Yoke

v1.2.2·Updated 2026-09-30

Bigger stacks, earned biome by biome.

About this mod Author’s original text

Yoke

Yoke raises stack sizes one biome at a time. Kill a biome's boss and the things that biome

gives you start stacking higher; everything else stays at vanilla until its own boss falls.

Which biome an item belongs to is worked out from the game's own vegetation, spawn, conversion

and recipe tables rather than from a list in the mod, so items added by other mods are placed

too.

Built against Valheim 1.0.7, Unity 6000.0.75, BepInEx 5.4.23.5, Harmony 2.9.

Features

  • Stacks start at vanilla. Each boss raises one biome's items to 2x, capped at 200.
  • Weight is untouched by default, so carry weight still decides what comes home.
  • Equipment is never made stackable.
  • Ore and bars wait for the boss of the biome they come from.
  • Stacks move the moment a boss dies, including what is already in your pack.
  • A generated item list beside the config names every item, what happened to it, and why.
  • Everything is a config entry: the tier table, the multipliers, the cap, per-item exclusions.

How stacks are earned

Stack sizes sit at vanilla (ProgressionBase = 1) until a boss key is set in the world. Each

row of ProgressionTiers names a boss, a biome and a multiplier. The default table:

| Boss | Global key | Raises |

| --- | --- | --- |

| Eikthyr | defeated_eikthyr | Meadows |

| The Elder | defeated_gdking | Black Forest |

| Bonemass | defeated_bonemass | Swamp and Ocean |

| Moder | defeated_dragon | Mountain |

| Yagluth | defeated_goblinking | Plains |

| The Queen | defeated_queen | Mistlands |

| Fader | defeated_fader | Ashlands |

The highest earned row naming a biome wins, so rows never compound, and one boss may name

several biomes. Bonemass carries the Ocean because no boss lives in the water; without that

row every fish, chitin and bait would sit at vanilla all game.

Deep North has no row in the default table, so its items stay at the base multiplier however

many bosses fall. Yoke logs one line at startup saying so.

The change lands when the boss dies, not at the next login. Item prefabs, the stacks in your

inventory and the stacks in a container are all rewritten (a container catches up the moment

you open it).

Any global key works in ProgressionTiers, not just boss keys, so a modded boss can be added

as a row.

How an item's biome is decided

Six routes, all reading the game's own data:

  • Vegetation table. A copper deposit is placed in the Black Forest and the deposit drops

copper ore, so copper ore is a Black Forest item.

  • Spawn tables. Fulings are Plains and the Fuling's drop list has black metal scrap, so

black metal is Plains.

  • Spawners. A greydwarf nest or a surtling geyser is what the tables know about, not the

creature it makes.

  • Recipes, smelters, cooking stations and fermenters. Anything made takes the biome of its

latest ingredient. Barley is Plains, so flour is, so dough is, so bread is.

  • Boss drops. A boss prefab knows the global key its death sets and the tier table knows

which biome that key belongs to, so Moder's trophy is a Mountain item without either side

naming it.

  • BiomeOverrides, for the roots none of that reaches: ore deposits inside locations,

dungeon loot, fish, and trophies of creatures that only appear inside a location. Roots only;

the recipe pass turns each one into everything made from it.

An item found in several biomes takes the earliest. A crafted one takes the latest of its

ingredients: found is about where it turns up, made is about when you can make it.

Anything no route can place stays at vanilla and shows as none in the item list, which is

where you find candidates for BiomeOverrides. On a current 1.0 install that is around 80

stackable items out of roughly 1,500 in the database.

Ore and bars

Items the game marks as non-teleportable (ore, bars, and a handful of others) are held at

vanilla until the boss of their own biome falls: copper and tin at the Elder, iron at Bonemass,

silver at Moder, black metal at Yagluth, flametal at Fader. IncludeNonTeleportable = true

gives t

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Yoke-1.2.2.zip
File size
114.0 KiB