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Chazman-RunicCrafting-1.0.1 icon

RunicCrafting

Craft and build from nearby containers, see combined material requirements, configure workshop access, and repair all without inventory shuffling.

Date uploaded 3 days ago
Version 1.0.1
Download link Chazman-RunicCrafting-1.0.1.zip
Downloads 430
Dependency string Chazman-RunicCrafting-1.0.1

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333

README

Runic Crafting 1.0.0

Your workshop already contains the wood, stone, metal, and components you need. Moving those materials from a nearby chest into your pockets—and back again—does not make crafting more meaningful; it makes the workshop feel disconnected from its own supplies.

Runic Crafting lets crafting and building use eligible materials stored nearby. It also improves requirement information, adds configurable workshop policies, supports carefully controlled stationless building, and provides Repair All.

Major features

  • Craft recipes using carried materials first and nearby containers second.
  • Build from eligible workshop storage without hauling every stack by hand.
  • See combined carried and nearby material availability.
  • Configure who may use a station and who may use its nearby supplies.
  • Repair all eligible inventory equipment in one action.

How it feels in-game

Your workshop behaves like one connected workspace. You stock the room, approach the bench, and make what those real supplies allow instead of performing an inventory-transfer ritual before every recipe or wall section.

Safety and compatibility

Materials are still consumed normally. Containers must be loaded, accessible, synchronized, ward-allowed, and locally owned; uncertain containers are skipped. Crafting uses short local rollback scopes rather than global locks or persistent recovery systems. It is standalone, requires only BepInEx, and supports solo, listen-server, and dedicated-server clients under Valheim's native ownership rules.

Material ownership

Crafting considers the local player's carried inventory first, then eligible nearby containers in stable distance and endpoint order. A container is eligible only while it is loaded, in range, not in use, accessible to the player and ward, and owned by the current Valheim process. This uses the same native ownership rule on solo games, listen servers, and dedicated-server clients. Containers owned by another peer are ignored for that attempt.

An exact process-local lease removes the selected material stacks before Valheim creates the output. The lease commits after Valheim reports output or placement progress and rolls back if the action is cancelled or throws. The lease blocks only another Runic Crafting material allocation in the same process; it never locks unrelated inventory, tools, or other mods. There are no RPC sagas, persistent journals, join-time recovery checks, or cross-mod transaction records.

Carried-only actions stay on Valheim's normal path. Special one-ingredient recipes and no-cost mode also remain vanilla.

Workshop Access

Station Use and Local Material Use are separate policies stored in the existing station ZDO keys:

  • everyone
  • approved
  • owner
  • nobody
  • ward
  • ward.exceptions
  • group

Use runiccrafting_access show while standing at a station. The station owner may use:

runiccrafting_access station <policy>
runiccrafting_access materials <policy>
runiccrafting_access approve <playerId>
runiccrafting_access unapprove <playerId>
runiccrafting_access group <canonicalGroupUuid>

Group policy is an optional integration. When Runic Portals exposes the matching preserved group record, membership is evaluated through its public reflection seam. If that provider is absent or unavailable, a Group policy denies without preventing Crafting from loading.

Building and UI

Station-gated pieces use the resolved station's native build range. Explicitly allowed stationless pieces use Crafting's bounded player-local range. Requirement rows show combined available/required counts and put the carried, nearby, total, and missing breakdown in the tooltip.

Placement costs are committed only after Valheim creates the piece or reaches its native consumption boundary. A rejected placement restores every earlier removal.

Installation

Install RunicCrafting.dll on each client that wants the features. Installing it on a dedicated server is harmless and keeps the mod list uniform, but the material feature acts only for a locally owned player and locally owned containers.

Configuration is in BepInEx/config/chazman.RunicCrafting.cfg. Changes apply at runtime.

CHANGELOG

Changelog

1.0.1 - 2026-09-05

  • Reworked the Thunderstore description and README opening to lead with the player problem, the mod's core benefit, major features, in-game feel, and then safety and compatibility details.
  • Description-only package update. The plugin DLL and gameplay behavior are byte-for-byte unchanged from 1.0.0.

1.0.0

  • Removed the mandatory Runic Core, Persistence, Permissions, Transactions, and Inventory runtime dependencies without changing the published version.
  • Deleted capability registration, protocol coupling, the durable remote crafting saga, composite container claims, player journals, recovery enforcement, and the suite-wide mutation gate.
  • Kept exact carried-first material allocation and rollback as a Crafting-owned process-local lease.
  • Enabled the same native local-player and container-owner path for solo, listen-server, and dedicated-client processes; non-owned containers are excluded from the attempt.
  • Preserved Workshop Access ZDO keys and added optional group membership lookup through Runic Portals without making Portals a load requirement.
  • Kept combined requirement displays, stationless build rules, placement rollback, and Repair All.