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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.

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162
Version
1.1.9
Updated
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seneaL
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Description

SeneaL UI

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 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
Patch notes EN Patch notes RU

At a glance

HUD Inventory
Crafting World map
Statistics Chest preview
Escape menu Mod settings
  • 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 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, BowsBeforeHoes, EpicLoot, Valheim Enchantment System, Skills Reworked, Star Level System, Path of Valheiman, AzuEPI, RunicStorage, Quick Stack Store, AzuAutoStore and more are supported explicitly (see Mod support).

HUD

HUD

  • Hotbar with eight slots and up to six food 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 / 2 by default), shown as a small row under the hotbar.
  • Round or square minimap ([HUD] MinimapShape) with biome, wind, day and time pills; it hides with its own iris animation or fades like the rest of the interface ([HUD] MinimapAnimation). 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.
  • Status effects can put the ones with a timer on top or at the bottom of the list, or show only icons of a size you choose in a column or a wrapping row ([HUD] StatusTimers, StatusIcons, StatusIconSize, StatusIconsWide). Names and icons that another mod changes while you play (the weather of Seasonality, the heat bar of Seasons) follow along, and colour markup in an effect's text is drawn.
  • Card under the minimap with the wind (an arrow with strength bars; it can follow the camera, [HUD] WindRelative) and the in-game day and time, with an optional real date and time in 24 h or 12 h ([HUD] RealClock); a view cone on the minimap ([HUD] MinimapCone).
  • Who built it: the piece under the crosshair shows its builder as a card in the mod's style, in the game's own panel, or not at all ([HUD] BuilderLook).
  • 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; creature health bars in the boss panel style (name between gold rules, hit trail and flash, optional health or percentage).
  • Boss panel under the compass: a card per boss with its trophy, stars and health bar, with the health (1300 / 1500), the percentage or nothing under it ([HUD] BossHealth); several bosses stack (the closest large, up to four and +N), with a slide-in, a hit flash, a damage trail that catches up and a low-health pulse.
  • Radial wheel (emotes, hotbar, build) in mod colors and fonts: dark wood segments, a gold frame on the selected one; the game's own wheel logic and gamepad control stay.
  • Ship HUD: helm with a rudder arc and speed chevrons, a wind ring coloured by zones with the sail's real thrust (how hard it pushes the ship forward, 100% = best course in full wind) and the wind strength 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).
  • Pings from the world: Alt + middle mouse button (rebindable) pings the spot under the crosshair without opening the map, at its real height (a rooftop is pinged on the roof). A ping on a creature sticks above it, names it and is coloured by who it is — red for hostile, green for tamed creatures and players, blue for neutral animals; the ping lasts 5–30 s as you set it.
  • Key hints with a dark outline and shadow so they stay readable on snow, the save icon in the mod's style in the top left corner and a health bar that dims the part food that has run down can no longer give.
  • Hide what you do not need: key hints, the build panel, stealth and stagger indicators, the boss panel, the cheat indicator, ship controls and the compass can be set to Hidden (not only Mod or Vanilla); the essential parts cannot be hidden.
  • A cheat / debug indicator (devcommands, debugmode, nocost, fly, ghost, god) and a bolt badge on items spawned via console.
Hotbar and slots Health, food and stamina
Hover text with timers Chest preview
Pings on a place and on a creature Ping on a creature
Key hints on a bright background Boss panel
Ship HUD Radial wheel

Compass

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

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

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 / Charm (the Demister and the Wishbone, both at once if you like — the slot splits in two and fans out on hover), 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. The doll sits on the same grid as the inventory rows with the key and wallet slots as its fourth row, and slides away with them (and back) by the arrow next to its title; the trash is always the last cell of the last row.
  • Food and action slots live in the inventory too, right under its columns: food slots (0–6) and action slots (0–6), with short titles you can switch off; under the equipment sit 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. A coin can weigh as in the game, 0.05 or 0.01 ([Inventory] CoinWeight).
  • 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 always in the last cell of the last row (bottom right corner), where nothing lands by accident: 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.
  • Gamepad: a gold focus frame glides over every cell on screen (inventory, slots, equipment, trash, chest, backpack) with the D-pad or the left stick. A takes and places, LT+A splits, RT+A drops, X uses, LT+X moves to or from the chest, L3 locks, R3 sorts, LT+Y trashes, LT+LB / LT+RB put all / take all, LT+D-pad quick stacks and restocks; RB takes the frame to the crafting panel (recipes, categories, A crafts, L3+A ×5), and the build menu, F7, F1, the character windows, the dialogs and the map pin window have it too (A presses, D-pad moves sliders, B closes the top window); food and action slots are groups in the radial wheel ([HUD] RadialSlots); the hint bar shows Xbox, PlayStation or Switch buttons, named after the game's controller layout (Default / Alternative 1 / 2) and Swap triggers; every hint of the mod (HUD key hints, map, tooltips) switches to the gamepad as soon as it is used.
  • 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.
  • Item tooltips with sections: Damage, Defense and Stats headings as in the crafting panel, resistances as one line each (Resistant green, Weak red), set bonuses and EpicLoot effects in a tinted card ([Inventory] TooltipCards), texts that other mods show in their own tooltip window gathered under More details (TooltipExtra), and the other mods' slot highlights hidden (SlotForeign).
  • Select several items: hold Ctrl + left mouse button on an item or drag over an area, then take one and all of them follow the cursor and drop into a chest, the backpack, the trash, outside or another place of the same inventory (the group keeps its shape). A quick Ctrl + click still moves one item; Shift + click splits a stack.
  • Equip queue: items being put on or waiting in the equip queue get a small numbered badge (1 is the one being put on now); the piece you replace goes to the cell the new one came from.
Equipment column, keys and wallet Selecting a group of items
Item tooltip

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

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 quantity crafting: a − / + stepper and a Max button next to Craft pick how many to make (Shift-click steps by 5, Shift + Craft still makes ×5). Recipes can be pinned (the star in the header or a right click) and stay on top at the stations where they can be crafted. The list can be sorted by biome where a recipe becomes available (a switch under the category chips). Hover an ingredient to see its icon, how many you have and in which chests.
  • Production queue: the Queue button under Craft (or Shift + click on Craft) adds the selected recipe with its quantity to a queue that crafts one batch after another in the game's own crafting. Its items sit next to the button with counts, it can be paused, cleared or trimmed by a click on an item, and it stops with a message when materials, room or the station run out; closing the window with a non-empty queue asks first.
  • The list can be sorted by biome (where a recipe opens) and the Food category by health, stamina or eitr; recipes of other mods show what the effect of an attack is called, with its chance and numbers.
  • Hundreds of recipes open instantly — the list is virtualized and built without vanilla prefabs.

Crafting from nearby chests

Chest links

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.

Furnaces, fires and torches

Smelter window

Hold the smelter key (Shift by default) with the use key on a furnace, kiln, fire, torch or oven and its window opens: the ore it takes in the order you drag them, and the fuel, each with a switch and the count in the building, in your bag and in nearby chests. Switched-on buildings top themselves up every second and a half from the bag and nearby chests within about 40 m of you — no key needed ([Crafting] SmelterAuto); locked slots are never touched. Without the window, the use key on the building takes one ore or fuel the same way. Every building keeps its own filter in the world (two furnaces can smelt different ores). Each material has a Filters button (reserve in nearby chests, most in the furnace queue, stop once the finished goods reach a number, or fuel only up to a level; automatic refilling counts and takes from the chests only, never your bag) and an Eject button that drops that material or fuel on the ground; a small gold gear on the item shows that rules are set.

Build menu

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.

Trader store

Buy stackable goods by the pack with -, +, Max and Reset (Ctrl = 5, Shift = 10 on the buttons). A store without mod tabs is wider and opens centred, the selection returns to the first item on every visit, and Tab at a trader just closes the window. With Epic Loot installed its trader tabs (magic goods, gamble, treasure maps, bounties) and Hildir's tempering open in windows of the mod's style next to the store, and a gamble result is a card over the merchant window.


World map

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. Pins are a clean icon on a soft shadow or a round plate ([Map] PinStyle), in eight colours of your choice, with names sized apart from the icons. Pins that overlap merge into one numbered marker: its list shows them nearest first, and a click on a name flies the map to that pin, a right click removes it; optional world coordinates. Four extra pin types — ore, chest, danger, ship — that stay vanilla-compatible: players without the mod see a plain dot.

A Cartography table switch shows or hides the areas and pins other players shared. A right click on a filter chip lists that group's markers, nearest first (a left click flies the map to one, a right click removes or hides it). Ore detection ([Ore] Detect, off by default) marks a deposit you run past with the ore's name, keeps the share left up to date and strikes it through at the level you choose. Pointing at a portal draws an animated line to the portal with the same tag ([Map] PortalLinks); the map and the minimap can show a view cone ([Map] MapCone) and your arrow can follow the camera.


Character windows

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

Unlocks keeps the whole history of what the character discovered: every new recipe, building and material with its icon, the item whose pickup unlocked it, the crafting station and level, the in-game day and time and the real date and time. Entries of one kind within 10 minutes fold into one row, a recipe opens to show what it needs and can be found in the crafting panel, and there are filters and a search. The tab counts new entries; the history is stored per character.

Statistics is the first page of the Texts window: four summary cards and readable sections in two columns (general, travel, combat, crafting, building, gathering, exploration, causes of death, enemies, found and crafted items, time in worlds) instead of the game's raw list. The game only stores current totals, so the mod keeps its own history per character: a record when the page opens and after every hour of play. Click a value to see its progress (last hour, day, week, since the first record) and a graph; right click a value to pin it to the cards at the top (up to eight).

Statistics

The pages of EpicLoot's Compendium (magic effects, descriptions, treasure and bounties, sets, shardstones) are drawn in the same style, with a search field.

The enchanting table of EpicLoot is a new window of its own: a tab rail (sacrifice, materials, enchant, replace, remove enchants, runes, table upgrades), cards for items and results, a preview of what you picked, cost chips and an action button that fills while it works. It sits on top of EpicLoot's own table, so its rules and results are unchanged; with a gamepad the original window opens.


Settings window

Settings

Open it with the gear on the character tabs or F7 (on a fresh install most features start switched off — turn on what you want; settings new in this version wear a gold new tag until you have seen them, and a gold dot on the gear and in the Esc menu says something new is waiting):

  • 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.

  • Mod / Vanilla / Hidden for every element (only the safe ones can be hidden), a gamepad highlight strength slider and a slider for the yellow tint the game lays over the active panel.

  • Search above the tabs looks through every setting of every tab, mod and add-on at once (any words, any order, matches lit up, a counter on each tab); the tabs are grouped with icons and the long lists are split into sections with sub items in the sidebar.

  • Debug has its own tab for the frame timings, cell numbers, the diagnostic log and the old nocost shows only the current station's recipes behaviour ([Debug] NoCostStations).

  • Mods that add a slot to the equipment doll have a switch in their card to show or hide it ([Slots] Quiver, Backpack, Rings, Necklace, FingerRing); hiding a slot takes what is worn in it off into the inventory.

  • 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 settings

The window has a size slider (Ctrl + mouse wheel over it also zooms it) and is enlarged by itself on screens taller than 1440 px; it is prepared invisibly a few seconds after you enter the world, so the first opening does not stall.

Add-ons (F7 → Add-ons): small separate mods for SeneaL UI that you install next to it like any other mod. Every add-on is a card: name, version and whether it is installed, a button to its store page, a short description, a legend of what it draws, a line when the server limits it, and its settings. Add-ons from other authors can use the same tab; they are marked Third-party and their store buttons only open Thunderstore or Nexus Mods pages. The server can limit or forbid add-ons (see Server rules). Its buttons lead to the mod's page on Thunderstore, Nexus Mods and Hexium; a button is greyed out when the mod has no page there. The mod sends no requests to any of these sites.

Add-on What it does
SeneaL UI Radar Creatures on the minimap and the world map: monsters are red dots (brighter with a ping while they hunt), big dangerous ones (500+ health: trolls, abominations, starred elites) red diamonds, bosses a gold badge with a star, traders a coin badge, peaceful NPCs such as the Dvergr blue, tamed creatures green, animals pale, fish (optional) small blue fish. Point at one on the world map for a card with its trophy, health, stars, state and distance. Its cost shows as addon.radar in the debug timings; servers can limit it with [Server] Radar, MaxRadarRange and RadarMonsters.
BetterMap SeneaL Compatibility (by Ainzworth, third-party) BetterMap pins, category filters with counts and a manual pin toolbar on this mod's world map; repairs shifted pin categories. Needs BetterMap.
SeneaL HUD Layout (by cjayride, third-party) Another HUD layout: hotbar bottom left, health and food above it, compass on top, Passive Powers next to the food; optional health numbers and bars.

Mod support

F7 → Supported mods lists every mod below as a card: installed ones first, with their version and the SeneaL UI settings for them; the rest with a short note. Each card has Thunderstore, Nexus Mods and Hexium buttons to the mod's page; a button is greyed out when the mod has no page on that site.

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. The three arrow slots of the worn quiver are also drawn on the HUD with the mod's key labels ([Mods] QuiverHud); the holding key and the three slot keys can be changed in F7 → Keys.
BowsBeforeHoes The worn quiver takes the Quiver slot on the doll (when BetterArchery is not installed); its arrows get their own row under the quick slots (drag in and out, right click or Shift + 1–6 picks the arrows to shoot; only arrows and bolts go in) and a row on the HUD next to the action slots with the chosen arrows in gold, in place of the mod's own bar. A quiver wider than the panel continues on a second row. The hotkey modifier can be changed in F7 → Keys (it edits the mod's own config), and [Mods] BowsBeforeHoesQuiverHud switches the HUD row off. Works with BowsBeforeHoes 2.0.1.
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 gradient inside 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 is a window of its own over the mod's table (a tab rail, cards for items and results, cost chips, a button that fills while it works, Max / Reset on quantities) — the mod's rules and results 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. Abilities (the Heimdall set and others) sit next to the Forsaken power in mod style, with their key and cooldown. The trader tabs (magic goods, gamble, treasure maps, bounties) and Hildir's tempering open in windows of the mod's style next to the trader's store; F7 → Mods → Epic Loot switches each of them, and the enchanting table window, back to Epic Loot's own look.
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. Its floating buttons and trash can are hidden; the inventory header's To chests and Restock buttons run its own quick stack and restock.
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.
Valheim Recycle Its Recycle tab joins the crafting panel next to Craft and Upgrade: the items you carry, what each gives back as green +N chips, and a Lower the level / Recycle button. Its rules stay its own; F7 → Supported mods sets how much comes back (100% by default) and whether worn and hotbar items are listed.
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 gradient of the same colour, instead of its glowing overlay (F7 → Supported 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 → Supported mods switches each part back.
AzuEPI (AzuExtendedPlayerInventory) F7 → Supported 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 → Supported 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 → Supported mods switches it back.
Jewelcrafting The gemcutters table gets its Sockets tab in the crafting panel (sockets of the item, chance, cost, Add socket, Sockets button) and the gem window is drawn in the mod's style; the window also opens with the use key over an inventory item. The synergy count sits in the inventory header as a chip. Jewelcrafting is not compatible with EpicLoot (its own restriction). Its synergy window (the gem counter in the inventory header) is drawn in the mod's tooltip style, the green socket highlight over cells is hidden ([Inventory] SlotForeign), and the Seal button of the fusion boxes appears in the mod's container panel.
Magic Supremacy The worn tome sits next to the belt in the same cell (split diagonally, fans out on hover); drop it on the belt cell or right-click to wear it. Inspiration (points and progress to the next point) is a circle next to the HUD abilities, and the mod's own icon and its effects-list row are hidden ([Mods] MagicInspiration). With Path of Valheiman's second-belt talent the second belt keeps that cell and the tome stays in the bag grid.
Skills Reworked The skills window is drawn in the mod's style with the mod's attributes: level and XP bar, points to spend with + / − on each attribute (Shift = 5), the skills of an attribute folding under it, Apply, Reset / Rebirth and Prestige with confirmation windows; a level and XP bar stands on the HUD under the stamina bars. [Mods] SrWindow and [Mods] SrXpBar switch them back to the mod's own.
Star Level System Its stars on enemy nameplates are hidden and the mod's own are drawn ([Mods] SlsStars switches to its stars); its raids show the raid card with a time bar under the compass and the raid notification.
Seasonality / Seasons The season and the current weather in the effects list keep their real names as they change, and colour markup in an effect's text (the heat bar of Seasons) is drawn instead of shown as tags.
Balrond Runeforging Item rarity is drawn as a soft coloured gradient in the slot, the tooltip name takes the rarity colour or the custom name of a legendary item, and the rarity symbols no longer replace the description. Its Improve tab joins the crafting panel next to Craft, Upgrade and Recycle (items, stats now and after, cost, button with progress); with chest crafting on, materials are taken from nearby chests too. The Runeforging skill shows its real name and description in the skills window.
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. The extra inventory rows of its talents join the main grid. Its item rarity is drawn as a coloured slot gradient and name ([Mods] PovRarity); chest crafting runs through this mod or through its own talent ([Mods] PovChests). With [Mods] PovProgression (on by default) this mod's chest crafting and building open with its From Nearby Chests talent (its chest reach) and area pickup with Mass Gathering (its radius). Both belts of its two-belt talent share the one belt slot split diagonally and fan out on hover, each with its own tooltip, thrown weapons in flight are dimmed, the no-portal badge, build costs and the skills window follow its talents and settings. The pinned profession tasks are a card in the mod's style under the hotbar or under the minimap ([Mods] PovTasks, PovTasksSide); when a chest talent is not taken yet, the log says why crafting from chests is locked.
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.

A slot that a mod adds to the equipment doll can be shown or hidden in that mod's card ([Slots] Quiver, Backpack, Rings, Necklace, FingerRing); hiding it takes the worn item off into the inventory.

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, including recipes that accept any one of several ingredients (cleaning fish, feasts).

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.

Before you remove the mod

The mod keeps your equipment, food and action slots, keys, the wallet and the extra inventory rows in extra rows of the character's inventory. The plain game does not have those rows, so if you load the character without the mod it cannot show what is in them.

  • Since 1.1.7 [Inventory] SaveCompat (on by default) writes those items into free cells of the ordinary inventory grid every time the character is saved, and puts them back when this mod loads the character. Equipped items stay equipped.
  • That only works while the ordinary 8 × 4 grid has free cells. If your bag is full, or you use more inventory slots than the game's own, some items cannot be moved and will be hidden without the mod (they come back when you install it again).
  • Before you remove the mod for good, unequip your gear, empty a few cells in the bag and save (log out) once with the mod still installed.
  • A character saved by an older version of the mod has no such copy: install the mod again to get those items back.

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.

Hosting from the game (Start server in the world list): the host gets an F7 → Server tab with every rule below as switches and sliders. A change goes to the players at once — no restart.

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 slots a player may have (3–6; a player can always use fewer, down to 0)
[Server] MaxActionSlots 6 most action slots a player may have (0 = none); caps each player's [Inventory] ActionSlotCount
[Server] AllowKeySlots true the slots for dungeon and door keys
[Server] AllowWallet true the coin wallet with no stack limit
[Server] AllowCoinWeight true players may make coins lighter ([Inventory] CoinWeight)
[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
[Server] Radar On SeneaL UI Radar add-on: On = creatures on the minimap and the world map; MinimapOnly = only on the minimap; Off = the radar shows nothing
[Server] MaxRadarRange 200 longest radar range a player may set, meters (10–200)
[Server] RadarMonsters true the radar may show hostile monsters and bosses; false = only animals, tamed creatures, traders and peaceful NPCs
[Server] DeniedAddons empty add-ons (plugin ids, comma-separated, e.g. seneaL.valheim.ui.radar) a player may not use; such a player fails the build check (VerifyClients decides what happens)
[Server] CheckAddonBuilds true a player's copy of an add-on the server also has must be the same build (SHA-256) or listed in AllowedAddonBuilds
[Server] AllowedAddonBuilds empty extra add-on DLL hashes to accept; the server log prints the hash of every rejected add-on

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] HideEmptySlots empty hotbar, food and action slots fade out and the bar closes up (off by default)
[HUD] RadialSlots food and action slots as two more groups in the radial wheel (gamepad)
[HUD] EnemyHealth under creature health bars: nothing, the health or the percentage
[HUD] StatusRight / HideMinimap / AlertFlash status effects under the minimap; hide the minimap entirely; low-health vignette and empty-stamina flash
[HUD] StatusTimers / StatusIcons / StatusIconSize / StatusIconsWide effects with a timer on top or at the bottom of the list; an icons-only mode, its size, in a column or a wrapping row
[HUD] RealClock / WindRelative / MinimapCone / BuilderLook real date and time on the card under the minimap (24 h or 12 h); the wind arrow follows the camera; a view cone on the minimap; who built the piece under the crosshair (card / vanilla / hidden)
[Map] MapCone / MarkerByView / PortalLinks / PortalLinkTime view cone on the world map; your arrow follows the camera; the animated line between portals with the same tag and how long it stays
[Inventory] TooltipCards / TooltipCardTint / TooltipExtra / TooltipIcon / TooltipPlates / SlotForeign / SelectGather tinted cards behind set bonuses and EpicLoot effects; texts of other mods under More details; the item image in the tooltip corner; windows of other mods in the mod's style; hide other mods' slot highlights; gather the selected items at the cursor when an area selection ends
[Slots] Quiver / Backpack / Rings / Necklace / FingerRing show or hide the slot a mod adds to the equipment doll
[Mods] QuiverHud / BowsBeforeHoesQuiverHud / SrWindow / SrXpBar / SlsStars / PovTasks / PovTasksSide arrow slots of a worn quiver on the HUD; Skills Reworked window and XP bar; Star Level System stars; Path of Valheiman tasks card and its place
[Debug] DebugLog / NoCostStations write the diagnostic lines to the BepInEx log; the nocost cheat lists only the recipes of the current station
[Server] AllowChestPreview / AllowHoverTimers server rules for the chest and grave preview and for the times and progress in the hover text
[HUD] HealthCapacity the health bar is as tall as your maximum health (about 48 px up to 460 px); off = a fixed bar
[HUD] BossHealth what the boss panel writes under each health bar: Hidden / Values / Percent
[HUD] BossMaxStars / EnemyStarAlign star limit of the boss panel apart from creatures; stars under a creature's bar left, centre or right (the stars of Elite Creatures Reborn keep their mutation colours)
[Ore] Detect / Radius / Marker / Ping / UpdateShare / DepletedAt off by default: running past an ore deposit marks it on the map with the ore name and a ping, keeps the share of ore left up to date and strikes the marker through at the chosen threshold
[HUD] MaxStars / HealthInside / EnemyCompact stars of bosses and creatures as icons up to this number (1–8, 4 by default), above it one label like 7★; health numbers on the bar instead of under it; compact creature health bars
[HUD] CompassPins / CompassNames which pins the compass shows (All / Marked / None); pin names on the strip
[Map] PinStyle / PinScale / NameScale / Clusters / Coordinates pin look (Icon / Plate), icon size, name size, merging of overlapping pins, world coordinates under the cursor and in pin tooltips
[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
[HUD] EnemyNames / EnemyNameScale / EnemyNameBack / EnemyNameDecor creature name above its health bar: show, size, dark plate, gold rules and diamonds
[Server] AllowOreDetect / MaxOreRadius / AllowSmelterAuto / AllowLiveMarks / AllowCoordinates / AllowHealthNumbers server rules for ore detection and its radius, automatic furnace refilling, ships / carts / portals on the map, map coordinates and health numbers; forbidden = the feature is off for players and its setting greyed out
[Map] LiveShips / LiveCarts / LivePortals ships, carts and portals appear and move by themselves on the map, minimap and compass; the Vehicles and portal filter chips hide them, a left click hides one; a right click on a filter chip lists that group's markers (fly to, remove)
[Crafting] SmelterFeed / SmelterFuel / SmelterMenu, [Keys] SmelterMenu, [HUD] SmelterHover, [Mods] OttoFuel smelters, fires and torches feed themselves from your bag and nearby chests once switched on for that building; hold the key with use to open its window; hover shows what is inside
[HUD] TargetHealth health of the tree or rock under the crosshair (off by default)
[Map] PlayerCoordinates / [HUD] MinimapCoordinates your coordinates on the world map and under the minimap (off by default)
[Inventory] SaveCompat on: items in the extra rows are saved into free cells of the ordinary grid, so removing the mod does not hide them
[Debug] CellNumbers debug: the grid position and index on every slot
[Inventory] ShiftSelect Hold Ctrl + left mouse button on an item, or drag over an area, to select items (a quick Ctrl + click still moves one, Shift + click splits a stack); take one and all follow the cursor to a chest, backpack, trash or outside
[Map] Filters map filters you switched off, saved automatically
[Inventory] SortHotbar / TransferHotbar / QuickSlot1..6 sorting / transfer include the hotbar row; quick slot keys
[Inventory] QuickSlotCount / ActionSlotCount / ActionSlot1..6 food slots (0–6, 0 = off), action slots (0–6, 0 = off) and their keys
[Inventory] Equipment / SlotLabels equipment block with keys and wallet (the arrow toggles it); titles above the food and action rows
[Inventory] KeySlotCount / Wallet / SlotKeys key slots (0–2), coin wallet, key labels on quick and action slots
[Inventory] CoinWeight weight of one coin: Vanilla / Light (0.05) / Feather (0.01), only your own carry weight
[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 / PovChests / PovRarity / PovProgression per-mod switches between this mod's look and the other mod's own (see Mod support)
[Keys] PingAtCrosshair / [Map] PingTime ping the spot or creature under the crosshair (Alt + middle mouse); how long a ping lasts, 5–30 s
[HUD] CompassRange / CompassChecked farthest pin shown on the compass; crossed-out pins on the compass
[Crafting] SmelterAuto switched-on furnaces, kilns, fires, torches and ovens top themselves up from your bag and nearby chests; locked slots are never touched
[Elements] <Name>Hidden Hidden for the elements that may be hidden (key hints, build panel, stealth and stagger indicators, boss panel, cheat indicator, ship controls, compass)
[Inventory] TooltipKeys / StatsPinned key hints at the bottom of item tooltips; the Statistics values pinned as cards
[Inventory] PadHighlight / PadGroupGlow gamepad highlight strength; the yellow tint of the active panel
[Debug] Profile timings overlay + log

Translations

Language Translator Translated (1.1.9)
English seneaL 100 %
Русский seneaL 100 %
Українська CODORE 82 %
Deutsch Nemix 99 %
Français CrakS 99 %
Español JoseFrijolito, Aeolux 82 %
Português (Brasil) Morgnar BR 99 %
Čeština cominqo 99 %
Slovenčina cominqo 99 %
Türkçe .madfox 99 %
简体中文 taotao 99 %
한국어 Bihyang 82 %

Languages below 100 % still miss some of the newest 1.1.8 lines, which show in English — translations and corrections are welcome on Discord.

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

  • 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:

  • 1.1.9 — a hotfix: the character no longer stops running and the HUD no longer blinks a few seconds after you spawn with Epic Loot installed, and the coin-stack patch no longer depends on one exact game signature.
  • 1.1.8 — a production queue in crafting, Epic Loot trader windows and a new enchanting table window, buying by the pack in the trader store, Skills Reworked, Star Level System, BowsBeforeHoes 2.0.1 and Seasons / Seasonality support, a wind, clock and builder card, status effect options, search in the settings, per-station smelter filters with reserve, limits and an Eject button, automatic ore detection, marker lists by right click on the map chips, boss and creature star settings, no more requests to Thunderstore: add-on and supported mod cards carry links only, with Thunderstore, Nexus Mods and Hexium buttons (greyed out where a mod has no page).
  • 1.1.7 — inventory on one grid with keys and wallet under the equipment, food slots and up to 6 action slots, the Unlocks history tab, a rebuilt Statistics page with history, graphs and pinned cards, EpicLoot Compendium pages in the mod's style, pings from the world (on a place and on a creature), equip queue badges, selecting and dropping groups of items, furnaces, fires and torches that refill themselves, Mod / Vanilla / Hidden for HUD elements, a gamepad pass (build menu, hotbar, buttons, highlight strength), portal hover text with the connection state, a compass pin distance slider, a size slider for the mod settings window, Magic Supremacy, Balrond Runeforging and Jewelcrafting support, ships, carts and portals moving on the map.
  • 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 is used in this project solely as an assistant tool (code autocompletion via .dll). AI is NOT the foundation or driving creative force behind this project — all concepts, design decisions, and implementation are entirely the work of the mod author.

Note: The system also automatically collects and aggregates documentation from readme.md, readme.bbcode, changelog.md, and changelog.bbcode files.

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.

Changelog

1.1.9 Latest
  • Fixed: Right after spawning, about six seconds in, the character stopped running by itself and the whole HUD blinked: the mod prepares the Epic Loot enchanting table window in the background, and Epic Loot counts a freshly built window as open for three frames (it blocks the controls and hides the HUD like the map does); the window is prepared quietly now, and the mod settings window (F1) no longer counts as open while it is prepared
  • Improved: the patch that keeps big coin stacks when a character loads finds the game's private Inventory.AddItem by its parameters instead of one fixed signature, so a game build that changes it no longer breaks the mod (the Hexium compatibility check flagged it on build 25527701)
1.1.8
  • Fixed: Seasonality: the weather in the effects list stayed on Weatherman instead of the current weather; the name of an effect that another mod renames while the game runs is read again when it changes
  • Fixed: Seasons: the heat bar in the effects list showed its <color> tags as text and ran out of the card; effect lines accept such markup now, and a bar is drawn smaller so the effect name stays readable
  • Fixed: F7: after searching, closing the settings and searching again, rows of different tabs lay on top of each other; the saved search layout was restored at the wrong places
  • Fixed: The card under the minimap (wind, day and time) had a darker, almost opaque background; it uses the same translucent glass as the other panels now
  • Improved: Path of Valheiman: the log says when crafting and building from chests are locked until the From Nearby Chests talent is taken, and that [Mods] PovProgression = false opens them from the start
  • New: Production queue: the crafting panel has a Queue button under Craft (or Shift + click on Craft) that adds the selected recipe, with the quantity set by the multi-craft counter or by holding Shift, to a queue; the queue crafts one batch after another in the game's own crafting, shows its items with counts next to the button, can be paused, cleared or trimmed by clicking an item, and stops with a message when materials, room or the station run out. Closing the window with a non-empty queue asks first (Don't show this again is also in F7 → Inventory)
  • New: Epic Loot: the trader tabs (magic goods, gamble, treasure maps, bounties) and Hildir's tempering open in windows of the mod's style next to the trader's store, centred, with the rest of the HUD faded behind; F7 → Mods → Epic Loot switches each of them (and the enchanting table window) back to Epic Loot's own look
  • New: Trader store: buying stackable goods by the pack with -, +, Max and Reset (Ctrl = 5, Shift = 10 on the buttons); a store without mod tabs is wider and opens centred; the selection resets to the first item on every visit; Tab at a trader just closes the trader window
  • New: Ctrl (5) and Shift (10) on every quantity +/- button: crafting counter, store, smelter rules, Skills Reworked points, the enchanting table
  • New: [HUD] BuilderLook (F7 → HUD): who built a piece under the crosshair as a card in the mod's style, the game's own panel or nothing
  • New: [HUD] RealClock, WindRelative, MinimapCone and [Map] MapCone, MarkerByView (F7 → Map): the card under the minimap shows wind (arrow with strength bars) and game day/time with an optional real date and time (24 h or 12 h); the wind arrow can follow the camera; a view cone on the minimap and the option to hide the one on the world map; your arrow can follow the camera instead of the character
  • New: World map: the Cartography table switch shows or hides the areas and pins other players shared; the pins chip only hides their pins
  • New: [Mods] PovTasksSide (F7 → Mods): the Path of Valheiman tasks under the hotbar or under the minimap
  • New: [HUD] StatusTimers, StatusIcons, StatusIconSize, StatusIconsWide (F7 → HUD): effects with a timer on top or at the bottom of the list, an icons-only mode with a chosen size in a column or a wrapping row
  • New: Star Level System raids show the raid card with a time bar under the compass
  • New: two more server rules (F7 → Server, [Server]): AllowChestPreview (the contents of a chest or grave under the crosshair) and AllowHoverTimers (times and progress of plants, beehives and portals in the hover text); a server that forbids them switches the feature off and greys out its setting
  • Improved: Epic Loot: the result of a gamble purchase (the item you got, its stats) is a card in the mod's style over the merchant window instead of Epic Loot's own dialog hidden behind it
  • Improved: Esc menu: buttons other mods put into the pause menu (for example Mod Config) get a row in the mod's menu; Disconnect and Exit no longer appear late
  • Improved: the minimap zooms out no further than about 5 km; the save icon stands at the bottom centre above everything else; the ship ring has smooth edges and a bow arrow that is easy to see; the status list no longer jitters when a timer changes
  • Improved: the right column (effects, ship, tasks) follows the top of the hotbar when the minimap is hidden; the experience bar and effects keep clear of the build panel; the crafting panel keeps its size when the inventory does not fit the screen
  • Improved: the health and stamina bars fade behind a trader window like the rest of the HUD; traders without a translated name show a readable one (Bog Witch)
  • Improved: less work in the new windows (polling instead of every frame, no per-frame reflection) and dead code removed
  • Fixed: Jewelcrafting: the Seal button of the fusion boxes was missing from the container window; buttons that other mods add to the chest window now appear in the mod's container panel
  • Fixed: the raid notification was missing for raids of Star Level System; the chat window height jumped depending on the intro hints; stale hover highlights in stores after reopening
  • Fixed: After dying and picking the grave up, the paired slots (belt and second utility, the two charms) showed no popup with both items and could only be emptied one item at a time: the slot kept looking at the inventory from before the death
  • New: BowsBeforeHoes 2.0.1 is supported: the worn quiver takes the Quiver slot on the doll, its arrows get a row in the inventory (a quiver wider than the panel continues on a second row and keeps clear of the trash button) and a row on the HUD with the mod's hotkey labels; [Mods] BowsBeforeHoesQuiverHud (F7 → Mods) switches the HUD row off
  • New: F7 → Keys: the hotkeys of the arrow quivers can be changed here: the holding key and three slot keys for BetterArchery, the modifier key for BowsBeforeHoes; they edit the mod's own config, not this mod's
  • New: BetterArchery: the three arrow slots of a worn quiver on the HUD with the mod's hotkey labels; [Mods] QuiverHud (F7 → Mods, on by default) switches them off
  • New: Skills Reworked: the level and XP bar on the HUD in the mod's style under the stamina bars; [Mods] SrXpBar (F7 → Mods, on by default) switches it off
  • New: [Slots] Quiver, Backpack, Rings, Necklace, FingerRing (F7 → Mods, in the card of each mod): show or hide the mod's slot on the equipment doll; turned off, whatever is worn in it is taken off and moved into the inventory, or dropped on the ground when there is no room
  • Improved: The crafting panel keeps its own size: the inventory size slider no longer changes it
  • Improved: BetterArchery: arrows left in the quiver rows when the quiver is no longer worn are moved into the inventory (dropped on the ground when there is no room) instead of staying in invisible cells
  • Improved: Inventory bottom rows: the room for key labels sits under the row that has them, not between the food and action rows; the trash button always stands in the last row
  • Fixed: With a chest closed by Tab, the cell under the cursor stayed highlighted the next time the chest opened
  • Fixed: The effect text was shown twice in the crafting panel and in tooltips when a mod (ValheimCuisine) puts the effect into the item description as well
  • Fixed: BowsBeforeHoes: the Quiver slot was missing on the doll without BetterArchery, and with 2.0.1 the hotkey labels were missing; quivers with more than eight slots lost the labels of the rest
  • Fixed: A mod that could not be inspected (a broken assembly after a reload) no longer stops the HUD from building
  • Fixed: some New marks in F7 stayed after everything was looked through: an option counts as seen after half a second on screen (was 1.2 s), and options of mods that are not installed no longer keep the tab dot lit
  • Fixed: EpicLoot enchanting table: after an upgrade the current level was highlighted only once you switched the feature; a reloaded mod left a dead copy of the upgrade page subscribed to the table, its error cut the refresh of the live one
  • Improved: EpicLoot enchanting table: item lists with the quantity buttons show only the icon (the name is in the tooltip) so the buttons are no longer cut by the name
  • Fixed: the New tag in F7 overlapped the end of a long setting caption
  • Fixed: the selection frames made with Ctrl + left mouse button were switched off together with other mods' slot highlights and did not show
  • New: [Inventory] SelectGather (F7 → Inventory, off by default, needs the Ctrl selection): when an area selection ends, all selected items are gathered at the cursor right away
  • Improved: the nocost cheat no longer limits the crafting list to the recipes of the current station; that old behaviour is now [Debug] NoCostStations (off by default)
  • Improved: the debug switches (frame timings, cell numbers, diagnostic log, nocost stations) have their own Debug tab in F7 instead of sitting in General
  • Fixed: EpicLoot enchanting table: with many items selected the cost list grew over the central circle; it is limited to three rows and scrolls now
  • Improved: EpicLoot enchanting table: the cost caption is centred and larger, the close cross lights up and grows on hover, items in the cost list and in the item lists show a tooltip even when EpicLoot gives none, the main button no longer plays the click sound twice
  • Improved: EpicLoot enchanting table: the state of a feature sits under its name as Locked / Unlocked with a row of stars (filled up to the current level, empty up to the maximum) instead of the Current level line in the text; locked tabs in the left rail are dimmed and cannot be opened
  • Fixed: Skills Reworked window: rows folded and unfolded without the animation
  • Fixed: EpicLoot enchanting table: the lock state of a feature (red lock, Unlocked, stars) is read from the table itself instead of the game's stale labels; a locked feature's tab in the left rail can no longer be opened (tooltip says where to unlock it), and the window skips a locked tab when it opens
  • Fixed: EpicLoot enchanting table: the close cross in the top right corner did not react to clicks; a feature that is not unlocked yet no longer shows Unlocked next to its locked level
  • New: EpicLoot enchanting table: Max and Reset buttons next to the quantity of an item; the +, - and the new buttons light up on hover and dim when they cannot be used
  • New: [Mods] SrWindow (F7 → Mods): Skills Reworked skills window in the mod's style or the game's own one
  • Improved: Skills Reworked window: rows fold and unfold with an animation, bars and the XP bar fill smoothly, the fold arrow turns around its centre, long texts and button captions no longer leave their frames
  • New: Skills Reworked: the skills window is drawn in the mod's style with its attributes: level and XP bar, points to spend, + / - on each attribute (Shift = 5), the skills of an attribute fold under it, Apply, Reset / Rebirth and Prestige with confirmation windows in the mod's style
  • New: Star Level System is supported: its stars on enemy nameplates are hidden by default and the mod's own are drawn; [Mods] SlsStars (F7 → Mods) switches to its stars and hides the mod's
  • New: Path of Valheiman: the pinned profession tasks are a card in the mod's style under the hotbar (fades with the rest of the HUD, hides on the map); the effects list moves below it. [Mods] PovTasks (F7 → Mods, on by default); off shows Path of Valheiman's own panel
  • Fixed: more than 999 coins from the wallet were cut to 999 when you closed a chest; the full amount is kept now
  • Improved: the console command spawn makes stackable items in full stacks at once (spawn Coins 5000 drops 6 stacks, not 5000 single items), so no lag
  • Fixed: a stack above the normal maximum (coins from the wallet in a chest) no longer shows 2999/999 running out of the cell; the slot shows just the amount, and 10000 and more as 12k
  • Improved: item tooltips: the armour set block and the EpicLoot magic effects now sit in a tinted card with a coloured edge, so set bonuses no longer blend with the item's own stats
  • Improved: item tooltips have section headings (Damage, Defense, Stats) like the crafting panel, and Damage modifier resistances are one line each: the element on the left, Resistant / Weak on the right in green or red
  • New: [Inventory] TooltipCards (F7 → Inventory, off by default): the tinted background and edge behind set bonuses and EpicLoot effects in item tooltips; off leaves only the colour of the text; [Inventory] TooltipCardTint makes the background take the colour of its content or stay grey
  • Fixed: closing a chest (E or Tab) flashed the crafting panel for a frame; the crafting panel and the tab rail now fade out together with the inventory instead of popping out and back in on a quick close and reopen
  • Fixed: no click sounds in the Esc menu
  • Fixed: items of a grave picked up in the water lay in the equipment slots without being equipped; they are equipped right away, even while you swim
  • Fixed: a faint flicker or trail on the crossed-out pins of the minimap while the map moves (the game's own cross showed for a frame next to ours)
  • Fixed: the click sound of the PvP tab played again and again
  • Fixed: the name of the angled dark wood beam read Dark wood beam 2 m 67° instead of Dark wood beam 67° (the length is cut from guessed names)
  • Fixed: hidden ships, carts and portals showed up or disappeared with a delay when you toggled Hidden; the change is instant now
  • Fixed: the chat panel grew 1-2 pixels to the left when the input opened, and the gradient line at its top ended abruptly at the right corner; the line fades out on both sides now
  • New: [HUD] ChatLines (F7 → HUD → Chat): how many text lines the chat window shows at most (wrapped lines count, so a long message cannot make it taller); older ones are reachable with the mouse wheel and a scroll bar on the right while the input is open
  • New: [HUD] ChatCursor (F7 → HUD → Chat, on by default): shows the mouse cursor while you type in chat
  • Fixed: the key hints (Z, X, C, Alt+Z…) on the slots of a grave or chest preview covered the section captions; the preview shows no key hints, since they mean nothing there
  • Fixed: in the grave preview the paired slots (belt with the Path of Valheiman item or the tome, wisp with its handle) sat in separate cells; they are one cell with two icons, like in the inventory
  • Improved: the chat window fades in and out, its panel grows smoothly when the input opens instead of jumping, and the empty last line no longer adds space under the messages
  • Fixed: the inventory blinked a second time a moment after a very fast Tab close and open: the game switched its root object off for a frame at the end of the closing animation; the mod switches it back on before the frame is drawn
  • New: [Debug] DebugLog (F7 → General → Debug, off by default): writes the diagnostic lines ([diag]) to the BepInEx log; the lines are silent otherwise
  • Improved: the gold new tags in the settings stay while the window is open, and only the settings you actually looked at (about a second in view) stop being new when you close it; the ones you never scrolled to keep their tag next time (before, every tag of an opened tab was cleared on a tab switch)
  • New: the crafting panel has its own size slider (F7 → Windows → Crafting, [Sizes] Crafting): it is a multiplier on top of the inventory size, so the inventory and the crafting panel can be enlarged or reduced separately
  • Fixed: the chat window showed the text that did not fit above its panel; the text is cut at the top edge of the panel now, a partly visible line is cropped
  • Fixed: long texts of the buttons in the EpicLoot enchanting windows (German, for example) ran out of the button; the text shrinks, and when that is not enough it wraps into two lines inside the button
  • Fixed: a long piece name in the build panel (for example Scale wooden wall 26° (right, …) was cut with dots; it wraps into a second line now and the description moves down
  • Improved: item tooltips work with other mods out of the box: texts that a mod shows in its own tooltip window (for example the Jewelcrafting sockets) are collected into a More details section, and the effects block is built for any mod that lists effects with a bullet, not only EpicLoot
  • Fixed: without EpicLoot the set effect of an armour piece (resistance, bonuses like Fists +15) was left among the item's own stats in the tooltip and in the crafting panel instead of the set block; the whole set effect text goes to the set block now
  • Fixed: the Don't ask again switch in the delete-many dialog stood off-centre
  • Improved: in the crafting panel the set effect lines are laid out as stats: a resistance reads Fire Resistant (green, red for a weakness) and a bonus like Fists +15 is a label with a gold value, instead of one grey block of text
  • Improved: the slot highlight that other mods paint over inventory cells (for example the bright green Jewelcrafting socket background) is hidden, and Jewelcrafting items with sockets get the usual rarity gradient or outline in the colour of their sockets
  • Improved: the Jewelcrafting synergy window (the gem counter in the inventory header) is shown in the mod's tooltip style instead of the original parchment: gem counts, the explanation and the list of synergies, the active ones highlighted
  • New: [Inventory] TooltipIcon (F7 > Inventory, on by default): the item image in the corner of the item tooltip can be turned off
  • New: [Inventory] TooltipExtra (F7 > Inventory, on by default): the texts other mods show in their own tooltip window are collected into a More details section; key hints like Press [E] go to the key hints at the bottom, a name with a number (Glider 7) becomes a row, empty template texts are dropped
  • New: [Inventory] TooltipPlates (F7 > Inventory, on by default): the window of another mod opened over the inventory header (Jewelcrafting synergies) in the mod's style; off = that mod's own window
  • New: [Inventory] SlotForeign (F7 > Inventory, on by default): hides the highlights other mods paint over inventory slots (for example the green Jewelcrafting socket glow)
  • Improved: the empty neck slot shows a pendant icon instead of three circles
  • Fixed: a mod that failed to start (for example Jewelcrafting on an unsupported game version) made the console spam errors every frame; the key bindings of such a mod are skipped now
  • New: the enchanting table (EpicLoot) has a new window: a rail of tabs on the left, cards for items, the result and the action in the centre (with a preview of what you picked, cost chips and a button that fills while it works), animations for opening, switching tabs, rows and progress; it keeps working through EpicLoot's own table, so nothing of its logic changes; with a gamepad the original window is shown as before
  • Improved: [Server] MaxQuickSlots can be 0, so a server can switch the food quick slots off (it was 3 at least)
  • Fixed: in F7 → Server a click on a switch threw the list back to the top; the scroll position stays now
  • Fixed: the name of a creature over a compact health bar was covered by the bar
  • Fixed: a single item being equipped shows the number 1 too, not only a queue of two or more
  • Fixed: the arrow of a ping at the screen edge went under its own plate; the plate stands clear of the arrow by its own width
  • Fixed: two pings at the same screen edge lay on top of each other; they stack along the edge now
  • New: crafting: pin recipes with the star in the recipe header or a right click on a row; pinned recipes sit at the top of the list in a Pinned group, and only at the stations where they can be crafted ([Crafting] Pins)
  • New: [HUD] StaminaCapacity and [HUD] EitrCapacity (F7 → HUD, off by default): the stamina (with adrenaline) and eitr bars are sized by their maximum, like the health bar
  • New: you choose how many items to craft: a − / + stepper and a Max button stand next to Craft (Shift-click steps by 5, Max takes everything your materials allow); the Shift ×5 shortcut still works
  • New: the crafting list can be sorted by biome, the place where a recipe becomes available (Meadows, Black Forest, Swamp, Mountains, Plains, Mistlands, Ashlands, other), with headings in the style of the existing groups; the choice is remembered ([Inventory] CraftSortByBiome)
  • New: the minimap can be square ([HUD] MinimapShape), and its animation when the inventory opens is either the iris, its own, or a fade like the rest of the interface ([HUD] MinimapAnimation); both are in F7 → HUD
  • New: [General] RarityLook (F7 → General): item rarity is drawn as a gradient glow or as an outline, in item cells and in the enchanting table; [General] HideRarityNames hides the rarity word (Epic, Legendary…) in front of names in the enchanting table
  • New: settings that are new in this version wear a gold new tag in F7 until you have seen them; their tab in the sidebar, the gear on the character tabs and SeneaL UI settings in the Esc menu carry a gold dot while something new is still unseen
  • Improved: on a fresh install most features start switched off, so you turn on what you want: crafting and building from chests, chest lines, automatic and chest refilling of smelters, area pickup, Ctrl selection, the pickup order, the trash, action and key slots, the coin wallet, the radial wheel groups, the health bar that follows food, live ships / carts / portals and portal lines; existing settings are kept, and Reset in F7 uses these defaults too
  • Improved: when slot keys are written under the slots, the inventory and the HUD make room for them, so they no longer run over the panel edge or the status effects
  • Fixed: the fermenter showed no time left (the game keeps its content as a number now), and its hover text was one long line; the name, content, state and time left stand on separate lines
  • New: five more server rules (F7 → Server, [Server]), shown to joining players with the others: AllowOreDetect with MaxOreRadius, AllowSmelterAuto, AllowLiveMarks (ships, carts, portals and portal lines on the map), AllowCoordinates and AllowHealthNumbers (numbers of creatures, bosses and targets); a server that forbids them switches the feature off and greys out its setting
  • New: [HUD] TimerStyle (F7 → HUD) picks how the time-left lines under the crosshair look: 16s (25%), 16s, 25% or 25% (16s)
  • Fixed: holding a tankard and attacking said "Out of: MEAD"; the drink type is named now
  • Fixed: opening Achievements from the inventory tabs made no click sound
  • Fixed: a long key name (Alt+Z) on a quick or food slot covered the item; a key that does not fit in the corner is written under the slot
  • Fixed: the dimmed top of the health bar (health that food which has run down can no longer give) showed right after eating; it appears only once it is big enough to see
  • Improved: the first opening of the settings (F7) tabs, the inventory, crafting, the map and the other windows no longer stalls the game: the mod compiles its code on a background thread a few seconds after the game starts, and F7 keeps the tabs it already built instead of building them again on every switch
  • New: pointing at a portal on the world map draws an animated dashed line to the portal that shares its tag and makes both blink; the line stays for a set time ([Map] PortalLinks switches it, [Map] PortalLinkTime sets the time, F7 → Map)
  • Fixed: the names of map markers flashed for a moment when markers grouped or split; a name stays hidden for a short while after its marker was part of a group
  • New: the Esc menu has a SeneaL UI settings entry that opens this mod's settings (F7)
  • Fixed: dialogs with an input field that show up in place of a message (renaming a portal and the like) now focus the field at once
  • Fixed: holding a tankard and pressing the left mouse button said "Out of MEAD"; the drink type is named properly now
  • Fixed: a crafting station with many upgrades cut their names with an ellipsis; the names wrap onto more lines and all show now
  • Fixed: the automatic markers of a portal, ship or cart stayed on the map after a monster destroyed it; they are removed with the object
  • Fixed: the build menu's Recent tab had no repair / destroy hammer icon that the other tabs show
  • Fixed: the marker of an ore deposit showed twice (the old name stayed under the new share) once you started mining it
  • New: every furnace, kiln, fire, torch and oven keeps its own filter (what it takes and in which order) in the world instead of one filter shared by the whole building type; the old shared settings are used until the window of a station is changed once
  • New: each material in the smelter window has a Filters button (reserve: do not take while the nearby chests hold that much or less; most in the furnace queue; do not smelt once the finished goods reach a number, or fuel only up to a level; a small gold gear on the item shows that rules are set) and an Eject button that makes the station drop that material or fuel on the ground
  • New: automatic ore detection (off by default, F7 → Map → Ore, [Ore] in the config): when you run past a deposit of copper, tin, silver, iron scrap and the like, a map marker named after the ore is placed and a ping with its name is made; the marker keeps the share of ore left up to date and is struck through at the chosen threshold; every part has its own switch, and every ore kind (copper, tin, silver, iron, flametal, other) can be switched off; the markers have their own Ore filter chip on the map (with the count and the list on a right click) instead of counting as Dots, and they are rebuilt from your saved finds each session; only deposits you could really see are found (with a clear line of sight from your eyes), buried veins under the ground are skipped
  • New: a right click on a filter chip of the world map opens the list of that group's markers (nearest first): a left click flies the map to one, a right click removes it (for the automatic markers it hides them, for the hidden ones it brings them back)
  • New: in the crafting panel the Food category can be sorted high → low or low → high by the chosen kind (health, stamina, eitr; the sum for the others)
  • New: [HUD] BossMaxStars is the star limit of the boss panel apart from creatures, [HUD] EnemyStarAlign puts the stars under a creature's bar left, centre or right; the stars of Elite Creatures Reborn keep their mutation colours; F7 → HUD lists bosses and creatures in separate sections
  • Fixed: the stars on the boss panel stand under the name, with a bigger icon, instead of beside it
  • Fixed: automatic refilling took ore and fuel from your bag; it takes from nearby chests only now, and the rules of a station count the chests only
  • Fixed: Shift + use on a smelter, fire or torch opened the window and also put ore or fuel in (with the key held, and in the no cost mode); the window opens alone now
  • Fixed: the item preview over a smelter showed the stack size (50 coal) instead of the real limit (20)
  • Fixed: automatic markers (portals, ships, carts) piled up on top of each other after the mod reloaded; the leftovers are cleared, and records of hidden markers whose object is gone are dropped; a left click on an automatic marker hides it
  • Fixed: the name of an object under the crosshair was its internal name (Bush01, Stubbe); it reads Bush, Stump and the like now, and a building piece with no translation in the game (the 67° dark wood beam) gets a name guessed from its neighbours
  • Fixed: the fill of a creature's health bar did not match its frame and left a pale edge
  • Improved: the compact creature bar has a smaller name closer to the bar and switches off and blocks the lines and plate settings in F7
  • Improved: the ping of a found ore carries the ore name
  • New: search in the settings (F7): one box above the tabs looks through every setting of every tab, mod and add-on at once; any words in any order, the matches are lit up, the tabs show how many were found, a click on a tab jumps to its results (or opens it when nothing was found there); Esc clears the search first.
  • New: the stars of bosses and creatures (level − 1) are drawn by the mod, under the name on the boss panel (own limit [HUD] BossMaxStars) and under the health bar on creatures: as icons up to [HUD] MaxStars (4 by default, F7 → HUD), above that as one compact label such as 7★; the game's own stars and those of Elite Creatures Reborn are hidden, and the health text sits under the stars.
  • New: [HUD] HealthInside (F7 → HUD) writes the health numbers of bosses and creatures on the bar instead of under it; [HUD] EnemyCompact makes the creature health bars compact (smaller, no gold rules and no plate behind the name).
  • Fixed: the crafting panel did not show which status effect an attack applies (only the chance); the effect's name now heads its description, its chance and numbers (duration, speed) under the stats, so the chance stays with the effect.
  • Fixed: the health numbers under a creature's bar covered its stars.
  • Improved: item rarity (EpicLoot, Path of Valheiman, Balrond Runeforging, enchant level) is a soft gradient of the rarity colour rising from the bottom of the cell and fading out at about 70 % of its height now instead of a glowing outline; the cell keeps its own frame.
  • Improved: the F7 tabs are grouped (Interface, Gameplay, Mods) and have icons; the opened tab is marked with a band and a bar.
  • Improved: the long F7 lists are split into titled sections with a panel each (inventory: slots and size, trash, cell look and hints, pickup and selection, gamepad; HUD: slots, status and health, panels and hints, enemies and bosses; map: world map, markers, coordinates; crafting: smelters apart), and the open tab lists its sections as sub items in the sidebar: a click jumps to the section and the highlight follows the scroll.
  • Improved: the mod no longer sends any requests to Thunderstore. The add-on and supported mod cards (F7 → Add-ons, Supported mods) only carry links now; the version and update check, the Check now button, the update switch ([General] AddonUpdates) and the icons downloaded from Thunderstore are gone.
  • Improved: every add-on and supported mod card has three buttons — Thunderstore, Nexus Mods and Hexium (valheim.hexium.gg); a button is greyed out when the mod has no page on that site.
  • Improved: add-ons can pass a Hexium link to the add-on API (Addons.Register got an overload with it; the old one works as before).
  • Improved: the F7 sidebar and list move smoothly: sub items unfold and fold, the tabs slide, the marks and colours fade, the list fades in on a tab change; the sidebar highlight follows the scroll through every section, also in short tabs.
1.1.7
  • Fixed: dropping several stacks of one item in a row (for example a selected group) showed the amount of the last stack only in the notification; the amounts are added up now.

  • Fixed: the equip number badges showed up on a single item put on with a hotkey; they only appear when two or more items are in the equip queue.

  • Improved: the dark plate under a creature's health bar now highlights the whole nameplate (name, bar, stars and numbers) in a soft frame instead of a plate only under the name.

  • Fixed: furnaces, kilns, fires, torches and ovens switched on in their window did not refill themselves and only took ore or fuel when the use key was pressed; now they top themselves up every second and a half from your bag and nearby chests (within about 40 m of you), with a switch for it in the crafting settings (Automatic refilling).

  • Improved: the refilling settings of the crafting tab are worded clearly (automatic refilling, ore, fuel), and the switch that limits OttoFuel and Runic Crafting to the buildings switched on in their window moved to the cards of those mods in the supported mods tab (OttoFuel got its own card).

  • Improved: the key hints in the bottom right corner have a dark outline and shadow, so they can be read on snow and other bright backgrounds.

  • Improved: when the health bar follows your maximum health, the top part of it that food which has run down can no longer give is dimmed, so it does not look like health you can still restore.

  • Fixed: automatic (and use-key) refilling of furnaces, fires and torches took ore and fuel from locked slots too; locked slots are left alone now.

  • Fixed: the ping pill had a doubled outline.

  • Improved: a ping on a creature is coloured by who it is instead of gold: coral red for hostile ones, green for tamed creatures and players, blue for neutral animals (deer, fish and other unarmed ones); the ring, dot, edge arrow and the creature's name follow the colour.

  • Fixed: the first opening of the mod settings window (F1) stalled the game for almost half a second (it read seven thousand settings of all mods and built its lists on the spot); the window is now prepared invisibly a few seconds after you enter the world.

  • Fixed: opening the Texts window stalled the game for a moment (the mod built hundreds of rows at once and the game wrote its whole statistics text to the log); the statistics rows are drawn only while visible now, and the game's own unreadable statistics text is no longer built.

  • Fixed: on a gamepad the build menu opened and closed again at once when the button that opens it was still down.

  • Fixed: the hotbar could not be used with a gamepad: D-pad left / right selects a slot (it is highlighted), D-pad up uses it, as in the vanilla game.

  • Fixed: LB / RB between the chest and the inventory did not move the highlight; it jumps into the other panel now.

  • Fixed: with a gamepad the game laid a strong solid yellow over the whole active panel; its strength is a setting now (Gamepad active panel tint, fainter by default), and another slider (Gamepad highlight strength) makes the gold frame of the selected cell and button fainter.

  • Improved: with a gamepad the D-pad reaches the sort, quick stack and restock buttons in the headers of the inventory and chests (up from the top row), and A presses them.

  • New: the Statistics page keeps its own history: a record of all statistics is saved when the page opens and after every hour of play (kept per character next to the mod's settings). Click a value to see how it grew: the change over the last hour, day, week and since the first record, and a graph of the value over time. Right click a value to pin it to the cards at the top (up to eight; the game itself only stores the current totals).

  • New: a ping from the world keeps its height (a rooftop is pinged on the roof, not on the ground under it), and a ping on a creature sticks to it: the ping dot follows the creature and floats above it, and the pill names it (players with the mod see it; others see a normal ping at that spot).

  • New: ping straight from the world: Alt + middle mouse button (changeable in Keys) pings the spot under the crosshair without opening the map; the Ping duration slider (5-30 s) sets how long every ping stays on the map and in the world.

  • New: the Pin distance on the compass slider sets how far a pin can be and still show on the compass.

  • New: every element row in the HUD and Windows tabs is a Mod / Vanilla choice, and the elements that are safe to lose (key hints, build panel, stealth and stagger indicators, boss panel, cheat mode indicator, ship controls, compass) have a third choice, Hidden, that shows nothing at all. Health, stamina, hotbar, inventory, map and the other essential parts cannot be hidden.

  • New: the Mod settings window size (F1) slider and Ctrl + mouse wheel over the window; on screens taller than 1440 px the window is enlarged by itself.

  • New: a switch hides the key hints at the bottom of item tooltips.

  • New: every item being put on or waiting in the equip queue gets a small numbered badge on its cell (1 is the one being put on now), so the order of several pieces is clear.

  • New: the save icon is drawn in the mod's style in the top left corner instead of the vanilla one.

  • Improved: the tooltip of a portal is split into lines: name, tag with a space after the colon, and the connection state in the mod's gold when connected and in red when not.

  • Improved: the piece of gear you replace goes into the cell the new piece came from.

  • Improved: the distance in the ping pill is as wide as it needs to be, without the empty space.

  • New: the Statistics page of the Texts window is rebuilt and moved to the top of the list: four summary cards (deaths, enemies defeated, bosses defeated, distance) and readable sections in two columns (general, travel, combat, crafting, building, gathering, exploration, causes of death, enemies, found and crafted items, gathered things, time in worlds) with proper names and units instead of the raw list of the game.

  • Fixed: the pages of EpicLoot's Compendium (magic effects, descriptions, treasure and bounties, sets, shardstones) were empty in the mod's Texts window; they are shown in the mod's style now, with a search field.

  • Fixed: a group of selected items dropped into the same inventory jumped back to its old cells; it now keeps its shape around the cell you drop it on and packs into free cells if it does not fit.

  • Improved: the decorative wind rose is removed from the world map.

  • New: Jewelcrafting: the gemcutters table gets its Sockets tab in the crafting panel next to Craft and Upgrade: the items that can take a socket, the sockets an item already has, the chance of success, the cost and an Add socket button, plus a Sockets button that opens the gem window. The gem window (also opened with the use key over an item in the inventory) is drawn in the mod's style with a close button.

  • Fixed: with Jewelcrafting a stray wooden sign with a number stood next to the inventory; it is the count of active gem synergies and is now a chip in the inventory header (hover opens Jewelcrafting's own synergy window).

  • Improved: the gem cutting chance note of Jewelcrafting is shown in the crafting detail of gems.

  • Fixed: with Infinity Hammer, selecting its Pipette or an option of the hoe made the game slow down more and more (below 10 fps) until the tool was put away. The game's build description is hidden by this mod and Infinity Hammer kept adding text to it every frame; the text is now cleared every frame.

  • New: Magic Supremacy: the worn tome sits next to the belt in the same cell (split diagonally, fans out on hover like the second belt of Path of Valheiman); drop a tome on the belt cell or right-click it to wear it, the equip time is kept. Inspiration is a circle next to the HUD abilities with its points and progress to the next point; the mod's own icon and its row in the effects list are hidden ([Mods] MagicInspiration, switchable in F7).

  • New: Balrond Runeforging's Improve tab joins the crafting panel next to Craft, Upgrade and Recycle: the items you can raise to the next rarity, the stats now and after, the cost as chips and a button with a progress bar. With chest crafting on, the materials are taken from nearby chests too.

  • New: Balrond Runeforging: item rarity is drawn as a coloured frame on every slot, the name in the tooltip takes the rarity colour (or the custom name of a legendary item) and the tooltip says Balrond Runeforging · rarity.

  • Fixed: with Balrond Runeforging the rarity symbols took the place of the item description in the tooltip and the description was shown twice in the crafting panel; it is shown once at the top now and the symbols are gone. The Runeforging skill shows its real name and description in the skills window instead of a raw skill number.

  • New: cooking stations that burn fuel (the stone oven) get the same fuel window as fires and smelters: switch wood on per building and it is taken from your bag and nearby chests. Only fuel; food is not handled. Runic Crafting's fuel pull for them follows the same switch.

  • Improved: on the world map your coordinates and the cursor coordinates share one capsule on their own row under Under cursor, and the capsules are exactly as wide as their text (no empty tail); the zoom scale capsule is trimmed the same way.

  • Improved: the smelter window: the arrows are shown only with a gamepad, with a mouse rows are dragged and the row tooltip says so; the tooltip lists chests by their real names.

  • Fixed: the health bar's dark track looked squarer than the red fill; it is now drawn with the same rounded ends at any height.

  • Improved: the smelter window: rows can be dragged to reorder as well as moved with the arrows, and the description under the title is gone (only the building name stays).

  • Improved: a marker's tooltip on the world map lists the distance first and the coordinates last; the pin window's icon grid fills the whole width.

  • Improved: on the world map the Under cursor block sits under the title block with a fixed width and the cursor coordinates next to it, so nothing to its right jumps when the biome changes.

  • New: ships, carts and portals that appeared on their own can be hidden one by one with right click (also on the base portals). A Hidden marks chip appears in the filter row to show them dimmed; right click on a dimmed one brings it back. Hidden ones are not shown on the compass.

  • Fixed: the health of trees and rocks under the crosshair had no plate and no name. It now sits on a plate with the object's name; when the game already shows its own hover plate for the object the line is added to that plate instead.

  • New: the name above an ordinary creature's health bar has its own settings: size ([HUD] EnemyNameScale), a dark plate under it so it does not get lost on a bright background (EnemyNameBack), and the gold rules and diamonds can be switched off to leave plain text (EnemyNameDecor).

  • New: furnaces, kilns and other smelters, fires, braziers and torches can feed themselves from your bag and, when crafting from chests is allowed, from the chests near the building itself (within the range the server sets for crafting; a fuel side works the same way). It is off everywhere by default and switched on per building: hold the smelter key (Shift by default, the alt-keys trigger on a gamepad) and press the use key on the building. A window opens on its own, without the inventory, with the materials it can take (read from the building, so ores from other mods appear too) and its fuel: move a material up or down (the rows slide), switch on what it may feed itself, and see how much is already loaded and, after the plus, how much the nearby chests hold; pointing at a row lists the bag and each chest. The setting is kept per type of building. The hover text shows the key, golden links to the chests appear as for a workbench, and a panel lists the ore waiting inside and the fuel like the contents of a chest. Settings: [Crafting] SmelterFeed, SmelterFuel, SmelterMenu, [Keys] SmelterMenu, [HUD] SmelterHover. OttoFuel and Runic Crafting, when installed, refuel a fire, torch or smelter only if something is switched on for it (Runic Crafting's own pulling of fuel from chests when you press the use key is held back the same way); BulkSmelt's bulk add is not controlled by these switches.

  • New: the health of the tree, log, rock, ore deposit or other breakable object under the crosshair (current / maximum) can be shown below the crosshair (F7 → HUD → Health of the tree or rock under the crosshair, [HUD] TargetHealth, off by default).

  • New: your own coordinates can be shown on the world map in their own block next to the cursor coordinates ([Map] PlayerCoordinates) and under the minimap in a small capsule ([HUD] MinimapCoordinates); both are off by default.

  • Improved: on the world map the Under cursor biome block moved to the top next to the day and time block, and the cursor coordinates are their own block at the bottom.

  • Fixed: with the mod's inventory switched off (F7 element off) the game's own inventory showed the mod's four extra rows. The grid is back to the vanilla size and the equipped items and everything from the extra rows move into free cells (or drop on the ground if the bag is full); switching the inventory on again puts them back into their slots.

  • Fixed: the ping capsule changed width when the distance went from 99 to 100 m; it now has one width.

  • Fixed: a slider set to zero read Off: with a colon (food slots and similar); it now reads Off.

  • New: ships (raft, karve, longship and any modded ship), carts and portals now appear by themselves on the world map, the minimap and the compass, and move with the ship or cart. Portals show their tag as the name. The ship you are on is not marked. F7 → Map has a switch for each kind ([Map] LiveShips, LiveCarts, LivePortals); on the map the Vehicles filter chip hides ships and carts and the portal chip hides portals (the counters include them, and the choice is remembered with the other filters). A right click on one marker stops tracking that ship, cart or portal (saved with the character) until you switch its kind off and on again. Only what your game knows is shown: everything in a single-player or hosted world, the nearby ones on a dedicated server.

  • Fixed: Shift + E (area pickup) sometimes picked only one plant right after moving with Shift held. The Shift check is now forgiving for a moment (about a tenth of a second) and also accepts the game's own Shift reading at the moment of the press.

  • Fixed: taking the mod off (or loading the character in a game without it) made the equipped items, the food and action slots, keys and the wallet vanish, and new pickups then merged into those invisible stacks. The items live in extra inventory rows this mod adds, which the plain game cannot see. When the character is saved they are now written into free cells of the ordinary inventory grid, and the mod puts them back when it loads the character; equipped items stay equipped. [Inventory] SaveCompat (on by default) turns it off. If the ordinary grid has no free cell for an item, that item stays where it was, so unequip and empty the bag a little before removing the mod for good.

  • New: creature names above health bars can be hidden (F7 → HUD → Creature names above health bars, [HUD] EnemyNames), and the stars of Elite Creatures Reborn sit centred under the bar instead of at its left edge.

  • New: Ctrl + left mouse button held selects items in the inventory, a chest or the backpack: hold it on one item, or drag over an area (hold on a selected item again to unselect). A quick Ctrl + click still moves one item as before, and Shift + click splits a stack as in the vanilla game. Take any selected item and the whole selection follows the cursor: while you move, the selected cells fold into one stack in a cell at the cursor with a counter and stay folded until you drop them; the selection resets after the drop. Drop it into a chest, the backpack or the inventory and everything lands from the cell you released on, in order, in the free cells (never in the hotbar row unless you released there), flying there from the stack; dropped back into the same inventory, or cancelled, nothing moves. Dropped on the trash (or Delete over a selected item) it asks once and lists every item; dropped outside, it throws them all. F7 → Inventory → Hold Ctrl + left button (or drag) to select items to move or delete together ([Inventory] ShiftSelect, the name is kept from earlier versions) turns it off.

  • New: the map filters you switch off (pin types, shared pins) are remembered between sessions ([Map] Filters).

  • Fixed: switching F7 tabs with the mouse made no click sound.

  • Fixed: the health bar of a creature flashed over its whole length when hit, and the fading trail of lost health was so bright that a small hit looked like all its health gone. The whole-bar flash is gone and the trail is a dimmer red; boss cards flash much more softly. Creature names have a dark halo, so they read on bright ground.

  • Fixed: with a part of the HUD switched off (health, food, stamina, statuses, build info), the game's own panel for it stayed frozen and looked broken. Each part now hands control back to the game only when its own switch is off.

  • Improved: the health bar changes smoothly when health or the maximum changes.

  • Improved: merged map pins animate: pins slide into the marker and fade as they merge, the marker grows in, and they slide back out when the group splits. The marker lost its second ring. The Under cursor capsule moved to the bottom, next to the scale bar, so its width never shifts anything, and the coordinates follow the biome without a gap. The zoom and To player buttons fill the width of the map panel.

  • New: world coordinates on the map ([Map] Coordinates, off by default; F7 → Map → Coordinates on the world map): X, Z of the point under the cursor (the map centre on a gamepad) next to its biome, and of each pin in its tooltip.

  • Fixed: the top bar of the world map jumped sideways whenever the time, the biome under the cursor or a filter count changed. The time, the biome and the counts keep a fixed width now, so nothing moves.

  • Improved: in the list of merged pins a right click (X on a gamepad) removes a pin, and a hint under the list says so. At the closest zoom pins no longer merge, so pins standing almost on top of each other can still be clicked one by one. The merged marker is a clean dark disc with a gold rim, a thin outer ring and the count in the exact centre instead of the doubled, shifted ring.

  • Fixed: switching the keyboard language while typing a pin name dropped the text field; it now takes the focus back with the caret where it was.

  • New: map pins that overlap at the current zoom merge into one round marker with their count ([Map] Clusters, on by default; F7 → Map → Merge overlapping pins). A click on it (A on a gamepad) opens a list of those pins, nearest first, with icon, name and distance; a click on a name flies the map to that pin and zooms in until it stands alone, and the pin flashes.

  • New: pin colours. The pin window has eight colours next to By type; the colour tints the pin on the world map, its rim in the plate look and its icon on the compass.

  • Improved: map pins are drawn as the icon alone on a soft shadow, without the round plate that crowded the map (F7 → Map → Pin look: Icon or Plate, [Map] PinStyle).

  • Fixed: pin names ignored the pin size slider and kept the game's size: the game's name label fits its font by itself and overrode ours. Names now have their own size ([Map] NameScale, 85% by default; a Names slider next to Pins on the map and in F7) and shrink more as you zoom out, down to the zoom where the game hides them.

  • Improved: the ship's wind panel shows the real thrust: how hard the sail pushes the ship forward right now, 100% = the best course in full wind, with the wind strength under it. It used to show the game's raw angle factor (side wind 100%, tail wind 70%), but the sail force points between the wind and the bow, so only part of it drives the ship: in speed a side wind and a tail wind are about equal (96% / 95%), and the ring's zones now follow that.

  • Improved: gamepad button names follow the game's controller layout (Default, Alternative 1, Alternative 2), Swap triggers and the controller type (Xbox, PlayStation, Switch), everywhere the mod shows a button. Hints switch to the gamepad as soon as it is used: the HUD key hints (the game's button glyphs become the mod's keycaps with the button names), the map hints (A, LB, RB, X, LT / RT, B), item and empty slot tooltips (A, X, L3, LT+A, LT+Y), the chest lock hint, the repair tooltip (R3) and the Forsaken power key; keyboard keys on food and action slots and the area pickup hint hide while the gamepad is in use.

  • New: BowsBeforeHoes support. The worn quiver takes the Quiver slot on the doll (when BetterArchery is not installed), its arrows get their own row under the quick slots (drag in and out, right click or Shift + 1–6 picks the arrows to shoot, only arrows and bolts go in) and a row on the HUD next to the action slots in mod style with the chosen arrows in gold, instead of the mod's own bar; its bar no longer adds a gamepad group to the inventory. Note: BowsBeforeHoes 1.3.14 (deprecated) and its dependency Backpacks 1.3.8 fail to start on the current game version (MissingFieldException ZRoutedRpc.Everybody); the support switches on only when BowsBeforeHoes really starts.

  • New: health bars of ordinary creatures are redrawn like the boss panel: the name in the mod's heading font between gold rules and diamonds, a thicker bar in the boss colours with the pale trail that catches up after a hit and a flash on every hit. F7 → HUD → Creature health numbers ([HUD] EnemyHealth) writes nothing, the health (6 / 14) or the percentage under the bar (nothing by default).

  • New: with Adventure Backpacks and no chest open, Ctrl + click moves an item between the inventory and the worn backpack instead of dropping it on the ground (the game's own Ctrl + click drops when no chest is open). F7 → Supported mods → Adventure Backpacks → Ctrl + click without a chest: To the backpack or Drop ([Mods] BackpackCtrlClick).

  • Fixed: with Adventure Backpacks, Take all and Take similar in the backpack section did nothing: its Auto Store to Backpack put every item straight back into the backpack. The mod's transfer buttons now move items the way the game's own Take all does, past that redirect, and nothing is lost.

  • New: every window of the mod and the rest of the game's controls work with a gamepad. F7 settings, the mod settings window (F1), skills, lore, trophies, achievements and unlocks, the delete, style, recycle, text and add-on windows, the build favorites window and the map pin window: the gold frame moves over the switches, capsules, buttons, lists and sliders with the D-pad, A presses, D-pad left and right move a slider, X is the right click, the right stick scrolls, LB / RB switch the F7 tabs, B closes only the top window; item and setting tooltips follow the frame. From the inventory LB / RB also reach the character tabs above crafting. While the pin window is open, the map no longer places, removes or checks pins under it with the same buttons, and letting go of A no longer reopens it. A text field the window focused by itself lets go of the gamepad; A on a field starts typing.

  • New: the radial wheel (R3 on a gamepad) has two more groups next to the hotbar: food slots and action slots, so food and action slot items can be eaten, drunk and equipped without keyboard keys. F7 → HUD → Food and action slots in the radial wheel ([HUD] RadialSlots, on by default).

  • New: gamepad control of the crafting panel and the build menu. RB / LB move between the inventory and the crafting panel as in the game; there the gold frame sits on the chosen recipe: D-pad up and down pick the recipe, left and right the category, A crafts (again: cancels), L3+A crafts ×5, X picks the style (the style window takes the D-pad and A too), R3 repairs, LT / RT switch Craft / Upgrade / Recycle, View switches all / unlocked recipes, the right stick scrolls the description. In the build menu the frame moves over the pieces, the stations on the left and the sub-categories, A picks the piece, X adds it to favorites, LT / RT switch the category, LB / RB the tab, B closes; the footer shows gamepad buttons. In the inventory LT+D-pad down / up quick stack to nearby chests and restock. Quick Stack Store's own D-pad, View and R3 gamepad keys (quick stack, restock, trash, sort) no longer fire on top of this navigation: D-pad right used to trash the item in focus.

  • New: gamepad control of the inventory, chests and the backpack. As soon as a gamepad button is pressed, a gold focus frame in mod style appears on a cell and glides from cell to cell with the D-pad or the left stick, across everything on screen: the inventory, food and action slots, equipment, keys and wallet, the trash, the chest to the right (it scrolls to the focused cell) and the backpack. A takes and places, LT+A splits a stack, RT+A drops, X uses or equips, LT+X moves between the inventory and the chest, L3 locks the cell, R3 sorts (pressed again: by name → weight → category), LT+Y trashes, LT+LB puts all into the chest, LT+RB takes all. The item tooltip follows the focus, the hint bar shows gamepad buttons (Xbox letters in their colours, or PlayStation symbols), the split window changes the amount with the D-pad and confirms with A, the delete window confirms with A and cancels with B. Invisible buttons no longer catch A (Quick Stack Store's trash button used to drop the item just taken).

  • Fixed: the crafting search did not find the first recipe of the list by its name in the game's language (e.g. Torch in Russian), only by its English name: loading the English names wiped the name already written for it.

  • New: F7 → Server tab for whoever hosts the world from the game (Start server in the world list): every [Server] rule — inventory size, chest crafting and building with their ranges, quick stack, locked recipes, area pickup, food and action slot limits, key slots, wallet, lighter coins, radar — as switches and sliders. A change goes to the players at once, no restart; sliders send it when you let go.

  • New: [Server] AllowCoinWeight (on by default): a server can keep coins at the game's weight; the Coin weight row then greys out and names the server, and the rules notice lists it.

  • Improved: every choice in F7 (notification style, map zoom, compass pins, pickup order, boss health, coin weight) and the short enum settings of other mods in the mod settings window (F1) are the connected capsule switch with a sliding highlight instead of separate chips or arrows. Long lists in F1 keep the arrows.

  • Improved: the radial wheel (emotes, hotbar, build) is redrawn in mod style: dark wood segments, a gold frame and gold icon on the selected one, the gold pointer, the title in the mod's heading font (it shrinks instead of wrapping), and the armor / weight / item panels next to it in mod plates and fonts. The game's wheel logic, layers and gamepad control are untouched.

  • Improved: when the equipment block hides and the sort switch moves to a second header row, the panel now grows and shrinks smoothly too, and the switches slide between the rows instead of jumping.

  • Improved: windmill, kiln, smelter and other station tooltips put all done in on its own line, like the beehive and the bird nest; with one item queued that line is left out.

  • New: F7 → Inventory → Coin weight ([Inventory] CoinWeight): the game's own weight of a coin, 0.05 or 0.01, picked in a connected three-way switch like the who handles this rows. It changes only your own carry weight and is recounted at once.

  • New: F7 → HUD → Boss health numbers ([HUD] BossHealth): the boss panel writes nothing under the health bar, the health itself (1300 / 1500) or the percentage. The numbers moved from the right end of the bar to under its middle, and the bar is now centred under the boss name, so the name no longer looks shifted to the side.

  • Improved: the equipment block (arrow next to its title) slides away and back instead of jumping: the panel narrows smoothly, the equipment cells fade out and in, and the arrow turns over. The arrow now points the way the panel moves: left to hide the equipment, right to show it.

  • Fixed: the mod's keys now come first, like a stopped event in a web page. With food in slot 2 on X, X only eats and no longer also sits the character down, even on a very short tap within one frame (the game saw that press, the mod did not). The same holds for every key of the mod while it has something to do: food and action slots with an item, the quick slot toggle, stacking keys, chest keys with a chest open, trash and search with the inventory open, F7 and F1. The game's action on that key is held back, including held and released buttons; with nothing to do (an empty slot) the key does what it does in the game.

  • Fixed: with a backpack on (Adventure Backpacks) and the equipment hidden, the backpack's sort switch and transfer buttons stuck out of the inventory on the right: the backpack section kept the width of the full inventory. It now follows the inventory width, also while the equipment slides, and drops its slot count when there is no room for it.

  • Fixed: the Wishbone's and the Demister's tooltips repeated themselves: the effect's name (the item's own name) and, for the Demister, the whole description a second time. Lines that repeat the item's name or description are left out, in tooltips and in the crafting panel.

  • Fixed: during a boss fight a Raid plate showed up before the boss health bar (Yagluth and the other summoned bosses): the game starts a boss event on summoning and only hides its bar once the boss health bar is on. The raid plate now stays hidden for boss events and while a living boss is near.

  • Fixed: Ctrl+click put materials, food and the like into the bottom left corner of a chest (the game fills the player's inventory from the bottom for them). In chests every item now goes into the first free cell from the top left.

  • Fixed: the sap extractor had no timer; it now shows when the next sap is ready and when it is full, like the beehive and the bird nest.

  • Fixed: the windmill's timer hung on one number while the percentage moved: the time was counted at full speed, but the windmill works as fast as the wind lets it. The time now follows the wind, and with no wind it shows a dash instead of a count.

  • Improved: item tooltips of set armor put the set in its own column on the right (name, worn pieces, bonus), with the item's stats and enchantment bonuses on the left, instead of splitting the rows by height wherever they happened to fall. The set bonus is listed line by line, its stats as label and value, where Epic Loot glued it into one long line; the crafting panel shows it the same way.

  • Fixed: with Valheim Enchantment System, Take materials from nearby chests did nothing for enchanting: VES only reads chests through AzuCraftyBoxes. Scrolls in nearby chests are now counted and taken for an enchant attempt (the inventory first), within the crafting chest range. With AzuCraftyBoxes installed it keeps handling this.

  • Fixed: opening the enchantment window shrank the character tabs above it; the window is now as wide as the crafting panel and the tabs keep their width.

  • Fixed: with Epic Loot and Valheim Enchantment System, an enchanted armor piece that belongs to a set (Fenris, Berserk and the like) lost every enchantment bonus line in its tooltip. Epic Loot rebuilds the set part of the tooltip and cut off everything written after it, the enchantment lines included. Those lines (and the game's adrenaline lines) now sit before the set block, so they stay, and Epic Loot's set block still follows.

  • New: F7 → Supported mods → the rows that pick who handles a shared feature (crafting/building from chests, item rarity, enchant overlays, the mod settings window, and the rest of the [Mods] overrides) are now one connected switch — SeneaL UI | the other mod's name — with the active side highlighted and an animated slide between them, instead of a plain on/off switch whose direction had to be remembered.

  • Fixed: with Path of Valheiman and [Mods] PovChests = false (Path of Valheiman's own talent handles crafting and building from chests instead of this mod), the F7 rows Take materials from nearby chests and Build from nearby chests still showed as on and available and blamed the server when hovered, even though they had no effect. They now grey out and their tooltip names Path of Valheiman (or Runic Crafting, under the same [Mods] RunicCrafting switch) as the one in charge, instead of a misleading server reason. The [Mods] PovChests and PovProgression settings' own descriptions in the config file now say up front which one has to be on for this mod's chest settings to work at all, and that the other only matters while it is off.

  • Fixed: with Quick Stack Store its buttons (the star, S, R, Q and the ones next to Take all) and its trash can hung in the middle of the screen, placed for the game's own inventory. They are hidden now; the mod's To chests and Restock buttons in the inventory header run Quick Stack Store's own quick stack and restock, so its favorites and settings apply. Its hotkeys work as before.

  • New: EpicLoot abilities (the Heimdall set and other items with an active or passive ability) sit next to the Forsaken power in mod style: a round cell with the icon, the key under it, the icon dimmed while the ability cools down and the time left on it. EpicLoot's own ability bar is hidden.

  • New: plates that other mods add under the armor and weight of the game's inventory (the PlateColumn column, e.g. the world tier of Elite Creatures Reborn) become chips in the inventory header next to Armor and Weight, with their icon, value and tooltip; the original plates no longer hang next to the inventory.

  • Fixed: recipes that take any one of several ingredients (cleaning fish at the food preparation table, feasts) ignored nearby chests: with the fish only in a chest nothing was made. They now take the ingredient from the inventory first and then from nearby chests, like every other recipe.

  • Fixed: fish and other stackable items with levels showed no level; a level 2+ fish now shows ★N on its cell like gear.

  • Fixed: a mod whose patch on the list of pieces no longer fits the game (MissingFieldException in PieceTable.UpdateAvailable, e.g. an outdated PieceManager) left the hammer with an empty build menu, and the build panel threw an error every frame that stopped the rest of the HUD. The list of pieces is now built with the game's own code whenever that patch fails, so the hammer works with every piece (only that mod's extra change is skipped), a notice says so once and a warning in the log names the cause, and the build panel and menu never stop the HUD.

  • New: with Path of Valheiman, this mod's conveniences that Path of Valheiman gives as talents now open with those talents: crafting and building from nearby chests with From Nearby Chests (the range follows the talent's chest reach), area pickup with Mass Gathering (no further than the talent's radius). Until then their rows in F7 are locked and say which talent opens them. F7 → Supported mods → Path of Valheiman → Conveniences open with its talents ([Mods] PovProgression, on by default) makes them available from the start again. Checked against Path of Valheiman 4.9.3.

  • New: support for Valheim Recycle (Nexus Mods 425). Its Recycle tab joins the crafting panel next to Craft and Upgrade wherever the mod offers it: the items you carry, what each one gives back as green +N chips, and a Lower the level / Recycle button; a level 1 item is taken apart completely. The details show the item's stats now and after and mark the level that goes away with a red diamond, and a worn or hotbar item asks first in a mod-style window instead of the game's wooden popup. The mod's own recycling rules and amounts stay as they are; recycling items that need no crafting station (club, torch) works too. F7 → Supported mods → Valheim Recycle has a slider for how much of the materials comes back (its ResourceMultiplier, 100% by default) and a switch to leave worn and hotbar items out of the list.

  • Fixed: the server build check ([Server] VerifyClients) did not see a Harmony patch on SeneaL UI's code made by another DLL under SeneaL UI's own Harmony id. Patches are now told apart by the DLL they come from, so such a patch is listed and, with AllowForeignPatches = false, fails the check.

  • New: the health bar is as tall as the health your food could give at full strength: your maximum health plus what the food you are eating still loses as it runs down (about 48 px for the starting 25 health, 100 px for 70, 350 px for 300, up to 460 px). It is painted by current health, so a food nearing its end leaves empty room at the top instead of quietly shrinking the bar, and food that has run out is no longer counted. Damage drops the paint at once and leaves a fading trail behind it, healing fills smoothly. F7 → HUD → Health bar height follows maximum health ([HUD] HealthCapacity) turns it off (a fixed bar).

  • Fixed: the root shield (and any item with more styles than style icons) opened the game's wooden style picker instead of the mod's: the game's picker failed halfway on the missing icon. The mod's picker opens for every item and shows the styles that have an icon; the game's picker no longer flashes for a frame before it.

  • Fixed: a single row of ingredients in the crafting panel left an empty gap on the right; the chips now share the whole width.

  • Fixed: the small check and chest marks in ingredient chips looked different from chip to chip and shimmered; they are bolder and sit on whole pixels.

  • New: F7 → Supported mods is now always there and lists every mod SeneaL UI supports (25) as cards like the Add-ons tab: installed mods first with their installed version (from the package) and the SeneaL UI settings for them, the others under Not installed with a short note on what the pair does and a Thunderstore button. Icons, latest versions and Update vX chips come from the same Thunderstore check as the add-ons (paced so Thunderstore does not refuse it).

  • New: the Add-ons tab checks Thunderstore for the add-ons it lists (only those): each card gets the add-on's icon, an Update vX chip and an Update button when a newer version is out, Latest vX when it is not installed, and a warning when the add-on needs a newer SeneaL UI. The check runs only while the tab is open, at most every 12 hours (10 minutes after a failed one); a line at the top shows when it last ran and a countdown to the next one, Check now runs it at once, and a switch turns it off ([General] AddonUpdates). Results and icons are cached in BepInEx/config/SeneaL-UI/addons.

  • Fixed: changing a key in the mod settings window (F1) or in F7 → Keys did nothing — the key was never caught (these windows read the old Unity input, the game now uses the new one) — and while it waited only a mouse click on Close got out of F1. Keys are caught again, Esc cancels the wait, and closing F7 while it waits keeps the old key instead of leaving the inventory stuck open.

  • Fixed: a food or action slot key also did the game's action on the same key — with food in slot 2, X ate it and sat the character down. While the slot holds an item, the game's action on its key is held back; with an empty slot the key does what it does in the game.

  • Fixed: taking a charm or a belt off in the popup of a double slot (right click) was instant; it now plays the equip animation and takes the item's equip time like everywhere else.

  • Fixed: some keys showed their code name (RightBracket, BackQuote) instead of the symbol (], `), and on a non-Latin keyboard layout the game's own keys showed the layout's letter (Russian я for Z). Keys are now named by their place on the keyboard.

  • New: pins and their names on the world map shrink as you zoom out (names more than icons), and a Pins slider in the map's corner panel sets their size (50–150 %, also F7 → Map, [Map] PinScale).

  • Improved: the server rules window also lists action slots, key slots, the coin wallet and, with the radar installed, the radar limits. The server's action slot limit is [Server] MaxActionSlots ([Inventory] ActionSlotCount is each player's own choice within it).

  • Changed: the Unlocks history no longer logs item pickups; pickups already in a history are dropped when it loads.

  • New: a boss panel under the compass in place of the game's boss bar. Every boss that fights you gets a card: its name between gold rules with its stars, its trophy in a round medallion, the health bar and the percentage. Several bosses at once stack up — the closest one large, the others smaller, up to four and a +N line for the rest — where the game drew all of them on top of each other. It is animated: a card slides in and its bar fills up, a hit flashes and leaves a pale trail that catches up a moment later, a light runs along the bar, low health pulses, the cards re-stack smoothly when a boss comes or dies, and the big centre message moves down below them. F7 → HUD → Boss panel ([Elements] BossBars, size in [Sizes]) switches back to the game's bar.

  • New: an Add-ons tab in the settings window (F7) lists the add-ons of this mod — small separate mods you install next to it. Each add-on is a card with its name, version and whether it is installed, a button to its store page, a short description, a legend of what it draws, a line when the server limits it, and its own settings. Add-ons by other authors — BetterMap SeneaL Compatibility (Ainzworth) and SeneaL HUD Layout (cjayride) — are listed below this mod's own under By other authors, marked Third-party · author, with a note that their authors support them; their store buttons only open Thunderstore or Nexus Mods pages. The first add-on is SeneaL UI Radar: creatures on the minimap and the world map, with a card for the creature under the cursor. The debug timings (F7 → General → Debug) have a line for every active add-on (addon.radar), counted in the mod's total.

  • New: server rules for add-ons ([Server] on the server): Radar (On / MinimapOnly / Off), MaxRadarRange and RadarMonsters limit the radar the same way the other rules limit the inventory; the add-on's card says what the server allows. The build check now also covers add-ons: DeniedAddons names add-ons a player may not use, CheckAddonBuilds makes a player's copy of an add-on the server also has match the server's build (or AllowedAddonBuilds). The client's list is signed together with its build, so the check format is new and needs this version on both sides.

  • Improved: opening the inventory or a crafting station no longer stutters with nocost or a very long recipe list: the crafting list rebuilt 868 recipes in 32 ms and now takes under 1 ms (names and search text are kept per recipe, the reason a recipe cannot be crafted is worked out only for the rows on screen). Every text of the mod also got cheaper: the game language was read from the saved settings on each lookup, now once per frame.

  • Improved: with Path of Valheiman's Disable vanilla progression the skills window says no effect · Path of Valheiman, and the skill tooltip explains why.

  • New: the Wisplight slot is now the Charm slot and takes both the Demister and the Wishbone: wear either or both at once (the Wishbone no longer takes the belt slot). With both the slot is split diagonally, one charm in each half, and fans out into a small popup on hover where each charm has its own tooltip, right click takes it off and a drag moves it.

  • Improved: more Path of Valheiman talents show up in this mod's windows: with Full Harness both belts sit in the one belt slot (the slot is split diagonally, one belt in each half, and fans out into a small popup on hover, each belt with its own tooltip, right click to take it off and drag to move it; drop a belt onto the worn one to wear both, and when the first comes off the second takes its place); a thrown weapon in flight is dimmed in the inventory and on the hotbar and cannot be trashed; metals its portal talent lets through lose the no-portal badge; the build panel shows the discounted cost of its builder talent; with its Disable vanilla progression the skills window shows the frozen levels in grey with no effect; its Chest radius button (craft-from-chests talent, while [Mods] PovChests is off) is in the station header of the crafting panel.

  • New: Path of Valheiman switches in F7 → Supported mods ([Mods] PovChests, PovRarity): Craft and build from chests chooses between this mod's chest crafting and Path of Valheiman's own talent, and Item rarity draws its magic, rare, unique and legendary items with a coloured slot frame and a coloured name in the tooltip (off = its own slot frames).

  • Fixed: with Path of Valheiman, the extra inventory rows of its talents (Forager's Big Bag, +8 slots per row) were added below this mod's food and action rows, so the new row showed as an empty band and the counter stayed at 32 slots. The rows now join the main inventory grid (the counter reads 40 and so on); when the talent is taken back, the items of the removed row move into free cells instead of dropping on the ground.

  • New: an Unlocks tab in the character panel (with a counter of new entries) keeps the whole history of what this character discovered: every new recipe, building and material with its icon, the item whose pickup unlocked it, the crafting station and level (or the tool and the station it needs), the in-game day and time and the real date and time. Nothing is lost in a fight or scrolled out of the log any more. Entries of one kind that come within 10 minutes of each other fold into one row and open with a click; a recipe or building opens to show what it needs, and Show in crafting finds the recipe in the crafting panel. Filters and a search by name or station. The list draws only the visible rows, so a long history costs nothing. The history is stored per character next to the mod config (BepInEx/config/SeneaL-UI/unlocks).

  • Fixed: pressing F7 with the big map open showed the settings together with the inventory, and then the inventory could not be closed any more (only Alt+F4 helped). F7 now closes the map and opens the settings window on its own, without the inventory; the gear button in the inventory still opens it over the inventory. Esc or F7 closes it.

  • Improved: a new inventory layout where every cell sits on one grid. The equipment block shares the inventory rows (no captions under its cells any more; the slot name is in the tooltip), all four jewelry slots fit in its right column, and the key and wallet slots form its fourth row. The food slots and action slots sit right under the inventory columns, the trash is always the last cell of the last row (bottom right corner), so nothing lands in it by accident.

  • Improved: Quick slots are now called Food slots. Their titles and the action slot titles are short headers above the rows, like Equipment; the long hints next to them are gone.

  • Changed: at most 6 action slots (was 8), the same as food slots. Items in action slots 7 and 8 move into the inventory.

  • New: the equipment block hides together with the key and wallet slots with the small arrow next to its Equipment title (or F7 → Inventory, [Inventory] Equipment). The panel gets narrower, the trash moves to the last cell of the action row; equipped items stay on. When the panel is too narrow for the header, the stack and sort buttons move to a second header row.

  • New: the food and action slot titles can be switched off (F7 → Inventory, [Inventory] SlotLabels); the rows then sit closer together.

  • New: Hide empty slots (F7 → HUD, [HUD] HideEmptySlots): empty hotbar, food and action slots on the HUD fade out and the bar closes up behind them (the food slots, the compass and the effects below follow smoothly); a slot fades back in and makes room when something is put into it.

  • Tools: the Figma plugin SeneaL UI Mockups (tools/figma-inventory) builds the inventory and HUD mockups from the same numbers as the game.

8 older entries, full version history & downloads →

Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2351 · View mod page

Check out the mod page for detailed installation instructions.

2

Install SeneaL UI

This mod must be installed on the client. Installing it on the server is optional (e.g., for config syncing).

Download SeneaL UI 1.1.9

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.