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SeneaL UI
Complete Valheim UI redesign: HUD, inventory with equipment and quick slots, chests, crafting, build menu, world map, character windows, in-game settings. The server sets the gameplay rules.
| Last updated | 19 hours ago |
| Total downloads | 3891 |
| Total rating | 23 |
| Categories | Mods Tweaks Client-side Utility |
| Dependency string | seneaL-SeneaL_UI-1.1.6 |
| Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
SeneaL UI

The Valheim interface, redrawn from the ground up. One mod replaces the HUD, inventory, chests, crafting, build menu, world map, character windows, Escape menu and game settings with a single hand-drawn style — and adds the things the vanilla UI never had: food quick slots, action slots with their own keys, key slots and a coin wallet, an equipment column, a compass, slot locks, crafting from nearby chests, an expandable inventory and a real settings window.
The interface is drawn on the client; the settings that change gameplay need the server's say-so — it runs the mod and sets the limits, or they switch themselves off (see Server rules). Vanilla game logic is never touched — the mod draws over it, so you can switch any element (or the whole mod) back to vanilla at any time.
Languages: English · Русский · Українська · Deutsch · Français · Español · Português (Brasil) · Čeština · Slovenčina · Türkçe · 简体中文 · 한국어 Discord: discord.gg/VgjRW6Jwdw — bug reports, ideas, previews of the next version.
Latest patch
| English | Русский |
|---|---|
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At a glance
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- Everything in one style — panels, icons, fonts and tooltips are drawn by the mod itself; nothing is a recolored vanilla texture.
- Adds, not just repaints — food quick slots, action slots, key slots and a coin wallet, equipment column, compass, slot locks, chest transfers, crafting from chests, 32–64 inventory slots, trash slot, tombstone recovery, a settings window for every installed mod.
- Yours to shape — every element can be turned off, resized or made more transparent from an in-game settings window; the layout follows any resolution and GUI scale.
- Light — about 0.1 ms per frame with the inventory open; heavy work is done once at spawn, redraws happen only when something changes.
- Plays well with others — AdventureBackpacks, BetterArchery, EpicLoot, Valheim Enchantment System, AzuEPI, RunicStorage, Quick Stack Store, AzuAutoStore and more are supported explicitly (see Mod support).
HUD

- Hotbar with eight slots and up to six food quick slots — eat with
Z/X/C(and three more keys of your choice), no inventory needed. The bar collapses with one key; set the count to 0 and the food slots disappear from the HUD and the inventory. - Action slots — up to eight slots for any item (a weapon, a tool, a mead, food) with their own keys (
Alt+Z/X/C/V/B/N/1/2by default), shown as a small row under the hotbar. - Round minimap with biome, wind, day and time pills. Status effects as pills with timers, on the left or under the minimap — conditions from the world (sheltered, rested, wet, cold) and the other effects in two capsules.
- Health column with food timers and the guardian power; stamina and eitr bars with notches, upgrade flashes and a low-health vignette.
- Crosshair and hover text in a glass panel with keycaps and timers: plants, picked bushes, fermenters, cooking stations, smelters, beehives and bird nests (next batch and when it is full). Chest preview — look at a chest to see what is inside without opening it.
- Notifications (pickups, unlocks, day and biome banners), key hints, the selected build piece, stealth / stagger / piece-health indicators, restyled enemy and boss bars.
- Ship HUD: helm with a rudder arc and speed chevrons, a wind ring coloured by zones with the share of wind the sails catch and a bow marker, ship markers on both maps.
- Chat in the mod's style, a raid card under the compass with the time left, off-screen pings as arrows on the screen edge, and the mod's own brass cursor (system size or 24–64 px; the game cursor is one switch away).
- A cheat / debug indicator (devcommands, debugmode, nocost, fly, ghost, god) and a bolt badge on items spawned via console.

Compass

A strip at the top of the screen with the cardinal points, a tick every 15° and your map pins with the distance to each — nearest first, fading with range. Show all pins, none, or only the ones you mark for the compass in the pin dialog; pin names on the strip are optional. Own size and on/off switch like every other element.
Escape menu

Esc opens a full-screen pause instead of the wooden board: the world dims, the entries rise on the left with the world name, the day and the last save; Log out and Quit ask beside them in the same voice. The game's own Settings window opens in the mod's style — text tabs, switches, slim sliders, our fonts — with all of its vanilla logic intact.
Inventory

- The vanilla grid, re-skinned in place — drag & drop, stacks and splitting work exactly as before.
- Equipment column: Head / Cape / Chest / Belt / Legs / Trinket, plus Quiver, Backpack and two Ring slots when the mods that add them are installed; rings and Jewelcrafting jewelry get their own column to the right of the doll.
- Quick slots live in the inventory too, right under the equipment: food slots (0–6), action slots (0–8), key slots for dungeon and door keys (0–2) and a coin wallet with no stack limit — coins go into the grave in stacks of 999 and gather back when you take them.
- Sort by name, weight or category. Slot locks (
Alt+ LMB): a locked cell is never touched by sorting, pickups, bulk transfers or quick-stack mods. Locks are stored in the character and in the chest itself, so they sync between players. - Expandable inventory: any size from 32 (vanilla) to 64 slots with one slider, on top of the rows bought from Haldor. Shrinking it drops the extra items on the ground — nothing disappears silently. A panel taller than the screen scales down; when it covers the bottom HUD, the bars fade out of the way.
- Trash slot inside the inventory, in the quick-slot row under the equipment: drop an item on it or hover it and press
Delete, with a confirmation you can switch off — or turn the trash off completely. - Tombstone recovery: picking up your grave puts everything back where it was — armor re-equipped, food in the quick slots, arrows in the quiver, the rest in the same cells, locked ones included. The tombstone hover preview shows each of those sections separately.
- Split dialog with a slider and keyboard entry that never swallows a digit.
- Tooltips of our own: category, stats as rows with values, key hints, a mod line for items from other mods; long tooltips split into columns by section; the adrenaline effect of trinkets is grouped under its own header.
Chests

- Put all / Put similar and Take all / Take similar buttons and hotkeys, a slot summary, per-cell locks.
- A Crafting toggle in the chest header excludes that chest from crafting stations.
- Chests dock next to the inventory; with a backpack on, the backpack appears as its own section under your slots, so you can drag between chest, inventory and backpack.
Crafting

- Craft / Upgrade panel with the station header (level, extensions), search (
Ctrl+F, also by the English or prefab name), All / Unlocked / Available filters — All lists every recipe in the game with the station it needs. - Categories (Weapons / Armor / Tools / Food / Materials), the reason a recipe is unavailable, a now → after stat comparison for upgrades, resource chips in an even grid with the required station as a small tag on the header, a progress button and
×Ncrafting withShift. Hover an ingredient to see its icon, how many you have and in which chests. - Hundreds of recipes open instantly — the list is virtualized and built without vanilla prefabs.
Crafting from nearby chests

Crafting and upgrading count and take materials from chests within 1–100 m of the station (15 m by default), inventory first. Building has its own switch and range, measured from you (30 m by default). Look at a station and glowing trails show the chests it draws from; any chest can be excluded with the Crafting button in its header.
Build menu

Sorted by usage, material, recent or favorites (MMB), with categories and search by name, English name or prefab. Recent only lists pieces you actually placed; tools without categories (hoe, cultivator) get a full-width grid; the piece panel names the mod a piece comes from.
World map

A framed map with smooth / fast / instant zoom and up to 4× closer zoom-in than vanilla. Pin filters with counts, pin tools, a new / edit pin dialog (icon, name, compass mark), a public-position switch, restyled pins and pings on both maps. Four extra pin types — ore, chest, danger, ship — that stay vanilla-compatible: players without the mod see a plain dot.
Character windows

Texts / Skills / Achievements / Trophies / PvP tabs and the four dialogs behind them, in one style with the rest.
Settings window

Open it with the gear on the character tabs or F7:
- Panel transparency (0 = solid, 8 % = design value, up to 60 %) and a global scale.
- A size slider for every element and window — fonts scale with them.
- Every element can be switched off separately; a disabled element shows the vanilla one.
- Language picker with flags, the translator's name and how much of the file is translated.
- Inventory size, food / action / key slot counts, the wallet, trash confirmation, crafting-from-chests ranges and trails, compass pins, map zoom, status-effect side, minimap on/off, all hotkeys (rebindable in place), and a debug mode with the mod's own timings on screen and in the log.
Mod settings (F1, or Esc → Mods): one window in the mod's style for the settings of every installed mod — switches, sliders, choices, key capture and text fields, the description and default of each setting, reset to default and search across mods. With Configuration Manager installed its own window stays closed on F1; [General] ModSettingsWindow switches back to it.
Mod support
| Mod | What SeneaL UI does with it |
|---|---|
| AdventureBackpacks | A Backpack slot on the equipment doll — and the cape stays on: with a backpack worn the cape moves to our own shoulder slot and keeps its armor, resistances, status effect, movement modifiers and wear; it is drawn on the character and synced to other players. The backpack is drawn as a section under your own slots whenever the inventory is open — with Tab, at stations and with chests — so you can drag between all three; sorting, transfer buttons and hotkeys work in it. |
| BetterArchery | A Quiver slot on the doll; while a quiver is worn, three arrow cells appear under the quick slots with the mod's hold key + 1/2/3 labels and switching shows a notification. The quiver rows stay in one grave with everything else and return to their cells. Conflicting patches of the mod (inventory size, empty-slot search, grid layout) are replaced by ours. |
| EpicLoot | Two Ring slots in a column to the right of the doll (Silver Ring, Gold Ruby Ring, Andvaranaut) — rings no longer compete with the belt, both wear at once and both sets of effects apply. Rarity-colored frames on every slot; tooltips with the enchanted name, magic effects in the rarity color with descriptions and value ranges, sockets, rarity and effect count. The socket grid opens as a section under the inventory. The Enchanting Table and its result / augment dialogs are re-skinned in place — the mod's logic and layout are untouched, so its updates keep working — and the table counts and spends materials from nearby chests like every other station. Bounties and treasure maps on the map: Bounties / Treasure maps chips in the filter row, gold areas; the mod also repairs EpicLoot's map toggles, which crash on the current game version and left the map without bounty pins. |
| Artisan Mastery | The galleon's Navigation Mark joins the Vehicles pins on the map and compass; drifting shipwrecks and crates show on the compass with the mod's icons; with the anchor down the ship HUD shows an anchor instead of the helm. Hover texts of its cannons, upgrade table, crane, spyglass, boarding ropes and ship holds get a proper title; ship holds and wreck crates open in our chest panel; its tooltip lines and status effects appear in our tooltips and effect panel; the Miner's dual pickaxes (and every pickaxe) sit under a new Pickaxes chip in crafting. |
| RunicStorage | Quick stack / restock / consolidate as icon buttons in the inventory header with the mod's hotkeys in tooltips. Quick stack, store all and consolidate never take food from the quick slots, arrows from the quiver or anything from a locked cell. |
| Quick Stack Store (Goldenrevolver) | Quick stack, store all and sort leave the equipment and quick rows, the quiver and locked cells alone; restock still refills the quick slots. |
| AzuAutoStore | Auto-store to chests and item drawers never takes anything out of the equipment and quick rows, the quiver or a locked cell. |
| RunicCrafting | Both mods craft from nearby chests — SeneaL UI takes priority: its crafting and building patches are removed at startup and our rules apply (range, per-chest exclusion, trails). Its cooking, refuel and area-repair features keep working. To hand crafting back to Runic Crafting, set [Crafting] FromChests and BuildFromChests to false and restart. |
| RepairRequiresMaterials | The repair button tooltip shows which item will be repaired (1 of 3) and the material cost against what you have; RMB cycles the item. |
| MoreUpgrades | Item quality is shown as ★N on the slot, so any number of upgrade levels is readable. |
| Valheim Enchantment System | The enchant level is drawn on every slot — inventory, chests, hotbar, quick and action slots — as +N in the level's colour with a frame of the same colour, instead of its glowing overlay (F7 → Mods switches it back). Tooltips, the crafting list and its details show +N; sorting puts the higher level first. An enchantment button sits in the inventory header, because its own button hides under the crafting panel; the enchantment window is a mod-style panel in place of the crafting panel (item and next level, scroll, blessed switch, chance with breakdown); its guide is a mod-style dialog with tabs and search, its announcements are a rune seal under the compass in the colour of the new level, drawn above the open inventory (the level rolls in under the seal, a failure cracks it; your own attempts always show it, and your own enchantment from +8 flashes the screen edges, red on a failure — F7 → Supported mods can turn the flash off). A right-click on a scroll combines a ready cross of five scrolls (VES's outline is shown on the cell) or opens the enchanting window. F7 → Mods switches each part back. |
| AzuEPI (AzuExtendedPlayerInventory) | F7 → Mods → Player inventory decides who manages the inventory. On (default): this mod does, and AzuEPI's rows, slots, quick bar, vanity, loadouts and stats panel are switched off while its version check and console commands keep working; items from its rows move into free cells and are never dropped. Off: AzuEPI manages the inventory and this mod's inventory, chest, crafting and tab panels stay vanilla. Applies the next time you enter a world. |
| Configuration Manager | F1 and Esc → Mods open the mod's own settings window for all mods instead; [General] ModSettingsWindow = ConfigurationManager gives it back. |
| PlantEasily | Area pickup of this mod replaces its bulk harvest (its planting grid and replanting keep working); F7 → Mods switches it back. |
| Plant Everything / Valharvest | Plant and bush timers are drawn by this mod as one line in the hover panel instead of theirs; F7 → Mods switches it back. |
| Path of Valheiman | Its doubled-food talent shows a gold ×2 badge on the food circle; its level badge fades out with the HUD while a window is open. |
| InputTweaks | Works with this mod's inventory: its drag, smear and stack moves see only the cells this mod shows, and its cell list is rebuilt when the inventory changes size (no more errors on finishing a drag). |
| EliteCreaturesReborn | Mutation line and stars on enemy nameplates take our caption style and star icon; mutation colors are kept. |
| OdinHorse | The vanilla mount HUD is restyled (name, health and stamina tracks); horse interaction keys are shown as physical keys. |
| LongshipUpgrades and other piece mods | Requirement lines in hover texts become our requirement chips with item icons; hover and build panels name the mod the object comes from. |
Items spawned via console get a bolt badge; tooltips and hover panels of modded items carry a small · ModName line.
Other UI mods: better disabled — two mods drawing the same interface is unpredictable. If you try one anyway, tell us how it went and the table above grows. Gameplay mods (MultiUserChest, Jotunn content mods, DungeonMaps, …) work: the mod does not change game logic, only draws over it. Crafting from chests works with any chest mod that keeps vanilla containers; recipes that accept any one ingredient (feasts) still need it in the inventory.
Hotkeys of mods that read the keyboard directly (not through the game's input) can still fire while you type in a search box — SeneaL UI blocks its own and the game's keys, but cannot block those.
Install
On every player's game. Also on the server if you want it to set the rules — see Server rules below.
Works with r2modman / Thunderstore Mod Manager. By hand: put SeneaL-UI.dll together with the Languages/ folder into BepInEx/plugins/SeneaL-UI/. Fonts and icons are embedded; fonts are extracted to BepInEx/cache/SeneaLUI/ on first run.
Server rules
The mod can now also be installed on the server, and what a client is allowed to do depends on what it finds there.
The server runs the mod. It decides how far the gameplay-affecting options may go and pushes those limits to every player that joins. A client keeps its own preferences but is never allowed past them.
The server does not run the mod. Every gameplay-affecting feature switches itself off and the inventory stays vanilla: no bigger inventory, no crafting or building out of nearby chests, no quick stack or restock at range, no locked recipes in the list. The server never agreed to any of it, so the mod does not hand it out. Everything visual — the whole interface, in other words — keeps working exactly as before.
Single player is your own game and is never limited.
Put SeneaL-UI.dll into the server's BepInEx/plugins/. On a dedicated server the interface is
never built — only the rule exchange runs — so it costs nothing. The Languages/ folder is not
needed there.
Limits live in [Server] in BepInEx/config/seneaL.valheim.ui.cfg on the server, and are
re-sent to everyone as soon as you edit them, without a restart:
| Key | Default | Meaning |
|---|---|---|
[Server] Enforce |
true |
push the rules at all; false = every player keeps their own settings |
[Server] MaxSlots |
32 |
largest main inventory a player may set (32 = vanilla, up to 64) |
[Server] AllowCraftFromChests |
true |
crafting and upgrading may take materials from chests |
[Server] MaxCraftRange |
15 |
longest crafting chest range, meters |
[Server] AllowBuildFromChests |
true |
building may take materials from chests |
[Server] MaxBuildRange |
30 |
longest building chest range, meters |
[Server] AllowQuickStack |
true |
quick stack and restock may reach into nearby chests (consolidate is local and always allowed) |
[Server] MaxQuickStackRange |
10 |
longest quick stack / restock range, meters |
[Server] AllowShowAllRecipes |
true |
the crafting list may show recipes that are not unlocked yet |
[Server] AllowAreaPickup |
true |
picking up everything around the target with one press |
[Server] MaxAreaPickupRadius |
5 |
largest area pickup radius, meters |
[Server] MaxQuickSlots |
3 |
most food quick slots a player may have (3–6; a player can always use fewer, down to 0) |
[Server] MaxActionSlots |
8 |
most action slots a player may have (0 = none) |
[Server] AllowKeySlots |
true |
the slots for dungeon and door keys |
[Server] AllowWallet |
true |
the coin wallet with no stack limit |
[Server] VerifyClients |
Restrict |
build check: the server sends a one-time number with its rules, the client answers with the SHA-256 of its SeneaL-UI.dll signed with it. Restrict = a changed, older or unknown build (or no answer in 15 s) gets the vanilla limits; Kick = disconnect; Off = no check. Needs Enforce |
[Server] AllowedBuilds |
empty | extra DLL hashes to accept besides the server's own (comma-separated); the server log prints the hash of every rejected player |
[Server] AllowForeignPatches |
true |
accept players whose other mods patch SeneaL UI with Harmony; they are listed in the server log either way |
The same [Server] section works when you host from the game client and open the world to
friends — it applies to you as well, so the host plays by the same rules.
In the settings window a line at the top says which of the three cases you are in, and every option the server decides is greyed out and unclickable at the value it allows; the quick stack and restock buttons grey out the same way. If a player's inventory was larger than the server allows, the slots that disappear are emptied onto the ground, exactly as when the size is lowered by hand.
This is a rule the mod obeys, not an anti-cheat: Valheim keeps the player inventory on the client,
so a server cannot verify it. It stops anyone installing this mod and helping themselves, and with
VerifyClients it stops outdated and edited builds; it does not stop a determined cheater.
Config
BepInEx/config/seneaL.valheim.ui.cfg — everything is also in the in-game settings window and live-switchable with Configuration Manager.
| Key | Meaning |
|---|---|
[General] CustomUI |
false = vanilla interface |
[General] Transparency / Scale / SettingsKey |
panel transparency, global size, settings hotkey (F7) |
[General] Language |
interface language file code (en, ru, …); empty = follow the game language |
[General] Cursor / CursorSize |
the mod's brass cursor or the game one; its size (0 = system size, 24–64 px) |
[General] ModSettingsWindow / [Keys] ModSettings |
window for the settings of all mods (SeneaL / ConfigurationManager), its key (F1) |
[General] MenuClickClose |
a click on the empty space of the Esc menu closes it (off, as in vanilla) |
[General] CenterWindows / WindowGap |
on wide screens lay the inventory, crafting / chest and character tabs out from the center; gap between them |
[Elements] <Name> |
on/off per element: Hotbar, StatusEffects, Minimap, Health, Stamina, Crosshair, KeyHints, Notifications, BuildPanel, BuildMenu, CenterIndicators, EnemyBars, DebugStatus, ShipHud, Compass, Inventory, Container, Crafting, CharacterTabs, InventoryHints, Dialogs, WorldMap, Tooltips, PauseMenu |
[Sizes] <Name> |
size 0.5–2 per element / window |
[HUD] QuickSlots / ToggleQuickSlots / HoverPanel |
quick slots, their hotkey (H), hover text panel |
[HUD] ActionSlots / StatusSplit |
action slots under the hotbar; conditions and effects in two capsules |
[HUD] StatusRight / HideMinimap / AlertFlash |
status effects under the minimap; hide the minimap entirely; low-health vignette and empty-stamina flash |
[HUD] CompassPins / CompassNames |
which pins the compass shows (All / Marked / None); pin names on the strip |
[Map] Zoom / ZoomIn |
zoom animation (Smooth / Fast / Instant); extra zoom-in ×1–4 over the vanilla limit |
[Inventory] Slots |
main inventory size, 32 (vanilla) to 64 slots, on top of Haldor's rows |
[Inventory] SortHotbar / TransferHotbar / QuickSlot1..6 |
sorting / transfer include the hotbar row; quick slot keys |
[Inventory] QuickSlotCount / ActionSlotCount / ActionSlot1..8 |
food quick slots (0–6, 0 = off), action slots (0–8, 0 = off) and their keys |
[Inventory] KeySlotCount / Wallet / SlotKeys |
key slots (0–2), coin wallet, key labels on quick and action slots |
[Inventory] PickupOrder / StackMax |
where picked up items land (Vanilla / TopDown / UnderHotbar); stack size next to the amount in cells |
[Harvest] AreaPickup / AreaRadius / AreaSameOnly / [Keys] AreaPickup |
pick up everything around the target (hold Left Shift with the use key) |
[Inventory] Trash / [Inventory] ConfirmTrash / [Keys] Trash |
trash slot and key on/off; confirmation before deleting; delete-under-cursor key (Delete) |
[Keys] LockSlot / Search |
slot lock modifier (LeftAlt), search hotkey (Ctrl + F) — every key is rebindable in the settings window |
[Keys] PutAll / PutSimilar / TakeAll / TakeSimilar |
chest transfer hotkeys, empty by default |
[Crafting] ShowAll |
recipe list filter |
[Crafting] FromChests / ChestRange / ChestLinks |
crafting and upgrading take materials from chests within 1–100 m of the station (on, 15 m); trails to those chests |
[Crafting] BuildFromChests / BuildRange |
building takes materials from chests within 1–100 m of you (on, 30 m) |
[Mods] AzuEPI / VesCells / VesWindow / VesGuide / VesNotices / VesFlash / PlantEasily / PlantTimers / RunicCrafting / RunicStorage |
per-mod switches between this mod's look and the other mod's own (see Mod support) |
[Debug] Profile |
timings overlay + log |
Translations
| Language | Translator | Translated (1.1.6) |
|---|---|---|
| English | seneaL | 100 % |
| Русский | seneaL | 100 % |
| Українська | codore | 100 % |
| Deutsch | Nemix | 100 % |
| Français | CrakS | 100 % |
| Español | josefrijolito, aeolux | 100 % |
| Português (Brasil) | padilha_victor | 100 % |
| Čeština | cominqo | 100 % |
| Slovenčina | cominqo | 100 % |
| Türkçe | .madfox | 100 % |
| 简体中文 | nonedm | 100 % |
| 한국어 | Bihyang | 82 % |
The newest lines of 1.1.6 (Valheim Enchantment System, action slots, key slots and wallet, hive timers) were filled in by the author where the translators' files did not have them yet — corrections are welcome on Discord. Lines that are still missing show in English.
Strings live in Languages/ next to SeneaL-UI.dll, one file per language: xx.txt (UTF-8, Key = text) plus an optional xx.png flag (40×28). To add a language, copy en.txt to de.txt, translate the values and set the header: name (the language's own name), game (the game language it follows automatically, e.g. German), plural (en, slavic or czech) and author (shown under the language picker together with how much of the file is translated). A key that is missing or left empty falls back to English, so a partial file is fine. Send finished files on Discord — they ship with the next release and are credited here.
Performance
Measured with the built-in debug mode at 2560×1440, ~230 FPS, with every recipe and build piece unlocked:
- HUD in the world: ≈0.075 ms/frame (spikes ≈0.3 ms).
- Inventory open with a chest or crafting: ≈0.11–0.28 ms/frame. World map: ≈0.11 ms/frame.
- The heavy work (grid adoption, recipe list, piece cells, font atlases, procedural textures) is done once at character spawn while the UI is hidden; the first open costs at most ≈2 ms extra.
- Redraws happen only when data changes. With a ≈4 ms game frame that is ≈2 % of frame time in the world and ≈3–6 % with the inventory open.
Known limitations
- Mouse and keyboard only: gamepad navigation of our panels is not implemented yet (vanilla navigation still works underneath).
- A few things are still vanilla-styled: achievement details, EpicLoot's socket prompts.
- Enemy bars already on screen keep our style if the element is switched off; new ones appear vanilla.
Changelog
The full history is in CHANGELOG.md. Recent releases:
- 1.1.6 — Valheim Enchantment System and AzuEPI support, action slots, key slots and a coin wallet, conditions and effects in two capsules, beehive and bird nest timers, ingredient icons in crafting, translations complete for 11 languages; bug fixes from the feedback channel: equipment lost when stacking into chests with ValheimPlus, HUD collapsing after rejoining, custom pin icons lost after a restart, removable death markers of other mods, straight player arrow, build info above the build menu, map filters, lock badge, skills progress, long values in crafting and game settings, compass next to the quick-slot panel, wind ring showing where the sails catch the wind, trash back inside the inventory with an off switch, map switch and zoom buttons, arrow following the character, scrolling for big chests, stacked food with Fatty, dragging armor keeps the equip time, build check for server players, brass cursor, mod settings window, SeneaL chat, raid bar, off-screen ping arrows.
- 1.1.5 — up to six food quick slots with rings and jewelry in their own column, trash as its own block, pickup order, pick up around, keys for nearby chests, Forsaken power cooldown, one status-effect panel, notification capsules by kind, new icons, Artisan Mastery support, chest stacking fixed for the latest Valheim.
- 1.1.4 "Haugr" — server rules, trader store and Epic Loot trader panels, grouped notifications, timers on hover, console and statistics, build menu and crafting redone, the grave picks itself up, three new languages, new mod support.
- 1.1.3 "Leiðarsteinn" — compass, full-screen Escape menu, skinned game settings, five new languages, quick-stack protection, tooltip layout, split dialog, one look for every input.
- 1.1.2 "Bót" — Linux fix, EpicLoot enchanting table crafts from chests, faster chests, multi-column tooltips.
- 1.1.1 "Hringr" — EpicLoot ring slots, cape and backpack together, building from chests, inventory slider, centered windows.
- 1.1.0 "Kaupang" — translations, crafting from chests, expandable inventory, trash slot, ship HUD, backpack and EpicLoot support.
- 1.0.0 — the first release: HUD, inventory, chests, crafting, build menu, map, character windows, settings.
About
AI was not used to create this project.
Questions, bugs, ideas — discord.gg/VgjRW6Jwdw. If you need the icons, colors or fonts for your own project, ask there and I will put them together.
Icons: Phosphor Icons (MIT License, © 2023 Phosphor Icons), adapted for the mod.







