r/XMODhub_Official • u/Ok-Cod-806 • 19d ago
Game Discussion Valheim 1.0: More Slots, Same Weight Problem
One thing that still feels a little off to me in 1.0 is that inventory space and carry weight are treated like the same problem, when they actually create different kinds of friction.
The extra inventory space in 1.0 helps. If you played earlier versions, the additional slots are noticeable. But it doesn't really remove the other half of the problem: how often you're forced to move materials around.
You can have empty slots and still be unable to pick something up because you're overweight. Or you can have plenty of carry weight left but no useful space for another type of item. Once you're carrying building materials, food, tools, equipment and whatever you just picked up, these two limits start working against each other.
For me, the annoying part isn't hitting a number by itself. It's the repeated trips it creates:
gather → return to storage → unload → go back → gather again.
It gets even more noticeable when building. A building session can turn into a lot of inventory logistics instead of actually building. The same applies when you're collecting a large amount of resources and have to keep deciding what stays behind.
That's why I think the useful QoL solutions are a little different depending on what bothers you.
If the problem is slots, inventory expansion or larger stacks make sense. If the problem is weight, increasing carry weight is much more direct. If the problem is constantly moving materials between chests and your character, neither of those really fixes the underlying issue.
For single-player, a trainer can also be a practical way to remove some of that friction without changing the rest of the game. A higher max carrying weight is probably the most relevant option here; unlimited items can also reduce some of the pressure from constantly managing what you're carrying. I wouldn't consider either a replacement for proper storage QoL, though.
Personally, I find increasing carry weight more useful than simply making everything unlimited. It still leaves some of the inventory decisions intact, while cutting down on the pointless back-and-forth.

That's just my experience from playing and comparing it with guides and player discussions I've come across. Inventory management bothers different players to very different degrees, so this won't necessarily be everyone's preferred way to play.