seneaL-SeneaL_UI icon

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.

CHANGELOG

Changelog

1.1.6

  • Fixed: the durability bar on slots was always green; it now goes from green through yellow to red as the item wears out.
  • New: beehives and bird nests show when the next batch is ready (with progress) and, on its own line, when they will be full.
  • New: with Valheim Enchantment System, a right-click on an enchant scroll does something again: on the centre of a ready cross of five scrolls it combines them into the next scroll (VES's outline of a ready cross is now drawn over this mod's cell), anywhere else it opens the enchanting window. The tooltip says which (Combine scrolls / Open enchanting) instead of Use.
  • Improved: the ingredient tooltip in the crafting panel shows a large icon of the item next to its name and how many you have.
  • Improved: food quick slots can be set to 0 (F7 → Inventory, [Inventory] QuickSlotCount): the slots and the Food H pill disappear from the HUD and the quick slot row from the inventory and the grave preview; food in them moves into the inventory.
  • Fixed: the adrenaline effect of trinkets showed only a cut Adrenaline effect… in the crafting details, and its lines looked like the item's own stats. The effect is now a header with its description and its lines indented under it, in tooltips and in crafting; lines like Clubs +20 get their value on the right, and a long value in crafting wraps onto the next line instead of being cut.
  • Fixed: the enchant strip in item tooltips stopped short of the right edge in a two-column tooltip and its Enchantment label pressed against the scroll name; it spans the whole tooltip now, with a calmer fill, and only names the scroll the item needs — the +0 → +1 level next to it (also in the crafting panel) is gone.
  • Improved: translations — German, French, Spanish, Portuguese (Brazil), Czech, Slovak, Turkish, Chinese and Ukrainian cover all of 1.1.6. In Czech, Slovak and Portuguese, lines that still described what those settings did in older versions (mod settings window, area pickup, AzuEPI, build check, key and wallet slots) and had lost their numbers are translated anew.
  • Improved: the crafting panel is wider (760 px at a station, 700 without) and as tall as the screen allows (up to 900 px), so the stats of the selected item fit without scrolling — the character tabs above it widen with it.
  • Improved: the required station (Workbench lv. 3) is now a small tag on the Requires header line instead of a full chip on its own row.
  • Improved: requirement chips line up in an even grid of equal columns, with the rows filled evenly (3 ingredients: 2 + 1, 12 fish: 3 × 4). When a name would be cut, the whole grid switches to the short count 10 /3 instead of 10 / have 3, so names like Fenris Hair stay whole.
  • Improved: the enchant seal announcement — the level number now sits under the seal instead of over the item icon, and the number and captions are centred on the seal by their actual glyphs (letter spacing and the shape of + used to push them a few pixels aside).
  • Improved: the screen-edge flash now also comes with your own failed enchant from +8, in red when the seal cracks.
  • Fixed: the enchant seal and its edge flash were drawn under the open inventory panels; they now stay on top.
  • Fixed: closing the inventory (Tab) while the enchant seal was on screen made it blink out and fade back in.
  • Fixed: switching tabs in the F7 settings showed the new tab's rows unfilled for one frame (switches, keys, chips and values not set yet).
  • New: with Valheim Enchantment System, F7 → Supported mods has a Screen flash on enchant switch — turns off the screen-edge flash that comes with your own successful enchant from +8 (the seal announcement stays).
  • Fixed: the Supported mods tab in F7 did not appear when Valheim Enchantment System was the only supported mod installed, so its switches could not be reached.
  • Fixed: with Valheim Enchantment System, the Blessed scroll switch in the mod's enchant panel changed the scroll but its knob stayed in place.
  • Fixed: the seal announcement of an enchant attempt was hidden while the inventory was open (only the edge flash showed); it is now drawn above the inventory.
  • Fixed: a failed enchant of your own showed no announcement — VES by default only announces successes from +6. Your own attempts in the mod's panel now always show the seal (success, failure and destruction), and VES's copy of the same result is skipped.
  • Fixed: the enchant panel's buttons (Enchant, Guide) and the Blessed scroll switch still ignored clicks — the panel was transparent to the mouse and clicks fell through to the game's invisible drop area behind it.
  • Fixed: the empty-slot star of the enchant panel stayed on top of the item after it was put in; each reset added another star instead of reusing one.
  • Fixed: a weapon put away on the back (R) and then dropped into the trash was deleted but kept hanging on the character's back until the next equip change.
  • Fixed: with Valheim Enchantment System, while the mod's enchant panel was open nothing in the inventory responded — its buttons and the Blessed scroll switch ignored clicks, and Esc / Tab did not close the inventory. VES treats its own panel as a text field and blocks closing the inventory while it is visible; since this mod shows its own panel in its place, that block is now lifted.
  • Fixed: with the enchant panel open, the character tabs above it (Texts, Skills, Achievements, Trophies, PvP) were squeezed into its narrower width and overlapped; the tabs now shrink to fit, and long captions shrink a little if needed.
  • Improved: the ship's wind ring has a clear bow marker — a small disc with an arrow at the top of the ring, tinted by the current wind zone — shows where the ship is heading; the wind badge on the ring, which added nothing, is gone (the red zone already shows the headwind), and the percentage and Sail label are centred in the ring.
  • Fixed: with InputTweaks installed, ending an item drag in the inventory threw NullReferenceException in InputTweaks … EndDrag — its list of inventory cells missed the cells this mod hides and kept cells destroyed when the inventory changed size. The list now skips hidden cells and is rebuilt whenever the grid changes.
  • Fixed: places the game marks on the map by itself — traders, the Bog Witch and locations from other mods (e.g. a modded forge) — were missing from the compass although the map and the minimap showed them.
  • Improved: with Path of Valheiman installed, the mod searched the whole scene for its rune banner every 2 seconds (about 2 ms each time); it now reads it directly. The mod's worst frame in normal play dropped from about 2 ms to under 1 ms.
  • Improved: fewer hitches. Hovering a big chest for the first time no longer stalls for up to 60 ms while its preview cells are made — they are prepared a few per frame in advance; counting materials for the crafting list and requirement chips reads the inventory once instead of once per ingredient of every recipe. Debug mode also times the crafting list, its details and the chest preview separately.
  • Fixed: EpicLoot bounties and treasure maps were missing from the map. On the current game version EpicLoot's map toggles call ButtonSfx.Start(), which the game no longer has; the setup failed (the MissingMethodException in the log) and EpicLoot never placed its pins. SeneaL UI now builds those toggles itself, the pins come back, and the map's filter row gets Bounties and Treasure maps chips with their counts to show or hide them. Their areas are drawn as gold circles instead of the red raid circle, and other mods' custom pin types are no longer turned into plain dots.
  • Fixed: F1 opened the mod settings window but a second F1 did not close it — the key was swallowed while the window's search field had the focus, and with Configuration Manager installed its F1 only ever opened the window.
  • Fixed: the compass lagged a frame behind the camera, so marks trailed slightly when turning; it now updates right after the camera.
  • Improved: debug mode ([Debug] Profile) now writes what it promised to the BepInEx log: every 5 s a line with fps, frame time, spikes, the mod's own time, garbage collections and heap, plus the heaviest parts; and every frame longer than 45 ms is reported with the mod's share and whether the garbage collector ran. The HUD time is split into status, messages, minimap, compass, vitals, build / hints, center and enemies.
  • Fixed: other players on the compass moved in jerks — the game updates their position only every few seconds. A player nearby now follows their real position every frame, one farther away glides smoothly to each update; their mark is also larger, brighter and has a soft glow, so it stands out among the other pins.
  • Fixed: a key bound with Alt or Ctrl (e.g. the action slots' Alt+X / Alt+C) also fired the game's action on the same key — X sat down, C toggled walking, Q started auto-run — and the mod's own action on the plain key (a quick slot on X, quick stack on Q). While a chord of this or any other mod is held, the plain key is left alone now; Shift is not treated as a chord, so running keeps working with every key.
  • Fixed: the game's Interface scale slider rescaled the whole interface the moment the bar was clicked, so the slider jumped away from under the cursor. The new size now applies when the mouse button is released (keyboard and gamepad still apply at once).
  • Fixed: a recipe with many ingredients (e.g. the Fishing hat, 13 fish) filled the crafting details with requirement chips and left no room for the item's stats. With more than 6 ingredients the chips turn compact — icon and need / have, the name on hover — so 13 fish take 3 rows instead of 7.
  • Fixed: holding E on a chest (the game's stack all) could delete every worn piece of equipment when another mod (e.g. ValheimPlus) stacked into chests during the same call; the items vanished while their set effects stayed until you relogged. Stacking from the inventory now runs on a copy of the list and never takes anything out of it — equipped, locked, hotbar and quick-slot items stay put as before.
  • Fixed: after leaving a world and joining again the whole HUD could collapse into the middle of the screen, and the Skills, Texts, Trophies and mod settings windows opened without a size until some scale was changed. Everything is laid out anew on every join.
  • Fixed: custom pin icons (Ore, Chest, Danger, Ship) and the compass marks of pins turned into plain dots after restarting the game — they were read before the character was loaded, and the next pin edit overwrote the saved ones.
  • Fixed: death markers that other mods put on the map without saving them were treated as vehicle pins — no tooltip, and they could not be removed. They stay death pins now, show their tooltip and are removed with the right mouse button.
  • Fixed: the player arrow on the map and minimap and the pointer on the ship's wind ring pointed 45° away from the view cone — the new arrow icon itself was tilted.
  • Fixed: at larger interface sizes the build info panel (the piece, its description and resources) went under the build menu. The menu now moves up to keep clear of it, and the panel is drawn above the menu.
  • Fixed: map pings read Ping · Name: PING; the label is now Ping · Name.
  • Fixed: the map's Houses filter now hides and shows the bed pin too, and Shared pins hides only the pins of other players — the parts of the map they explored stay visible.
  • Fixed: on the compass, death and boss pins had each other's colors.
  • Fixed: the lock badge of a locked cell covered the food fork and the quality mark; they move aside while the cell is locked, and the lock and the fork are larger.
  • Fixed: the skills window said 14% to lvl 35, which read as what is left; it now shows just the progress of the current level, 14%.
  • Fixed: in the crafting details a long value (e.g. the adrenaline effect of trinkets) squeezed its label into a narrow column of a few letters per line. Such a value now wraps under its label across the whole width, and the details list fades out at its edges instead of cutting a line in half.
  • Fixed: opening the quick-slot panel (H) dropped the compass under the hotbar at once. The compass now moves to the right when there is room before the minimap and only steps down when there is not — smoothly either way.
  • Fixed: in the game settings, long values such as [Classic] (square with side 188 m) ran over their slider; they get a wider column and wrap onto two lines.
  • Fixed: when a window opened, the minimap's frame faded out first and the bare map stayed for a moment before vanishing; the map now disappears while the frame is still visible.
  • Fixed: clicking between two inventory cells while carrying an item put the item back where it came from; the click is ignored now and the item stays on the cursor.
  • Fixed: pressing Tab quickly (or reopening the build menu or a dialog while it was still closing) made the window blink; the animation now continues from where it was.
  • Fixed: messages of other mods routed into the States capsule (e.g. Smart Skills' sneak attack) showed raw <size> tags and line breaks.
  • Fixed: after switching the crafting category away and back (e.g. Weapons → Armor → Weapons), the subcategory chip picked before (Shields) stayed highlighted while the list showed everything; the chips now return to All together with the filter.
  • Fixed: the build menu could spam NullReferenceException in BuildInfoView.Tick and stop showing the piece info when another mod left a piece with broken resources.
  • Fixed: on the first map opening the Visible to other players switch showed the green track with the knob on the left; the knob and the colour now match the real state right away.
  • Fixed: the map's + and − buttons did nothing with smooth zoom on — the map only twitched; they now zoom smoothly.
  • Fixed: the player arrow on the map turned with the camera together with the view cone. Now the arrow shows where the character faces and the cone shows where the camera looks.
  • Fixed: long values in the crafting stats (e.g. ward effects) showed raw <color> tags.
  • Fixed: buying a stack from a trader (e.g. 20 bait) showed +1 in the pickup notice.
  • Fixed: the ping capsule in the world changed its width as the distance changed.
  • Fixed: a click on an empty spot of the Players screen in the Esc menu closed the whole menu; it is ignored now, as in the settings.
  • Fixed: in the Upgrade tab with All, the group of items that cannot be upgraded was titled Not learned yet; it is Can't be upgraded now.
  • Fixed: States capsules (e.g. You are cold) were much wider than their text; they now fit the text.
  • Fixed: with another craft-from-chests mod installed, the requirement tooltip counted chest items twice — From inventory showed everything in nearby chests and the total doubled. The inventory is now counted by SeneaL UI itself.
  • Fixed: the No cost debug badge stayed in the middle of the screen when the compass moved aside for 4–6 food quick slots and covered them; it now follows the compass.
  • Fixed: the recipe list did not say how many items a recipe makes, so e.g. the two Bronze recipes (×5 and ×1) looked the same; recipes making more than one item now end with ×N, as in vanilla.
  • Fixed: with Fatty (or any mod that lets you eat the same food again), the health column showed the same food in several circles; it is now one circle with ×N and the timer of the longest-lasting stack.
  • Fixed: dragging armor onto its equipment slot (or out of it) put it on or took it off instantly, skipping the equip time; the drag now queues the same equip / unequip action as a right-click, with its animation and progress.
  • Fixed: the food fork of a locked cell sat in the middle of the top edge next to the lock; it now moves to the bottom-left corner while the cell is locked.
  • Fixed: after Alt+Tab the chat input lost its focus and the typed message could not be finished; it is focused again when the game gets the focus back.
  • Fixed: the minimap vanished and appeared with a jerk when a window opened or closed; it now closes and opens like an iris together with its frame.
  • Fixed: the status effects panel under the minimap sat off the minimap's centre line when the HUD elements had different sizes; it is now centred on the same column as the wind and time pills.
  • Fixed: on ultrawide screens (e.g. 3440×1440) tooltips were squeezed into a 16:9 area in the middle and slid away from the items near the sides; they now use the whole screen.
  • Fixed: the lock badge of a locked cell looked a little different from cell to cell at interface sizes like 80%; the badge and its icon are now drawn as one smooth picture.
  • Fixed: the crafting search kept its text when switching between Craft and Upgrade; it is cleared on every switch.
  • Fixed: the pulsing event mark on the minimap froze while you stood still and moved again when you walked; it now pulses smoothly all the time.
  • Fixed: a compass mark jumped from side to side while you stood right on its spot; marks now fade out within a few metres of you.
  • Fixed: text typed into the crafting search stayed when you walked to another workbench or opened the inventory again; the search is cleared whenever the window closes.
  • Fixed: the wind ring on the ship showed the gap where the wind blows to, not where it comes from, so a good wind looked like sailing into the gap.
  • Fixed: the ship icon on the minimap and map turned with the ship and hung upside down when sailing south; it now stays upright.
  • Fixed: the helm widget over the ship's controls shook while sailing; it is now placed after the camera moves, so it stays glued to the helm.
  • Fixed: the ship icon on the map sat at the ship's centre, apart from your arrow; it now sits right under your arrow.
  • Fixed: a ship mod's own pin for the ship you steer lagged behind while sailing and drifted away from you on the map and the compass; that pin is hidden while you are at the helm.
  • Fixed: with Path of Valheiman's doubled-food talent, the game spammed NullReferenceException in FoodDouble.Hud_UpdateFood every frame and piled up hidden objects — it tried to mark the vanilla food icons, which this mod hides. Its mark is skipped while the SeneaL health column is on, and a doubled meal now shows a gold ×2 badge on its food circle instead.
  • Fixed: Path of Valheiman's level badge next to the minimap stayed on screen while the inventory, a chest or another window was open; it now fades out and back with the rest of the HUD.
  • Fixed: F7 with the inventory closed opened only the inventory, not the settings window; the window now opens on the first press.
  • Fixed: the vanilla wooden text dialog (portal and sign names) and the vanilla split dialog flashed for a frame before the mod's dialog replaced them.
  • Fixed: in the Esc menu the arrow keys and Enter (and the gamepad) moved through the hidden vanilla buttons, so nothing showed on the screen. The mod's menu now follows them itself: Up / Down light up an entry the same way the mouse does, Enter, Space or the gamepad A button picks it, and the confirmation of Log out / Quit starts on No.
  • Fixed: worn items (e.g. equipped arrows) taken back from your grave could land in the cell of another item and push it elsewhere; they return to their own cells first now.
  • Fixed: with ring, neck, finger or backpack slots from other mods the food quick slots stopped at 3–5 although the row had room for 6 — the jewelry kept hidden cells of the food row. It now lives in the reserved bottom row, so up to 6 food slots are always available; old saves move it on load.
  • Fixed: the empty trash slot was drawn at half opacity and looked paler than the cells around it.
  • Fixed: at larger interface sizes the biome label above the minimap and the ring's shadow went past the top edge of the screen; the minimap now sits a little lower.
  • Ship wind gauge: the centre shows how much of the wind the sails catch right now (0–100%, from the game's own sail formula) in the colour of the zone. A wind badge on the ring shows where the wind blows from and always stays upright; the mark above the ring is your course. The ring itself is coloured by zones: red where the sails stop (into the wind), bright gold across the wind where the ship is fastest, darker brass toward a tailwind. Moving into another zone flashes the ring, sends a ripple out of it and pops the number.
  • Trash back inside the inventory: the trash slot sits in the quick-slot row under the equipment, clear of the quick slots, jewelry, quiver and backpack, instead of growing out of the panel's corner. The new setting [Inventory] Trash (F7 → Inventory) switches the trash slot and the Trash key off completely.
  • Scrolling for big chests: chests taller than the screen (e.g. 7×24 on servers with enlarged chests) show as many rows as fit and scroll with the mouse wheel, with a thin scrollbar next to the grid.
  • Build check for server players: with [Server] VerifyClients (on by default, Restrict) the server sends a one-time number with its rules and every player answers with the SHA-256 of their SeneaL-UI.dll signed with it. A changed, older or unknown build — or no answer within 15 s — gets the vanilla limits and a notice, or is disconnected with Kick. AllowedBuilds accepts extra builds, AllowForeignPatches decides about other mods patching SeneaL UI; the server log names every rejected player with their hash. It stops outdated and edited builds, not a determined cheater.
  • Custom cursor: a brass arrow cursor made by a community member replaces the game one (F7 → General → Mod's own cursor, system size or 24–64 px); switching it off brings the standard Valheim cursor back.
  • Mod settings (F1, 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 value of each setting, reset to default, search across mods and settings. Rows are built a few per frame and kept, so it opens without a hitch. With Configuration Manager installed it no longer opens its own window on F1; F7 → Mods switches to its own window.
  • Chat in the mod's style: a glass panel with a brass rule that keeps a gap from the screen edges and fades out with the rest of the HUD while the inventory, a chest or another window covers it, our fonts with a soft shadow, gold names and a styled input with a hint.
  • Portal and sign names are typed in a mod-style dialog instead of the vanilla wooden one.
  • Raids: the event under the compass is a mod-style card — Raid between pulsing crossed swords, the event name in large gold letters, a soft red glow and a bar of the time left that shrinks toward the centre; the raid area on the map is a soft red fill that grows denser toward a thin light edge and slowly breathes, instead of the flat vanilla disc.
  • Items that cannot be teleported carry a small mod-style badge (a crossed-out portal) in the bottom-left corner of the cell instead of the vanilla icon.
  • Off-screen pings turn into an arrow on the screen edge that points the way to turn — down when the ping is behind you — with the name and distance next to it; the capsule no longer jumps as the distance changes.
  • Cursor size: System (the default) keeps the hardware cursor at the system size; 24–64 px draw the mod's cursor at exactly that size.
  • Esc menu: a click on its empty space closes it only with the new setting Close the Esc menu with a click outside (off by default, as in vanilla).
  • Food slots under the equipment: with five or more inventory rows and up to three food quick slots, the food slots move into the free space under the equipment, in line with the last row, and the panel gets a row lower; the trash slot takes the spot next to Legs. With more quick slots, a quiver, a fourth jewelry slot or a backpack next to the trash they stay in the row under the grid as before.
  • AzuEPI (AzuExtendedPlayerInventory) support: with AzuEPI installed, F7 → Mods → Player inventory decides who manages the inventory. On (the default): this mod does, and AzuEPI's rows, slots, quick bar, vanity, loadouts and stats panel are switched off, while its version check, console commands and API keep working — and it no longer turns BetterArchery's quiver off. Items left in AzuEPI's rows move into free cells and are never dropped; if there is no room they wait and move in later. Off: AzuEPI manages the inventory and this mod's inventory, chest, crafting and tab panels stay vanilla. The switch applies the next time you enter a world ([Mods] AzuEPI).
  • Action slots: a new row under the food quick slots for any item — a weapon, tool, armor, mead or food — with its own key each (Alt+Z/X/C/V/B/N/1/2 by default, F7 → Keys). 0–8 slots (F7 → Inventory, 4 by default, 0 = off); they are also shown as a small row under the hotbar (F7 → HUD). Lowering the count moves the items back into the inventory. With action slots on, the keys and the wallet sit at the right end of the food row and the trash slot takes the bottom-right corner under them.
  • Key slots and coin wallet: one or two slots for dungeon and door keys and a wallet with no stack limit sit next to the action slots, evenly spaced. Picked up keys land in the key slots, picked up and earned coins go straight into the wallet. The wallet keeps its full amount through saves; on death the coins go into the grave in stacks of 999 and gather back when you take them. F7 → Inventory sets the key slots to 2, 1 or off ([Inventory] KeySlotCount; keys from removed slots move into the inventory) and switches the wallet off; switching the wallet off spreads the coins over the inventory without losing any. When you look at your grave, the preview shows the action slots, the keys and the wallet in their own sections; with a full inventory the extra coin stacks go into additional grave rows shown there too. With a full inventory, switching the wallet off drops the coins that do not fit in stacks of 999.
  • Keys on slots: a new switch in F7 → Inventory hides the key labels on the food quick slots and action slots, in the inventory and on the HUD.
  • Server rules: [Server] MaxActionSlots, AllowKeySlots and AllowWallet decide what players may use; a server without this mod turns all three off.
  • States apart from effects: the status panel splits in two capsules — conditions from the world (sheltered, by the fire, resting, rested, wet, cold, freezing, encumbered) on top, every other effect (Megingjord, meads, Forsaken powers, effects of other mods) under them. New setting F7 → HUD → Conditions apart from effects ([HUD] StatusSplit, on by default). The notification setting that looked the same is now called Condition messages (wet, sheltered, rested) in their own capsule, so the two are no longer confused.
  • Valheim Enchantment System support: 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. Tooltips get +N in the title and the mod's name; the crafting list and its details show +N; sorting puts the higher level first. An enchantment button sits in the inventory header next to quick stack — its own button hid under the crafting panel. The enchantment window opens as a mod-style panel in place of the crafting panel: pick up an item in the inventory to put it in; it shows the item and its next level with the stat changes, the scroll and how many you have, a blessed scroll switch, the chance of success with its breakdown on hover and what happens on failure; the progress runs on the Enchant button, the result is written under the item, Guide opens its reference as a mod-style dialog — requirements, stats and chances in tabs, search by item, item tooltips on the icons, entries that expand. Its announcements that a player enchanted or broke an item become a rune seal under the compass in the colour of the new level — the seal with the item drops in, runes turn around it, the level rolls from +7 to +8 and is stamped in with a burst of sparks, with Enchantment succeeded, the item name and the player below; the higher the level, the brighter the glow and the faster the runes. On a failure the level rolls down and the seal cracks in two with embers, all in red. Your own enchantment from +8 also flashes the screen edges in the level's colour. They still follow its own Notifications settings and go into the notification capsules when the compass is off. F7 → Mods switches each part back to its own look ([Mods] VesCells, VesWindow, VesGuide, VesNotices).
  • Crafting: the All / Unlocked switch is gone — the list is clear on its own; the Upgrade tab always lists everything you can see, and F7 → Crafting still decides about recipes not unlocked yet.

1.1.5

  • Up to six food quick slots (F7 → Inventory → Food quick slots, [Inventory] QuickSlotCount, 3 by default): the extra slots appear next to the first three in the inventory and on the HUD, each with its own key ([Keys] / F7 → Keys, slots 4–6 unbound by default). A server with this mod sets the most its players may use ([Server] MaxQuickSlots, 3 by default); the rings of Epic Loot and the neck / finger slots of Jewelcrafting no longer take room from the food: they sit in their own column to the right of the equipment, so all six food slots fit next to them (only with Adventure Backpacks, both rings and both Jewelcrafting slots together the row still has room for fewer). Lowering the number moves the food out of the removed slots into the inventory. The inventory's "32 slots · used …" line moved to the top, under the Inventory title and level with Equipment (the grid now starts at the same height as the equipment slots).
  • Trash as its own block: the trash slot left the quick-slot row and sits in a small block that grows out of the inventory's bottom-right corner — one outline with the panel and a rounded inner corner where they meet. The crafting panel and chests keep clear of it; on narrow screens the windows scale down slightly so nothing overlaps.
  • Where picked up items go (F7 → Inventory, [Inventory] PickupOrder): Vanilla (weapons and tools from the top, everything else from the bottom row up), From the top (everything from the top left, left to right, hotbar included) or Under the hotbar (weapons and tools as in vanilla, everything else from the first row under the hotbar down, left to right, the hotbar last) — the new default.
  • Pick up around (F7 → Inventory → Harvest, [Harvest] AreaPickup): hold Shift ([Keys] AreaPickup) and press the use key on berries, crops, mushrooms, flowers, stones or a beehive to collect everything pickable around it (radius 1–10 m, 3 by default; optionally only the same kind). The hover panel shows it as a line with the key combination. Servers decide whether it is allowed and how far it reaches ([Server] AllowAreaPickup, MaxAreaPickupRadius). With PlantEasily installed, Mods → PlantEasily picks whose area pickup runs; PlantEasily's planting grid and replanting keep working either way, and its own hint is now drawn in this mod's style too.
  • Keys for nearby chests (F7 → Keys → Nearby chests, [Keys] QuickStack / Restock / Consolidate, unbound by default): quick stack into nearby chests, restock from them and merge split stacks without opening anything — with the inventory open or closed. A short message says how many stacks moved. They follow the server rules like the buttons do.
  • Forsaken power cooldown is written on its icon next to the food: minutes left (18m), then seconds for the last minute (42s); the icon stays dimmed with the sweep as before and the number disappears once the power is ready.
  • Status effects in one panel: buffs and debuffs are listed together in a single panel in the notification-capsule style — each in its own row with the icon in a round slot, the name and the time left on the right, thin dividers between rows — instead of a stack of separate pills. New effects slide in, ended ones fade out to the left, the rest glide into place and the panel smoothly resizes.
  • Notification capsules by kind: pickups, skill-ups (with new items / recipes) and states each get their own capsule, always in that order, and never mix. States are the other top-left messages — sheltered, rested, status effects starting and ending, this mod's own messages (F7 → HUD → Notifications, [Notifications] States). The Notices per capsule limit is now a real limit: when a capsule is full, its oldest line slides out and the rest move up instead of a second capsule opening below.
  • Crossed-out pins on the compass (F7 → Map → Compass, [HUD] CompassChecked): shown crossed out and dimmed, like on the map, or hidden from the compass altogether.
  • Artisan Mastery support: the galleon's navigation mark is a Vehicles pin on the map and compass, drifting shipwrecks and crates show on the compass, the ship HUD shows an anchor instead of the helm while the anchor is down, and the dual pickaxes (with every other pickaxe) get their own Pickaxes chip in crafting.
  • Ship wind indicator: the bright arc on the wind ring now marks where the wind blows from, and the moment the wind starts filling the sails (half or full sail at a good angle) a gold wave runs out of the ring and the arc lights up gold until the wind is lost.
  • Build menu search filters the category tabs too: tabs with nothing matching are hidden and the counts show the matches.
  • New icons across the whole interface, based on Phosphor Icons: one consistent line style for tabs, buttons, slots, map pins, the compass and the HUD.
  • Segmented buttons (sorting in the inventory and chests, crafting filters, build menu tabs, quick stack / restock / consolidate) highlight on hover the way the character tabs do: a gold frame around the button and a gold icon; the active one gets a brighter frame. The highlight follows the group's shape: the first button is rounded only on the left, the last only on the right, the middle ones are square.
  • Smoother edges on panels and buttons: the anti-aliased outer edge of every drawn frame, button, chip and slot is corrected for the game's linear color space, so rounded corners no longer look stepped. [Debug] SkinScale / EdgeGamma allow fine-tuning.
  • Readable over bright scenes: the game settings opened from the pause menu darken the whole screen while they are open, and the console's backdrop is denser.
  • Network stats (F2) and the console get a denser backdrop that is dark behind the text and fades out smoothly with no visible edge, so they stay readable in bright daylight.
  • Console stays readable over open windows: while the inventory, a chest, the map, the trader or the menu is open behind it, its backdrop darkens so the panels no longer show through the text.
  • Key conflicts: in F7 → Keys, a key that the game itself already uses (e.g. X for Sit, or 1–8 for the hotbar) gets a warning sign next to it; hovering it names the game action. The key can still be set — you are only told that both will react.
  • Compass now lines up with the top of the hotbar and the minimap instead of sitting higher than the rest of the HUD.
  • Settings window (F7): rows have side padding inside their highlight, and long option names wrap onto a second line instead of being cut off.
  • Crafting: long item names in the details panel wrap onto a second line instead of being cut off.
  • Crossed-out text (map pin names, compass labels) is struck through the middle of the letters instead of near the baseline.
  • Hover texts without a title (they start straight with a key, like cannons or upgrade tables of mods) now take the object's name as the title instead of printing the key line in the heading; untranslated names of mods fall back to the building's own name.
  • Fixed: stacking into a chest by holding the use key (and anything else that ran the game's stack all) failed with errors in the console after the latest Valheim update; items move into the chest again, and locked / hotbar / quick-slot items stay put as before.
  • Fixed: the chest's Take similar did nothing when your stacks of that item were already full (e.g. 50 silver in the inventory, 50 in the chest). It now tops up your stacks first and puts the rest into free slots; items in an equipped backpack count as "already carried" too. Restock from nearby chests still only tops up existing stacks.
  • Fixed: opening a chest sometimes showed the plain inventory with the crafting panel instead of the chest. The chest panel now always follows the chest the game actually has open.
  • Fixed: an equipped item in a locked slot (e.g. arrows) lost its equipped highlight; it now keeps the gold frame and glow, with the locked slot's dashed border.
  • Fixed: turning Show on the compass off in the pin dialog did nothing while the compass showed all pins. The switch now works in both modes: with All it hides that pin from the compass (new pins start switched on), with Marked it adds it (new pins start switched off).
  • Fixed: hover texts and the build panel said just Mod for buildings of mods made with PieceManager / ItemManager (Artisan Mastery and many others); they now name the mod.
  • Fixed: build menu subcategory chips (Stacks, Furniture, Wall, Doors…) were shown in English whatever the game language; they now use the game's own translations and follow a language switch.

1.1.4 — Haugr

  • The server sets the rules now. The mod can be installed on the server as well, and what a client may do depends on what it finds there. Server with the mod: it publishes a [Server] section — largest inventory, whether crafting / building / quick stack may reach into nearby chests and how far, whether the crafting list may show locked recipes — and pushes those limits to everyone who joins, re-sending them the moment an admin edits the config; a client keeps its own preferences but can never go past them. Server without the mod: every gameplay-affecting feature switches itself off and the inventory stays vanilla — the server never agreed to any of it. Single player is never limited, and hosting a world from the game applies your own [Server] section to you as well. A line at the top of the settings window says which case it is, and the options the server decides are greyed out at the value it allows; the quick stack and restock buttons grey out the same way. Purely visual settings are never touched. On a dedicated server the interface is never built — only the rule exchange runs. On joining, a notice says which case it is: on a server without the mod — play fair, what is limited and that the server administrator can enable it; on a server with the mod — the exact limits it set. Hovering a greyed-out setting tells why it is unavailable (server without the mod, a server limit, Equipment and Quick Slots, or an option that has to be turned on first).
  • Trader store in this mod's style (Windows → Trader store): the trader's name and your coins at the top, the goods as a list with icons, stack sizes and prices (what you cannot afford is dimmed, the price turns red), a Buy · price button — or double-click a row — and a Sell section that lists every valuable you carry with its price: click one to sell just that stack, or Sell all for the lot (the game itself only ever sold the first valuable it found). Tooltips on goods and valuables; the trader's Talk hover is hidden while you trade.
  • Epic Loot's trader panels (Haldor's Secret Stash / Gamble / Treasure Maps / Bounties, Hildir's tempering) are reskinned to match: this mod's panel instead of the wooden board, dark insets for the lists, rows with the hover and selection look of the crafting list, gold buttons, this mod's fonts and tooltips. The store lines up with them (same top and height). Epic Loot keeps its own layout and logic.
  • Your own grave picks itself up. Interacting with it grabs what it can straight into the inventory: gear worn at death is re-equipped, food and arrows return to the quick slots / quiver they came from, everything else goes back to its exact original cell when that's free, otherwise tops up a matching stack or lands in any open slot. Whatever doesn't fit stays in the grave; the container only opens when there's something left to sort out by hand.
  • Quick stack / restock / consolidate have this mod's own implementation next to RunicStorage's: three buttons by the inventory title put similar items into nearby chests, top up from them, or merge split stacks in the inventory and an equipped backpack (range [Inventory] StackRange, 10 m by default). A new Mods settings section picks, per mod, whether this mod's own version runs or the other mod's: Runic Crafting, Runic Storage, and Plant Everything / Valharvest timers.
  • Notifications, grouped (F7 → HUD → Notifications): pickups and skill level-ups gather into one capsule under the hotbar instead of replacing each other in a single line — every new pickup adds a line (icon, name, green +5; skill-ups in gold as Swords · lv 23), the same item adds up in its line, and the capsule keeps waiting for more while news keeps coming. Notices per capsule (1–10, default 5) and Wait for more (1–10 s, default 4) are adjustable; up to three capsules stack and fade out on their own. Other styles: Feed on the right (cards) or One line (the previous single line). New items and recipes can join the capsule too (off by default).
  • Timers on hover: plants show how long until they ripen and how far along they are (Ready in 2h 29m 56s (37.00%)), picked bushes when they regrow, fermenters the time left, cooking stations each slot's time until done — and until it burns once done — and smelters, kilns and the like the current item plus the whole queue. Time and percent go from red through gold to green as it gets closer; food timers in the HUD are tinted the same way as they run out. With Plant Everything or Valharvest installed, Mods → Plant and bush timers picks whose timers you see — this mod's (their timer lines are switched off, so nothing shows twice) or theirs.
  • Pings in the world are drawn in this mod's style: a pulsing gold ring (like the map ping) with a small capsule above it — who pinged and how far it is, updating as you move — instead of the plain blue Name: PING.
  • Console (F5) redrawn in the voice of the Escape menu and centred: the world dims, a large Console title with the game version, world and day, a row of cheat toggles (dev mode, debug mode, no cost, fly, ghost, god mode) with a gold diamond on the ones that are on, the log fading out at the top and scrolling with the wheel (a note shows how many newer lines are below), a single underlined input with Tab suggestions. The input keeps focus after a click or Alt+Tab.
  • Statistics (F2) in the same voice instead of the wooden board: performance (FPS in green / gold / red, frame time), network (ping, quality, traffic, peers, send queue, connections), objects, world modifiers and the player list, refreshed four times a second without allocating.
  • Escape, F2 and F5 close each other, and Esc closes the statistics or the console without opening the pause menu on the same press. Console and statistics are elements in the settings with their own size — switching one off brings the vanilla window back at once.
  • Player list from the Escape menu in the same voice: portrait, character name, Host / You, platform name and id, with kick, mute, report and block as text actions; the vanilla window keeps working underneath, so the game's own confirmations still apply.
  • Join code (crossplay hosting) is shown in the Escape menu in our style — click it or press J to copy; the one-time notice after starting the server is a centered band under the compass.
  • Game settings ask before throwing changes away: leaving with Back or Esc after changing something asks to Save, Don't save or Keep editing in a rounded frame over a blurred copy of the screen. Only real changes count; rebound keys do.
  • Mod settings (F7) reorganised: a wider window with sections on the left — General, Language, HUD, Windows, Map & compass, Inventory, Crafting & building, Keys and Mods — each split into titled groups, with rows highlighting under the cursor. Esc now closes only the settings window, not the inventory. The size sliders apply when you let go, so the window no longer jumps under the cursor while dragging.
  • Build menu, laid out anew: categories are one row of text tabs with a gold underline and piece counts (it scrolls when there are many); subcategories as small chips under it (Seating, Tables, Fire, Beds, Storage…); a left column with a large Repair tile, the search field and the crafting stations the category needs (one click narrows the grid to a station). Cells and icons are larger (72 / 58 px). A piece you cannot build looks like an empty cell with a greyed icon, so it reads even on grey stone; nocost shows everything as available; [HUD] BuildHighlight can also frame the buildable ones in green.
  • Your own build categories in this mod's style: + Add category opens a small dialog, the middle mouse button on a piece opens a menu with a switch for each of your categories and Remove from favorites, and on your category asks before deleting it. The Build menu element moved to Windows, where it can be switched off like the other windows.
  • Crafting list reads at a glance: recipes are grouped under Ready to craft (or Ready to upgrade), Missing something and Not learned yet, each with its count; what you can make sits in a filled, framed cell, the rest in an empty cell with a greyed icon.
  • Crafting subcategories: Weapons, Armor and Food open a second row of chips — swords, axes, clubs, spears, polearms, knives, fists, bows, crossbows, magic, shields, ammo; helmets, chest, legs, capes, belts & utility, trinkets; health, stamina, eitr, balanced food and meads. Empty kinds and empty categories are hidden.
  • Crafting stations only show what they can do: All recipes lists only what is made at this station (a cauldron no longer lists swords from the forge), All items on the upgrade tab keeps to gear upgraded here, the Upgrade tab is hidden where nothing is upgraded and Repair appears only where something can be repaired.
  • Crafting details: stats in one column across the panel, long labels wrap instead of being cut; food values tinted by the stat they give (health red, stamina yellow, eitr blue); the set bonus is its own section — set name, worn / needed count (green when complete), the pieces (worn ones bright) and each bonus as a paragraph. The set name filters the list to that set's pieces, a piece name selects its recipe.
  • Food at a glance: the fork on food in cells and quick slots is tinted by what the food mostly gives — red health, yellow stamina, blue eitr, white balanced.
  • Stacks in cells: a full stack's amount turns orange; [Inventory] StackMax / Stack size in cells can drop the /50 so a cell shows just the amount.
  • Adrenaline bar in the stamina column in our style (warm red, gold flash when full), stacked with eitr. Value badges (health, stamina, eitr, adrenaline, shield) keep their width, so the bars no longer shift when a value goes from 99 to 100.
  • Compass follows the map filters — a pin type switched off on the world map no longer shows on the compass. Vehicles (ValheimPlus carts, rafts, karves, longships) are their own pin category with their own icon and a Vehicles chip, separate from deaths. At large interface sizes the compass steps down under the hotbar instead of running into it.
  • Chest preview under the hover text is its own element (Chest preview on hover) with its own switch and size, separate from the crosshair and hover text.
  • Ship wind indicator no longer turns with the camera: the arrow is the ship and always points up, and the wind ring turns around it — the gap with the wind mark faces where the wind comes from.
  • Scrolling in the dialogs, the mod settings and the build menu moves about a third of the view per wheel notch and glides instead of jumping.
  • Click sounds: this mod's buttons, tabs, chips, filters and switches click like the game's own; the quick stack / restock / merge buttons make the same item sound as sorting.
  • No-cost mode (devcommands) also refuels fires and torches and feeds smelters, kilns and furnaces without the fuel or ore in your inventory.
  • Three new languages: Deutsch (Nemix), Français (CrakS) and 한국어 (Bihyang), with flags — twelve in total. Every translation now covers the whole interface, this version's new windows, notices and settings included; a line a translation does not have yet falls back to English.
  • New mod support: Jewelcrafting (Neck and Finger slots on the equipment doll), Multi User Chest (several players in one chest without duplicates or losses), Path of Valheiman (energy shield on the health column, its effect strip over the stamina column, no stall on the first open of its tree, its rune announcements no longer land on top of center messages), RtD MMO colour-tagged item names, and BiomeLords (its Featherweight rows no longer shrink the inventory and spill items into a crate). With Equipment and Quick Slots installed — it does the same job as this mod's equipment and quick slots — this mod leaves the inventory to it: no extra rows, the inventory, chest, crafting and tab panels stay vanilla and their options in the settings are greyed out, with a notice on entering the world that you dismiss with Got it.
  • Fixed: holding E on a chest (the game's own stacking) took food from the quick slots, items from the hotbar and locked slots. A new option Transfer from the quick slots (off by default) lets chest transfers take quick-slot food.
  • Fixed: Ctrl + click on an item in the backpack while a chest was open copied it into the chest instead of moving it.
  • Fixed: with a full inventory, items could keep flying after you forever — locked, quick-slot and equipment cells were counted as free room.
  • Fixed: quick stack, restock, crafting from chests and the chest Crafting switch could take over a chest another player had open, and picking up your own grave could change it without owning it — items could be duplicated or lost.
  • Fixed: after death with equipment kept, items back in the equipment cells (rings especially) looked worn but were not equipped.
  • Fixed: typing in the crafting, build menu and map pin fields walked the character around, triggered game keys (E, M, Tab closed the window) and other mods' hotkeys.
  • Fixed: consolidate could refuse to merge two piles of the same item picked up at different times, and topped off stacks in locked cells.
  • Fixed: quick slot keys, the quick-slot toggle and the settings key did nothing while a movement key was held.
  • Fixed: in the build menu one or two cells near the bottom could stay highlighted and the highlight jumped while scrolling.
  • Fixed: center and top-left messages showed raw tags (<size=25>Sneak attack…).
  • Fixed: with the Crafting element off, the vanilla crafting panel covered this mod's chest and inventory panels.
  • Fixed: tooltips — a single column up to 600 px before splitting, readable line length when split; grey notes are no longer indented like sub-items.
  • Tombstone / chest preview: the main inventory grid has its own Inventory caption, aligned with the Backpack section.

1.1.3 — Leiðarsteinn

  • 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). Pins can be shown all, none or only the ones you mark for the compass — a switch in the pin dialog, next to the icon and the name; pin names on the strip are optional. New Compass element in the settings with its own size, [HUD] CompassPins / CompassNames.
  • Escape menu redrawn as a full-screen pause: the world dims, a column of large entries rises on the left with the world name, the day and the last save; Log out and Quit open beside it in the same voice while the column steps back. The vanilla menu keeps working underneath, so pausing, saving and the cloud-storage warnings are untouched. New Escape menu element in the settings.
  • Game settings (opened from that menu) are drawn in the mod's style: a dark sheet instead of the wooden board, text tabs with a gold underline, switches instead of radio dots, slim sliders, our fonts without the runic outline. Every control keeps its vanilla logic.
  • One look for every input. Switches and range sliders — in the mod's settings, on the map and in the game's settings — now share one implementation, rasterised at twice the size so they stay crisp at any GUI scale.
  • Languages. Five new translations; the mod now speaks nine languages. The language picker shows the translator and how much of the file is translated; a line left empty in a translation falls back to English instead of showing a blank.
    • English — seneaL
    • Русский — seneaL
    • Українська — codore
    • 简体中文 — nonedm
    • Español — josefrijolito, aeolux
    • Türkçe — .madfox
    • Português (Brasil) — padilha_victor
    • Čeština — cominqo
    • Slovenčina — cominqo
  • Quick-stack / auto-store mods no longer carry food out of the quick slots, arrows out of the quiver or anything out of a cell locked with the lock key: RunicStorage (quick stack, store all, consolidate), AzuAutoStore, Quick Stack Store (quick stack, store all, sort; restock still refills the quick slots).
  • Tooltips: a long label wraps beside its value instead of pushing it under; multi-column tooltips split between sections (stats, effects, sockets) instead of cutting a table in half; tooltips stay solid whatever the Transparency setting says.
  • Split dialog: the knob follows the keyboard, and a digit that no longer fits the stack starts a new number. In vanilla every digit typed within half a second is appended to the previous one, so on a stack of 10 pressing 3 and then 1 gave 10 — the 1 was lost; now it gives 1.
  • Fixed: the wind arrow next to the minimap never turned.
  • Fixed: after returning to the main menu and loading again, every tooltip threw a NullReferenceException each frame.
  • Fixed: when another mod collapses the game's HUD root (RossQoL, HexResourceTracker and the like re-anchor it), the whole SeneaL HUD gathered in the centre of the screen; the layout now falls back to the canvas and says so in the log.
  • Ukrainian: a few typos in the settings window.

1.1.2 — Bót

  • Linux fix: the mod did not start at all — icons were decoded through System.Drawing, which needs the native libgdiplus that most Linux systems do not have. Decoding now goes through Unity's own image loader, so the HUD builds on Linux like everywhere else.
  • Dragging an item and releasing it over the mod's own panels (inventory, chest, backpack, crafting, tabs, hint bar) no longer throws it on the ground — the drag is cancelled and the item stays in its cell. Releasing outside the windows still drops it, as in vanilla.
  • AdventureBackpacks: items can be dragged inside the backpack again. Vanilla cancels any drag that did not start in the player inventory whenever no chest is open, which silently broke picking items up from the backpack — most visibly at crafting stations.
  • EpicLoot: the Enchanting Table now counts and spends materials from nearby chests, like the other stations (registered through EpicLoot's own inventory provider API, respects the FromChests option and chests excluded with the Crafting button), and draws the same glowing trails to the chests it uses.
  • EpicLoot: quantities on cost tiles are readable — bigger, light, with a shadow, pinned to the corner of the icon.
  • EpicLoot: button labels are vertically centered, keep their original capitalization, and long augment choices wrap inside the button instead of running past its edge.
  • Long item tooltips split into two or three columns with a separator instead of growing into a single tall strip.
  • Dialog buttons are centered; the Esc key hint next to the close button is gone.
  • No trail is drawn from a station to yourself when a backpack is equipped.
  • Performance: opening a chest no longer stutters. Font warnings on every slot are gone (~60 per chest), cells are no longer rebuilt when reopening, empty cells cost three objects instead of ten, and the backpack no longer recreates its whole grid each time the panel is shown. Text measurements, backpack lookups, socket lookups and chest flags are cached per frame; procedural slot sprites and lazy icons are pre-warmed at load, so the hotbar no longer hitches when an item of a new kind first appears in it.
  • Debug overlay: per-section timings (inventory, chest, crafting, tabs, dialogs, tooltips, cell rebuild, layout, grid update).

1.1.1 — Hringr

  • EpicLoot: two Ring slots under the equipment doll (Silver Ring, Gold Ruby Ring, Andvaranaut). Rings no longer compete with the belt or the wisplight for the utility slot; two at once, a third replaces the one in the first slot; the magic effects of both apply; the tombstone preview shows them.
  • AdventureBackpacks: cape and backpack at the same time. With a backpack on, the cape moves to our own shoulder slot and keeps everything: armor, resistances, its status effect (Lox / Wolf / Feather…), movement modifiers, durability wear and breaking; it is drawn on the character and synced to other players. Putting a backpack on over a cape or taking it off moves the cape back and forth automatically.
  • Building from chests is its own option: [Crafting] BuildFromChests with BuildRange (30 m from you by default); crafting keeps FromChests / ChestRange (15 m from the station by default); both ranges go up to 100 m.
  • Inventory slider counts on top of Haldor's extra rows: 32 slots (+16), so the two upgrades and our 64 add up; the new size is applied 0.35 s after you stop dragging (no stutter while sliding).
  • The inventory panel shrinks only when it really does not fit the screen; when it covers the bottom of the HUD, the health and stamina bars fade out and the hint bar moves aside.
  • Wide and ultrawide screens: [General] CenterWindows (on by default) lays the inventory, crafting panel / chest and character tabs out from the screen center with a configurable gap (WindowGap, capped by the free width of your screen), instead of the left and right edges; on 16:9 nothing changes.
  • Split stack dialog in our style (icon, name, amount, slider, OK / Cancel); the vanilla keyboard input still works (digits, arrows, Enter).
  • Status effect pills wrap long names into two lines and stay centered under the minimap instead of running off the screen.
  • Title ornaments (crafting, character tabs, dialogs) are aligned to the visual center of the text — noticeable with CJK fonts.
  • Tombstone preview: shows the contents of the backpack you had on (beside the grid when it does not fit below); the equipment row wraps; no empty gap for rows above the current size; items go back to their locked cells on pickup.
  • Equip / unequip progress bar in our style (above the stamina bar).
  • Status effects on the right are centered under the minimap like the wind and day pills.
  • Settings: sliders that depend on a switch (chest ranges, window gap) are greyed out while the switch is off.
  • [HUD] AlertFlash — switch off the red low-health vignette and the empty-stamina flash.
  • Vanilla tooltips come back when the Tooltips element is off (inventory, chests, Enchanting Table).
  • The trash slot moved to the far right of the quick-slot row (quiver row when the quiver is shown), away from the equipment.
  • Chinese (简体中文) translation by Edgerunner included.
  • Fixed: the backpack section showed raw vanilla cells (and spammed errors) when a backpack with items inside was equipped with the inventory open; tooltip rows whose value wrapped to the next line showed raw tags; the inventory size label did not update after Haldor's rows changed; the backpack section was missing from the tombstone preview.

1.1.0 — Kaupang

  • Translations live in Languages/xx.txt files next to the DLL (flag + language name in each); language picker in the settings window and [General] Language; missing keys fall back to English. English, Russian and Ukrainian are included.
  • Crafting from nearby chests: crafting, upgrading and building count and take materials from chests within 1–15 m ([Crafting] FromChests, ChestRange), inventory first; a Crafting button in the chest excludes it; glowing animated trails from a station you look at to the chests it uses (ChestLinks). SeneaL UI takes priority over Runic Crafting: its crafting/building patches are removed while FromChests is on (its cooking, refuel and area repair stay).
  • Expandable inventory: one slider, [Inventory] Slots 32 (vanilla) – 64; shrinking drops the items from the removed slots on the ground, equipment and quick slots are kept.
  • AdventureBackpacks: a Backpack slot on the equipment doll; the backpack is a section under your own slots whenever the inventory is open — with Tab, at crafting stations and with chests (its own grid, drag between chest, inventory and backpack); cells are laid out up to 8 per row; sorting, put/take, hotkeys.
  • Chest hotkeys for Put all / Put similar / Take all / Take similar ([Keys] PutAll…, empty by default; shown in the button tooltips); the settings window can clear any key (× button or Backspace while capturing).
  • Status effects can be shown on the right under the minimap ([HUD] StatusRight, uses the space under the ship wind ring at sea); the minimap can be hidden completely for compass mods ([HUD] HideMinimap, the large map still opens).
  • World map: zoom animation presets Smooth / Fast / Instant ([Map] Zoom) and up to 4× closer zoom-in than vanilla ([Map] ZoomIn).
  • Crafting: All recipes now lists every recipe in the game — known ones from other stations with the station they need, unknown ones with the materials to find; the panel has a fixed height (no more jumping between items with and without stats); wide requirement lists wrap into two columns; search also matches the English name and the prefab name (crafting and build menu).
  • EpicLoot: tooltips keep the enchanted name, rarity-colored effect lines with descriptions and value ranges, rarity / effect-count rows; the socket grid (E over a socketed item) is shown as a section under the inventory (it was invisible before); the Enchanting Table window is re-skinned in place (frame, tabs, buttons, lists, checkboxes, dropdowns, inputs, scrollbars, our fonts, our tooltips, open animation).
  • EpicLoot: the "item enchanted" result dialog and the augment choice dialog are ours (rarity-colored title, icon, description and stat rows, choice buttons in the rarity color; Esc / Keep current keeps the effect); list rows in the table are taller with our slot frame and a rarity ring; the mod's square glow on inventory slots is not drawn at all (no flash on opening) — only our rounded rarity ring.
  • Compatibility with older game builds: the cheat-item badge no longer requires PlayerProfile.s_bypassCheatChecks / ItemData.m_cheated (missing on Valheim 1.0.7 broke the HUD and inventory).
  • Crafting: the item variant picker (shields, capes) is our dialog instead of the vanilla wooden board; the Variant button hover no longer glows.
  • Build piece panel names the mod a piece comes from (Jotunn source mod, otherwise the assembly, otherwise "Mod"); the hover panel does the same for placed objects.
  • HUD key hints show the physical key (Q/E) regardless of the keyboard layout.
  • Fixed: with the Crafting or BuildMenu element switched off the vanilla recipe / piece lists stayed empty.
  • Fixed: upgrading an equipped item with a full inventory destroyed it (the freed equipment cell was not seen as free); upgraded items are now re-equipped.
  • Typing in a search box no longer lets the game or the mod react to the keys (hotkeys of mods that read the keyboard directly are out of our reach).
  • Tombstone recovery restores the exact layout: equipped items are re-equipped, food goes back to the quick slots, arrows to the quiver, everything else to its original cell (occupied cells fall back to a free one); the tombstone hover preview shows the equipment, quick-slot and quiver sections separately. BetterArchery's separate quiver tombstone is disabled.
  • Trash slot in the inventory footer: drop an item on it or hover an item and press Delete ([Keys] Trash); confirmation dialog with "don't ask again" ([Inventory] ConfirmTrash); hints in tooltips and the hint bar.
  • Ship HUD in our style: helm with rudder arc and speed chevrons, wind ring with the dead sector and a wind pointer; ship markers on the maps use our icon ([Elements] ShipHud).
  • Build menu: tools without categories (hoe, cultivator) get a full-width grid and their name as the title; Recent no longer collects newly unlocked pieces; search text and the Esc hint aligned.
  • Slots: quality stars moved to the top-right corner, the equipped check mark removed (the gold frame marks equipped items), the console-item badge scales with the slot.
  • Package: the DLL is now SeneaL-UI.dll in plugins/SeneaL-UI/ with the Languages/ folder next to it.

1.0.0

  • Build menu, crafting categories, chest preview, hover text panel with physical key labels.
  • In-game settings window (F7): panel transparency, global and per-element scale, per-element on/off, rebindable keys, debug timings overlay.
  • Cheat/debug mode indicator, quality stars on items, cheat-item badge.
  • BetterArchery support (quiver rows, Quiver slot, arrow slots), EpicLoot rarity colors, RepairRequiresMaterials cost on the repair button, RunicStorage buttons, EliteCreaturesReborn nameplates, OdinHorse mount HUD; Wisplight gets its own equipment slot.
  • Mod attribution in tooltips and hover panels; first-open lag removed for crafting, build menu and inventory.
  • HUD, inventory with equipment column and quick slots, chests with locks and transfers, tooltips, crafting and upgrade panel, character tabs and dialogs, world map.