBobbilyBrothers-Fate_Forge-0.4.8
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.0

README

Fate Forge

0.4.8 — Experimental multiplayer beta: ValheimPlus compatibility update.

This update adds the reviewed ValheimPlus 10.2.0 package (assembly 0.10.2.0) to the stack integration and fish-conversion compatibility checks. It retains support for 10.1.2. The previously single-version check prevented the forge from opening with the newer package. Configuration types and exact reviewed module identities remain checked; unknown releases are not silently accepted.

The reporter's exact ValheimPlus version is unknown. Compilation passed with 595 Core checks, 138 game-assembly checks, 20 station checks, 62 Epic Loot checks and 44 installed-mod checks against each reviewed ValheimPlus DLL. All reported zero failures; 11 game-assembly cases remain blocked outside Unity. This build has not passed new native game checks: Steam initialization was unavailable, so no new in-game or multiplayer results are claimed. Native game checks did not run for this version.

Remaining ValheimPlus 10.2.0 pricing limitation: the saved native habitat fallback is still restricted to previously audited mod combinations. This update does not enable that cached dataset with the new ValheimPlus release, which also changes some processors. Current loaded acquisition sources and labelled estimates remain in use; a fresh native source capture and pricing comparison are required before claiming full compatibility. Custom settings and saved transaction receipts remain unchanged.

The retained pricing system increases Epic Loot material and unidentified-gear pricing, retains Andvaranaut at 300 by default, and gives durable weapons a biome progression minimum. Cheap material, food and ammunition conversions cannot exceed the final value of consumed ingredients plus the approved output markup. Actual batch sizes count; biome factors and trophy premiums cannot bypass that limit. Ordinary shop purchases are capped at their actual currency cost; cooking caps use one guaranteed food output, without inventing an allocation for shared fuel or random skill bonuses. Fish processing accounts for the consumed fish's quality and resulting batch size.

The same version is required on the server and every client. Live remote-client and dedicated-server acceptance remain unverified; use disposable saves.

For an interrupted 0.4.0 win, open the forge and choose Review interrupted reward. Only confirm I received no reward — recover if that reward was never received, used, moved or dropped. The saved result is recovered without spending again or rerolling. This requires a matching receipt/checkpoint and no matching reward in your inventory; other ambiguous states stay locked for review. Verified future delivery rollbacks can use Retry saved reward. Keep receipt files; deleting them can lose recovery evidence.

Live co-op and dedicated-server gameplay remain unverified. Use disposable saves while testing this beta. Full gameplay testing remains incomplete.

Turn humble offerings into a chance at greater riches. Build a golden Fate Forge, choose what to wager and what you hope to win, and watch the wheel reveal your fate.

  • Craft the station for 20 Wood + 10 Stone, in the hammer's Crafting category.
  • Search YOU GIVE for inventory offerings and YOU COULD WIN for rewards. Each list has its own category and biome filters, plus value low-to-high, value high-to-low and name sorting.
  • Set quantities and supported equipment quality, review values and percentage, then confirm.
  • Hover cards show only the item name and value in a compact footer below the wheel. The chance hover stays compact too.
  • Matching unequipped inventory stacks appear together, including separately picked-up stacks. Use All to wager their combined quantity, such as 150 Wood from three stacks.
  • The offering is spent on either outcome. Only a win grants the requested reward.
  • The green wheel segment is the winning area. The animation reveals the server's saved result.
  • The reward enters your inventory only after the wheel stops. Closing the panel does not shorten the delay or cancel the saved result. Full-inventory delivery can resume without another spin, wager or draw.

Install and play together

Install this same 0.4.8 package, BepInExPack Valheim 5.4.2350 and Jotunn 2.30.0 on the host or dedicated server and every player. Restart all instances after updating. Use a separate mod profile and disposable characters/worlds for each private test of this beta. Profiles isolate mods, but may still show your main saves; choose only test saves.

For co-op, the host starts the disposable world with Start Server enabled. Other players join normally. On a dedicated server, install the same plugin folder and dependencies before starting its disposable test world. This package does not include a server.

Build Fate Forge, close the hammer menu and press E. Leave enough room in compatible partial stacks or an empty slot for the reward. Select an unequipped offering, a reward and quantities, press Review Wager, then Confirm & Spin. Players have independent transactions at the same station. F8 opens a nearby Fate Forge. All wagers use that station's saved transaction protocol; the old prototype's ordinary-workbench gambling path is retired.

The server checks both prices against its own loaded items and economy configuration. Use the same BepInEx/config/FateForge/economy.json on host/server and players. A mismatch rejects confirmation before spending. Absent-mod items, invalid definitions, explicitly disabled items and the reviewed excluded identities stay unavailable. Excluded items cannot be wagered through a hidden inventory row.

Prices and chance

Wood, Stone and Resin are 0.3 per item under the default configuration. Ancient Bark is 35 and Tar is 450. Metal and crafted prices follow the loaded recipes and conversion limits; the interface shows the final quoted value. Quantity scales linearly. Recipe values use consumed ingredients divided by batch output, including cumulative equipment upgrades. Refined materials receive 10% markup; finished crafts receive 20%. Then apply the item's biome factor once, and constrain cheap conversions by their actual input value. Ingredient premiums and biome factors do not compound through recipe chains.

Progression Origin biome Minimum raw base Final factor
1 Meadows 0.3 1×
2 Black Forest 3 1.25×
3 Swamp 20 1.75×
4 Mountains 50 2.25×
5 Plains 150 3×
6 Mistlands 400 4×
7 Ashlands 1,000 5.5×
8 Deep North 2,500 7.5×
Side biome Ocean 3 1.5×

These are mod balance settings, not official game prices. A recipe divides consumed ingredient base costs by its actual batch output, then adds cumulative upgrade costs. Raw acquisitions retain tier minima; cheap crafted materials and consumables do not receive an extra output floor. Durable damaging weapons use an original raw minimum of eight times their biome base, so finished progression weapons retain value. Only the selected output receives its 10% refining or 20% finished-crafting premium and biome factor. Ingredient premiums do not compound. Items with multiple supported sources use the earliest accessible source biome; explicit spawn/trader unlocks and crafting-station requirements still apply.

Unchanged older default configurations upgrade in memory to these values. Customized configurations are preserved; an enabled custom Wood value must use the new 0.3 baseline.

For r = offering value / reward value:

p = min(0.95, 0.80*r) * min(1, r/0.25)

There is no minimum chance floor. Early materials may gamble for later rewards. The 23 default resource anchors are balance choices, not official game prices. Real registered inventory items, including trophies, equipment, food, resources and modded items, use supported recipe and quality costs first. Where an exact route is unavailable, the catalogue supplies a labelled difficulty estimate based on the loaded item's progression, properties and observed acquisition information. Estimates are balance judgments, not measured farming time or an assurance that every conversion is exploit-free. Quality uses actual cumulative upgrade costs where available; its estimate is identified.

Epic Loot's reviewed Magic-material raw benchmark is now 300. With the reviewed default rarity ratios, the raw material ladder is 300 / 1,500 / 6,000 / 18,000 / 36,000 / 60,000 for Magic through Ancient. Active conversion costs can change individual prices; this is not a fixed final price list. Runestones, etched runes, coloured shard stones, tokens, Brokkr's Gift and accessories retain their active configuration or labelled scarcity estimates. Andvaranaut has a reviewed 300 default value when its real Epic Loot definition is registered.

Identified Epic Loot equipment receives one additional final rarity factor: Magic 1.2× · Rare 1.5× · Epic 2× · Legendary 3× · Mythic 5× · Ancient 8×. Ancient 8× is the current private-test balance assumption. Material rarity ladders and unidentified containers do not receive this factor twice. Unidentified gear applies one public rarity factor to its biome equipment benchmark plus material allowance, without exposing concealed contents. Ordinary Deep North moulds retain their reviewed 60,000 default; unused casting templates listed below are excluded.

Mead values keep their actual ingredient quantities and fermentation batches. Reviewed Honey production and the Swamp origin of Bog Witch ingredients raise low potion estimates without a universal potion floor. Draught of Vananidir follows its observed Bog Witch ingredient source. The Hooded Lantern uses the requested Deep North calibration: 600 by default; its acquisition route remains unverified. Real recipes and cumulative equipment upgrade costs remain authoritative.

Catalogue cleanup

Only reviewed exact identities are excluded. A matching display name, an unfamiliar mod name, or a name beginning with a particular prefix does not exclude arbitrary mod content.

The exclusion set covers the obsolete health/stamina upgrade items, Bonemass vegvisir shard, StoneRock, IceShoes/IceSkates, TorchMist, test cape/knight shield, White Deer Trophy, restricted Odin cape/helmet, red pot shard, Larva, bone turret bolt, unused gold casting parts and generic moulds, LastBossGate rune tile, generic/aggregate-Land unidentified containers, the NPC Dverger arbalest variants, SwordIronFire, and the reviewed FW/SP NPC equipment copies.

Real player Arbalest, Wolf Fur Cape and other equipment retain cumulative recipe costs; durable weapons also retain the progression minimum described above. Real different items are not merged: Raw Anglerfish differs from Raw Fish; Frost Troll and the separate Draugr trophy variant remain distinct; feast platters and individual servings have explicit labels. Voidplasm remains distinct. Actual biome/rarity-specific Epic Loot containers remain available when registered, apart from the excluded generic and aggregate-Land templates.

Interrupted wagers

Prices and outcomes are decided on the server. Saved receipts prevent a repeated request from rolling or paying out again. Closing the panel, walking away after spending, or disconnecting does not refund a settled wager. Rejoin with the same character and profile. A matching saved debit can resume the existing result; a delivered reward only retries its acknowledgement. A full inventory delays a winning delivery when compatible partial stacks and empty slots cannot hold it. Make room and retry the saved reward; no second wager or draw is required.

Valheim stores inventory on each player's client. This protocol is not protection against modified clients, cheating, or coordinated save/receipt deletion. It cannot make character files and server files one atomic save. Interrupted inventory changes, damaged receipt logs, or a stale character checkpoint lock gambling for review instead of guessing whether to refund or award again. Keep matching character, world and receipt backups.

Client receipts live under BepInEx/config/FateForge/multiplayer-client.receipts and server receipts under BepInEx/config/FateForge/multiplayer-server. Do not delete them to clear an error. Preserve the receipt ID and logs for investigation. Automatic ambiguous-case refunds are not included. Use the missing-reward review described above only when its conditions apply.

Other mods and limits

The catalogue lists real inventory items actually registered by loaded mods. Existing custom items are eligible offerings; unknown effects receive the item's base/progression estimate with no guessed bonus. Category and biome filters narrow each list independently; clearing them restores the list.

The optional Epic Loot bridge checks public API 1 and its required capabilities instead of requiring one exact Epic Loot patch version. Native checks passed with Epic Loot 0.14.5 and 0.14.10. Other versions and the owner's current profile remain unverified. Existing enchanted equipment adds its configured enchant-material base costs to the equipment's underlying quality cost, then applies one 20% crafting premium, the equipment's biome factor, and the final equipment rarity factor once each. Epic material and utility prices follow the configured costs and scarcity estimates described above. Unknown or malformed magic metadata falls back to the base estimate without revealing hidden effects. Socket contents and special effects remain part of the exact item identity but receive no invented value bonus. Equipment quality is separate from enchantment rarity. Randomized enchanted rewards are not included. Already enchanted canonical rewards use the same valuation path in the reward list, local validation and server quote. This preserves their existing enchantment costs and rarity factor; it does not generate new random enchantments. Epic Loot is not a required dependency.

The previous 0.4.7 detached native fixtures loaded this optional pack together in an isolated profile with public/default settings, once per listed Epic Loot version. This is historical evidence, not a completed 0.4.8 runtime test:

Mod Version
BepInExPack_Valheim 5.4.2350
EpicLoot 0.14.5 and 0.14.10
FixAchievements by Geda_Giminei 1.0.2
Jotunn 2.30.0
JsonDotNET 13.0.4
ValheimPlus_Grantapher_Temporary 10.1.2
XPortal 1.2.25

Use matching mods and relevant settings on server and clients. Configured stack sizes, inventory dimensions, processor costs and metadata changes are compatibility test cases; the listed versions alone do not establish support for every configuration.

Offerings may span matching stacks, up to 10,000 items per wager. Different quality, variant, world level or custom metadata stays separate; durable gear also keeps its durability distinction. Ordinary pickup history does not split resource stacks. Equipped offerings are refused. The reward maximum follows the effective configured stack limit, with the transaction's 10,000-item cap still enforced. The supported ValheimPlus item settings are read consistently by the interface, quote validation and delivery. Compatible partial stacks are filled first; remaining items use an empty slot. Different quality, variant, world level, enchantment/custom data or other reward identity never silently merges. Changed shared item definitions or stack configuration invalidate a stale review before spending against old limits. Unspent reviews expire after 30 seconds. A server-approved escrow does not expire after the offering has been spent. Local death/teleport pauses pending delivery.

Verification and beta limitations

Previous 0.4.7 verification (historical): 595 Core checks, 137 actual-game-assembly checks, 20 station checks and 23 installed-mod checks passed. Each inspected Epic Loot DLL (0.14.5 and 0.14.10) passed 62 API/metadata checks. Detached native Unity fixtures passed 225 checks per Epic Loot version, zero failures and three blocked checks. The 18,100 native acquisition records matched byte-for-byte across both versions. Both packaged DLLs match those native runs. The three native blocks are live Player callbacks/equipment, world-scene TarPit acquisition and interactive UI. The desktop game-assembly checks have 11 blocks outside Unity. Public release packaging changes the manifest description and release notes; compiled code and test data remain unchanged.

ValheimPlus's optional Egg price overrides are disabled in the tested profile. Enabling them can make prices differ between the original trader definition and a loaded trader, including between peers; those overrides still need compatibility work. Custom feedback recipes that do not stabilize within the bounded price solver remain unsupported and reject catalogue pricing. Neither case is part of the verified default configuration.

Live player callbacks, owner inventory settings, the reward merge interface, co-op and dedicated-server play remain unverified. Use disposable saves and record actual outcomes. Opening time, inventory lag, filters and wheel timing still need interactive acceptance; detached fixtures do not establish live FPS or responsiveness. A clean mod-manager installation also remains a separate test.

The client-owned inventory protocol is not cheat-proof. Arbitrary inventory-changing mods and ItemData subclasses need their own compatibility checks. Ambiguous interrupted mutations remain locked for review. Randomized enchanted rewards are not included.

No game, Unity, BepInEx or Jotunn binaries are bundled. Code and original station artwork were developed with AI tools.

Live player inventory and equipped-item rollback remain unverified. Clean mod-manager installation remains unverified. Client-owned inventory is not cheat-proof. Interrupted inventory changes may lock gambling for review.