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Power Elec
Wind-powered Nordic lighting and smokeless indoor warmth. Includes a separate electrical hammer, open-frame generator, pendant, garden and wall lamps, and a heater. Multiplayer with BepInEx and Jotunn.
By Arioh
| Last updated | 4 hours ago |
| Total downloads | 71 |
| Total rating | 0 |
| Categories | Building Crafting AI Generated Mods |
| Dependency string | Arioh-Power_Elec-0.1.3 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.2denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
Power Elec
Bring wind-powered lighting and smokeless warmth to your Valheim home.
Power Elec adds a dedicated electrical building hammer, a wind turbine, a pendant lamp, a garden lamp, a wall-mounted lamp, and an electric heater. Electrical pieces have their own build menu, separate from the starter hammer.
Features
- Dedicated Power Elec Hammer for electrical construction.
- Wind-powered electricity using Valheim's wind strength and obstruction checks.
- Automatic connections within a default 60-metre radius. No wires or switches required.
- Warm pendant, garden, and wall lighting that stays on while power is available.
- Open-frame generator with no grain hopper, flour chute, or milling enclosure.
- Redesigned faceted fixtures with wood grain, worn copper, iron cages, chain links, and an amber core heater.
- Garden post height matched to the native Dvergr pole lantern using its mesh bounds at startup.
- Transparent hammer icon and shaded item icons for the build pieces.
- Smokeless electric heater with a default 6-metre warmth radius.
- Host-controlled configuration for supply radius, minimum output, and heater radius.
- Multiplayer support designed for player-hosted worlds and dedicated servers. Every player and the server must use the same mod version.
- English and Thai in-game localization.
Requirements
- BepInExPack_Valheim by denikson.
- Jotunn by ValheimModding, version 2.30.2 or compatible newer version.
The current build was compiled against Valheim 1.0.20 and Unity 6000.0.75.
Installation with Thunderstore Mod Manager
- Select Valheim and the profile you want to use.
- Open Get mods, search for Power_Elec by Arioh, and download it with its dependencies.
- Check that the mod is enabled in My mods.
- Launch the game using Modded.
For a local ZIP installation, install BepInExPack_Valheim and Jotunn first, then use Settings > Profile > Import local mod and select the complete ZIP without extracting it. Import profile is a different feature.
Getting started
- Discover Wood, Copper, and Surtling Core, then craft the Power Elec Hammer at a level 1 Forge.
- Equip the new hammer and open its build menu.
- While within Workbench range, build a Power Elec Wind Turbine on a supported surface. Keep the sails clear of nearby obstructions.
- Place pendant lamps, garden lamps, wall lamps, or heaters within 60 metres of the turbine base. Supply distance includes vertical separation.
- Allow a few seconds for power updates after placement or entering a world.
- Point at a turbine to view output and supply radius. Point at an appliance to check its power status.
Default recipes
| Item | Materials | Station |
|---|---|---|
| Power Elec Hammer | Wood x5, Copper x2, Surtling Core x1 | Forge, level 1 |
| Wind Turbine | Core Wood x20, Stone x20, Copper x5, Surtling Core x2 | Workbench range |
| Pendant Lamp | Wood x2, Copper x1, Resin x2 | Workbench range |
| Garden Lamp | Core Wood x2, Copper x1, Resin x2 | Workbench range |
| Wall Lamp | Wood x2, Copper x1, Resin x2 | Workbench range |
| Heater | Stone x10, Copper x5, Surtling Core x1 | Workbench range |
Resin is a construction material for the lamps; it is not consumed during operation. Repair the hammer at a Forge. Building pieces use the game's normal repair, removal, access, and material-recovery systems.
How power works
A turbine supplies every supported appliance within its radius while its wind output exceeds the configured minimum. This release does not model wattage, appliance limits, batteries, or power relays.
Weak wind, obstructions, an out-of-range appliance, or removal of the turbine can interrupt power. Lamps operate during both day and night while supplied. The turbine and appliances must be loaded in the game's active simulation area; increasing the configured radius does not force distant areas to stay loaded.
The heater provides the game's native near-fire warmth effect without fuel, smoke, or burning damage. Normal shelter and Resting/Rested conditions still apply; the heater does not grant those bonuses instantly.
Multiplayer and dedicated servers
Install the same Power Elec version, BepInEx, and Jotunn on every player's profile and on the server.
- Start Server: the host and all joining players launch their modded profiles.
- Dedicated server: stop the server, install BepInEx and Jotunn, and copy the plugin to BepInEx/plugins/PowerElec/PowerElec.dll. Restart through the server's BepInEx setup.
- Power state is written by each network object's current owner and synchronized through Valheim's ZDO data. Old power readings expire if updates stop.
- Locally imported ZIPs must be installed separately for each player; they are not distributed as public Thunderstore packages through a profile share code.
Configuration
After the first launch, edit BepInEx/config/powerelec.valheim.power.cfg in the relevant profile or server installation.
| Setting in Electricity | Default | Allowed range |
|---|---|---|
| DistributionRadius | 60 metres | 10-120 metres |
| MinimumOutput | 0.02 | 0-0.9 |
| HeaterRadius | 6 metres | 1-12 metres |
Turbine output must be greater than MinimumOutput to supply power. Multiplayer values use Jotunn's admin configuration synchronization; configure the host/server before loading the world.
Lamp lighting settings (0.1.3)
Pendant, garden and wall lamps use independent realtime point lights, separate from the decorative glow mesh. Electrical power is still required; they are not permanently on.
| Fixture | Default light intensity | Light range setting |
|---|---|---|
| Pendant Lamp | 3.6 | 16 metres |
| Garden Lamp | 3 | 18 metres |
| Wall Lamp | 2.4 | 14 metres |
The new defaults reduce actual room illumination intensity by 40% (from approximately 10/10 to the requested 6/10 setting); perceived brightness also depends on the game lighting. Existing pendant, garden and wall lamps use these values after updating and reloading the world. There is no need to reset the config or rebuild the lamps.
These ranges describe the light source, not the turbine supply radius. Brightness decreases with distance from the light. The heater retains its existing light and heat settings.
The Lighting section of powerelec.valheim.power.cfg adds two host/admin settings:
- LampBrightnessMultiplier = 1 (0.25-4): scales the three lamps only. The new base intensity is 60% of 0.1.2 at the same multiplier; leave 1 for the reduced default.
- LampRangeMultiplier = 1 (0.5-2): scales their light range without changing the electrical supply radius.
If a lamp is dark, first point at it and check whether it reports Power connected. A no-power state must be resolved at the turbine or by moving the lamp within supply range. On the first powered activation, the log records the actual room-light intensity, range and rendering masks for troubleshooting.
Troubleshooting
- Hammer recipe missing: discover all required ingredients and use a Forge, not a Workbench.
- Electrical build menu missing: equip the Power Elec Hammer.
- No power: check the turbine's wind output, move obstructions away, and test a lamp close to the base.
- Mod not loading: check that BepInEx and Jotunn are enabled and launch with Modded.
- Registration error: inspect BepInEx/LogOutput.log and report the error with your game and mod versions. A successful registration logs:
Power Elec ready: separate hammer and five electrical build pieces registered.
Current release and validation
Version 0.1.3 reduces pendant, garden and wall lamp intensity to 60% of 0.1.2 at the same configured multiplier. The new base intensities apply even if LampBrightnessMultiplier=1 already exists in an older configuration. Light range, power behavior, fixture glow materials and the 0.1.1 visual redesign are retained. The heater and its warmth effect are unchanged. The handheld hammer geometry, existing prefab names, plugin GUID, power-state keys, recipes for existing pieces, and configuration entries are preserved. Existing pieces are intended to use the new visuals after updating without rebuilding; check physical clearance around the new generator shape.
The item icon has a transparent background with no painted frame. Slot borders and selection highlights belong to the game UI.
The garden lamp is scaled against the installed native Dvergr pole lantern at startup rather than using a guessed fixed height.
The 0.1.3 build passed compilation with zero errors/warnings, installed-API member checks, 34 existing production lamp policy/state tests updated for reduced brightness using a fake Light adapter, and 39 production power-rule tests. Fixture geometry and existing network/save identities are retained.
The new lights explicitly use realtime point illumination, important per-pixel rendering, all receiver layers, and an independent power-controlled light component. They are intended to illuminate surrounding floors and walls rather than only making the core appear bright.
Player logs confirm 0.1.1 loaded and the native pole height measured 3.534 metres in that installation. An isolated Unity lighting lab was prepared to compare old and new emitters, but the baseline process exited during graphics-device initialization before rendering. The new illumination, loaded-world upgrade and two-PC multiplayer therefore still need verification in a live game session.
Uninstallation
Remove Power Elec building pieces and the custom hammer from your world before disabling the mod. Close the game, then uninstall it from the profile. For manual installations, remove only BepInEx/plugins/PowerElec/PowerElec.dll. The configuration file can be retained.
Loading and saving a world without a mod that supplies its custom prefabs can remove those objects.
Credits
Code, concept art, and custom visuals were created with AI assistance. Native Valheim assets are referenced or cloned in memory from the installed game. This package does not redistribute Valheim, Unity, BepInEx, or Jotunn libraries.