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TheBobbilyBrothers-Fate_Forge-0.4.2 icon

Fate Forge

Experimental multiplayer beta. Wager items and combined stacks at Fate Forge, with trophies, Epic Loot offerings, biome prices and filters. Install on server and clients; live co-op and dedicated-server gameplay remain unverified.

Date uploaded 2 weeks ago
Version 0.4.2
Download link TheBobbilyBrothers-Fate_Forge-0.4.2.zip
Downloads 22
Dependency string TheBobbilyBrothers-Fate_Forge-0.4.2

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

0.4.2 — experimental multiplayer beta for Valheim 1.0.12.

Updates Epic Loot material and mould values, delivers rewards after the three-second wheel reveal, and removes the fruit ornaments. The gold coins, chains and axe remain. Tar retains Plains pricing: 75 per item with default settings. Keep the same version on server and clients.

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 0.4.2 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. Keep one empty inventory slot. 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 and explicitly disabled items stay unavailable.

Prices and chance

Wood and Stone = 0.3, Resin = 0.15, Iron = 232.155, Black Metal = 2,476.98 per item. 150 Wood for 3 Iron values your offering at 45 against 696.465, with about 1.34% chance. 1 Iron for 1 Black Metal has about 2.81% chance. 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. Ingredient premiums and biome factors do not compound through recipe chains.

Origin biome Final factor
Meadows 1×
Black Forest 1.25×
Ocean 1.5×
Swamp 1.75×
Mountains 2.25×
Plains 3×
Mistlands 4×
Ashlands 5.5×
Deep North 7.5×

The raw anchors now put copper ore/scrap at 25, tin ore at 15, iron ore/scrap at 120, silver ore at 300, black metal scrap at 750, current flametal ore at 3,500, and bloodgold ore at 8,000, before biome factors. Bronze scrap has raw value 65. Iron uses (120 + 2×0.3) × 1.10 × 1.75 = 232.155. Black Metal uses (750 + 2×0.3) × 1.10 × 3 = 2,476.98. One Soft Tissue at 1,200 plus one Sap at 160 gives Eitr (1,200 + 160) × 1.10 × 4 = 5,984.

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 default Dust, Essence, Reagent and Shard material values scale by rarity: Magic 25 · Rare 125 · Epic 500 · Legendary 1,500 · Mythic 3,000 · Ancient 5,000. Runestones, etched runes, coloured shard stones, tokens, Brokkr's Gift and accessories use their active configuration and acquisition costs or labelled scarcity estimates. Unidentified gear uses its public biome and rarity without exposing its contents. Vanilla Deep North moulds default to 60,000 each; two casting templates without a confirmed acquisition route use an explicitly provisional value in the audit.

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 until a slot is free.

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 recognizes 0.14.5 / public API 1. Existing enchanted equipment adds its configured enchant-material base costs to the equipment's underlying quality cost, then applies one 20% crafting premium and the equipment's biome factor once. 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. Epic Loot is not a required dependency.

Detached native fixtures have loaded this exact optional pack together using an isolated profile with public/default settings:

Mod Version
BepInExPack_Valheim 5.4.2350
EpicLoot 0.14.5
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. Rewards remain limited to one stack per wager. 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

This revision passed 467 core checks and 181 detached native checks with zero failures. The native audit covers all 249 registered Epic Loot inventory definitions and 31 casting definitions, with the seven-package dependency pack loaded. Deterministic fixtures verify that the saved reward is withheld for the three-second reveal, including wins, losses, duplicates and full-inventory retry. Three native checks remain blocked: live player callbacks/equipment, TarPit scene acquisition and interactive UI capture. On-screen timing, the recovery interface and multiplayer still require gameplay verification. Earlier catalogue and inventory timing probes apply to their captured fixture workloads, not live gameplay FPS or owner response time. Desktop checks and detached Unity fixtures do not establish live multiplayer acceptance. The reported opening delay, inventory lag and interactive filter controls still need an owner playtest.

Live player inventory and equipped-item rollback remain unverified. Clean mod-manager installation remains unverified. The actual owner's mod profile/custom settings remain unverified. Arbitrary inventory-changing mods also need compatibility testing. ItemData subclasses with state that cannot be preserved by the transaction snapshot remain unsupported. Randomized enchanted rewards are not included. Client-owned inventory is not cheat-proof. Interrupted inventory changes may lock gambling for review.

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

CHANGELOG

Changelog

0.4.8 — Experimental multiplayer beta: ValheimPlus compatibility

  • Support the reviewed ValheimPlus 10.2.0 package alongside 10.1.2 for stack, weight, teleport and fish-conversion integration. Validate exact module identities and typed configuration getters.
  • Report the installed version when another ValheimPlus build requires review.
  • Preserve configured stacks, compatible merging, stale-selection checks, odds and saved results.
  • Expand actual-DLL desktop checks and native stack fixtures; remove a fixture override that could hide incorrect reward preparation.
  • Native execution is blocked by Steam initialization. The cached native habitat dataset remains restricted pending a fresh source capture with 10.2.0. No new native, live player or multiplayer acceptance is claimed. Released as an owner-authorized experimental beta with desktop verification only.

0.4.7 — Epic Loot compatibility fix

  • Check Epic Loot's required public API capabilities across compatible patch versions instead of requiring one exact patch version.
  • Refresh cached material-tag classifications, including items that were previously unrecognized.
  • Preserve verified native biome prices with Epic Loot 0.14.10 after all 18,100 captured source records matched the previous audit exactly.
  • Retain configured prices, conversion limits, saved outcomes, visible odds and delayed reward delivery.
  • Compiled and passed 595 Core checks, 62 API/metadata checks per Epic version, and 225 native checks per version with Epic Loot 0.14.5 and 0.14.10; zero failures. Three native checks remain blocked. Live UI, multiplayer and the owner profile remain unverified.

0.4.6 — experimental multiplayer update

  • Raise the Epic Loot material benchmark and scale biome-specific unidentified gear by public rarity. Preserve real conversion costs and custom settings.
  • Give durable damaging weapons a progression minimum while retaining actual cumulative upgrade costs.
  • Bound cheap material, food, ammunition and Epic Loot conversion values by consumed final input values, batch output and the approved crafting/refining markup. Apply limits after biome and trophy premiums.
  • Import cooking-station and ordinary native shop routes as limits, preserving cheaper drops and owner overrides. Shared cooking fuel and random bonus output are not assigned invented prices.
  • Account for the selected fish's quality and actual raw-fish yield when limiting alternative-ingredient processing value.
  • Compute consistent conversion limits once per catalogue, including lossy exchange cycles.
  • Guard catalogue source scans against detached native components without an attached object.
  • Preserve odds, saved outcomes, three-second reward delivery, modded stacks and connected-player identity checks.
  • Verified with 595 Core checks and 221 native Unity checks, zero failures and three native checks blocked. Live multiplayer and dedicated-server acceptance remain unverified. Optional ValheimPlus Egg overrides and non-stabilizing custom conversion cycles remain unsupported.

0.4.5 — experimental multiplayer update

  • Apply raw tier minimums before output markup and biome factors, preserving rarity, batch division and cumulative upgrades.
  • Audit native vegetation, locations, dungeon loot, drops, fish, traders and original crafting access. Earlier supported acquisition overrides later sources and fallback estimates.
  • Keep origin capture out of the forge's UI loop, and bind reviewed source definitions and changed settings to catalogue validation.
  • Resolve remote character identity from the owning connection's replicated Player object, fixing rejection when the peer ID cache is missing or stale.
  • Preserve saved wagers/rewards, three-second delivery timing, visible odds, modded stacks, exclusions and explicit custom prices.
  • Verified with558 Core checks and209 detached native Unity checks, zero failures and three native blocks. Live remote-client and dedicated-server acceptance remain unverified.

0.4.4 — development changes included in 0.4.5

  • Rebalance trophies by actual drop chance and quantity; remove the extra boss-budget surcharge and common-trophy inflation from valuable co-drops.
  • Raise reviewed Dead Pulp, Ooze, Wolf Pelt, Chicken Meat, Honey and hooded-lantern values. Preserve real equipment recipes and cumulative upgrades; correct production and alchemical progression.
  • Calibrate Hooded Lantern to the requested Deep North origin, final 600 by default; its acquisition route remains unverified.
  • Audit all twenty native brewing families using their real ingredient and batch costs, without a potion minimum; retain the observed Bog Witch origin for Draught of Vananidir ingredients.
  • Raise Epic Loot's Magic-material benchmark to 100, propagate active configured costs, price registered Andvaranaut at 300 by default, and apply one final identified-equipment rarity factor (Magic 1.2× through Ancient 8×).
  • Exclude reviewed developer/restricted/NPC copies and generic aggregate containers; retain real distinct player items with clearer labels.
  • Keep pre-enchanted canonical reward prices consistent across the interface, local validation and server. Reject changed shared definitions or stack settings before debit.
  • Respect effective modded stack limits and merge winning rewards only into compatible partial stacks, with exact counts and saved-result retries.
  • Preserve custom/disabled settings, inexpensive basic resources, production odds, three-second reveal and recovery receipts.
  • Verification:518 Core checks and202 detached native checks passed with zero failures; three native checks remain blocked. Plugin compilation and package checks passed. No publication, live gameplay, co-op, dedicated-server or clean-manager installation pass is claimed.

0.4.3 — experimental multiplayer update

  • Apply a 10× final trophy value multiplier to offerings and rewards, after normal pricing and biome scaling.
  • Correct low acquisition estimates for progression resources and propagate their underlying costs through recipes.
  • Preserve custom prices, disabled items, inexpensive basic materials, production odds and the three-second reward reveal.

0.4.2 — experimental multiplayer update

  • Price Epic Loot materials through rarity and configured conversion costs; correct late-game mould acquisition values.
  • Delay inventory rewards until the three-second wheel reveal completes. Preserve the saved draw, exact debit, delivery retries and reconnect recovery.
  • Keep win/loss messages neutral during the spin; a revealed win no longer claims delivery before inventory verification succeeds.
  • Use the registered Fate Forge transaction path for both E and F8; retire the prototype ordinary-workbench gambling path.
  • Remove the eggplant and orange ornaments while retaining the gold coins, chains and hanging axe.

0.4.1 — experimental multiplayer hotfix

  • Fix winning reward verification rejecting Valheim's normal picked-up flag update.
  • Price Tar as a Plains resource: default raw25, final75. Preserve custom prices and disabled entries.
  • Persist verified delivery rollbacks for safe retry of the original outcome; no second wager or draw.
  • Add explicit missing-reward review for legacy interrupted wins, with receipt/checkpoint and inventory guards.
  • Keep pending/locked messages visible and record local exception details for diagnosis.

0.4.0 — experimental multiplayer beta

  • Keep the wheel visible with compact hover cards below it. Item hovers show names and values; chance hovers show the percentage. Detailed valuation reasoning stays in the audit.

  • Increase progression metal and Mistlands raw anchors; preserve Wood at 0.3 and custom configurations. Unchanged 0.3.1/0.3.2 defaults migrate in memory. Apply one final biome factor after normal pricing: Iron 232.155, Black Metal 2,476.98, Eitr 5,984.

  • Add independent category/biome filters and value ascending, value descending or name sorting to both offering and reward lists.

  • Expand values to real registered inventory items, including trophies, food, equipment, resources and loaded mod items. Use supported recipe and cumulative quality costs first, with a labelled progression/difficulty estimate when an exact route is unavailable.

  • Allow existing custom and EpicLoot items as offerings while preserving exact metadata and keeping different variants separate. Known enchanted equipment includes configured enchant-material base costs with one 20% outer premium and one final equipment biome factor; unknown effects receive no guessed bonus. Randomized enchanted rewards are not included.

  • Cache the immutable EpicLoot API binding and reduce repeated catalogue, recipe and inventory grouping work. Recheck current item state and prices before spending; captured native timing probes measure detached workloads, while owner opening-delay, inventory-lag and live FPS acceptance still need playtesting.

  • Deliver each reward into its reserved empty slot so an unrelated inventory item's custom data does not block the wager. Preserve source-slice verification, rollback and durable settlement receipts.

  • Recompute optional offering rarity costs on the server; preserve the exact receipt hash for older wagers without a rarity field.

  • Target the owner's exact BepInEx 5.4.2350, EpicLoot 0.14.5, FixAchievements 1.0.2, Jotunn 2.30.0, JsonDotNET 13.0.4, ValheimPlus 10.1.2 and XPortal 1.2.25 pack. Detached native fixtures load the complete pack using isolated public/default settings. Actual owner custom configurations, live co-op/dedicated-server play and clean mod-manager acceptance remain unverified.

  • Require matching Fate Forge 0.4.0 on every client and server. Preserve the station's 20 Wood + 10 Stone recipe and production odds; resource defaults and biome factors follow the revised progression balance.

0.3.2 — independently collected stack correction

  • Experimental multiplayer beta distribution, with live co-op, dedicated-server and clean mod-manager acceptance explicitly pending.
  • Fix separately picked-up Wood stacks remaining separate: compare their item identity instead of requiring one shared in-memory definition object.
  • Show three 50-Wood stacks as one 150-Wood offering and let All select the full amount. Ignore pickup/attack history and irrelevant material durability for grouping.
  • Keep exact per-stack snapshots, consumption and rollback checks; retain quality, variant, custom metadata and durable-equipment distinctions.
  • Add regressions using independently created definitions and actual Unity-instantiated Wood prefabs, covering full 150, partial 125, wins, losses and repeated consumption.
  • Preserve the 0.3.1 economy and odds. All server/client instances require the matching 0.3.2 version.

0.3.1 — fractional values and combined inventory offerings

  • Combine matching unequipped inventory stacks into one offering; show their total and add an All button. Consume the reviewed quantity across its exact stacks once.
  • Set Wood and Stone to 0.3, Resin to 0.15, and proportionally reduce the other reviewed basic resources.
  • Add 10% refining and 20% finished-crafting markup once over underlying ingredient and upgrade costs. Iron is 22; Black Metal is 196.46.
  • Migrate exact unchanged older defaults in memory while preserving custom configuration files and disabled items.
  • Require the same 0.3.1 version on server and every client. Keep the production odds curve and unknown-item restrictions.
  • Live multiplayer acceptance remains pending; this is a private test package.

0.3.0 — multiplayer private test

  • Add server-priced quotes, server random outcomes and durable replay receipts for co-op hosts, clients and dedicated servers.
  • Bind network requests to their actual peer connection, require matching versions and validate the registered station and player distance before spending.
  • Add client debit/delivery checkpoints, repeated-request handling and conservative interrupted-transaction recovery.
  • Keep the golden craftable station, wheel, two searches, progression economy and optional Epic Loot restrictions.
  • Live multiplayer acceptance remains pending; no public release has been submitted.

0.2.6 — experimental single-player beta

  • Prepared experimental single-player package; public submission was withdrawn for multiplayer implementation.

  • Flip the left gold eggplant upside-down while retaining its two oranges, tray, coins and pillar chains.

  • Avoid decimal overflow for extreme supported wagers and calculate the exact 64-bit winning threshold without rounding an extra draw into a win. Preserve the formula, 95% cap and production random source.

  • Invalidate cached prices when loaded recipes, consumed ingredients, output batches or station consumption modes change. Require actual registered item references when importing recipe costs.

  • Bind each review to its exact inventory and recheck ownership around inventory callbacks; unsafe restoration locks gambling for the session.

  • Preserve the progression prices, fixed Iron/Wood values, unknown-item restrictions and offline-only scope.

0.2.5 — private test progression values and gold ornaments

  • Rebalance raw resources by progression: Black Metal 180 instead of 20, with Iron fixed 20 and Wood 1; preserve production odds and recipe-derived quantities/quality.
  • Review 22 resource anchors and extend actual processor coverage through Silver, Eitr, Flametal and Bloodgold. Preserve disabled draft values and unsupported items.
  • Safely update only exact older shipped default configurations in memory; preserve custom files and activation choices.
  • Add 27 gold coins, pillar chains, a left gold eggplant on two gold oranges, and a right gold Nordic axe. Preserve the 20 Wood + 10 Stone crafting cost and stable station identity.

0.2.4 — private test wheel, interface and gold finish

  • Fix ordinary equipment valuation by excluding special upgrader-token rows that normal crafting does not consume; retain native cumulative upgrade costs.
  • Keep the spinning marker in the wheel's local coordinates at any interface offset/scale; compact the percentage display without changing odds.
  • Add distinct inventory/reward searches, item icons, selected totals and a single review-to-confirm action. Hide unavailable items by default, with optional explanations.
  • Brighten the original station with polished gold, gold-veined stone and gold edging while retaining the same prefab and 20 Wood + 10 Stone recipe.
  • Add reviewed BlackMetalScrap=18 and derive Coal/BlackMetal from verified loaded kiln/furnace routes. Wood-to-BlackMetal gambling uses the unchanged formula.
  • Preserve custom configuration files, blocked draft values, offline-only transactions, exact-once settlement and optional Epic Loot inspection limits.

0.2.3 — private test recipe correction

  • Correct ordinary recipe classification against the installed game: the alternative-ingredient multiplier does not affect ordinary output.
  • Retain blocked alternative-ingredient routes and cumulative upgrade costs; no new anchors or quality multipliers.
  • Add regression checks against the actual installed Recipe.GetAmount method.

0.2.2 — private test correction

  • Fix station deformation: exclude native snow-shell materials and use the configured rigid piece material with complete mesh attributes.
  • Replace Unity-dependent economy and transaction JSON serialization with managed serialization and strict economy validation.
  • Add runtime checks for actual registered station mesh/materials, economy loading and journal data.
  • Preserve the stable station prefab, 20 Wood + 10 Stone cost, ten-anchor economy and production probability formula.

0.2.1 — private test

  • Detect loaded plugins and build the reward browser from current registered item objects.
  • Filter rewards by observed mod origin; absent-mod items stay absent and unverified installed items show a blocked reason.
  • Recheck runtime membership at selection, review, confirmation and reward delivery; changed registries cancel stale sessions.
  • Add deterministic install/removal, origin attribution, stale selection and loaded-mod API checks.

0.2.0 — private test

  • Added a dedicated Fate Forge hammer station: 20 Wood + 10 Stone, with no workbench or roof requirement.
  • Added original Nordic altar geometry and an original material/rune atlas, embedded in the plugin.
  • Reworked the interface around offerings, rewards and a probability wheel with a green win arc and red loss arc.
  • Reveals the already-committed production draw over three seconds; no second roll or minimum green slice.
  • Added optional Epic Loot 0.14.5 identity and enchant-cost previews. Unreviewed enchanted items and magic materials stay unavailable.
  • Expanded deterministic wheel, station geometry, actual dependency API and packaging checks.
  • Preserved economy, exact-once settlement, rollback quarantine, offline restriction, and F8 fallback.

The 0.2.1 owner test exposed rendering and economy loading failures, corrected above. Native runtime rendering and economy loading were verified in 0.2.2. The full live wager and clean mod-manager installation matrix remains incomplete. Private testing only.

0.1.0 — private test

Initial compiled private wager loop, runtime-derived ordinary item economy, exact inventory checks, transaction coordinator, original-object rollback, multiplayer rejection and private packaging. No interactive gameplay verification was claimed.