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Player and Server Guide
Updated 30 minutes agoGearAndStorage — Player and Server Guide
Documentation for version 0.5.8, published by Tayrus_GearAndStorage.
GearAndStorage combines equipment slots, quick slots, inventory settings, chest management, production automation, portal rules and custom quests. It replaces selected features of ValheimPlus and EquipmentAndQuickSlots, rather than their entire feature sets.
Bug reports and feature requests
Report a bug or suggest a feature on GitHub · Browse existing reports
English and Czech reports are welcome. Please include your GearAndStorage and Valheim versions (client and server), steps to reproduce, relevant settings and mods, and screenshots or BepInEx/LogOutput.log. Remove passwords, tokens and private server details before attaching logs.
Installation
BepInEx for Valheim is required. A Thunderstore-compatible mod manager installs the declared dependency automatically. For a manual installation, place GearAndStorage.dll in:
BepInEx/plugins/GearAndStorage/
Install the same GearAndStorage version on the dedicated server and every client. Single-player and player-hosted worlds are also supported. This is not a server-only mod: clients need its interface and gameplay changes.
ValheimPlus, EquipmentAndQuickSlots, Jotunn and external quest mods are not dependencies. Some in-game interface text and the generated example quest are currently in Czech; configuration descriptions are in English.
Files and server configuration
The first launch creates a dedicated folder:
BepInEx/config/GearAndStorage/
GearAndStorage.cfg
QuestPreferences.cfg
Quests/
quest_example.json
Progress/
GearAndStorage.cfgcontains feature settings.Quests/contains quest definitions in files namedquest*.json.Progress/is for optional one-time imports of older progress. Ongoing progress is saved in the character profile.
In multiplayer, the server controls gameplay settings and quest definitions. Clients receive and follow these settings during the connection. Personal configuration is not permanently overwritten and is restored on disconnect. Key bindings and interface positions remain local.
The server checks the configuration file for changes approximately every two seconds. Edit the file inside the dedicated folder, not the older mkova.GearAndStorage.cfg in the configuration root. Stop the game or server before replacing the DLL, and update clients as well.
On a fresh installation, crafting/building from chests, furnace feeding, production storage and shared building areas are disabled. Stack increases and weight reduction default to zero. Quick stack, quests and trophy-based portal unlocks are enabled.
Default controls
- Left Alt + Y: use the item in quick slot 1.
- Left Alt + X: use the item in quick slot 2.
- Left Alt + C: use the item in quick slot 3.
- B: quick-stack matching items into nearby chests.
- L: open or close the quest journal.
Quick-slot letters follow the current keyboard layout, including Czech QWERTZ. If another mod uses the same shortcut, change one of the bindings.
Equipment and quick slots
The equipment panel includes head, chest, legs, cape, trinket and two fixed utility slots. Slots are arranged around the body; the trinket slot is to the left of the chest slot.
QuickSlots.Count controls the number of quick slots, with three by default and a maximum of six. The first three have default shortcuts. The quick bar is normally positioned above the guardian power icon, such as Eikthyr. Its position can be adjusted locally.
Player.InventoryRows sets the minimum number of ordinary inventory rows, from 4 to 9. Purchased rows and space needed to preserve items are retained.
Chest and storage sizes
Each supported storage type has its own configuration section:
Storage.WoodChest: wooden chest.Storage.PersonalChest: personal chest.Storage.ReinforcedChest: reinforced chest.Storage.BlackMetalChest: black metal chest.Storage.Cart: cart.Storage.Karve: karve.Storage.Longship: longship.
Columns accepts 1–8 and Rows accepts 1–20. For example:
[Storage.WoodChest]
Columns = 8
Rows = 5
When shrinking storage, occupied cells are preserved. A full chest may therefore remain larger than the requested dimensions until its contents are rearranged or removed. Gravestones are not resized by this feature.
Item stacks, weight and carry capacity
Stacks.IncreasePercent increases stack limits by 0–500%, in steps of 50%. A value of 100 doubles the original limit; 500 makes it six times the original limit. Normally unstackable items remain unstackable.
Weight.ReductionPercent reduces item weight by 0, 25, 50, 70 or 100%. At 100%, item weight is zero.
Weight.BaseCarryCapacity sets base carry capacity from 300 to 2000, in steps of 50. Equipment bonuses and the world carry-capacity multiplier remain separate.
Example: double stacks, half weight and a base carry capacity of 450:
[Stacks]
IncreasePercent = 100
[Weight]
ReductionPercent = 50
BaseCarryCapacity = 450
Quick stack into chests
Press B to move items into accessible nearby chests that already contain the same item type. This follows your existing chest organization; it does not send every item into arbitrary empty chests.
[QuickStack]
Enabled = true
Range = 20
ProtectHotbar = true
Range is measured from the player in metres and accepts 1–100. Equipment and quick slots are always protected. ProtectHotbar also protects the first inventory row.
In multiplayer, the operation may briefly wait for chest ownership and the latest inventory contents. Version 0.5.7 handles this within one key press. Open chests, gravestones, occupied carts and inaccessible storage are skipped.
Crafting and building from chests
One setting enables chest materials for crafting, upgrading and building:
[Crafting]
CraftFromChests = true
ChestRange = 20
The range accepts 1–100 metres, measured from the player. Materials are consumed from the player inventory first, then from available chests.
Recipe knowledge, station requirements and placement rules still apply. Multiplayer crafting/building uses accessible, closed chests owned by the crafting client. If chest contents cannot be used safely, placement must not proceed without paying the material cost.
Automatic furnace feeding
[Furnaces]
AutoFeedCoalAndOre = true
This supplies coal and accepted raw ores from nearby chests within a fixed 10-metre range. It does not supply wood, food or refined ingots. Furnace feeding is separate from crafting from chests.
Storing production output in chests
Each supported station has an independent switch in the Production section:
Smelter: smelter.BlastFurnace: blast furnace.CharcoalKiln: charcoal kiln.Windmill: windmill.SpinningWheel: spinning wheel.EitrRefinery: eitr refinery.CookingStation: ordinary cooking station.IronCookingStation: iron cooking station.Oven: oven.Fermenter: fermenter.SapCollector: sap collector.
The shared ChestRange is measured from the producing machine. It defaults to 10 metres and accepts 1–100. For example, to enable both smelting stations:
[Production]
Smelter = true
BlastFurnace = true
ChestRange = 10
Output can fill existing stacks and empty chest slots. Beehives and honey are excluded.
Output that cannot be stored follows the normal drop behaviour. Fermenters and sap collectors wait for room before automatic extraction. Food can still burn while waiting for chest space. Automatic cooking collection does not award personal cooking XP or bonus portions. Devices requiring a recorded player crafter remain manually operated.
Automation requires the area to be loaded and the machine and chest to be owned by the same game instance. Unloaded bases are not continuously simulated. Private access and protective wards are respected.
Shared building areas
[Workstations]
SharedBuildArea = true
BaseBuildRange = 20
ConnectedBuildRange = 40
A new workbench joins the network when its centre is inside the range of a connected workbench. Overlapping only the outer edges of two circles is not enough.
A stonecutter inside the network increases connected workbench ranges to the connected value. Add more workbenches to extend the area. Coverage is the union of their individual circles, not one large circle.
The network shares station permissions for building, such as placing stone structures. It does not share crafting recipes, upgrade levels, repairs, or roof/fire requirements. Removing a bridge workbench can split the network. Both ranges accept 5–100 metres; the connected range cannot effectively be smaller than the base range.
Portals and biome unlocks
Selected normally restricted materials can be transported in two ways:
- An administrator manually enables the biome in the configuration.
- A player hangs the boss trophy at the sacrificial stones, unlocking the biome for the entire world.
Killing the boss or mounting a decorative trophy does not count. The unlock applies to everyone in the world, regardless of whether they attended the fight or trophy ceremony.
[Portals]
UnlockOnTrophyAtAltar = true
AllowBlackForest = true
This example allows copper, tin and bronze even before the Elder trophy is mounted. Setting AllowBlackForest = false does not revoke an altar unlock. UnlockOnTrophyAtAltar controls both creating and applying automatic unlocks; disabling it does not delete the stored world key.
Default restricted-item assignments:
- BlackForest:
CopperOre,TinOre,Copper,Tin,Bronze. - Swamp:
IronScrap,Iron. - Mountain:
SilverOre,Silver,DragonEgg. - Plains:
BlackMetalScrap,BlackMetal. - Mistlands:
DvergrNeedle,CopperScrap. - AshLands:
FlametalOreNew,FlametalNew,FlametalOre,Flametal. - DeepNorth:
Gold, without a default automatic trophy unlock. - Meadows and Ocean: empty default restricted-item lists.
Edit item lists in Portals.Items and trophy lists in Portals.Trophies. Use comma-separated internal prefab names. Unknown restricted items are not automatically allowed. Special quest-item restrictions remain separate.
Fixed in 0.5.8: the cannot-teleport inventory symbol and tooltip now follow the current GearAndStorage material unlock rules.
Quest journal
Press L to open the journal. A player can accept one quest at a time. The active quest appears beside the minimap, with its title, live objective progress and reward.
The journal supports switching quest lines and orders quests by prerequisites. Completed quests leave the pending list and their names appear in the line history on the left. While the journal is open, the mouse wheel does not zoom the player camera.
Objectives support acquiring items and killing enemies. Gather objectives count items acquired after accepting the quest; completion does not consume them. Progress belongs to the character and follows that character between worlds.
Rewards are granted automatically once all objectives are complete, provided every reward prefab exists and all item rewards fit in the normal inventory. Otherwise, the quest remains pending and displays the reason. There is no external MMO XP integration; skill rewards use native Valheim skills.
The public release generates a small example quest. It does not include a full campaign or another author's quest pack.
After rewards are granted, an eight-second on-screen notification displays the completed quest title and the granted rewards, including item quantities and localized item names. It remains visible when the next quest is accepted automatically.
The journal includes an automatically accept next quest toggle. It defaults to off and is saved locally in QuestPreferences.cfg, independently of server settings. After successful completion it accepts the next available pending quest in the same journal line, including on the next page. It does not switch to another line or skip unmet prerequisites.
Creating a custom quest line
Create a UTF-8 file on the server at BepInEx/config/GearAndStorage/Quests/quest_forest.json. A simple line can look like this:
{
"Quests": [
{
"ID": "forest_001",
"Title": "Wood Supplies",
"Goal": "Acquire 20 wood after accepting this quest.",
"PreReqID": "",
"GatherReqs": [{ "Prefab": "Wood", "Amount": 20 }],
"KillReqs": [],
"RewardItems": [{ "Prefab": "Coins", "Amount": 10 }],
"SkillRewards": []
},
{
"ID": "forest_002",
"Title": "Boar Hunter",
"Goal": "Kill three boars.",
"PreReqID": "forest_001",
"GatherReqs": [],
"KillReqs": [{ "Prefab": "Boar", "Amount": 3 }],
"RewardItems": [{ "Prefab": "Coins", "Amount": 20 }],
"SkillRewards": []
}
]
}
ID must be unique across all files. PreReqID names the previous quest that must be completed to unlock this one. Avoid circular prerequisites or references to missing quests. Keep published IDs stable because saved progress refers to them.
Title is the quest name and Goal its description. GatherReqs and KillReqs define objectives; RewardItems defines item rewards. Prefab is an internal identifier, not the translated inventory label. Amount is the required quantity. Do not manually set SourceFile; the loader supplies it.
SkillRewards can contain, for example, { "Skill": "Run", "Amount": 10 }. This value is passed to native skill advancement; it does not guarantee ten skill levels.
Use separate quest*.json files for separate journal lines. After changes, check that definitions load and inspect the BepInEx log for errors. The server distributes definitions to players, so you do not need to copy quest files to every client manually.
Epic Loot rewards
Epic Loot is optional. If a quest uses its items, the relevant mod and prefabs must be available in the installation.
In locally verified Epic Loot 0.14.4, magic dust is DustMagic, not MagicDust. Other examples are DustRare, DustEpic, DustLegendary, EssenceMagic, ReagentMagic and ShardMagic. The quest's Rarity field does not change the rarity of reward items.
The message “Chybí předmět odměny” means “Missing reward item”: the specified prefab cannot be found. Correct its identifier or remove that reward. An invalid reward can block completion even after the objective is finished.
Compatibility, updates and removal
Do not combine overlapping inventory extensions. EquipmentAndQuickSlots, ExtraSlots, AzuExtendedPlayerInventory and ExtendedPlayerInventory are marked incompatible. GearAndStorage does not start while the ValheimPlus inventory feature is enabled. Disable other overlapping mod features individually.
Private inventory formats from other mods are not automatically imported. Move their items into ordinary inventory slots before removing those mods.
Back up worlds, characters and configuration before updating. Before removing GearAndStorage, move equipment and quick-slot items into ordinary slots and split enlarged stacks to vanilla limits. Move enlarged-storage contents into space that will remain available after removal. Update the server DLL and clients together.
Troubleshooting
- Cannot connect: compare GearAndStorage versions on the server and client. Missing or different versions are rejected.
- Settings did not apply: check the dedicated configuration folder and the server values. Server gameplay settings override local values while connected.
- Quick stack moved nothing: the chest must be accessible, closed, in range and already contain the item type. Check hotbar protection.
- Production is not entering a chest: enable that specific station and check space, range, access and whether the area is loaded. Input feeding and output storage have separate settings.
- A quest did not count items already held: gather objectives track acquisitions after acceptance.
- Objectives are complete but the quest is pending: free normal inventory space and verify reward prefab names.
- Metal shows a prohibition icon but portals work: update the server and clients to 0.5.8, which fixes the inventory symbol and tooltip mismatch.
When reporting an issue, include the mod version on both sides, reproduction steps, the relevant configuration section and relevant entries from BepInEx/LogOutput.log.