SonicDM-NearbyCraftingForked icon

NearbyCraftingForked

Fork of Nearby Crafting (original by IPA38 / mikeg) with Quick Deposit exclusions, fuel/ore from nearby chests, and a nearby item-locate command.

Last updated 10 hours ago
Total downloads 1605
Total rating 3 
Categories Mods Tweaks Tools Crafting Client-side Utility Building AI Generated Deep North Update
Dependency string SonicDM-NearbyCraftingForked-1.5.3
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2202 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2202

README

Nearby Crafting Forked

Nearby Crafting Forked lets you craft and build using materials stored in nearby player-built containers, so you do not need to move resources into your inventory first.

This is a source fork of Nearby Crafting 1.2.1 (original by IPA38 / mikeg) with Quick Deposit exclusions and fuel/ore assist from nearby chests for smelters, kilns, fires and lights.

Identity

Author SonicDM
Plugin name Nearby Crafting Forked
Plugin GUID com.sonicdm.valheim.nearbycraftingforked
Assembly NearbyCraftingForked.dll
Version 1.5.3
Config file BepInEx/config/com.sonicdm.valheim.nearbycraftingforked.cfg

Do not run this fork at the same time as the original Nearby Crafting plugin. Both patch the same Valheim methods; use one or the other.

This may break other CraftFromChests-style plugins that also patch crafting, building, or station fueling.

Features

  • Craft using materials from nearby eligible containers.
  • Build using materials from nearby eligible containers.
  • Mass Quick Deposit sends matching inventory items to nearby chests with one configurable hotkey.
  • Quick Deposit can be enabled or disabled independently from Nearby Crafting.
  • Optional glow on chests and parked carts that received a Quick Deposit (off by default; color and duration are independent of item locate).
  • Quick Deposit exclusions keep consumables, ammo, equipment and utility items in your inventory by default.
  • Per-item exclude / allow lists with * wildcards (for example deposit mushrooms while keeping other food).
  • Fuel smelters, charcoal kilns, blast furnaces, campfires, torches, braziers and similar stations from nearby chests on interact (uses each prefab’s own fuel item: Wood, Resin, Coal, Greydwarf eye, etc.).
  • Optionally pull smelter/kiln ore and other cookable inputs from nearby chests.
  • Locate items in nearby chests and parked carts with the nearby console/chat command (glows nearest matches).
  • Containers are processed nearest-first.
  • Configurable container range and player-built / moving-container filters.
  • Compatibility support for BalrondConstructions storage layouts.
  • Optional auto-reload when the .cfg file changes on disk (edit, save, apply in-game).

Mass Quick Deposit

Press the configured hotkey to deposit matching items into eligible nearby chests.

  • An item is only deposited into a chest that already contains that item type.
  • If one matching chest cannot accept the full amount, the remaining items can continue to another matching chest.
  • A HUD message reports how many items were deposited and how many chests received items.
  • Optional chest/cart glow (HighlightChests, off by default) shows which containers received items. HighlightColor accepts hex (#248038) or RGB (36,128,56 / 0.14,0.50,0.22). Opacity is HighlightAlpha (slider, default 1). Duration is HighlightDurationSeconds (default 15). Separate from Item Locate. Clear with nearby clear.
  • Only stackable items are deposited (max stack size greater than 1).
  • Exclusion rules apply only to Quick Deposit. Nearby crafting and building can still pull materials from chests.

Default Quick Deposit settings:

[Quick Deposit]
Enabled = true
Hotkey = F6
HighlightChests = false
HighlightColor = #248038
HighlightAlpha = 1
HighlightDurationSeconds = 15

Quick Deposit exclusions

Defaults are intentionally conservative so a combat/food loadout stays on you:

[Quick Deposit - Exclusions]
ExcludeConsumables = true
ExcludeAmmo = true
ExcludeEquipment = true
ExcludeUtility = true
ExcludedItemTypes =
ExcludedItems =
AllowedItems =
Setting Purpose
ExcludeConsumables Keep food, meads, potions, etc.
ExcludeAmmo Keep arrows, bolts, and non-equipable ammo
ExcludeEquipment Keep weapons, armor, shields, tools, torches
ExcludeUtility Keep Utility item types
ExcludedItemTypes Extra ItemType names to exclude (comma-separated, case-insensitive)
ExcludedItems Force-exclude specific items by prefab / shared name
AllowedItems Exceptions: still deposit these even if their type is excluded

Matching rules

  • ExcludedItems and AllowedItems match the item localized display name, prefab name, and internal shared name (case-insensitive). Item descriptions are never searched.
  • Prefer prefab-style names such as MushroomYellow. Display names also work (Oatmeal matches the dish even though its prefab is OatmealLingonberryJam).
  • * wildcards are supported: Mushroom*, *Egg, Cooked*Meat*.
  • A pattern that starts with * (*Berr*, *Egg) matches the display name and the first prefab word only. Later words in a compound prefab are ignored, so *Berr* deposits Blueberries / Lingonberries / Raspberry, not Oatmeal (prefab OatmealLingonberryJam).
  • If an item appears in both lists, ExcludedItems wins.
  • Exclusions do not affect crafting or building material pulls.

Useful examples

With ExcludeConsumables = true, cooked meals, cauldron food, and meads stay on you. Use AllowedItems only for surplus forage you want dumped into chests. Prefab IDs below match the Valheim wiki Item IDs / Food lists.

Usually keep on you (default exclusions already cover these)

These are the foods you typically want for combat and progression — leave them excluded:

  • Cooked station food (CookedMeat, CookedDeerMeat, FishCooked, SerpentMeatCooked, …)
  • Cauldron / oven meals (QueensJam, CarrotSoup, Sausages, Bread, BloodPudding, Mistlands/Ashlands dishes, …)
  • Meads and barley wine (MeadHealthMinor, MeadStaminaMedium, MeadFrostResist, BarleyWine, …) — wildcard Mead* / BarleyWine* if you ever allow consumables broadly and need to re-exclude them
  • Mead bases (MeadBase*) if those show up as depositable stacks in your setup

Raw butcher meats (RawMeat, etc.) are normally Material, not Consumable, so they already deposit without an allow-list entry.

Early game — Meadows / Black Forest forage

Safe surplus to deposit while exploring (weak foods; also crafting ingredients, so keep a small pile if you are brewing):

AllowedItems = Mushroom,MushroomYellow,MushroomBlue,Raspberry,Blueberries,Honey

Or shorter:

AllowedItems = Mushroom*,Raspberry,Blueberries,Honey

Optional farm surplus (also used in recipes — only allow-deposit if you have plenty):

AllowedItems = Mushroom*,Raspberry,Blueberries,Honey,Carrot

Mid game — Mountains / Plains

Add cloudberries (Plains) and optional onion surplus (Mountain farm crop / soup ingredient):

AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,Carrot,Onion

Late game — Mistlands / Ashlands forage

These mushrooms/plants are edible and key cooking/eitr ingredients. Allow-deposit only when you are stocked:

# Mistlands
AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,MushroomMagecap,MushroomJotunPuffs

# Ashlands (add when relevant)
AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,MushroomMagecap,MushroomJotunPuffs,SmokePuff,Fiddlehead,Vineberry*

Trash consumables

Bukeperries (Pukeberries) are usually worth dumping:

AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,Pukeberries

Ammo + forage

ExcludeAmmo = true
AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,ArrowWood,ArrowFlint

Valuables / name families

ExcludedItems = Coins,DragonEgg
ExcludedItems = *Trophy*,Dragon*,*Egg
ExcludedItemTypes = Trophy,Misc

Starter preset — deposit early forage, keep meals/meads/gear

[Quick Deposit - Exclusions]
ExcludeConsumables = true
ExcludeAmmo = true
ExcludeEquipment = true
ExcludeUtility = true
ExcludedItemTypes =
ExcludedItems = Coins,DragonEgg
AllowedItems = Mushroom*,Raspberry,Blueberries,Cloudberry,Honey,Pukeberries

Expand AllowedItems as you progress (Carrot/Onion → Magecap/Jotun → Ashlands forage) when those stacks become clutter instead of ingredients you still need on hand.

Station fuel and ore

When you interact with a fuel switch / fire / light and you do not already have the required item, the mod can pull one matching item from a nearby eligible chest into your inventory so vanilla can consume it.

This covers Valheim’s shared components (fuel type comes from the prefab, not a hardcoded list):

Structures Component Typical fuels / inputs
Smelter, charcoal kiln, blast furnace, eitr refinery Smelter Coal / Wood (fuel) + ores/scrap (optional ore assist)
Campfire, hearth, wood/iron torches, braziers (incl. blue) Fireplace Wood, Resin, Coal, Greydwarf eye, etc.
Cooking stations that use their own fuel CookingStation Prefab m_fuelItem
Shield generator ShieldGenerator Prefab m_fuelItems list

Non-refillable / infinite-fuel lanterns and wisplights are left to vanilla. There is no background “keep everything lit” auto-refuel (client-only limitation).

Assist only runs for the local player and only when the station will actually accept fuel/ore (not full, not fireplace tap-to-toggle). Chest takes are best-effort on the client — same pattern as nearby craft consume — and can desync on some dedicated-server setups if another player is using the same chest.

[Station Fuel]
Enabled = true
EnableOreFromChests = true

Item locate (nearby)

Find which eligible nearby chests and parked carts contain an item and glow the nearest matches (same range and container filters as crafting).

Command Effect
nearby Resin / /nearby Resin Search by prefab/shared name (* wildcards allowed, same as Quick Deposit lists)
nearby / /nearby Search for the currently held/selected item
nearby clear / /nearby clear Clear highlights immediately

locate is an alias for nearby (same args).

Matching uses Quick Deposit-style * wildcards, and also treats the text between wildcards as a substring — so surtling, surtling*, and *surtling* all find both SurtlingCore and TrophySurtling. Searches also match localized display names (for example majestic carapace finds QueenDrop / $item_seekerqueen_drop), plus prefab and shared/token names. Only player-built container inventories are searched (wall-mounted trophy stands are not).

Highlights auto-clear after the configured duration. A new search replaces the previous set. Feedback is a local chat line only (for example Found Resin in 3 chests.). GlowColor accepts hex or RGB, same rules as Quick Deposit HighlightColor.

[Item Locate]
Enabled = true
MaxHighlights = 10
DurationSeconds = 15
GlowColor = #8C731A
GlowAlpha = 1

Configuration

Nearby Crafting Forked includes options for:

  • Enabling or disabling the mod.
  • Enabling or disabling nearby-resource building.
  • Changing the nearby-container range.
  • Ignoring ships and carts that are actively in use (parked carts stay eligible).
  • Ignoring Obliterators (default on).
  • Requiring containers to be player-built.
  • Enabling or disabling the crafting requirement indicator fix.
  • Enabling or disabling Mass Quick Deposit.
  • Changing the Mass Quick Deposit hotkey.
  • Optional Quick Deposit chest/cart glow, hex color, opacity, and duration (off by default).
  • Quick Deposit type exclusions and per-item exclude/allow lists.
  • Station fuel/ore assist from nearby chests.
  • Item locate (nearby command) glow and duration.
  • Auto-reloading config when the .cfg changes on disk.
  • Optional manual config-reload hotkey (unset by default).
  • BalrondConstructions compatibility.
  • Debug logging.

The configuration file is generated at:

BepInEx/config/com.sonicdm.valheim.nearbycraftingforked.cfg

Settings can also be changed through a compatible mod-config interface (for example Official BepInEx Configuration Manager).

Config reload

[General]
AutoReloadConfig = true
ReloadConfigHotkey =
  • AutoReloadConfig (default true) watches the .cfg and reloads shortly after you save it.
  • ReloadConfigHotkey is optional and unset by default so it does not conflict with other mods. Assign a free key if you want a manual force-reload.
  • Container caches are invalidated after reload.

Installation

Mod manager (r2modman / Thunderstore)

  1. Disable or uninstall the original Nearby Crafting package if it is present.
  2. Install Nearby Crafting Forked (or import the local package / DLL into the profile).
  3. Launch once so the config file is created, then edit exclusions as needed.
  4. With AutoReloadConfig = true, saving the cfg applies changes without restarting Valheim.

Recommended r2modman plugin layout (same pattern as other managed mods):

BepInEx/plugins/SonicDM-NearbyCraftingForked/
  NearbyCraftingForked.dll
  manifest.json
  README.md
  CHANGELOG.md
  icon.png

Manual

  1. Install BepInExPack for Valheim.
  2. Place NearbyCraftingForked.dll in BepInEx/plugins/ (or a subfolder as above).
  3. Remove any original NearbyCrafting.dll from the profile.

Notes

  • Nearby Crafting Forked uses Valheim's recipe requirement logic so conditional recipe requirements introduced in Valheim 1.0 are handled correctly.
  • Resource consumption can be split between the player's inventory and multiple eligible nearby containers.
  • Obliterators (Incinerator) are ignored by default via Containers.IgnoreObliterators (Quick Deposit, crafting/building, and station fuel/ore assist).
  • This may break other CraftFromChests-style plugins that also patch crafting, building, or station fueling.
  • For troubleshooting, enable debug logging in the mod configuration and check BepInEx/LogOutput.log.
  • Enable DebugContainerDetails only when needed; it is noisy.

Credits

  • Author: SonicDM
  • Original mod: Nearby Crafting by IPA38 / mikeg (com.mikeg.valheim.nearbycrafting).
  • This fork adds Quick Deposit exclusion controls, allow-list exceptions, wildcards, live config reload, and station fuel/ore from chests under a separate plugin identity.

Build (developers)

Default Valheim / BepInEx reference folder:

E:\Scripts\Valheim Mods\Reqs
.\build.ps1
.\build.ps1 -Package
.\package.ps1
.\package.ps1 -SkipBuild
.\build.ps1 -LibDir "D:\Somewhere\ValheimRefs"

package.ps1 builds a Thunderstore-compatible zip under dist/ per Thunderstore package docs:

  • manifest.json, README.md, icon.png (256×256), optional CHANGELOG.md, and NearbyCraftingForked.dll at the zip root
  • Validates manifest fields, UTF-8 readme, and icon dimensions before packing

Release (developers)

GitHub-hosted Actions cannot compile this mod (Valheim Managed DLLs stay local). Releases are cut from your machine:

  1. Bump PluginVersion, csproj <Version>, and manifest.json version_number together.
  2. Add a ## X.Y.Z section to CHANGELOG.md.
  3. Package locally (.\package.ps1), then publish:
.\release.ps1 -SkipPackage   # use existing dist\NearbyCraftingForked-X.Y.Z.zip
# or
.\release.ps1                # package then release

release.ps1 validates versions, tags vX.Y.Z, pushes, and creates a GitHub Release whose body is the matching CHANGELOG section, with the Thunderstore zip attached. The Release workflow on tag push refreshes those notes if the tag lands first.