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rauschekuh-OdinsMissingPatch-0.2.3 icon

OdinsMissingPatch

A collection of small quality of life changes, each one configurable and off by a single switch

Date uploaded a week ago
Version 0.2.3
Download link rauschekuh-OdinsMissingPatch-0.2.3.zip
Downloads 62
Dependency string rauschekuh-OdinsMissingPatch-0.2.3

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

README

Odin's Missing Patch

The patch Odin forgot: my personal take on the quality of life changes Valheim should have shipped years ago, in one mod. Nothing needs a server install.

Changes beyond QoL

Some tweaks go beyond QoL and change how the game plays, and I ship them on by default because I want them, not because I can argue they are neutral:

  • Combat stamina is the big one. Eliminating stamina usage outside of combat removes a huge part of Valheim's exploration. This drastically simplifies climbing mountains and allows for swimming in the ocean.
  • Keep gear on death removes the stakes of dying on a world already set to the Casual death penalty. The corpse run is a real punishment, but not one I have the time for.
  • Endless fuel deletes the coal-and-wood upkeep of a lit base. Small, but it is an economy.
  • Pocket upgrades hands you Haldor's first extra inventory row two bosses early. It is a progression change, not a QoL one: the cramped backpack of the Swamp and the Mountains is meant to be part of the game, and I would rather spend those hours on the game's other ideas.

What it does

  • Station range — scales a crafting station's build/craft/repair radius, and how far an extension may stand from it, by a multiplier (2 by default). The station's own area circle is recomputed from the same field, so what you see is what you get.
  • Comfort range — widens the radius Rested counts furniture in, by the same kind of multiplier, at the one call the game measures it in.
  • Endless fuel — tops the fuel back up on every campfire, hearth, torch, brazier and hot tub after the game's own burn tick, so nothing that burns for light goes out.
  • Mist clear range — scales a demister's push radius (wisplight, wisp torch, anything else), doubled by default. The mist is drawn from the same value, so the clearing really is wider.
  • Combat stamina — drops the stamina cost of sprinting, jumping, swimming, sneaking, building, chopping, mining and swinging while nothing hostile is within 25m and nothing that has noticed you is coming for you. Hostility is the game's own verdict, so a tame boar does not count and an enemy hunting you from 40m out does. One switch per cost, and the radius is yours. Free swimming means no drowning, since drowning starts at empty stamina.
  • Instant comfort — re-measures the comfort of where you sat down and grants Rested immediately, instead of after the game's ten seconds of Resting. Everything else about resting is unchanged: you still need the fire, wet and cold still block it.
  • Fireside healing — folds comfort level × 2 health into the game's own ten-second food regen tick while you are Resting.
  • Fast portals — ends the trip as soon as the screen is fully black and the far side has loaded, instead of the game's flat eight seconds.
  • Keep gear on death — folds an item-type list (weapons, armour, ammo, tools, utility, trinkets, consumables by default) into the two filters the game uses to fill your grave, so those types stay in your inventory and stay equipped. Only on a world whose death penalty is set to Casual, the lowest setting — on anything harsher it does nothing at all. Skill loss is untouched.
  • Area repair — after a hammer swing lands, repeats the game's own repair on every damaged piece within 10m, closest first. Each pays the full price — stamina, hammer durability, station in range, ward access — so a swing stops when you run dry and picks up on the next. Hold Left Alt for the single piece. Radius and key configurable.
  • Nearby crafting — while a craft, upgrade or build is being checked or paid for, the game's three inventory lookups also see player-placed chests within 20m. Your backpack pays first, the nearest chest pays the rest. The crafting panel counts them too: an amount a chest covers turns yellow, and its tooltip splits carried from stored.
  • Quick stack — one key (.) pushes every carried stack into the nearest chest in range that already holds that item, merging into its stacks before taking a slot. Each chest that took something glows with a count. Equipped items, the hotbar (a switch) and favourites stay — Alt-click an item to make it a favourite.
  • Chest favourites — Alt-click an item inside an open chest to mark the chest for that kind of item. Quick stack and Fill the chest's stacks put it there even when the chest holds none, and the chests marked for an item are filled before those that merely hold one, so an emptied chest keeps its job. A Clear favourites button in the chest panel lists what the chest is marked for in its tooltip and wipes the marks in one click.
  • Nearby fuel — lets the four manual add-fuel interactions (fire, smelter, oven, shield generator) draw their one unit from a chest when your backpack has none.
  • Add all — Shift + Use on a fire, smelter, kiln, oven, cooking station, shield generator or ballista sends the station's own add request once per unit, for as much as fits. Fuel, ore, food and bolts come from your backpack first and the chests after. The hover text tells you the count before you press.
  • Auto repair — on Use of a crafting station, walks your worn items and repairs each one that station's own CanRepair accepts, instead of one per click of the repair button. Crafting skill still rises with the wear mended.
  • Chest buttons — replaces Take all and Stack all with five icon buttons placed beside the panels rather than on them: fill your stacks from the chest (topping up what you already carry, never starting a new stack), and, down the chest's side, take all, place all, fill the chest's stacks and sort the chest. The two that put things in skip worn gear, favourites and the hotbar (a switch). Off, and the game's two return.
  • Inventory buttons — stack nearby (quick stack by click, shown when no chest is open) and sort, beside your inventory. The sort merges stacks and orders by kind, then name, then quality, below the hotbar. Materials are ordered by what the game's own recipes say — an ore next to its bar and what the bar builds, families in the order you meet them, everything a portal refuses in one block at the end — so a modded material lands with its own kin instead of under its initial. What you have equipped and your favourites stay in the slot you put them in, and everything else is laid out around them.
  • Power picker — adds a Forsaken powers ring to the radial menu, so you can pick a power without running to the sacrifice stone.
  • Equip while running — a hotbar press while sprinting equips the weapon, shield or armour without you slowing down; vanilla drops the press until you stop. The equip takes its usual time, attacks, jumps and dodges still interrupt it, and a crossbow still waits to reload.
  • Auto shield — drawing a one handed weapon raises a shield with it, so a sword pulled after your bow does not leave you with nothing to block with. Only an empty off hand is filled: a shield or a torch you are already holding stays. It picks the shield you marked as a favourite first, then one on your hotbar, then the rest of your backpack, and raises it the way you would have, taking its usual moment.
  • Pocket upgrades — Haldor sells the two extra inventory rows, Wider Pockets and Deeper Pockets, once the boss you choose has fallen in that world. Wider Pockets waits for the Elder instead of Moder by default, so the first extra row arrives while a full backpack is still the thing slowing you down; Deeper Pockets keeps the Queen. You still buy them from Haldor, at his price, once per character. Either can be set to any boss, or to none at all to have it on the shelf from the start.

Configuration

BepInEx/config/rauschekuh.odinsmissingpatch.cfg, written on first run. Every tweak has an Enabled switch; the ranges have a multiplier (1 is vanilla), and the rest have the settings named above. Changes apply while the game runs, including from an in-game config manager.

Translations (AI generated)

The mod's buttons, hover text and messages follow the language Valheim is set to. English, German, Russian, Chinese, Spanish, French, Brazilian Portuguese, Polish, Italian, Japanese and Ukrainian ship with it, each built on Valheim's own wording. Any other language is a column in translations.csv, which sits next to the DLL in BepInEx/plugins/rauschekuh-OdinsMissingPatch/. Open it in a spreadsheet or a text editor, add a column headed with the language exactly as Valheim names it (Dutch, Czech, Portuguese_European, ...) and fill in the rows — anything left empty stays English, and $1 and $2 are the numbers and item names the game fills in, which may stand anywhere in the sentence. Send one over and it ships with the next version.

Multiplayer

Client side; no server install, and nothing required of anyone else.

Most of it never leaves your machine. Three things touch the world, and each does it the way you would by hand: area repair sends the game's own repair, one piece at a time. The chest tweaks take a chest over for the write exactly as opening it does, skip a chest someone else has open or that you could not open yourself, and respect the per-chest Nearby use switch stored with it. Endless fuel writes the fuel on fires your machine owns — Valheim gives a fire to whoever is nearest, so a fire only a modless player stands by burns down as usual.

Two caveats. Client-side range tweaks reach only you: a player without the mod has vanilla range at the same bench and sees mist close in at the vanilla distance. And keep gear on death goes further than the Casual death penalty a host chose, for you — on a world set any harsher it switches itself off, so it can never undo the penalty a host asked for.

Install

A mod manager (Gale or r2modman), or drop the zip's contents into BepInEx/plugins/rauschekuh-OdinsMissingPatch/. Requires the BepInEx pack for Valheim.

Credits

Several tweaks cover ground others got to first, and are worth a look if you want that one thing on its own or want it server-enforced. Do not run both of a pair.

  • Endless fuel follows Digitalroot's Eternal Fire, which also covers ovens and smelters and is configurable per fire type.
  • Mist clear range and fast portals do what Crystal Ferrai's Clear The Air and Proper Portals do; both default to vanilla and can be enforced by a server.
  • Combat stamina is modelled on Cartur's Safe Stamina; this one also counts an enemy that has noticed you, wherever it is.
  • Area repair does what Venture Area Repair does at a fixed 20m; here the radius and the single-repair key are settings.
  • The chest tweaks and auto repair cover part of Zellds' SmartCraft-Storage, which goes much further — stations that feed themselves, restocking, animal feeding. This one keeps every move yours.
  • Equip while running is what blacks7ar's EquipGearWhileRunning got to first, and that one is a drop-in with nothing to configure; here it is a switch beside the rest.

Recommendations

Mods I run beside this one. None of them overlap it — they fill the gaps this one leaves.

  • Unshamed — gives you back the achievements Valheim switches off the moment it sees a mod. It unlocks nothing you have not earned, and it can backfill the progress your modded hours already made.
  • Discovery Pins — pins what you find on the map by itself: dungeons, ore, portals, and it clears the death pin when you pick your grave back up. A key mass-pins everything nearby.
  • HUD Compass — a compass across the top of the screen, carrying live markers for your ships, carts and portals so you can find where you left them.
  • Target Portal — pick the portal you are travelling to off a map instead of juggling tag pairs, with per-portal access rules and favourites. This one wants to be on the server too.
  • Plant Everything — berry bushes, mushrooms, flowers and every kind of tree on the cultivator, with growth timers on the plants and a setting for each one.

CHANGELOG

Changelog

0.3.2

  • Combat stamina: boss fights always cost stamina. While a boss health bar is on screen every cost is back, even when the boss is circling, slow or after another player. BossFights in the Combat Stamina section turns it off.
  • Items a chest is marked to take now show their amount in yellow in the chest, so you can see its favourites at a glance. The Clear favourites button's tooltip still lists them all, including the ones the chest is currently out of.
  • Player marks: every other player gets a small glowing gold and orange mark, with a thin gold ring, a rugged dark outline and a few drifting sparks, over their head once they are out of sight or more than 50m away, and on the edge of the screen when they are off it, so you can always tell which way your friends are. The mark turns pale blue as they get further away. Players beyond the area around you only show if they are visible on the map. Distances, size and colours are in the Player Marks section.
  • Pin looks: dungeon pins get icons of their own — a crypt for Sunken Crypts, an ice cave for Frost Caves, a door for every other dungeon — and dragon egg pins a dragon's nest. These pins no longer write their name on the map; hover one on the large map to see what it is. Icons in the Pin Looks section switches back to the plain icons and names.

0.3.1

  • Auto pins reach everyone at once: a pin you get appears on the map of every other player online that moment, and when you join, their pins appear on yours — no map table needed. Share in the Auto Pins section turns it off. Players without the mod still get the pins from a table.
  • The inventory and chest buttons show their icons again when the mod was installed through a mod manager that unpacks the icons next to the DLL instead of into their folder (Gale does).
  • The chest buttons come back after leaving to the main menu and entering a world again; before, only the inventory's Sort button survived and opening a chest threw an error every frame.
  • Shared map tables no longer lag everyone: two players near one table kept writing the map to each other every ten seconds, and every write sends the whole map to everyone in the area. A table is now written only when it is actually missing something of yours, never just because someone else wrote to it, and at most every thirty seconds (MinInterval; an existing config keeps its old value, so raise it by hand or delete the line).

0.3.0

  • Fast portals: walking into a dungeon or cave entrance, and back out, is now instant.
  • Shared map tables: walk up to a cartography table and your map goes onto it and its map onto yours, without touching it — again whenever a pin of yours changes nearby or someone else has written to it. A table behind a ward you cannot use is only read.
  • Auto pins: dungeon and cave entrances, ore deposits you strike (tin / obsidian are left out), fuling villages and other ruined settlements, tar pits, dragon egg nests and the Dvergr sites of the Mistlands.
  • Death pins: a death pin disappears by itself once your grave is gone, whoever emptied it, and a death that leaves no grave (nothing on you, or everything kept) leaves no pin either.
  • Those pins are coloured by the biome they stand in, and ore and place pins hide when the large map is zoomed far out. Three new toggles at the bottom right of the large map, next to "Visible to other players", show or hide dungeon, ore and place pins on both maps.
  • The "Nearby use" button no longer shows on chests you did not build, such as dungeon chests, which nearby use never takes from anyway.

0.2.3

  • Pocket upgrades: Haldor now offers Wider Pockets, the first extra inventory row, once the Elder has fallen instead of Moder — the row arrives while your backpack is still what is slowing you down. Deeper Pockets still waits for the Queen. Both are still bought from Haldor at his own price, and a setting picks the boss each one waits for, up to none at all.
  • A chest can now be made the home of a kind of item: Alt-click an item inside an open chest, the same click that makes a favourite in your own inventory, and the chest is marked for that kind. Quick stack and Fill the chest's stacks then put it there even when the chest holds none of it, and quick stacking fills the chests marked for an item before the ones that only happen to hold one — so a chest emptied of its wood still draws the next load back.
  • Closing the inventory with a chest open no longer flashes the game's old Take all and Stack all buttons over the chest panel, nor slides Stack nearby into the buttons beside your inventory, while the screen fades out; every button now stays put until the panel is gone.
  • While a chest has any marks, a Clear favourites button appears in its panel next to the Nearby use switch: it counts them, lists them in its tooltip and clears them all in one click.
  • Every word the mod shows now follows the language Valheim is set to. English, German, Russian, Chinese, Spanish, French, Brazilian Portuguese, Polish, Italian, Japanese and Ukrainian ship with it, each built on Valheim's own wording, and any other language is a column added to translations.csv beside the DLL.

0.2.2

  • Auto shield: drawing a one handed weapon now raises a shield with it, if your off hand is empty and you carry one. A shield or torch already in your hand stays, and the shield is chosen from your favourites first, then your hotbar, then the rest of your backpack.
  • Fill your stacks now only tops the stacks you already carry up to their caps; what the chest holds beyond that stays in the chest instead of landing in your free slots as a new stack.
  • Sorting your inventory now leaves what you have equipped where it is, the way it already left your favourites, and lays everything else out around both.
  • A favourite item is now marked with a yellow border around its slot instead of a filled background, so you can still tell at a glance whether a favourite is equipped.

0.2.1

  • Equip while running: pressing a hotbar key while sprinting now equips or unequips the weapon, shield or armour without you having to slow down. It still takes the usual moment, an attack, jump or dodge still interrupts it, and a crossbow still only reloads once you stop.

0.2.0

  • Endless fuel: campfires, hearths, torches, braziers and the hot tub never go out.
  • Mist clear range: wisplights, wisp torches and everything else that clears the mist reach twice as far.
  • Combat stamina: sprinting, jumping, swimming, sneaking, building, chopping, mining and weapon swings cost nothing while nothing hostile is near you or hunting you, and the bar refills while you swim or swing. One switch per cost, the radius configurable.
  • Instant comfort: sitting down by a fire grants Rested at once, for the comfort of the spot you sit in, instead of after ten seconds of Resting.
  • Fireside healing: resting by a fire heals you for the comfort of the spot, every ten seconds, on top of what your food heals — two health per comfort level by default, so a campfire out in the open is a slow mend and a furnished hall patches you up in a minute. The rate is configurable, and a switch decides whether you have to be sitting.
  • Fast portals: a portal sends you through as soon as the screen is black and the other side has loaded, instead of after a fixed eight seconds, and the fade to black is twice as quick.
  • Keep gear on death: weapons, armour, ammunition, tools, the belt and your food stay with you when you die, and stay equipped, so you respawn ready to fight your way back. Only materials, trophies and the rest of the run's loot go to the grave. Which item types stay is configurable. Only applies on a world whose death penalty is set to Casual, the lowest setting — on a world set any harsher the grave takes everything the game says it should.
  • Nearby crafting: crafting, upgrading and building take their materials from chests around you without opening them, your backpack first. The counts in the crafting panel and the build menu include those chests: an amount your backpack covers stays white, one that needs the chests turns yellow, and hovering an ingredient shows what you carry and what the chests hold. Only chests placed by a player count; every chest gets a "Nearby use" button in its panel to keep it out of this. The range is configurable.
  • Quick stack: a hotkey (. by default) stacks your inventory into the chests around you that already hold each item. Every chest that took something glows and shows how many it took. Alt-click an item in your inventory to mark it as a favourite, which keeps it out of quick stacking; equipped items and the hotbar stay too. A favourite only holds while the stack is yours — put it in a chest, leave it in your grave or drop it and the mark is gone. Hotkey, modifier, range and the hotbar are configurable.
  • Nearby fuel: adding fuel to a fire, smelter, oven or shield generator by hand takes it from a chest around you when your backpack has none. Nothing refuels itself.
  • Add all: Shift + Use on a fire, smelter, oven, cooking station, shield generator or ballista puts in everything that fits, instead of one. Fuel, ore, food and bolts all come out of your backpack first and then out of the chests around you, without your opening them. The hover text says what would go in, and the range is configurable.
  • Auto repair: opening a crafting station repairs everything you carry that it can repair, so the forge mends what belongs to the forge the moment you walk up to it.
  • Area repair: one swing of the hammer repairs every damaged piece around the one you aim at, closest first, for the usual cost per piece. The radius is configurable, and holding Left Alt repairs the single piece you aim at as before.
  • Chest buttons: the chest panel's Take all and Stack all become five icon buttons beside the panels: fill your stacks from the chest beside your inventory, between armour and weight; take all, place all, fill the chest's stacks from your backpack and sort the chest in a column down the side of the chest. Putting things in leaves worn gear, favourites and the hotbar alone.
  • Inventory buttons: a stack nearby button (quick stack by click, while no chest is open) and a sort button in a column beside your inventory, between the armour and the weight. Sort merges your stacks and orders them by kind and name, leaving favourites and the hotbar where they are. Materials are not just alphabetical: an ore sits with the bar it smelts into and with what that bar makes, every log sits with the coal it burns down to, families come in the order you meet them, and everything a portal refuses to carry ends up in one block at the end.
  • Power picker: a Forsaken powers category in the radial menu, holding the power of every boss you have beaten with its own icon. Pick one and it is the power your power key casts, without the trip back to the sacrificial stones. The category shows the power you are carrying, and the cooldown you are on carries over, so switching mid cooldown buys you nothing.

0.1.0

  • First release: station range and comfort range, both configurable.