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Chazman-RunicCrafting-1.0.2 icon

RunicCrafting

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

Date uploaded 2 weeks ago
Version 1.0.2
Download link Chazman-RunicCrafting-1.0.2.zip
Downloads 485
Dependency string Chazman-RunicCrafting-1.0.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350

README

Runic Crafting 1.0.2

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

1.1.3 - 2026-09-19

  • Author confirmed in-game testing on September 19, 2026; prepared for Thunderstore release.
  • RunicCrafting now always uses its own Modded Containers.PullPrefabIds list for custom container material pulls, including when RunicStorage is installed. Storage settings continue to govern its own QuickStack/Restock actions.
  • Keep Makail ItemDrawers enabled by default with piece_drawer. Ordinary modded containers using native inventories remain automatic; unknown custom save formats still require an adapter.
  • Add query regressions for independent enabled/disabled lists in read-only previews and writable material sources.

1.1.2 - 2026-09-19

  • Added optional Makail ItemDrawers material sources for crafting/building and manual material pulls, using RunicStorage pull configuration when installed.
  • Read the custom drawer payload for previews and synchronize owner-held drawers before consumption. Keep normal stack limits when staging an item in the backpack.

1.1.1 - 2026-09-14

  • Added the wooden building-piece repair sound to successful AreaRepair batches, played at the player's position so repairs across the area provide audible feedback.
  • Use the registered woodwall piece's native sound effect, excluding placement dust/debris. Rate-limit feedback during large batches; denied, failed, or empty batches are silent.
  • Sound playback failure does not interrupt repairs. Existing repair eligibility, pacing, ownership and access checks remain unchanged.

1.1.0 - 2026-09-12

  • Fixed hammer-building chest searches to use the player's position and configured material range, including station-required pieces such as the forge.
  • Kept building previews, material counts, and placement consumption on the same search scope while preserving station and chest access checks.
  • Added optional area repair for hammer-built structures: configurable hotkey (default semicolon) and radius (default 50m, up to 100m).
  • Added an independent area-repair enable switch, paced networked repairs, ward/personal-chest checks, and menu/typing protection. Inventory equipment is unaffected.
  • Added piece-specific building diagnostics showing the material search range and required station.

1.0.8 - 2026-09-11

  • Reduced repeated crafting-menu work with a short-lived availability cache, combined with verified chest material counts and shared menu-refresh queries.
  • Shared nearby-material queries across building pieces during moving hammer previews, while preserving exact search positions and ranges.
  • Added targeted cache invalidation and fresh checks for crafting and placement, plus optional performance counters.
  • Thanks to Megamos and Aedis for their reports, testing, and optimization suggestions.

1.0.7 - 2026-09-11

  • Improved crafting and hammer-menu performance near large storage areas by reusing unchanged chest material counts.
  • Shared nearby-container queries across recipes and building pieces within each menu refresh.
  • Preserved access restrictions and normal material consumption, with cache invalidation when relevant state changes.
  • Thanks to Megamos and Aedis for their reports, testing, and optimization suggestions.

1.0.6 - 2026-09-10

  • Added cooking from nearby chests through the normal Use interaction on cooking racks and ovens.
  • Added nearby fuel fetching for fires, refillable torches/lamps, ovens and smelters, using each object's native fuel type.
  • Added separate cooking/refueling switches and a configurable interaction search range; no Production links are required.
  • Preserved carried-item priority, finished-food collection, fire requirements, fuel capacity and light-toggle behavior.
  • Added one-item staging with exact transfer checks, inventory-capacity feedback and protected-item checks.

1.0.5 - 2026-09-10

  • Fixed weapon and armor recipes remaining uncraftable despite enough materials in nearby chests.
  • Fixed recipe previews unnecessarily taking ownership of nearby chests just to count materials.
  • Enabled shared workshop materials by default for new configurations while preserving existing settings.
  • Fixed workshop access inspection requiring ownership of the station's network record.
  • Fixed worn equipment incorrectly blocking material consumption; rollback preserves item references, durability, and custom data.

1.0.4 - 2026-09-10

  • Fixed ordinary workbench recipes incorrectly requiring hidden upgrader-only ingredients, leaving Craft disabled despite sufficient visible materials.
  • Recipe availability and consumption now select the same station-specific ingredient set as vanilla. Native upgrader stations still require their special ingredients; ordinary upgrade costs, batch multipliers, and building costs remain intact.
  • Replaced lossy inventory save/reload preflight and rollback with exact in-memory snapshots so worn equipment cannot falsely block material consumption. Rollback preserves original item references, full durability precision, and custom data.
  • Chest synchronization accepts only the exact durability conversion made by one native load/save, without ignoring altered quantities or other item data.
  • Existing workshop policies, ward checks, personal-container exclusions, ownership checks, and capacity safeguards remain unchanged.

1.0.3 - 2026-09-10

  • Fixed craft/build-from-nearby-container discovery failing merely because another player owned the surrounding zone.
  • Accessible unused containers now use Valheim's native ownership claim before mutation.
  • Containers whose synchronized ZDO state says they are in use remain excluded, preventing an active chest editor from being overwritten.

1.0.2 - 2026-09-09

  • Updated output insertion, build placement, and inventory-change integration to Valheim 1.0's exact signatures.
  • Re-audited the installed Valheim 1.0.7 client assemblies and updated the BepInEx dependency to 5.4.2350.

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.