All features

All 152 features, grouped the way the in-game [ SAFE HAVEN ] menu groups them. Every one can be switched on or off.

  • On on by default
  • Off off until someone turns it on
  • Server the server decides, for everyone
  • Player each player decides for themselves
  • New new in 4.9

Building 17

Build tools, the Build Menu, Copy & Paste, blueprints, drawings and the Sorting Room - most of it opens from the Builder Menu (the ` key).

  • Torches can be placed anywhere the cursor is (removes the reach limit, like creative mode)

    Setting torch_range

  • Toolbox trinket: its building-speed bonus makes drag-placing gap-free, like creative mode, even at high movement speed.

    Setting toolbox_no_gaps

  • Area tile placement: place floors and tiles in areas from 1x1 up to 5x5 at once, set in the Builder Menu (the ` key, rebindable in Settings > Controls).

    Setting tile_placement

  • A sapling gap toggle in the Builder Menu: it stops saplings being placed right next to each other.

    Setting sapling_gap

  • Grid Mode: a build-planning overlay of tiles and chunks that you toggle in the Builder Menu and draw markers on with empty hands. Only you see it.

    Setting grid_mode

  • Build menu

    OnServer

    The Build Menu: a searchable menu of everything you can build with, opened from the Build Menu section at the top of the Builder Menu (the ` key). Categories down the left, a search box, and every placeable object, floor and terrain tile in the game. Clicking an item hands it to you so you place it normally - it does not place it for you, so rotation, multi-tile pieces and the usual placement rules all behave exactly as they always do. It draws from your own inventory first, then from the chests in the settlement you are standing in (the same ownership rule Copy & Paste uses, so it can never reach into someone else's base), and it will craft the item on demand if you have the materials - untick "No crafting" in the menu to allow that. "Pick" arms a picker: click anything already built in the world and it hands you the item that builds it.

    Setting build_menu

  • Build Menu protection. With this on (the default) the Build Menu's place and delete tools only work inside a settlement you are allowed to build in - your own, or a teammate's if its owner shared building with the team. It is what stops someone re-terraforming the world with a 60x60 drag, so a public server should leave it on. Turn it off to build anywhere, which is usually what you want in singleplayer or on a small private server. Only the host's copy of this setting matters - a player cannot switch off their own server's protection.

    Setting build_menu_protection

  • Drawing menu

    OnServer

    The Drawing Menu opens from the Builder Menu and lets you paint any tile any color you like, pick colors from a full color picker, and keep the ones you use often - it remembers your recent colors and you can pin your favorites. Left-click a swatch to use that color, right-click one to pin or unpin it. Drawings are decoration only: they sit on top of the ground and never change what the tile actually is, so grass is still grass, a floor is still a floor, and nothing you paint on can stop working. Drawings are saved with the world, show on the map, and everyone on the server sees them. They obey the same rules as the Build Menu about whose land you may paint on, so nobody can draw inside your base. If you ever remove this mod, its drawings are removed with it - nothing else in your world is damaged.

    Setting drawing_menu

  • Drawing Menu protection. With this on (the default) the Drawing Menu's brush, eraser, move and paste only work inside a settlement you are allowed to build in - your own, or a teammate's if its owner shared building with the team. Turn it off to let players draw anywhere. It is separate from build_menu_protection on purpose: paint is cosmetic and reversible where a large terrain edit is not, so a server can keep building locked to settlements while allowing drawings anywhere. Only the host's copy of this setting matters - a player cannot switch off their own server's protection.

    Setting drawing_protection

  • Copy & Paste, from the Builder Menu: copy a real area and paste it somewhere else (rotate and flip it first), paying for its materials. Undo and Redo your last paste, Move a build to a new spot, and keep builds in the Saved Blueprints library, each with a picture. Placement is checked by the server.

    Setting blueprint_builder

  • Copy & Paste containment: Paste and Move only work inside a settlement you own. You can still copy from anywhere - it's placing and moving that are fenced in, so the builder can't be used to reshape or erase the open world. Move needs both ends inside your settlement, because moving clears the area it takes from.

    Setting blueprint_settlement_only

  • Copy & Paste pays for a paste with materials from any chest inside your settlement, not just what you are carrying. Your own inventory is always spent first, storage only covers the remainder. Only ever draws from a settlement you own, so pasting in someone else's base can never drain their chests. Undo always refunds to you (overflow drops at your feet), never back into the chests it came from.

    Setting blueprint_settlement_materials

  • Copy & Paste: craft missing items automatically. Normally a blueprint only pastes if you already hold every item in it. With this on, anything you are missing is crafted as part of paying, as long as you have the raw materials - the same way the Build Menu already works. No workstation is needed. If you cannot even craft an item, the paste is refused and it is listed as missing exactly as before, and nothing is taken: a paste either affords everything or spends nothing.

    Setting blueprint_autocraft

  • A "Sorting Room" button in the Builder Menu pastes a ready-made storage room: 98 chests already set up for settlers to sort into (ores next to bars next to minerals, weapons with a one-of-each chest on top, limits like 2 stacks of each flower), with the crafting stations in the middle and the crafting materials within their reach, plus an empty drop-off chest outside the door. Four shapes; the chest, wall and floor types are picked in the menu, and each station, the walls and the floor can be left out. Pastes like any blueprint, inside your own settlement; the chests are set up by the server when it lands.

    Setting sorting_room

  • A shared Public Drawings list: players publish a drawing to the server and anyone else can browse the list, see a preview of each one, and download it into their own saved drawings to place wherever they like - the same idea as Public Blueprints, and opened from the same Drawing Menu. Each player may have 30 published at once. Publishing a 31st is refused rather than quietly dropping their oldest, so nobody ever loses a drawing they shared; remove one yourself to free a slot. Publishing again under a name you already used replaces that entry instead of costing a second slot. Admins can remove any published drawing. Turn this off to keep the Drawing Menu but drop the sharing.

    Setting public_drawings

  • A shared "Public Blueprints" list hosted by the server, opened from the Copy & Paste menu. Players publish a copied build to it and anyone else can download it straight into their own Saved Blueprints. Each player may have 5 published at a time - to publish a sixth they must remove one of their own first, so nobody's build is ever dropped to make room. Blueprints must be 60x60 tiles or smaller to publish. Chest contents are stripped when publishing, so a shared build never hands out free items. Admins can remove any entry. The list lives in torvians-qol-public-blueprints.txt next to torvians-qol.cfg.

    Setting public_blueprints

  • Find My Items: Numpad 7 (rebindable in Settings > Controls) opens a search menu in the middle of the screen - start typing and every matching item is listed with its icon. Click one, or type a name and press Search, while standing inside a settlement, and a 10 second guide (the item's icon over the chest, plus an arrow with the distance when it is far) points you to the nearest chest holding it. The search runs on the server, over the settlement's storage.

    Setting find_items

Settlements 8

Your settlement: protection from other players, its claim, banners and crafting from storage.

  • Settlement protection (anti-grief): settlements set to private (the vanilla setting in the settlement menu) are protected from other players - they can't break/place anything, open chests/doors, use stations, hurt or interact with settlers/animals, or teleport in. Outsiders pressing C get the game's "request to join" screen. Owners get a "Base Protection" panel next to their settlement menu: allow teleport arrivals, allow visitor trading, and mark specific chests as public. Admins bypass all of that. The same panel has Chest Destruction Protection: while it is on, nobody - not even the owner or an admin - can break a chest in that settlement. Public settlements behave 100% vanilla.

    Setting settlement_protection

  • Crafting stations (anvil, workstation, alchemy table, carpenter... and all their upgraded tiers) pull materials from the chests in your settlement instead of only the ones within about 9 tiles. range: every chest inside the settlement's claimed area, however far it has been expanded - there is no distance limit. Up to the 400 nearest containers are used, counted from the station outwards. Note a container is any of them: chests, furnaces, cooling boxes, displays, troughs and stations. Your own "use materials from nearby chests" option is still the master switch - with it off you craft from your inventory only, exactly as before. In a private settlement this is owner-only, so it can't be used to reach chests a teammate isn't allowed to open; in a settlement that isn't private, anyone with access gets it. This ships off - it is opt-in, so a server owner turns it on deliberately.

    Setting settlement_crafting

  • The settlement menu's Expand Base pulls the required materials from chests near the player (same range as a crafting station's nearby-chests reach), not just your inventory. Chests are picked up where you stand when the C menu opens; respects the game's own "use materials from nearby chests" option.

    Setting expand_from_chests

  • Placing a settlement flag or expanding the settlement's range launches a ~5 second firework celebration (5 random fireworks per second) from the flag. Only fires on fresh placement/upgrade (not on relog / world load); back-to-back upgrades can't stack shows — a new one only starts after the current show ends.

    Setting settlement_flag_fireworks

  • Mark the settlement's center tile(s) in-world while the settlement (C) menu is open

    Setting settlement_center_marker

  • Show all raid spawn zones around the settlement in-world while the settlement (C) menu is open

    Setting settlement_raid_zones

  • A Banner of Peace placed inside a settlement protects the settlement's entire claimed range (and grows with Expand Base upgrades). Placed outside a settlement it keeps its normal 25-tile range.

    Setting peace_banner_settlement

  • The Banner of Peace still lets sharks spawn in water while blocking every other enemy spawn.

    Setting peace_banner_sharks

Settlers 22

Happier and smarter settlers, and better ways to look after them.

  • Numpad 8 (rebindable in Settings > Controls) opens Hunt Wild Traits: tick any traits from the trait list, and every wild settler near you - one who is not in anyone's base - who has one of them glows purple, with the matched traits written above their head. Only you see it.

    Setting hunt_wild_traits

  • The settlers in your adventure party (the party that follows you) get the buffs of the trinkets you are wearing. Nobody else: not players, not your base's other settlers, not a teammate's party. Resilience trinkets (Clockwork Heart...) are never shared - on settlers they cause lag.

    Setting settler_trinket_share

  • Settlers prefer to walk on floors and paths instead of grass when they plan a route, so they keep to your corridors. A floor step counts as half a grass step - matching the faster floors setting - so they take the quicker way rather than a long detour. Settlers under orders (guard, follow) keep the shortest.

    Setting settlers_prefer_floors

  • Settlers walk twice as fast on floors and paths. In vanilla only path tiles give a bonus (+10%, to everyone) and floors give none; this gives settlers +100% on both, so a base with real floors is a faster base. Players keep the normal speeds.

    Setting faster_paths

  • Settler room-sharing gives +10 happiness instead of a penalty

    Setting roommates

  • Settlers say short phrases in a speech bubble when they start a new task, with emotes and item icons. Only you see them.

    Setting settler_chat

  • Raise settler sell-inventory caps (hunter arrows/throwables, alchemist potions, farmer saplings, mage scrolls)

    Setting settler_sell_cap

  • Settlers with one of the four class traits (Warrior, Ranger, Magician, Summoner) prefer gear that actually serves that class - a Summoner reaches for a summon staff and summon-damage armor instead of just grabbing the highest-tier item in storage. It's a preference, not a rule: class gear beats anything of similar tier, but a much better off-class item still wins, so nobody gets stuck with a rusty staff. Your per-settler equipment restrictions and the "prefer full sets" option still apply.

    Setting settler_class_gear

  • Settlers keep the Cooling Box (and Vending Machine) stocked with up to 250 Iceblossom instead of vanilla's 10, so it stops running dry and letting your food spoil. 500 is the box's real capacity (2 fuel slots x 250 per stack). Settlers need the Iceblossom in settlement storage they can reach, and a settler assigned to hauling. Takes effect for cooling boxes registered after a restart.

    Setting cooling_box_fuel

  • Exotic merchant shows full item list every visit

    Setting exotic_merchant

  • The Soulweaver: a stationary NPC bought from the Elder for 50,000 coins. Paying gives you a placeable item that can only be placed inside a settlement you own, one per settlement. Talk to the Soulweaver to swap one of a settler's traits for another: the price follows the new trait's rank (50,000 coins for the top rank, 10,000 less for each rank below), and the bonus-perk traits cost 75,000.

    Setting soulweaver

  • Collector settlers (Gem Collector, Flower Collector, Hired Hand Collector) take the gifts their trait wants straight from settlement storage, instead of you having to hand each one over in person. The game already has this option - you normally have to talk to every settler to switch it on. This just makes it the default for a settler that has no saved choice yet; the game saves the per-settler value and restores it after this runs, so anything you set by hand (or with the Happiness tab button) sticks.

    Setting collector_auto_gift

  • Pay a settler 1000 coins to reroll their favorite dish. Some settlers have a trait that wants one specific food, and it can be something you cannot get outside a seasonal event - this lets you buy a different one instead of being stuck with it. Talk to the settler; the option only appears if they have the trait. The new dish is picked from the normal foods of the game, never seasonal event items.

    Setting dish_reroll

  • Every settler is carried to quality of life 20. Quality of life is the settler's standard of living: it rises while they are happy and falls while they are not, and the game charges 30 happiness for every level they already have, so a settler normally has to earn it with rooms, food and amenities. With this on they each gain a 'Safe Haven Happiness' bonus large enough to hold level 20, and are moved straight to 20 rather than climbing there over 100 minutes. They can still go higher than 20 on their own amenities - 20 is a floor, not a cap, and a settler already above it is left alone. off by default: it is a large balance change and that is the server owner's call.

    Setting settler_qol_boost

  • Adds a happiness tab to the settlement (C) menu, next to Settings / Settlers / Command / Equipment / Diet. It lists every settler with what is currently making them unhappy (and happy), worst first, so you can see at a glance who is missing crafting stations, plants, paintings and so on. A Filter button narrows the list to settlers with the traits you pick. Read-only - it changes nothing about your settlement.

    Setting settlement_happiness

  • A "Furnish" button in the settlement (C) menu's Happiness tab. Press it and the mod instantly places whatever a settler's traits want in their room - plants, paintings, crafting stations, a music player - taking the items out of your settlement storage. There is a button on each settler and a "Furnish All" for every room at once, so a big settlement does not have to be decorated room by room. It only ever adds things. It never removes or replaces anything you built, and it never touches floors. You must be standing in a settlement you own (or are on the team of) to use it.

    Setting settlement_furnish

  • Furnish also strips the constructed floors out of an Ecologist's room, back to the biome's bare ground - that trait wants to feel the grass, and floors are what it is complaining about. This is the only destructive thing Furnish does, which is why it has its own switch. It is not lossy: each floor drops its item first, exactly like the Builder Eraser, and natural ground is never touched.

    Setting settlement_furnish_floors

  • Furnish also dresses a Fashionista settler in a full cosmetic outfit from settlement storage (that trait wants all three cosmetic slots filled). Only cosmetic armor is used, never real armor, so it cannot interfere with the gear settlers pick for their class.

    Setting settlement_furnish_cosmetics

  • When you hire a settler whose trait is about a kind of work, that work is set to the highest priority for them straight away, so you don't have to open the settlement menu and do it by hand. Only two traits actually qualify: Lumberjack (forestry) and Gardener (farming and fertilizing). It is applied once, when they are hired - you are free to change it afterwards and it will stay.

    Setting trait_job_priority

  • In the settlement (C) menu's Work priorities tab, a settler's own work is shown as a red square instead of the normal gray one, so you can see at a glance which job each settler is naturally better at. Only two traits are marked, one square each: Lumberjack (forestry) and Gardener (farming). Purely visual - it does not change any priority by itself.

    Setting trait_job_highlight

  • Openable settler-trait ranking panel (Settler Trait List keybind, default Numpad 3 - rebindable in Controls). Ranks every settler personality by the happiness it can produce, color-coded gold (best) to gray (little or none); bonus-perk traits are shown in purple. Purely informational.

    Setting trait_tier_list

  • Color the personality chips shown on a settler (when talking to them, and in the settler panel) using the same rank colors as the trait list above - gold for the best, gray for the worst, purple for bonus perks.

    Setting trait_chip_colors

Combat 11

Damage, summons, trinkets, boss kills and respawning.

  • Equipping the same trinket more than once stacks its stats (2 copies = twice the bonus), and a trinket that was merged into a stronger one no longer switches the other off. Special effects (a proc, a dash, a shield) still happen once. Off by default.

    Setting stack_trinkets

  • 40 trinket slots

    OffServerNew

    Every player gets 40 trinket slots (the game's relics give at most 8). They show as extra columns to the left of your armor. Turning this off later gives each player back exactly the slots they had earned, and the trinkets in the removed slots go to their inventory (or drop at their feet if it is full). Off by default.

    Setting forty_trinket_slots

  • Guns deal 2x damage

    Setting gun_damage

  • All summon weapons get +2 max summons

    Setting bonus_summons

  • Seed gun: 75% chance to not consume ammo, no seed drop

    Setting seed_gun

  • Players respawn with full HP instead of half

    Setting full_respawn_hp

  • Syndicate Thug (deep cave desert) drops one random piece of its armor (hood/shirt/boots) on death, 90% chance

    Setting syndicate_armor_drop

  • Stealth Basket rework (escape tool): stand still 2s to vanish from mobs; stay hidden for 3s after you start moving (with +40% movement speed) so you can flee; attacking reveals you immediately

    Setting stealth_basket_rework

  • Announce boss kills in chat, visible to everyone on the server, in orange: "PlayerOne & PlayerTwo killed The Void Wizard in 2m 14s". Every player who dealt damage is credited (not just solo kills), highest damage first.

    Setting boss_kill_announce

  • When a boss dies, every player who fought it says a line, shown as a chat bubble over their head (the same bubble a settler uses to say it's hungry). Each boss has its own phrases; bosses without their own set (new or modded ones) fall back to a generic set.

    Setting boss_kill_speech

  • When a boss dies, every player who fought it shoots a firework show out of their character — bigger, higher and longer than the settlement flag celebration. Follows the player as they move.

    Setting boss_kill_fireworks

Crafting 16

New recipes and better crafting stations.

  • Alide's Storagebox: a double chest in four looks (light or dark wood, iron or gold trim) - two tiles long, 80 slots, twice a chest. Crafted at the Workstation from 16 logs of any wood plus 2 iron bars (iron trim) or 2 gold bars (gold trim). It works like any other chest: settlement storage, crafting from nearby chests, sorting, chest colors and chest labels, and it can face any way. Turning this off removes the recipes on the next restart; chests already built keep working.

    Setting alides_storagebox

  • A "3x" button in the menu of every forge, grain mill, cheese press and compost bin: while it is on, that machine works 3 times as fast, and the forge's fuel burns 3 times as fast too. Each machine remembers its own setting.

    Setting fast_machines

  • Dynamite and iron bombs can be crafted at the Workstation (1 iron bomb from 2 iron bars; 1 dynamite from 5 iron bombs). Vanilla only lets you swap iron bombs and tile bombs. Takes effect on the next restart.

    Setting allow_bombs

  • Salvage station expanded to 30 input slots + a "Transfer All" button

    Setting salvage_slots

  • Incinerator burns all queued items instantly

    Setting incinerator

  • Supreme Armory item (+6 item sets) craftable at Fallen Workstation

    Setting supreme_armory

  • Mage enchanting: pick the exact enchantment you want instead of a random one, for 1,000 coins.

    Setting mage_enchant

  • Upgrade station: the item stays in the slot after an upgrade, so you can keep clicking to upgrade it again.

    Setting upgrade_station

  • Right-clicking enchanting scrolls opens up to 20 slots (one per scroll held) to enchant many items at once

    Setting multi_enchant_scroll

  • A filter button (a funnel, next to the search box) on every crafting station that cooks food with perks: tick perks such as attack speed, damage or mana regen and only the foods that give all of them are listed. The perks and their names come from the game itself; the ticks clear when you close the station.

    Setting food_perk_filter

  • Allow Traps

    OnServer

    Make creative-only traps craftable at the Fallen Workstation: spike, every saw, arrow and flame trap, the void trap, the three glyph traps and trap track - plus the custom turret traps (Arcanic Pylon, Swamp Shooter, Frost Sentry) that auto-attack nearby monsters

    Setting allow_traps

  • Allow Tiles

    OnServer

    Make floors that have no recipe in the base game craftable at the Fallen Landscaping Station: Ascended Corruption, Ascended Growth and Ancient Ruin Floor (Scrap Floor was dropped in game 1.3.2 - the base game added the exact same recipe)

    Setting allow_tiles

  • Make the indestructible easter-egg decorations craftable at the Fallen Carpenter: the Hugin Statue (a "wise friend from Valheim" - a bird on a rock) and The Core (a "mysterious structure from Core Keeper")

    Setting allow_easter_eggs

  • Make the Kinetic Charger katana craftable at the Tungsten Workstation. warning: this is an end-game weapon at a mid-game bench. The Kinetic Charger is an unfinished dev item that inherits the Void Claw's stats (120 damage), which is roughly 5-6x what a Tungsten-tier sword does, so it will trivialize everything up to the late game. The recipe is priced steeply to match, but if that is not enough for your server, turn this off.

    Setting allow_kinetic_charger

  • Craftable locator maps - 21 maps that point at the nearest of a place, the way the vanilla village, dungeon and pirate maps do. Covers the Friendly Witch, bear caves, the Evil Witch castle, the Caveling Oasis, the Aged Champion, all five gem mines, puzzle treasure rooms, the Charred Forest, Grizzbolt's biome, the Fishian coral biome, abandoned mines, cave ruins and the cameo spots. Crafted at the Demonic Workstation for 2 map fragments each, the same as a vanilla map. The map items always exist so saves never hit an unknown item id - this only controls the recipes. note: like every vanilla map, these only work in a "one world" world.

    Setting locator_maps

Stack sizes 8

How far items stack.

  • Enchanting scrolls stack up to 99 (still consumes only one per enchant)

    Setting stackable_scrolls

  • Boss-summon items stack up to 99 (still consumes only one per summon)

    Setting stackable_summons

  • Cosmetic armor pieces stack up to 99 (differently-enchanted pieces stay in separate stacks)

    Setting stackable_cosmetics

  • Trinkets stack up to 99 (differently-enchanted trinkets stay in separate stacks)

    Setting stackable_trinkets

  • Vinyls stack up to 99 (vanilla 1). Different records never merge - each vinyl is its own item.

    Setting stackable_vinyls

  • The Challengers Banner and Banner of War items stack to 9 in one inventory slot (vanilla: 1 per slot). Placed-banner effects are unchanged. Applied at game launch.

    Setting stackable_banners

  • Coins stack up to 9999 instead of 5000

    Setting coin_stack

  • Every item in the game stacks to 90,000 - including weapons, armor, tools and everything else that normally does not stack at all. Items that carry their own properties still keep separate stacks: two swords with different enchants (or different upgrade tiers) will not merge into one, so nothing is ever lost by stacking them. While this is on, the individual stack settings (stackable_scrolls, stackable_summons, stackable_cosmetics, stackable_trinkets, stackable_banners, coin_stack) are turned off automatically so the two cannot disagree. Set this to false if you would rather use those. This ships off - it is opt-in, so a server owner turns it on deliberately.

    Setting universal_stacks

Interface 28

What you see: the map and minimap, tooltips, damage numbers and the HUD.

  • Hover the mouse over a crop, a sapling, a fruit tree or a machine to see more: when a crop is ripe, what it yields and what that is worth; when a sapling becomes a tree; a fruit tree's fruit; what is inside a forge (fuel, what goes in, what came out) and how far along it is. Hover a settler to see all their traits and, for a settler in a base, their quality of life. Only you see it.

    Setting hover_info

  • Ores always glow

    OnPlayerNew

    Ore in rock and cave walls always glows, as if you had just drunk a Spelunker Potion - and cavelings carrying ore glow too. The potion still works; it just adds nothing while this is on. Only you see it.

    Setting ores_glow

  • Damage numbers over a monster you hit are white, and a critical hit is red, instead of the game's yellow and orange. The damage you take keeps its own colors. Client-side.

    Setting damage_colors

  • A critical hit's number slams in at twice its size, flashes from white to its color and shakes for a moment, so a crit is easy to tell apart. Client-side.

    Setting crit_animation

  • Numpad 5 (rebindable in Settings > Controls) puts a red X on every spot near you that is dark enough for monsters to spawn - light those up to keep your base safe. Press it again to hide them. Only you see it.

    Setting spawn_view

  • Item names of Normal rarity (tooltips, chat, pickup text) are drawn in bronze instead of white, so they stand out from plain text. Every other rarity keeps its color.

    Setting bronze_normal_rarity

  • Top-of-screen HP/mana/hunger/resilience + boss health bars

    Setting hud_bars

  • Per-player overhead stat bars and cooldown icons

    Setting player_hud

  • Time-of-day display below the minimap

    Setting time_display

  • Chat bubble alert when HP drops below 30%

    Setting low_hp_alert

  • Quest tracker: a "Quests" button that collapses/expands the tracked objectives panel (story objectives, achievements and quests), plus a background panel behind it

    Setting quest_tracker

  • Economy panel: your settlement's production and consumption rates per minute. Opens with Numpad 2 (rebindable in Settings > Controls).

    Setting economy_panel

  • Allow zooming out past vanilla's 100% cap. Lowers the in-game Zoom slider (Settings > Video) down to 50%, so you can see exactly twice as far in each direction. Client-side, and you only get it by moving the slider yourself - the normal zoom is unchanged. 50% is deliberate rather than a round number: it is an exact half, so the game's pixel art still lands on whole screen pixels and stays sharp. Values like 60% or 40% put it on a fraction and make it shimmer as you move. note: zooming out renders a bigger picture, so it costs your graphics card more the further you go. If the game slows down at 50%, move the slider back up a step.

    Setting zoom_out

  • Sapling and fruit tree tooltips show grow time in minutes

    Setting sapling_tooltips

  • Stamp the crop's own icon as a small badge in the corner of its seed's inventory icon, so seeds can be told apart at a glance instead of hovering each one. Purely visual (player setting).

    Setting seed_crop_icons

  • Nicer item pickup text above your character: shows the item's icon next to its name, pushes the rarity colors to be vivid instead of muted, and gives Rare and better items an animated shimmering outline. Common items stay neutral so only real loot lights up. Purely visual, client-side.

    Setting pickup_text_style

  • Signs only show their text when you hover the mouse over them, and a sign usually blends into whatever it is standing against, so they are easy to walk straight past. This floats a small animated speech bubble above any sign within 7 tiles of you that has text written on it. Blank signs are left alone, so a sign placed as decoration stays quiet. Purely visual, client-side.

    Setting sign_indicator

  • Waystones get placed all over the world, and hovering one just says "Use" - so you cannot tell whose it is, even though using it teleports you to that player's base. This adds the owner to the prompt, so it reads "Use Torvian's Waystone" instead. A waystone is bound to the settlement it sends you to, so the name shown is that settlement's owner. Falls back to the plain "Use" if it has no owner. Purely visual.

    Setting waystone_owner

  • Draws each chat message inside its own rounded bubble, like WhatsApp or Messages, instead of plain lines of text. Bubbles are sized to the message and use the game's own chat bubble art, and they fade out with the text exactly as vanilla does. Purely visual, client-side.

    Setting chat_bubbles

  • Draws the player name at the start of each chat message in dark red, so you can pick out who is talking at a glance. Join and leave notices are left alone, and so is any message that already carries its own color (like the boss kill announcement). Purely visual, client-side.

    Setting chat_name_color

  • Shows every player's name floating above their character, the way a party member's name is shown. Unlike the party version there is no distance readout and no arrow pointing off screen - just the name. While the game's own 'show teammate markers' option is on, players on your own team keep vanilla's marker instead, so their name is never drawn twice. Purely visual, client-side.

    Setting player_names

  • The Explorer Satchel (and the Shine Belt inside it) lights the area with the same color and range as a Tungsten Streetlamp instead of its own small warm glow. Note the streetlamp's light is neutral white, so the satchel's yellow tint goes away - it is brighter and reaches much further.

    Setting satchel_streetlamp_light

  • Show nearby mobs on the minimap using each mob's own icon - a cow shows a cow, a zombie a zombie. Vanilla only marks settlements/NPCs and bosses. Minimap only: your game only knows about mobs in the regions loaded around you, so on the full map they would show as a cluster around you and nothing elsewhere. The mob scan runs ~10 times a second and each frame just redraws the cached dots. Player setting, purely visual.

    Setting minimap_mobs

  • Shows nearby chests as small markers on the minimap, but only while you are outside a settlement - inside your own base every wall is chests, so the minimap would just be a block of markers. Useful for spotting stashes in ruins, caves and camps while you are out exploring.

    Setting minimap_chests

  • Show all players on the full surface map (a small character + name), no matter how far apart

    Setting player_map_markers

  • Show all settlement flags (icon + claim range) on the full map for every player, no matter how far apart

    Setting settlement_map_markers

  • Gateway tablet tooltips show each reward's icon next to its name when you hover the tablet in your inventory, the same way the Fallen Altar shows them once the tablet is slotted in. Purely visual.

    Setting tablet_reward_icons

  • Boss weapon drops on summon items. Hovering a boss summon item (Royal Egg, Ice Crown, Void Caller and the rest) lists every weapon that boss can drop, with its icon - so you can see what you are fighting for before you fight it. Nothing in the game shows this otherwise; there is no bestiary. It also says when a boss's weapons rotate, meaning you get the next one in sequence rather than a random one, so repeated kills eventually give you all of them. Purely visual and client-side. Turn it off if you would rather not see boss drops spoiled.

    Setting boss_drop_tooltips

World 21

Loot, animals and mounts, light, mining - and the safe zone around spawn.

  • Right-click a grown cow, bull, pig, boar, chicken, rooster, sheep or ram - or a thrumbo - to ride it, like the desert ostrich; right-click it again to get off. It runs at the ostrich's speed while ridden and does nothing on its own (no wandering, fleeing or fighting). A bucket, shears, food or a rope still do what they always do. Only where you are allowed to build.

    Setting ride_animals

  • Super torches

    OnServerNew

    Torches (and wall torches, basalt torches) shine much further: fully bright for 10 tiles, then fading out to 25 tiles - the farthest the game's lighting reaches. About 3 times the lit area. Brighter ground near a torch also means fewer monster spawns. Lanterns and candles are unchanged.

    Setting super_torch

  • Animals drop loot 3x per kill

    Setting triple_loot

  • Phoenix and Ash Golem drop 3x their usual materials. The two enemies of the burned/charred forest. The Ash Golem normally drops 1 Living Ash, so it now drops 3. The Phoenix leaves an egg when it dies and the egg is what drops Phoenix Feathers - normally 1 to 2 of them, so it now rolls three times for 3 to 6. Turning this off restores the vanilla amounts.

    Setting phoenix_ash_drops

  • Apiaries / bee hives fully pollinate (fertilize) all crops within their range while they have worker bees

    Setting bee_pollination

  • Vein mining

    OnServer

    Vein mining: breaking one ore breaks the whole connected vein, so you don't have to click every tile of a cluster. Covers every ore (iron, copper, gold, tungsten, glacial, ivy, mycelium, spiderite, ancient fossil, amber, slimeum, nightsteel, upgrade/alchemy shards) plus Frost Shard, Quartz and Life Quartz - and Obsidian. Ordinary rock walls are not affected. Capped per break so it can never run away, and it will not break into a settlement you don't have access to.

    Setting vein_mining

  • Raises the number of attempts you get at an incursion's boss portal from 5 to 15. Only affects incursions started after this is switched on - one already in progress keeps its own count.

    Setting incursion_attempts

  • When you die, the Respawn button puts you back where you fell instead of at your bed. Your normal spawn point is not changed - recall scrolls and flasks still take you home exactly as before. If the level you died on is gone (a closed incursion) you respawn normally instead. Off by default.

    Setting respawn_at_death

  • Monsters in mining (extraction) incursions drop their unique materials, exactly like they already do in hunting incursions (bosses and summons unchanged; each biome keeps its own drop table).

    Setting mining_incursion_drops

  • Let rope tie wild polar bears + thrumbos (roping one converts it to a tame, passive version you can lead home)

    Setting ropable_wild_animals

  • Let rope leash the Friendly Witch so you can lead her home (she stays a recruitable merchant; rope her again to release). She follows while roped; recruit her normally at your settlement

    Setting ropable_witch

  • Turn the Will-o'-Wisp Lantern from a trinket into a pet (right-click to summon; no longer equippable/enchantable). default off so it doesn't change existing players' equipped/enchanted copies or their builds — turn on to opt in.

    Setting willowisp_pet

  • A summoned pet stays with you when you die instead of vanishing, so you don't have to re-summon it after every death. Combat summons are still lost on death as normal - this is pets only.

    Setting pet_survives_death

  • Sheep, rams and lambs grow wool in colors other than white - black, green, pink, purple, violet, orange and yellow, each exactly as likely as plain white. Lambs born from breeding get a color too. Purely visual: shearing still gives normal wool and nothing about drops changes. Client-side.

    Setting sheep_colors

  • Hoverboard mount glides through trees (no collision with tree objects) so you don't snag on forest tiles

    Setting hoverboard_no_tree_collision

  • Witch Broom mount glides through trees (no collision with tree objects), same as the hoverboard

    Setting witchbroom_no_tree_collision

  • Bumper cars (all 6 colors) glide through trees, same as the hoverboard

    Setting bumpercar_no_tree_collision

  • Bumper cars keep their full speed on water instead of crawling. In the base game a bumper car drops to 10% speed the moment it enters water; this removes that penalty so it stays fast, like it is on land. Does not make them immune to lava - only the water speed penalty is removed.

    Setting bumpercar_water_speed

  • The Exotic Merchant sells all six colors of the Bumper Car mount, 350,000 coins each. The car is otherwise a Scrapyard incursion boss drop, so which color you end up with is luck - this lets you finish the set. Stock is unlimited: at that price the cost is the limit, not availability.

    Setting bumpercar_shop

  • A safe zone: a protected square centered on the world spawn point, 400x400 tiles unless safe_zone_size says otherwise. Off by default. Inside it, players cannot place anything and cannot destroy anything either - no mining, no digging, no breaking objects - with a single exception: they can still chop down trees, and picking berries and fruit still works. Chopping a tree inside the zone automatically replants the same kind of tree, so the area stays wooded no matter how much is cut. Blocked players get a short message floating above their character. Admins bypass everything, and so does anyone you add with the /safezoneadd command - they build and destroy inside the zone with no limits. The zone is drawn on the full map as a red square labeled "Safe Zone".

    Setting safe_zone

  • Should admins ignore the safe zone? Leave this on for a normal server: somebody has to be able to build the spawn hub, and with it off nobody at all could develop the protected area. Turn it off to make the zone apply to literally everyone, or to test the zone in singleplayer - a singleplayer host always counts as the owner, so the zone can never stop you there while this is on.

    Setting safe_zone_admin_bypass

Miscellaneous 21

Everything else.

  • After the mod updates, a panel shows what that version added - once, until the next update. Close it with its Close button. A new install skips it (there is nothing you missed). Only you see it.

    Setting update_notes

  • Four inventory pages: buttons [1] [2] [3] [4] on the right of the inventory swap the 40 inventory slots (never the hotbar) with another page. Only the open page is your real inventory - pickups and crafting use it and the hotbar. Hidden pages follow the server's death setting like the rest of the inventory. Turning this off keeps every page (they just cannot be opened); removing the mod loses what is on pages 2-4, so empty them first.

    Setting inventory_pages

  • The Elder sells the Elder's Premier Interest Bank for 5,000 coins: a 2-tile chest for a settlement you own, with a vault slot on top that holds up to 100,000 coins. Each in-game day it pays 37% of the coins that stayed in the vault all day into the chest (at most 37,000 coins a day per player, however many banks). Only its owner can open or break it.

    Setting interest_bank

  • Glyph traps and sensor gates get a fourth trigger box, Settlers, beside Players, Hostile mobs and Passive mobs - and Passive mobs then means animals only, no longer settlers. Existing traps and gates keep working as before: their Settlers box starts the same as their Passive box.

    Setting settler_triggers

  • Drinks give their buff alongside your food buff instead of replacing it: a drink goes into its own 'Drink consumed' buff, and a new drink replaces the old drink only. Bad (debuff) drinks are unchanged.

    Setting independent_drinks

  • When a stack of food reaches its spoil time, only one item is lost and the timer starts again, instead of the whole stack turning into spoiled food. The last one spoils as normal. Off by default.

    Setting one_loss_per_spoil

  • Press Numpad 6 to travel home without opening your inventory: it uses a Recall Flask if you carry one, else a Recall Scroll. Exactly as if you used the item yourself - teleport sickness and using up a scroll still apply. The key can be rebound in Controls.

    Setting fast_travel_key

  • Let you add items to the party (press-X) inventory even without an active party (vanilla only lets you add while a settler is following you in a party; taking out was always allowed). The normal food/potion filter still applies

    Setting party_inv_anytime

  • Food placed on a Display stops spoiling while it is on show, so you can decorate with it. Covers every display (Bamboo, Birch, Bone, Caveling, Deadwood, Dryad, Dungeon, Maple, Oak, Palm, Pine, Spruce, Vulture, Willow). The timer is paused, not reset: taking the food back off the display resumes it exactly where it left off.

    Setting display_no_spoil

  • Shows the server's login message in a panel in the middle of the screen when a player joins, which they close by clicking anywhere outside it. off by default. The message itself lives in torvians-qol-motd.txt next to torvians-qol.cfg - if that file is missing or has no text in it, no panel is shown at all, so it is safe to turn this on before you have written one. Edit the message any time; the server picks up changes within a minute, no restart needed. Lines starting with # are comments. Only the server's copy of this setting and of the message file is used - a player's own copy of either is ignored, so what everyone sees is whatever the server owner wrote.

    Setting login_motd

  • Let players dance, using the same animation settlers got in the Rust & Romance update (vanilla gives it to settlers only). Triggered by the Dance keybind, default Numpad 4 - rebindable.

    Setting player_dance

  • Show the expression you pick from the T menu as a bubble above your character, like the ones settlers show when chatting - instead of only on your character's face. Purely visual.

    Setting emote_bubbles

  • Talk to any Stylist and pick "Dye your armor": choose a piece of armor or a cosmetic you are wearing, pick any color, and see it on your character before paying 250 coins. The color is stored on the item, so it survives trades, chests and death. Removing a dye is free. Pale armor dyes best - the dye is mixed into the armor's own colors, so near-black pieces barely change.

    Setting armor_dye

  • A color button in the top row of every chest's menu (next to rename and sort) recolors that chest's wood. Pick any color and the chest shows it while you choose; Apply saves it and everyone sees it. Free. The iron bands and latch keep their own color, and "Original" puts the wood back.

    Setting chest_colors

  • Chest labels

    OnServerNew

    Chests inside a settlement or the safe zone get one extra slot on the right of their menu: click it while holding any item and that item becomes the chest's label (it stays in your hand); right-click clears it. The label pops up in a bubble above the chest whenever you are within 7 tiles.

    Setting chest_labels

  • Easier Adventure Journal challenges in the swamp: "Cut down 200 Thorns" and "Cut down 1000 Cobweb" both only need 20. Progress already made still counts.

    Setting easy_journal_challenges

  • Sound when weapon cooldown or potion fatigue expires

    Setting cooldown_sound

  • Custom player death sound

    Setting death_sound

  • Skip Tutorial button, shown next to the Quests button on the objectives panel while the intro is unfinished. One click (with a confirm) completes the seven intro objectives and hands over all of their rewards, then the button disappears for good. Boss and incursion objectives are never affected - only the intro is skippable. Set to false to make every player play through the intro.

    Setting skip_tutorial

  • Extra starter items for brand-new characters, on top of the vanilla Wood Axe, Wood Sword and Crafting Guide: a Settlement Flag, 20 Health Potions and 100 Blueberries. Only new characters get these - nobody already playing is topped up.

    Setting starter_kit

  • Auto-trash loot filter: open the Trash Filter menu (default Numpad 1, rebindable) and select items — picked-up world loot matching the selection is destroyed instead of filling your inventory (no items left on the ground either). Death drops are never trashed (your gear is safe); dropping a filtered item = tossing it in the void. Per-player selection; the server's flag gates the trashing.

    Setting trash_filter