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ValheimUtils

AI-generated quality-of-life tweaks for Valheim. Every feature is toggleable in the BepInEx config.

Date uploaded 2 days ago
Version 0.0.15
Download link ByAi-ValheimUtils-0.0.15.zip
Downloads 18
Dependency string ByAi-ValheimUtils-0.0.15

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351
ValheimModding-Jotunn-2.30.2 icon
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: 2.30.2

README

ValheimUtils

AI generated. This mod is written by an AI (Claude) under human direction and testing.

Quality-of-life tweaks for Valheim. Every feature has its own switch in BepInEx/config/mh.ValheimUtilsByAi.cfg (generated on first launch). Each feature states whether it runs on the client, the server, or both.

Features

Craft without roof ([Crafting] CraftWithoutRoof, default: on)

Vanilla refuses to use the workbench, forge, stonecutter, artisan table, black forge, galdr table, food preparation table, fermenter, spinning wheel and beds without a roof, or when they are "too exposed" (not enough walls and roof around them). With this on they all work in the open: the fermenter can be filled and keeps fermenting, the spinning wheel keeps spinning, and a bed can be claimed, set as your spawn point and slept in.

Everything else stays vanilla: the cauldron and mead ketill never needed a roof and still need a fire, stations still need their extensions in range, and build pieces still need a station nearby. A bed still needs a fire nearby and no enemies around, and you can't sleep while wet, so rain still keeps you out of an open-air bed.

Side: Client. For crafting stations and beds only the player using them needs the mod. A fermenter or spinning wheel works in the open only while the game that controls it has the mod: always in single player; in multiplayer usually the first player who came near it. While a player without the mod controls it, it stalls outdoors as in vanilla, and a fermenter starts over. The server doesn't need the mod; works on vanilla servers.

Kiln wood filter ([Crafting] KilnWoodFilter, default: on)

The charcoal kiln only accepts the wood types listed in [Crafting] KilnAllowedWood (comma-separated item prefab names, default: Wood). Any other wood is refused with the vanilla "won't work" message, and pressing E with only unlisted wood in the inventory says there is nothing to process. Smelters and blast furnaces are untouched. Vanilla kiln wood: Wood, FineWood, RoundLog, Blackwood.

Side: Client. Only players running the mod are restricted; a player without it can still add any wood.

Auto storage ([Crafting] AutoStorage, default: on)

Adds AutoStorage Link input and AutoStorage Link output to the vanilla Hammer's Misc tab (copper ore and copper bar icons): tools like the Hammer's Repair entry. Free, nothing is placed.

Pick one in the Hammer menu, left-click a processing piece, then left-click any chest built by a player (wood chest, reinforced chest, black metal chest, ...; not carts, ships or tombstones). With Link input the piece takes its inputs from that chest; with Link output it puts its products into it. A piece can have several input and output chests, used in the order you linked them, and one chest can be both its input and its output. There is no pickup radius or area: you choose every connection. Click the same piece and chest again to unlink; click a chest with nothing selected to unlink it from every piece that uses it as input (or as output, with Link output). While a link tool is selected, lines show the existing links of its kind (blue for inputs, green for outputs) and a yellow line follows the selected piece. Pick any other Hammer entry to build again.

You can only link or unlink a chest you could open: a private chest only its builder, a chest inside a ward only players the ward lets in. A piece inside a ward can only be selected by players the ward lets in.

A piece with only input chests still drops or keeps its products as in vanilla, and one with only output chests still needs its inputs added by hand. A chest linked as both input and output also feeds a piece its own products: a windmill then turns oat seeds into oats and those oats into oat flour. Use separate input and output chests to keep the oats.

Piece Takes from input chests Puts into output chests
Charcoal kiln wood (respects the kiln wood filter) coal
Smelter, blast furnace, eitr refinery ore / scrap / soft tissue, coal or sap bars, eitr
Spinning wheel flax linen thread
Windmill barley, oat seeds, oats barley flour, oats, oat flour
Frigid kiln ice liquid frost
Hot tub wood -
Beehive, birds' nest, sap extractor - honey, feathers, sap
Cooking station, iron cooking station, stone oven raw food, wood for the oven cooked (or burnt) food
Frost foundry casts, liquid frost the finished weapons, armor and staffs
Fermenter base mead mead

Vanilla rules stay: fire, fuel, roof, cover and biome requirements are untouched (Craft without roof lifts roof and cover), and nothing moves while a player has the chest open. When no output chest has room, the kilns, smelters, furnaces, refinery, spinning wheel and windmill drop their products on the ground as usual; a beehive, birds' nest or sap extractor keeps filling up to its limit, a fermenter keeps its mead, and a cooking station leaves the food on the station, where it burns as in vanilla. Food that AutoStorage takes off a cooking station gives no cooking skill and no bonus portions, since no player picks it up, and frost foundry gear gets no crafter name. [Crafting] AutoStorageMaxLinkDistance (default 100 m) caps the link length. Pieces are only simulated near a player, so a chest more than roughly 64 m from its piece may not be loaded and the piece then idles.

Products that still landed on the ground (output chests full, open or not loaded at that moment) are picked up later: once a minute each piece with an output chest moves items of the kinds it makes lying within [Crafting] AutoStorageCollectRadius (default 5 m, 0 turns it off) into its output chests. Items are matched by kind, not by where they came from: a cooking station, which makes coal from burnt food, also takes coal from a nearby kiln. Items placed as decoration, such as food on tables, are never taken, and neither is anything a player carried and dropped, so bars dropped next to a smelter to hand them over stay on the ground. A drop is only taken by the game that owns it, exactly like a vanilla pickup, and leaves the ground only as far as it went into a chest, so nothing is duplicated or lost.

In multiplayer only the game that owns a chest edits it. A linked piece asks the chest's owner to hand it over and waits until it does; the owner hands it over only while nobody has the chest open, so two players never write to the same chest at once. A player opening a chest always sees what the linked pieces put into it, even a moment before. The game that controls a piece (in multiplayer usually the first player who came near it) runs its automation with its own settings.

Links made with the single AutoStorage Link tool of 0.0.10 and earlier are removed: link those pieces again with Link input and Link output. The separate AutoStorage Hammer from earlier versions is gone: any copy in your inventory turns into its materials (3 Wood, 1 Surtling Core) when you log in or pick it up. The custom AutoStorage chest from earlier versions is removed. Empty your AutoStorage chests before updating: placed ones disappear from the world, along with their contents.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client, otherwise the link tools do not exist for them and their chests are never handed over. Turning the feature off stops linking and automation; links are kept.

Auto map sync ([World] AutoMapSync, default: on)

All players share one map without building a cartography table. When you join, your explored areas and pins are sent to the server, which merges them into one shared map and sends you everything the others have found. After that your map is sent at most every 5 minutes, and only when you explored something new or added, removed or ticked off one of your own pins; the server passes whatever is new on to everyone else.

The shared map works like one cartography table that everybody writes to: shared areas show as "explored by others", death markers are not shared, and a real table still works by hand. A pin belongs to the player who placed it, and only they can remove it for everyone. If you delete another player's pin it comes back with the next sync, ticking a pin off is not passed on to players who already have it, and resetsharedmap is refilled by the next sync. Syncing never shows pin types you have hidden, and nothing is synced in worlds without a map.

Side: Both. The server and every player who wants the shared map need the mod; update the server together with the players (an older server still passes on single maps, which can remove other players' pins). The server keeps the shared map only in memory: after a restart it is rebuilt as players join, because each player's own map still holds everything that was shared before.

Feeding trough ([World] FeedingTrough, default: on)

Adds the Feeding Trough (Hammer > Storage, also under Furniture; workbench): 10 Wood, 2 Resin, a 10-slot chest. Put food in it and hungry tamed animals within [World] FeedingTroughRange (default 15 m, 1-50 m) walk to it and eat one item at a time, just like food dropped on the ground. Each animal only takes what it eats in vanilla. Big animals such as Lox and Moose use it too.

Vanilla rules stay: animals only look for food when hungry, food lying on the ground nearby is still eaten first, and nothing is taken while a player has the trough open. Untamed animals ignore the trough, so it does not tame, and summoned creatures ignore it, so they don't eat the livestock's feed. An animal only eats once it has really reached the trough (not through a gate that closed on its way) and gives up after 30 s if it can't get there. The trough is only checked when the game's own food search runs (every 10 s per hungry tamed animal), without physics queries, so idle troughs and fed animals cost nothing.

In multiplayer only the game that owns the trough takes food out of it. An animal controlled by another player's game waits at the trough and asks the owner to hand it over; the owner hands it over only while nobody has the trough open, so two players never change the trough at once.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client, otherwise the trough does not exist for them and is never handed over. Animals are simulated by a nearby player's game, so that player needs the mod for feeding to happen. Turning the feature off keeps the trough craftable but animals stop using it.

Switch Forsaken power anywhere ([Combat] ForsakenPowerAnywhere, default: on)

The Escape menu gets a button below Settings that shows the current power (e.g. Forsaken power: Eikthyr). Each click switches to the next Forsaken power, wherever you are. It works like using a guardian stone: it only changes which power F will use. A power that is already running keeps going and the cooldown is not reset, so switching can't skip the cooldown.

You can only pick powers this character has already selected at a guardian stone at least once (the game remembers them). Only powers whose boss has been killed in the current world are offered (a trophy carried in from another world does not count). New powers still have to be unlocked at the stones as usual. The button is hidden until you have picked at least one.

Side: Client. Other players and the server don't need the mod.

Auto repair at crafting stations ([Crafting] AutoRepair, default: on)

Opening a crafting station (workbench, forge, black forge, ...) repairs every worn item in your inventory (equipped or not) that the station can repair, all at once with a single repair sound, so you no longer click the hammer button once per item. Torches can't be repaired, as in vanilla. Which station repairs which item, the station level requirement and the crafting skill gain are vanilla too.

Side: Client. Other players and the server don't need the mod.

Larger crafting station build range ([Building] StationBuildRange, default: on)

You can build farther from a workbench, forge or other crafting station: its build range is raised to [Building] StationBuildRangeMeters (default 40 m; vanilla is 20 m, artisan table 40 m, max 64), and the circle shown around the station grows with it. The setting never shrinks a range, so the artisan table only gains above 40 m. As in vanilla, removing and repairing pieces use the same range, measured horizontally from where you stand. Changes apply within two seconds. Any bonus from station upgrades, the station's own area effect, crafting distance and upgrade rules stay vanilla.

Side: Client. Only the player who builds needs the mod; other players and the server don't.

Faster loot from dead creatures ([Combat] FastCorpseDrop, default: on)

A killed creature's body vanishes in a puff and drops its loot after [Combat] FastCorpseDropSeconds (default 0.5 s, range 0.1-10) instead of lying there for several seconds. Bodies that vanish sooner in vanilla are left alone, and the loot itself, the death animation start and the puff effect stay vanilla. Player bodies and bosses keep the vanilla timing. Creatures that leave no body, such as skeletons, blobs, Seekers, Bonemass, Moder and the Queen, already drop their loot instantly, so nothing changes for them. When Thungr falls in the Zil & Thungr fight, his trophy drops at once as in vanilla; only his body vanishes sooner.

Side: Client. It applies to creatures your game controls when they die: always in single player; in multiplayer usually the ones near you. Other players and the server don't need the mod; a body controlled by a player without it keeps the vanilla delay.

Craft and build from nearby containers ([Crafting] CraftFromContainers, default: on)

Crafting, upgrading and building count materials in chests built by any player within [Crafting] CraftFromContainersRadius (default 15 m) of you. Your own inventory is used first, then the chests. The requirement numbers in the crafting panel and build menu show what you have (inventory plus chests) and what is needed, for example 25/10, and stop flashing red when the chests have enough.

What stays vanilla: carts, ships, tombstones, feeding troughs, other players' private chests and chests behind a ward you can't use are ignored. The item you upgrade must still be in your inventory. Recipes that take only one of several ingredients still use your inventory only, and their amounts don't count chests. Recipe discovery still comes only from what you carry, and no-cost mode never touches chests.

Multiplayer: materials are only taken from a chest while your game holds it, so nothing is duplicated. When you click Craft or pick a build piece, your game asks for the chests holding its materials, the same way the game asks when you open a chest. A craft takes what your inventory lacks out of the chests right when you click Craft (from chests your game didn't hold yet as soon as they arrive, usually a fraction of a second) and holds it until the craft finishes, so other players can open those chests during the craft. If you cancel the craft, close the inventory or walk away, the materials go back to their chest; if that chest is full or another game holds it now, into your inventory, and if that is full too, onto the ground. If you lose the connection during the craft they go into your inventory, since the server can no longer receive them back into the chest; only a crash, or a full inventory at that moment, loses them. A chest another player has open is not counted until they close it. If a chest you need never arrives, your craft says "Chest busy, try again" and takes nothing; a build click that needs a chest your game doesn't hold yet says "Fetching materials, click again". The next try works.

Side: Client. Works for you alone; nobody else needs the mod (owners without the mod hand chests over through the vanilla open request).

Comfort range ([Building] ComfortRange, default: on)

Beds, chairs, rugs, banners, fires and every other comfort piece count towards your comfort level from up to [Building] ComfortRangeMeters away (default 20 m; vanilla is 10 m, max 64). Which pieces stack, their comfort values and the shelter requirement stay vanilla. As in vanilla, pieces count through walls and floors, from any player, and meads count as a chair. Resting still starts only near a burning fire, sitting or under a roof; the longer range only raises the comfort level, which sets how long Rested lasts.

Side: Client. Only players with the mod get the longer range; the rested buff itself is unchanged for everyone else.

Station extension range ([Building] ExtensionRange, default: on)

Chopping blocks, tanning racks, bellows, anvils and every other station extension upgrade a crafting station from up to [Building] ExtensionRangeMeters away (default 10 m, max 50; vanilla is 2-5 m depending on the extension, and the setting never shrinks it), and the hammer lets you place them that far from the station. As in vanilla, one extension upgrades every station of its kind within range, each type counts once per station, and extensions still need their vanilla spacing from each other. Distant extensions also give the vanilla upgrade bonus: each extension type adds 3-4 m to the station's build radius and to the area around it where enemies don't spawn (the cauldron has only the build radius).

Side: Client. Every player who wants the higher station level or the relaxed placement needs the mod; the station level is computed on each client.

Portal map travel ([World] PortalMapTravel, default: on)

Stepping into any portal opens the large map with a portal pin for every portal in the world, named by its tag. Click a pin to travel there; close the map to stay. Moving more than 5 m away from the portal closes the map, so you travel only from the portal you stepped into. Portal tags and connections no longer matter, so a single portal per outpost is enough. Everything else stays vanilla: the same item restrictions ($msg_noteleport), the NoPortals / NoBossPortals world modifiers, the loading screen and the exit spot in front of the target portal. The map pins are temporary and never saved. They use their own portal icon, pulse gently, stay drawn above every other pin and ignore the map's icon filter. With [World] PortalsOnMap (default: on) the same portal pins are also shown every time you open the large map (M), so you always see where portals are; they don't pulse and clicking them does nothing, travel still starts by stepping into a portal. This works even with PortalMapTravel off. Because one portal now reaches every other, the portal and the stone portal cost more: [World] PortalCostMultiplier (default: 1.5, range 0.1-10) multiplies every material, rounded up, so the portal takes 30 fine wood, 15 greydwarf eyes and 3 surtling cores. Set it to 1 for vanilla prices. The new price applies to portals built from then on; destroying a portal refunds the price at the time the world loaded, so a portal built before the change can refund more than it cost. Without a map (the NoMap world modifier or the nomap console command) portals keep their vanilla tag links. Pins can only be picked with a mouse: on a controller, stepping into a portal currently just opens a map you cannot pick from, so turn the feature off to keep vanilla portals.

Side: Both. The client part works alone but only shows portals your game has already seen; with the mod on the server every portal in the world is listed. Other players without the mod keep vanilla portals. The build price is checked by each player's own game, so every player pays the price from their own config, and players without the mod pay the vanilla price.

Farm everything ([World] FarmEverything, default: on)

Wild raspberry, blueberry, cloudberry and lingonberry bushes, the four mushrooms (incl. Ashlands smoke puffs), thistle, dandelion and Ashlands fiddlehead can be taken home. Magecap and Jotun puffs stay vanilla (already farmable). With the Cultivator out, look at one and press the Remove button (middle mouse, hammer "remove" bind): the plant is uprooted and drops one seed item (for example Raspberries seeds, with the berry icon; not edible), plus its harvest if it still has one. Uprooting costs stamina and Cultivator durability, like removing a piece with the hammer. Each seed is a new Cultivator piece (Raspberries plant, ...), placed on cultivated ground like any sapling. A planted one starts bare (mushrooms, thistle, dandelion and fiddlehead as a small version of the plant) and grows its harvest after [World] FarmEverything<Prefab>Minutes (1 to 10000; defaults: 450 for berry bushes and fiddlehead, 360 for mushrooms, thistle and dandelion, i.e. 1.5x the wild 300 / 240), then regrows at that pace after every pick. The harvest itself is vanilla. Uproot a planted one with the Cultivator to get its seed back; for planted berry bushes, hammer remove refunds it too. Unlike saplings, planted ones are never raid targets and grow in any biome without needing free space around them, and the minutes setting of their owner (the player whose game is simulating them) decides the regrow time. Wild plants and their respawn are untouched unless you uproot them.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client: the seeds and planted pieces are new prefabs, and players without them see errors. Turning the feature off stops uprooting and hides the pieces from the Cultivator; already planted ones keep growing on their configured time.

Plant growth timer ([World] PlantGrowthTimer, default: on)

Hovering a planted sapling (carrots, turnips, onions, barley, flax, trees, Mistlands mushrooms, ...) adds a line under the vanilla "( Healthy )" text: grows in 1h 05m. Planted bushes and mushrooms from Farm everything show <name> and the same line while they are bare (vanilla shows nothing there). Wild plants are untouched. The time is the real growth time of that exact plant, so it already includes the random part of the vanilla grow time.

Side: Client. Only you see the text; other players do not need the mod.

Carts and ships on map ([World] VehiclesOnMap, default: on)

Every cart and ship in the world (raft, karve, longship, drakkar and modded ones) gets a small pin on the large map and the minimap, using the same icon as in the build menu. Pins follow the vehicle as it moves, disappear when it is destroyed, and ignore the map's icon filter. They are view-only: they are not saved to your map, can't be removed with right click and are not shared through map tables. Your own saved pins and the rest of the map stay vanilla.

Side: Both. The server sends every cart and ship to all players so they are visible anywhere in the world. Without the mod on the server you only see vehicles you've been near this session, at the last place you saw them. Players without the mod see vanilla maps.

Higher breeding limit ([World] BreedingLimit, default: on)

Tamed boars, wolves, lox, chickens and every other breedable animal keep breeding until [World] BreedingLimitCount animals of their kind, adults and young together, stand within 10 m (default 20, max 100); vanilla stops at a handful. Everything else stays vanilla: animals must still be tamed, fed and not alerted, need a partner close by, and the love points, pregnancy time and 10 m counting radius are unchanged. A herd spread wider than 10 m can still grow past the limit, as in vanilla.

Side: Both. Breeding is decided by whoever owns the animal, usually the game of the nearest player, so install it on the server and on the client of every player who keeps animals.

Auto-opening doors ([Building] AutoDoors, default: on)

Doors and gates built by players open by themselves when you come within 2.5 m, swinging away from you, and close again once nobody is within 4 m. A door you close by hand while standing next to it stays closed until you walk away. Doors the game generated (dungeons, crypts, Fuling villages and other locations), doors that need a key and doors inside someone else's ward stay vanilla and still need E.

Side: Client. Opening uses the same request as pressing E, so other players see the doors move without having the mod, and the server doesn't need it.

Install

Drop ValheimUtilsByAi.dll into BepInEx/plugins or install with a mod manager. Requires Jötunn.

CHANGELOG

Unreleased

0.0.19

  • Server config sync: on a server running the mod, every setting except keys and the main-menu mod list comes from the server's config for all players; your own file applies again on disconnect, in single player and on servers without the mod.

  • Liked items: like a stack with Alt + right click instead of Alt + left click, which MyLittleUI uses to post the item in chat.

  • Sort items, quick stack and store all leave the rows other mods add below your inventory alone, such as Better Archery's quiver: sorting no longer empties the quiver or hides items in its hidden row, and quick stack no longer sends quiver arrows to chests.

  • Trash can: equipped gear can't be trashed; unequip it first. Trashing an equipped Better Archery quiver hid the arrows in it.

  • Farm everything: removing a grown planted bush with the Hammer drops its harvest too, not only its seed.

  • AutoStorage: a cooking station gets no new raw food while none of its output chests can be used, so food no longer burns while the output chest is open or not loaded.

  • Feeding trough: animals use a trough again after the player who had it open crashed; they ignored it until someone opened and closed it.

0.0.18

  • Larger crafting station build range: the default is now 100 m (was 40 m) and the maximum 128 m (was 64 m). An existing config keeps its value; set StationBuildRangeMeters to change it.
  • Bigger chests: chests get twice their vanilla rows (reinforced chest 6x8, black metal chest 8x8, ...); the multiplier and the list of chests are configurable, and turning it off or removing the mod keeps every filled row.
  • Auto repair at nearby stations: opening a crafting station also repairs what stations within AutoRepairNearbyMeters (default 15 m) can repair, such as the forge next to your workbench.
  • Liked items: Alt + left click likes a stack. In your inventory quick stack, store all, sort and trash leave it alone; in a chest crafting from chests, AutoStorage and restock always leave its last item. Likes survive death.
  • Quick stack: P or a button puts stackable items into nearby chests that already hold them, nearest first, merges partial stacks there and reports how many went. Replaces vanilla's Place stacks and hold-E stacking.
  • Store all: a button in chests moves everything except the hotbar, equipped and liked items into the open chest.
  • Restock: L or a button fills partial stacks of ammo, food and potions from nearby chests.
  • Sort items: O or a button sorts the inventory or the open chest by kind and name and merges partial stacks; the hotbar and liked items keep their slots.
  • Trash can: destroy a dragged item with the trash can in the inventory panel or the Delete key, after a confirmation.
  • Craft and build from nearby containers: a liked chest stack keeps its last item. A chest the game still marks as open after its user crashed is asked for again instead of being skipped (its owner still refuses while it really is open).

0.0.17

  • Mod versions in main menu: the main menu shows this mod's version and the number of installed mods, and a Mods button lists every installed mod with its version.
  • Version check: a client and a server that both run this mod must now run the same version, otherwise Jötunn refuses the connection and shows both versions.

0.0.16

  • Fix: a chest another player opened and closed no longer keeps showing an open lid while you craft or build near it, or while an AutoStorage piece uses it.

0.0.15

  • Fix: craft without roof, station extension range, station build range and breeding limit restore the vanilla value even when the game method they adjust fails (for example because of another mod), so turning them off always takes effect.
  • Fix: portal map travel closes the map once you move more than 5 m from the portal, so you can no longer step into a portal, walk off and travel from anywhere later.
  • Fix: craft and build from nearby containers no longer loses the materials of a craft that is running when the connection to the server drops; they go into your inventory.
  • Fix: AutoStorage no longer sweeps items a player dropped on purpose next to a linked piece into its output chest.
  • Fix: AutoStorage links made on a piece another player's game runs (for example a smelter they stand next to) no longer silently disappear.
  • Fix: auto-opening doors close behind you when you die, go through a portal or log out next to them, and when the feature is turned off.

0.0.14

  • Fix: being pushed into a portal with the inventory or a crafting station open no longer locks the screen; the inventory closes and the map opens.

0.0.13

  • Auto-opening doors: player-built doors and gates open as you walk up and close behind you; dungeon doors stay manual.

  • Craft and build from nearby containers: a craft now takes its materials out of the chests the moment you click Craft and puts back what is left if you cancel, so other players can open those chests during your craft instead of getting "Someone else is using this".

  • Fix: AutoStorage no longer loses items (honey, bars, coal, ...) when a player opens an output chest right after a piece put something into it.

  • AutoStorage: clicking with a link tool while aiming at nothing in reach now says so instead of doing nothing.

  • Higher breeding limit: tamed animals keep breeding until 20 of their kind stand within 10 m instead of the vanilla handful. Set the number with [World] BreedingLimitCount, turn it off with [World] BreedingLimit.

  • Carts and ships on map: every cart and ship in the world shows on the map and minimap with its build-menu icon. Turn it off with [World] VehiclesOnMap.

  • Portal map travel: every portal is now shown on the large map (M) all the time, not only after stepping into a portal. These pins are for viewing only. Turn it off with [World] PortalsOnMap.

0.0.12

  • Portal map travel: portal pins have their own icon, pulse slowly and are always drawn above other pins. Hiding a pin type in the map filter no longer hides them, and choosing a portal no longer turns a hidden filter back on.
  • Portal map travel: the portal and stone portal cost 1.5x the vanilla materials (30 fine wood, 15 greydwarf eyes, 3 surtling cores for the portal). Change it with [World] PortalCostMultiplier; 1 keeps vanilla prices.

0.0.11

  • Fix: the kiln wood filter no longer deletes wood that other players put into a kiln you own. KilnAllowedWood now ignores letter case and logs a warning for names that are not kiln wood.

  • Craft without roof: the fermenter, spinning wheel and beds now also work without a roof or cover.

  • Fix: faster loot from dead creatures no longer makes player corpses and bosses vanish early; both keep the vanilla timing.

  • Fix: switch Forsaken power anywhere only offers powers whose boss has been killed in the current world, so a character from another world or server no longer gets every power it picked there.

  • Fix: auto repair at crafting stations repairs all worn items at once with a single sound, instead of piling up one sound per item.

  • Fix: auto map sync no longer deletes the pins of players who are offline (after a server restart, a new character or resetsharedmap). The server now merges everyone's map instead of passing on the last upload, new players get the whole shared map when they join, and only a pin's owner can remove it for everyone. Update the server too; players on older versions keep syncing with an updated server.

  • Fix: auto map sync sends your map only after you explored something or changed your own pins, instead of re-sending everything others shared, so it uses far less network and CPU. It no longer turns hidden pin types back on, no longer leaks one world's map into another world on a listen server, and skips worlds without a map and servers without the mod.

  • Fix: feeding troughs could lose or duplicate items in multiplayer when an animal ate while another player was using the trough. The animal now waits at the trough until the game that holds it hands it over, which only happens while nobody has it open. All players and the server should update: older versions still take the trough without asking, and a trough held by an older version is never handed over, so an animal gives up on it after 30 s.

  • Fix: Lox and Moose now eat from feeding troughs. Animals no longer eat from a trough through a gate that closed on their way and give up after 30 s if they can't reach it, summoned creatures leave the troughs alone, and FeedingTroughRange is limited to 1-50 m.

  • Fix: craft from containers no longer makes nearby chests flip back and forth between players while two of you have the inventory open or are building, which made crafts fail without a word, the amounts flicker and chests sometimes refuse to open. Your game now asks for a chest only when you click Craft or pick a build piece, and only for chests holding its materials. A chest another player is crafting from says "Chest busy, try again" and takes nothing.

  • Fix: craft from containers ignores feeding troughs, so crafting and planting no longer use up animal feed, and one-ingredient recipes no longer show chest amounts they can't use. Nobody else needs the mod anymore: chests held by players without it are used too. Everyone should update: requests from 0.0.9 and 0.0.10 to an updated player are ignored, so an older game only uses chests it already holds.

  • Auto storage: AutoStorage Link is split into AutoStorage Link input and AutoStorage Link output (Hammer > Misc). Link input picks the chests a piece takes its ore, wood, fuel, raw food or mead base from, Link output the chests it puts its products into; a piece can have several of each, and one chest can be both. All existing links are removed: link your pieces again with the new tools. A chest linked both ways also feeds a piece its own products, so a windmill grinds its oats on into oat flour; use separate chests to keep the oats.

  • Auto storage: the frigid kiln, hot tub, birds' nest and frost foundry work with it too (they already did; now documented).

  • Fix: auto storage respects wards and private chests. You can only link or unlink a chest you could open and only pick a piece inside a ward that lets you in, so nobody can empty your chests or take your honey through a link anymore.

  • Fix: auto storage no longer stops using a chest for good after a player crashed or lost connection with it open, and no longer takes a chest away from a player who is crafting from it.

  • Fix: auto storage no longer duplicates products in new game+ worlds (world level above 0) when an output chest is nearly full.

  • Auto storage: everyone should update, players and server. Older versions don't know the new links, so pieces they control don't run them, and their old links are removed as soon as an updated game controls the piece.

  • Farm everything: uproot wild berry bushes, mushrooms, thistle, dandelion and fiddlehead with the Cultivator for seeds and plant them on cultivated ground; planted ones regrow in FarmEverything<Prefab>Minutes (default 1.5x wild, 1-10000). Bare planted mushrooms, thistle, dandelion and fiddlehead show as a small plant. Uprooting costs stamina and Cultivator durability like hammer removal, and a plant that still has its harvest drops it first.

  • Plant growth timer: hovering a sapling or a bare planted bush shows how long until it grows.

  • Portal map travel: stepping into a portal opens the map with every portal pinned; click one to travel there (mouse only; vanilla item restrictions and portal world modifiers still apply).

  • Station extension range: extensions upgrade stations from up to ExtensionRangeMeters away (default 10 m; vanilla 2-5 m depending on the extension, never shrunk) and can be placed that far.

  • Comfort range: comfort pieces count from up to ComfortRangeMeters away (default 20 m, max 64 m, vanilla 10 m); resting still needs a burning fire nearby.

  • Larger crafting station build range: config is now StationBuildRangeMeters (default 40 m, max 64 m, never below a station's vanilla range: 20 m, artisan table 40 m) instead of a multiplier; the old StationBuildRangeMultiplier key is ignored. At the default the artisan table keeps its vanilla 40 m (0.0.10 doubled it to 80 m).

0.0.10

  • Fix: craft from containers and AutoStorage Link ignored newly built chests (and some older ones at random).
  • Craft from containers: requirement amounts show have/need (inventory plus nearby chests), e.g. 25/10.

0.0.9

  • Craft and build from nearby containers: crafting, upgrading and building use materials from chests within 15 m (CraftFromContainersRadius), multiplayer safe.
  • Auto storage: AutoStorage Link now links to any chest you built. The custom AutoStorage chest is removed; empty it before updating, placed ones disappear with their contents.
  • Auto storage: a linked piece now asks the chest owner to hand the chest over instead of taking it, so two players never write to one chest at once.

0.0.8

  • Larger crafting station build range: build up to 2x farther from workbenches and other stations (configurable).
  • Faster loot from dead creatures: bodies vanish and drop loot after half a second (configurable).

0.0.7

  • Auto storage: linking moved into the vanilla Hammer as AutoStorage Link (Misc tab); the AutoStorage Hammer item is removed and refunded as 3 Wood and 1 Surtling Core.

0.0.6

  • Auto repair at crafting stations: opening a station repairs all items it can repair, no clicking.

0.0.5

  • Switch Forsaken power anywhere: the button text is always in English, whatever the game language.

0.0.4

  • Switch Forsaken power anywhere: a button in the Escape menu cycles through the powers you already picked at a guardian stone, without touching the cooldown.

  • Auto storage: once a minute linked pieces collect their own products lying within 5 m into the chest (AutoStorageCollectRadius).

  • Auto storage: the chest has 10 slots instead of 32; items in existing chests are kept.

  • Auto storage: chest recipe is now 10 Fine Wood, 5 Greydwarf Eyes, 5 Bronze (no Surtling Cores).

  • Feeding trough: craftable chest that hungry tamed animals nearby eat from (toggleable).

  • Auto map sync: all players share explored map and pins through the server, no cartography table needed (toggleable).

0.0.3

  • Auto storage: craftable AutoStorage chest and AutoStorage Hammer; linked kilns, smelters, beehives, sap extractors, cooking stations and fermenters pull inputs from and push products into the chest (toggleable). Adds Jötunn as a dependency.

0.0.2

  • Kiln wood filter: the charcoal kiln only accepts configured wood types, default plain wood only (toggleable).

0.0.1

  • Craft without roof: crafting stations no longer require a roof or cover (toggleable).